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Guide: Character Guide: Mario
Having trouble using Mario in Super Smash Bros. for Wii U? Then this guide will help you out, especially if you are completely new to Super Smash Bros.

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Character Guide: Mario

 
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01-16-15 01:55 AM
Mario0908 is Offline
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How to play as Mario in Super Smash Bros. for Wii U.

 

Although he may not look it, Mario is a very good character to use in Super Smash bros. for the Wii U. His attacks just seem like they were created to confuse and tease your opponents, which may not seem helpful but is entirely game breaking. To be sure that everything about Mario is covered, I will talk about custom move sets and special advantages that he has over other characters. Let’s begin then.



What tier/class is Mario?

 

Classes are the groups that characters are placed in based on their skills. Mario is a balanced character or an all-around character. This means that Mario doesn’t have any really good stats that will help you in certain situations, but it also means that he has no weaknesses so nothing can be used against you much in battle except for lack of skill, but that depends on the player. If you don’t like balanced characters, you can still use Mario and make him fast, powerful, or defensive whatever you would like. You can adjust his stats by customizing him, something new that was added in Super Smash Bros. for Wii U and 3DS.

 

Basic Move set 

 

There are two attack buttons, A and B. A is for standard attacks and B is for special attacks. For now I will focus on basic attacks. By just pressing A, Mario will punch and if it is pressed repeatedly, it turns into a punch, punch, kick combo. Up light is a small punch in the air that will send opponents flying upwards. Up smash is a head butt that is stronger and sends opponents flying even further upwards. Down light is a sweeping kick that does’t do much but send opponents up a short distance, it is useful to make a few combos. Down smash is another kind of sweep, but this one is stronger, sends opponents flying further and attacks in front and back. It is not very useful for KO but it will manage to do so sometimes. Side light is a small kick that barely gets opponents off their feet. Side smash is a kind of small “explosion” Mario makes with his hands. It is useful because it is strong and easy to do. Mario’s dash attack is the famous slide which can attack foes lying on the ground. Standard air is a simple kick where Mario sticks his leg out. Up air  is a flip kick that sends opponents up into the air. Back air is another kick that uses both of Mario’s legs and attacks enemies behind him. Down air is basically what Mario’s down special was in Super Smash Bros. And Super Smash Bros. Melee; a spin that ends with both of his fists in the air, which sends opponents upwards. Forward air is a spike that will send opponents straight downwards. If you use this attack when your opponent is away from the stage and manage to land it, there is absolutely no chance of them coming back up. These next few things are able to do with all characters: X or Y can be used to jump. Each character has two jumps, one off of the ground and one you can perform in the air. Most characters also have a recovery move, and by all characters I mean every character except Yoshi. R or L can be used to shield, which saves you from taking damage from attacks. It doesn’t last forever though, so be careful because if you overuse it, then it will break and you will be stunned for a large amount of time. Pressing R or L in midair will initiate an air-dodge which is a way to avoid attacks while you are in the air. While shielding, you can press the direction left or right to perform a rolling dodge. Rolling dodges can be used to evade attacks, quickly get away from your opponents, or get behind your opponent. If you press down while shielding, then you can sidestep. The sidestep is used also to dodge attacks, but this time you won’t move an inch. After successfully dodging an attack with a sidestep, your opponent will be somewhat confused and it gives you time to perform smash attacks on him. By pressing A with your shield up, you will perform a grab. You can also perform a grab by pressing ZR or ZL, which is both faster and easier. After grabbing an opponent, Mario will head butt him to get some extra damage. You can then press a direction to throw your opponent, up, down, back, or forward. Up throws your opponent into the air as you might expect, on their trip down however, it is easy for them to attack you before you can attack them, especially if your opponent is Kirby because he will use his down special, stone. Down throws your foe at the ground, they will bounce back up in front of you or higher up than you. This makes for some great combos using up light attacks, up smash attacks, up air attacks, or even the Super Jump Punch which is Mario’s up special. Forward throws your foe straight ahead after a quick spin. It doesn’t launch them very far or damage them very much either. Back throw on the other hand, is Mario’s most powerful throw. Mario spins around twice before throwing his enemy, any other opponents that get in the way will get hit. He then throws them a great distance and deals 11 damage or so. This throw is even capable of KO sometimes. You will want to use throws quite a bit in battle because it is easy and powerful. Don’t overdo it though since using the throws TOO much will get people angry with you (sometimes) and not the best plan of action since you need to get in close in order to grab opponents with Mario. Try using it more when it is unexpected and whenever you have a good chance. The main moves you would use for KO is up smash, side smash, forward air, and back throw. You may find yourself using Mario’s basic attacks more than his special attacks since they are better for KO and more damaging. But if you use them correctly, Mario’s specials may save you a bit in battle.




