The Master of Mario
Smash Journeyman
Recovery
Waveland is really helpful here though the higher marios current airspeed usually gained with WBounce B/U-Aerials or pills the farther horizontal distance
Down special and Cape lower horizontal movement but cape is helpful for vertical height perfectly timed on a jump or stalling
LR Up-special provides slightly more recovery helpful against ledge hoggers
The ideal recovery with Dr. Mario and Mario is to DI up and towards and then try to recover by establishing the most horizontal air speed the mario can get to.
Remembering that Mario also has a Pivot and B-stick on his projectile which can be used to recover after achieving enough horizontal momentum from high up this allows him to Reverse WB a projectile and get mixup to recovery. However he has to save his jump so the Wavebounce has to be preformed on down special. A mixup is WB-Blind-B-aerial->WB-down special->WB-B-stick projectile->Jump+(Reverse B-stick-CAPE if low and/or pivot on projectile like rob). This way since you are lower you can immediately preform LR-up-special to not go too low or stall with cape.
The best way to measure horizontal recovery and air speed is to measure how far you get in homerun contest trying your recovery after running off.
Fox notes:
Also note about fox choice of Ledge invincible Up-smash or B-air from ledge fox requires a crouched DI-UP U-smash shielding does not work unless you wait. It's better to frame perfect WD punch/ frame perfect Blind U-air/Blind D-smash then if you space it right. Both Mario can also shorthop FF over lasers watching lasers lag based right when the laser starts you want to SH and choosing whether or not to shield. You also can at low percents dash into high knockback moves and DI up for air speed and knockback. This makes them want to laser->Up-smash if you are using Dashing's critical knockback growth which should be beat with F-tilt at 60/D-smash at 40 when crouch canceled though bad against aerials so it is done by watching for jumps/turnarounds and lots of D-air->U-air->Punches Early WD-F-tilt->SHFF B-air/U-smash Late. Mario also has F-smash Doc has Up-B-cancel for trades.
Waveland is really helpful here though the higher marios current airspeed usually gained with WBounce B/U-Aerials or pills the farther horizontal distance
Down special and Cape lower horizontal movement but cape is helpful for vertical height perfectly timed on a jump or stalling
LR Up-special provides slightly more recovery helpful against ledge hoggers
The ideal recovery with Dr. Mario and Mario is to DI up and towards and then try to recover by establishing the most horizontal air speed the mario can get to.
Remembering that Mario also has a Pivot and B-stick on his projectile which can be used to recover after achieving enough horizontal momentum from high up this allows him to Reverse WB a projectile and get mixup to recovery. However he has to save his jump so the Wavebounce has to be preformed on down special. A mixup is WB-Blind-B-aerial->WB-down special->WB-B-stick projectile->Jump+(Reverse B-stick-CAPE if low and/or pivot on projectile like rob). This way since you are lower you can immediately preform LR-up-special to not go too low or stall with cape.
The best way to measure horizontal recovery and air speed is to measure how far you get in homerun contest trying your recovery after running off.
Fox notes:
Also note about fox choice of Ledge invincible Up-smash or B-air from ledge fox requires a crouched DI-UP U-smash shielding does not work unless you wait. It's better to frame perfect WD punch/ frame perfect Blind U-air/Blind D-smash then if you space it right. Both Mario can also shorthop FF over lasers watching lasers lag based right when the laser starts you want to SH and choosing whether or not to shield. You also can at low percents dash into high knockback moves and DI up for air speed and knockback. This makes them want to laser->Up-smash if you are using Dashing's critical knockback growth which should be beat with F-tilt at 60/D-smash at 40 when crouch canceled though bad against aerials so it is done by watching for jumps/turnarounds and lots of D-air->U-air->Punches Early WD-F-tilt->SHFF B-air/U-smash Late. Mario also has F-smash Doc has Up-B-cancel for trades.
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