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Mario-PAC Alpha'd
01/23/2010, 12:50 AM
Post: #61
(01/20/2010 05:34 PM)Ender Wrote:  UpAir should have a higher angle and a less KBG so it comboes better. That's my only complain (tried the build posted in Smashboards).

Also Mario's downB shouldn't be always charged AND damage the opponent. Slow characters (like Ganon) have really trouble against this.

Ah, and cape should break shields. Yep, not necessary at all, but it would be hilarious lol

Yeah, I was slightly worried when adding the FLUDD changes lol

as for up air, it should be fine the way it was in vBrawl, seeing as in B+ Luigi and Mario could string 4 or 5 up airs easily in a row, and there's no need to add to that

cape idea? I'll think about it

(01/07/2010 09:35 PM)Kink-Link5 Wrote:  Mario's up tilt should have coin effects.

Mario seems pretty much perfect right now, and I agree with making double SJP optional.

Mario should be able to wall jump while in freefall.

sounds cool
I'll update soon

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01/23/2010, 07:48 PM
Post: #62
(01/23/2010 12:50 AM)tsunami70875 Wrote:  
(01/20/2010 05:34 PM)Ender Wrote:  UpAir should have a higher angle and a less KBG so it comboes better. That's my only complain (tried the build posted in Smashboards).

Also Mario's downB shouldn't be always charged AND damage the opponent. Slow characters (like Ganon) have really trouble against this.

Ah, and cape should break shields. Yep, not necessary at all, but it would be hilarious lol

Yeah, I was slightly worried when adding the FLUDD changes lol

as for up air, it should be fine the way it was in vBrawl, seeing as in B+ Luigi and Mario could string 4 or 5 up airs easily in a row, and there's no need to add to that

cape idea? I'll think about it

vBrawl up air:
Damage: B
Angle: 45º
KBG: 64
BKB: 9

That means that at really low % you may be able to follow the upair if you follow their DI. At low-mid % it's impossible if they don't DI towards you. It happens in B- too.

Brawl+ uses something different. In the last build, they change the hitbox each frame, so it goes something like this:

Damage: From B (11) to 9
Angle: from 45º (first frame only) to 90º and back to 45º (last frame). Actually it goes 45 - 70 - 90 - 70 - 55 - 45.
KBG: First three frames: 4B Two frames: 3C Last frame: 32
BKB: 1E (Last frame is 19)

So that's why you can pull of some upair combos: less KBG and higher angles. This is what I want to see in B-.

About the cape, I think it should take away half of the opponents shield. Mario can't really preassure shields like Yoshi or Luigi do; and this would make opponents fear shielding against him ^.^

Ah, and good job overall with B- Mario. It's really fun to play with him Shy
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02/22/2010, 04:32 AM (This post was last modified: 02/22/2010 04:33 AM by yanbo.)
Post: #63
My analysis of Mario:

Not the most broken character by any means, but a well-rounded threat that has answers for most situations. He has good combos and shield pressure, and suffers a little bit in kills, specifically comboing into powerful finishers.

Here's some of the stuff you can do with Mario:

As I recall, since dash can be canceled with crouch, in case you weren't aware, Mario is in fact able to do a Sliding Up-smash by properly timing a charged Up-smash at a specific point in his dash. Now Mario is able to do a sliding D-smash as well.

No stale moves means Mario's Smashes are now fairly spammable. D-throw U-smash is probably one of Mario's better ways of scoring a kill. Doesn't kill ridiculously early compared to other stuff, but is solid as long as you follow DI correctly.

Mario can Tornado gimp. Say you do D-throw -> 2U-airs -> regrab. Your opponent will be around 30ish percent, so U-throw -> Rising D-air -> Rising D-air is a good way of gimping.

Cape gimping is probably really polarizing towards predictable recoveries.

Fireballs are ALMOST too good (although still fairly easy to powershield). However if you mess up against them, they rape as shield pressure and can start some nasty combos.

B-air -> stuff is super safe.