Special Move set

 

All characters have four special attacks that can be slightly changed with the custom move sets which I will get to later on. Mario’s standard special is the classic fireball. This is Mario’s only projectile attack, it bounces along the ground, hurts enemies a small amount, but can be used very strategically. This will not work against AI but when an opponent is coming towards you, throw a fireball. It stops them in their tracks, if they want to start moving again they will have to press the button again. This really confuses them and gives you time to rush in for a dash attack or even a grab. This will also stop opponents during other kinds of attacks, once the fireball hits someone it cancels out whatever they are doing, therefore it is extremely useful. It evens stops opponents from jumping and using their recovery moves, so use it to kill opponents when the angle is set up right. Mario’s side special is the iconic cape from Super Mario World. This attack does not do much damage and does not send opponents flying, but it is really fun to use. Why? It completely turns opponents around, reflects projectiles, and ruins recovery. When an opponent is trying to get back on the stage, jump off and hit them with the cape. Since it turns them around, they will head away from the stage a little bit, making it ultimately harder for them to recover, and it is easier to land than the spike. Some characters like Luigi and Meta Knight have attacks that send them a small or large distance directly to the left or right, some people use these attacks to have an easier time recovering. Little do they know, using those attacks to recover is a bad idea when Mario is around. If you can hit them with the cape just before they use the attack, they will go in the complete opposite direction away from the stage and possibly even into the death zone. Mario’s up special is the Super Jump Punch. It sends Mario into the air and if it hits someone coins will emerge from them. The super jump punch is also Mario’s recovery move, so use it to help you get back on the stage. After using this attack, Mario will not be able to attack again until he hits the ground, so if you are definitely above the stage, hold down to fall faster. This way, opponents will have a more difficult time hitting you and you will get back on your feet faster so you can kill all of your opponents. Mario’s down special is the very memorable F.L.U.D.D. from Super Mario Sunshine. F.L.U.D.D. does not do damage, instead he slides opponents around so he can push them off the stage I think but I have never tried it. I rarely use this attack, but it can still be useful in ways. The first time you input the attack, Mario will charge up and get ready to use F.L.U.D.D., just like in Super Mario Sunshine, F.L.U.D.D. couldn’t do anything if his tank was empty. The next time you input the attack, water will come out of F.L.U.D.D.’s nozzle and push around your opponents. None of Mario’s special moves are exactly good for KO unless you want to count the cape technique, so when you want to send opponents flying, stick to the smash attacks. Remember though, that Mario’s specials can be used to give you amazing opportunities and really screw up your opponents in battle.

 

Custom Move sets

 

