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Koopa Stun the Mario Hitstun guide

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Weak F-air
U-air in air(foxtrot Up angled F-tilt(tech chase))
U-tilt(anti drill move)
F-tilt(Spacer)
Dash Attack(Trip into attack)
F-throw(can't escape foxtrot reverse B-air/Foxtrot dash attack/D-smash if sweet spot with stage edge.)
Last Hit of D-air(Shield Pressure with SH->D-air->Lcancel->N-air)
F-air(FFLcancel->grab)
Up-special not that it's useful


Your Aerial lag is ground cancelable which means when they hit the ground it decreases.

These are the compilation of marios moves in addition to smashes with the most stun.

Battlefield
Lylat Cruise are your best stages

Combos (Get your Standing Pivot grabs like Chudat)
D-throw->U-tilt->Nair->Punch->Punch-D-smash/Grab
D-throw->B-air->Grab
D-throw->U-tilt/Upsmash(This keeps them out of falling animation)->F-air->Grab
/If they stay in falling animation you can cape them in the air and with proper placement and Cape's pushback to lead into Jab lock at the edge or a Jab->Smash
Mario's 0%->51% grab combo from 0% would be D-throw->U-smash->N-air->Punch->Punch->Pummel-Pummel->B-throw

Mario's last Dash Attack works just like U-tilt at high percents on Opponents landing air to ground.

Dash attack->N-air->Stutter-Punch-Punch-Grab->Pummel->pummel
Dash Attack->D-smash-Dash Attack if DI up
Dash Attack->Up-smash->B-air at low percents

Also at high percents WEAK BAIR leads into Dash Attack and Dashed PIVOT GRAB out of dupe walk. This is especially helpful against certain characters.



These work great on Smashville and Final Destination to help get KOs

Then you have your platform combos where you D-throw the opponent onto a platform and then hit them with a Smash the falling animation gives you an opening and the smash is stronger due to being on a platform.

F-tilt/D-angled F-smash is great for leading into edgegaurds with fireballs to eat their jumps and Fludd to stop horizontal movement once they have no jumps and cape to edgegaurd. If they try to edgerecover low fludd can bring them up from the ground and lead into Edgegaurds/U-airs
 
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The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
What.

No, seriously, what?
B-air has no hitstun same thing with n-air and fireballs and cape

Punches have vertical knockback on tipper but not hitstun.
D-tilt is the same these moves have the longest time it takes for them to do an attack after hit.
Up-special has stun in the move better as there's no crouch cancel great follow-up to vertical shield poke as it should hit from below.
Down-B and last hit of d-air on ground have horizontal knockback but slow growth rate.
 
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The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Stop trolling bro.
Mario's most issue is he has more trouble racking up damage once he gets to a certain percent say 80 that's not when he can KO the last 50% has to come from his combo game so he can KO at ~130%. His high Percentage combo starters are as follows:
Weak Dash attack
B-throw
Weak B-air
Meteor F-air
Weak N-air.

What do they all have in common? They all take lots of skill to make sure you get the Starting hitbox or the following Combo.
 
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MP8

Smash Journeyman
Joined
Jan 19, 2011
Messages
201
Location
Orlando, Florida
Mario's most issue is he has more trouble racking up damage once he gets to a certain percent say 80 that's not when he can KO the last 50% has to come from his combo game so he can KO at ~130%. His high Percentage combo starters are as follows:
Weak Dash attack
B-throw
Weak B-air
Meteor F-air
Weak N-air.

What do they all have in common? They all take lots of skill to make sure you get the Starting hitbox or the following Combo.
I agree.
 
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