F-smash hitbox doesn't reach as far as the explosion, but it's still sexy, and the massive damage is great.

Dair momentum boost lets you avoid all manner of traps pretty easily. I do think however D-air's hits should have the angle that Falco's F-air has so that it traps better.

Honestly F-air is still pretty useless even with the autocancel. It's slow, doesn't have much range, and is pretty damn hard to combo into. u-air juggles might be able to combo into it, but it's really situational at best. If it had a little bit of a disjoint anywhere, that would be helpful.
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02/22/2010, 05:06 AM
Post: #64
He's not hard to combo with, I just want one thing right now:

Fair should be a spike

It's gay that it can be meteorcanceled >_>

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02/22/2010, 05:56 AM
Post: #65
its gay that you think meteor canceling is gay
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02/22/2010, 06:49 AM
Post: #66
(02/22/2010 05:56 AM)gangstakirby Wrote:  its gay that you think meteor canceling is gay

It kind of renders the entire attack useless to higher levels of play, so I choose to stand strong.

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02/22/2010, 06:52 AM
Post: #67
I disagree, not everyone has the skill to JC it in time.
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02/22/2010, 07:21 AM
Post: #68
More importantly, it's REALLY hard to land F-airs on people that are good. Mario doesn't have very good combos into it, and it's a slow move with poor range.
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02/22/2010, 11:04 AM
Post: #69
utilt>FFuair>bair>reverseFair 0-death EZ
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02/22/2010, 12:22 PM (This post was last modified: 02/22/2010 12:23 PM by JoeTE.)
Post: #70
(02/22/2010 11:04 AM)gangstakirby Wrote:  utilt>FFuair>bair>reverseFair 0-death EZ

I know, and so is Meteor Cancel.

I would like less landing lag from his fair, now using it really comes down too "from which heights does this attack AC?", it'd be nicer to be able to shffl it effectively to use it as a tech chase and a launcher.

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02/22/2010, 12:58 PM
Post: #71
spike'em twice then, its not like marios up-b doesnt have ridiculous height
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02/22/2010, 01:04 PM
Post: #72
(02/22/2010 12:58 PM)gangstakirby Wrote:  spike'em twice then, its not like marios up-b doesnt have ridiculous height

But you can insta-meteorcancel, correct? If it's not given a spike, then at least it should be given much less landing lag to have some sort of function.

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02/22/2010, 01:18 PM
Post: #73
its a fireball lock setup mainly, the auto cancel timing is perfect for it
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02/22/2010, 01:48 PM
Post: #74
Actually it's possible to shorthop fair and get the nair hitbox out before you land, which is very good.

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02/22/2010, 01:56 PM
Post: #75
aight then marios fair is fine as is.
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02/22/2010, 04:06 PM
Post: #76
(02/22/2010 11:04 AM)gangstakirby Wrote:  utilt>FFuair>bair>reverseFair 0-death EZ
Which doesn't work on GOOD players who just move around too much for you to get that stage situational setup.
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02/23/2010, 08:35 PM
Post: #77
that combo works on any stage from any point

lolololol its not situational AT ALL
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02/23/2010, 09:31 PM
Post: #78
(02/23/2010 08:35 PM)gangstakirby Wrote:  that combo works on any stage from any point

lolololol its not situational AT ALL

You're situational, and so are diseases.

Anyhow, now that everyone knows that gangstakirbys opinions don't mean shit, can anyone intelligent respond to my idea about buffing fair to a true spike?

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02/23/2010, 11:42 PM
Post: #79
it doesnt need to be a true spike, being able to JC such an easy to land spike is great.
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02/24/2010, 02:46 AM
Post: #80
I'm pretty sure meteor cancelling exists in Brawl only to the point about halfway between your projected knockback before any meteor cancelling, unlike Melee, in which it was at any point of the knockback.
I've already sped up FAir a decent bit, and I don't really want to increase that much more, and all the hitboxes are already about 290 degree angles, so I'm of the thought that it's fine as it is.

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