Every character has three options for special moves, the original ones, and ones you unlock as you play the game. Option 2 for Mario’s standard special is the fast fireball. This fireball moves a lot quicker than the original fireball and lost it’s bounce, it now shoots straight ahead and does less damage. The third option is the fire orb, a gigantic ball of fire that appears right in front of Mario that is capable of quickly racking up damage on opponents and it doesn’t disappear right after making contact with a foe. However, I prefer the original option, the fireball. Why? Well you see, the fast fireball gets rid of strategically aiming your fireballs to ruin recovery and more, in order to do that with the fast fireball, the opponent would have to be at the same level as you and not too far away. The fire orb is cool and all, but using it would strictly make Mario an up-close fighter. You can’t really confuse your opponents with the fire orb either like you would be able to do with the fireball. Also, just like I mentioned about the fast fireball, you can no longer strategically aim it to ruin recovery. The second option for side special is shocking cape. It does more damage now, zaps foes, and sends them flying, however it can no longer turn enemies around or reflect projectiles. Instead, the projectiles get destroyed. Option three is the gust cape. It can turn enemies around, reflect projectiles, and blow enemies away. However, it lacks some attack power, but who cares? Imagine using the cape technique with this attack. There is little chance for them coming back up, especially if it is a direct hit. I prefer the gust cape for those reasons. Option number two for up special is the Super Jump. So what happened to the punch? Well, by using this custom move, Mario’s up special is strictly for recovery and not for attack. It goes up higher than the super jump punch, but is useless against enemies. Option three is the explosive punch which I have yet to unlock for my character actually. I came close a few times, but not close enough, so instead I did some research. Explosive Punch does not go as high as the Super Jump Punch, but has an explosive attack at the end that can do some damage and possibly KO I’m not sure, what I read didn’t have too much information. If you are confident that you will make it all the time, I would suggest exploding punch or super jump punch for you. If you have trouble recovering, then I would suggest you use Super jump. Second option for down special is scalding F.L.U.D.D which fires a short distance but burns opponents, so instead of pushing them around, they will be hurt from this attack now. Option three is High-pressure F.L.U.D.D. This one takes a while to fully charge, but it shoots out a lot more water at your opponents. Torrents is how the game describes it.

 

Final Smash

 

Mario’s final smash remains the same from brawl. The Mario Finale racks up damage and can sometimes push enemies off screen into the death zone. This final smash can be used anywhere, you do not need to be close to anyone like some final smashes do. So to cover the most area, jump backwards off the stage a little and then use the final smash aimed towards the stage. This will get all, if not most, of the stage hit by the Mario Finale.

 

Unique Aspects About Mario

 

One of the things that makes Mario different from the other fighters is that he can wall jump. A few characters in the game can perform a wall jump and Mario is one of them. When he is against a wall, all you need to do is press the direction opposite the wall and you will jump off of it. Use this technique to be sure that you are getting back on the stage. Also, when customizing Mario’s equipment, certain ones can be used by him and a few other characters, but not very many other characters. Mario can equip gloves, overalls, and shoes. Surprisingly though, he doesn’t use mushrooms for equipment even though that it seems like he would.

 

That Finishes This Up



Thank you for reading this, if I missed anything please tell me and I will be sure to add it in somewhere. I hope to see these techniques put to good use. Thank you very much!

 

How to play as Mario in Super Smash Bros. for Wii U.

 

Although he may not look it, Mario is a very good character to use in Super Smash bros. for the Wii U. His attacks just seem like they were created to confuse and tease your opponents, which may not seem helpful but is entirely game breaking. To be sure that everything about Mario is covered, I will talk about custom move sets and special advantages that he has over other characters. Let’s begin then.



What tier/class is Mario?

 

Classes are the groups that characters are placed in based on their skills. Mario is a balanced character or an all-around character. This means that Mario doesn’t have any really good stats that will help you in certain situations, but it also means that he has no weaknesses so nothing can be used against you much in battle except for lack of skill, but that depends on the player. If you don’t like balanced characters, you can still use Mario and make him fast, powerful, or defensive whatever you would like. You can adjust his stats by customizing him, something new that was added in Super Smash Bros. for Wii U and 3DS.

 

Basic Move set 

 

There are two attack buttons, A and B. A is for standard attacks and B is for special attacks. For now I will focus on basic attacks. By just pressing A, Mario will punch and if it is pressed repeatedly, it turns into a punch, punch, kick combo. Up light is a small punch in the air that will send opponents flying upwards. Up smash is a head butt that is stronger and sends opponents flying even further upwards. Down light is a sweeping kick that does’t do much but send opponents up a short distance, it is useful to make a few combos. Down smash is another kind of sweep, but this one is stronger, sends opponents flying further and attacks in front and back. It is not very useful for KO but it will manage to do so sometimes. Side light is a small kick that barely gets opponents off their feet. Side smash is a kind of small “explosion” Mario makes with his hands. It is useful because it is strong and easy to do. Mario’s dash attack is the famous slide which can attack foes lying on the ground. Standard air is a simple kick where Mario sticks his leg out. Up air  is a flip kick that sends opponents up into the air. Back air is another kick that uses both of Mario’s legs and attacks enemies behind him. Down air is basically what Mario’s down special was in Super Smash Bros. And Super Smash Bros. Melee; a spin that ends with both of his fists in the air, which sends opponents upwards. Forward air is a spike that will send opponents straight downwards. If you use this attack when your opponent is away from the stage and manage to land it, there is absolutely no chance of them coming back up. These next few things are able to do with all characters: X or Y can be used to jump. Each character has two jumps, one off of the ground and one you can perform in the air. Most characters also have a recovery move, and by all characters I mean every character except Yoshi. R or L can be used to shield, which saves you from taking damage from attacks. It doesn’t last forever though, so be careful because if you overuse it, then it will break and you will be stunned for a large amount of time. Pressing R or L in midair will initiate an air-dodge which is a way to avoid attacks while you are in the air. While shielding, you can press the direction left or right to perform a rolling dodge. Rolling dodges can be used to evade attacks, quickly get away from your opponents, or get behind your opponent. If you press down while shielding, then you can sidestep. The sidestep is used also to dodge attacks, but this time you won’t move an inch. After successfully dodging an attack with a sidestep, your opponent will be somewhat confused and it gives you time to perform smash attacks on him. By pressing A with your shield up, you will perform a grab. You can also perform a grab by pressing ZR or ZL, which is both faster and easier. After grabbing an opponent, Mario will head butt him to get some extra damage. You can then press a direction to throw your opponent, up, down, back, or forward. Up throws your opponent into the air as you might expect, on their trip down however, it is easy for them to attack you before you can attack them, especially if your opponent is Kirby because he will use his down special, stone. Down throws your foe at the ground, they will bounce back up in front of you or higher up than you. This makes for some great combos using up light attacks, up smash attacks, up air attacks, or even the Super Jump Punch which is Mario’s up special. Forward throws your foe straight ahead after a quick spin. It doesn’t launch them very far or damage them very much either. Back throw on the other hand, is Mario’s most powerful throw. Mario spins around twice before throwing his enemy, any other opponents that get in the way will get hit. He then throws them a great distance and deals 11 damage or so. This throw is even capable of KO sometimes. You will want to use throws quite a bit in battle because it is easy and powerful. Don’t overdo it though since using the throws TOO much will get people angry with you (sometimes) and not the best plan of action since you need to get in close in order to grab opponents with Mario. Try using it more when it is unexpected and whenever you have a good chance. The main moves you would use for KO is up smash, side smash, forward air, and back throw. You may find yourself using Mario’s basic attacks more than his special attacks since they are better for KO and more damaging. But if you use them correctly, Mario’s specials may save you a bit in battle.




Special Move set

 

All characters have four special attacks that can be slightly changed with the custom move sets which I will get to later on. Mario’s standard special is the classic fireball. This is Mario’s only projectile attack, it bounces along the ground, hurts enemies a small amount, but can be used very strategically. This will not work against AI but when an opponent is coming towards you, throw a fireball. It stops them in their tracks, if they want to start moving again they will have to press the button again. This really confuses them and gives you time to rush in for a dash attack or even a grab. This will also stop opponents during other kinds of attacks, once the fireball hits someone it cancels out whatever they are doing, therefore it is extremely useful. It evens stops opponents from jumping and using their recovery moves, so use it to kill opponents when the angle is set up right. Mario’s side special is the iconic cape from Super Mario World. This attack does not do much damage and does not send opponents flying, but it is really fun to use. Why? It completely turns opponents around, reflects projectiles, and ruins recovery. When an opponent is trying to get back on the stage, jump off and hit them with the cape. Since it turns them around, they will head away from the stage a little bit, making it ultimately harder for them to recover, and it is easier to land than the spike. Some characters like Luigi and Meta Knight have attacks that send them a small or large distance directly to the left or right, some people use these attacks to have an easier time recovering. Little do they know, using those attacks to recover is a bad idea when Mario is around. If you can hit them with the cape just before they use the attack, they will go in the complete opposite direction away from the stage and possibly even into the death zone. Mario’s up special is the Super Jump Punch. It sends Mario into the air and if it hits someone coins will emerge from them. The super jump punch is also Mario’s recovery move, so use it to help you get back on the stage. After using this attack, Mario will not be able to attack again until he hits the ground, so if you are definitely above the stage, hold down to fall faster. This way, opponents will have a more difficult time hitting you and you will get back on your feet faster so you can kill all of your opponents. Mario’s down special is the very memorable F.L.U.D.D. from Super Mario Sunshine. F.L.U.D.D. does not do damage, instead he slides opponents around so he can push them off the stage I think but I have never tried it. I rarely use this attack, but it can still be useful in ways. The first time you input the attack, Mario will charge up and get ready to use F.L.U.D.D., just like in Super Mario Sunshine, F.L.U.D.D. couldn’t do anything if his tank was empty. The next time you input the attack, water will come out of F.L.U.D.D.’s nozzle and push around your opponents. None of Mario’s special moves are exactly good for KO unless you want to count the cape technique, so when you want to send opponents flying, stick to the smash attacks. Remember though, that Mario’s specials can be used to give you amazing opportunities and really screw up your opponents in battle.

 

Custom Move sets

 

Every character has three options for special moves, the original ones, and ones you unlock as you play the game. Option 2 for Mario’s standard special is the fast fireball. This fireball moves a lot quicker than the original fireball and lost it’s bounce, it now shoots straight ahead and does less damage. The third option is the fire orb, a gigantic ball of fire that appears right in front of Mario that is capable of quickly racking up damage on opponents and it doesn’t disappear right after making contact with a foe. However, I prefer the original option, the fireball. Why? Well you see, the fast fireball gets rid of strategically aiming your fireballs to ruin recovery and more, in order to do that with the fast fireball, the opponent would have to be at the same level as you and not too far away. The fire orb is cool and all, but using it would strictly make Mario an up-close fighter. You can’t really confuse your opponents with the fire orb either like you would be able to do with the fireball. Also, just like I mentioned about the fast fireball, you can no longer strategically aim it to ruin recovery. The second option for side special is shocking cape. It does more damage now, zaps foes, and sends them flying, however it can no longer turn enemies around or reflect projectiles. Instead, the projectiles get destroyed. Option three is the gust cape. It can turn enemies around, reflect projectiles, and blow enemies away. However, it lacks some attack power, but who cares? Imagine using the cape technique with this attack. There is little chance for them coming back up, especially if it is a direct hit. I prefer the gust cape for those reasons. Option number two for up special is the Super Jump. So what happened to the punch? Well, by using this custom move, Mario’s up special is strictly for recovery and not for attack. It goes up higher than the super jump punch, but is useless against enemies. Option three is the explosive punch which I have yet to unlock for my character actually. I came close a few times, but not close enough, so instead I did some research. Explosive Punch does not go as high as the Super Jump Punch, but has an explosive attack at the end that can do some damage and possibly KO I’m not sure, what I read didn’t have too much information. If you are confident that you will make it all the time, I would suggest exploding punch or super jump punch for you. If you have trouble recovering, then I would suggest you use Super jump. Second option for down special is scalding F.L.U.D.D which fires a short distance but burns opponents, so instead of pushing them around, they will be hurt from this attack now. Option three is High-pressure F.L.U.D.D. This one takes a while to fully charge, but it shoots out a lot more water at your opponents. Torrents is how the game describes it.

 

Final Smash

 

Mario’s final smash remains the same from brawl. The Mario Finale racks up damage and can sometimes push enemies off screen into the death zone. This final smash can be used anywhere, you do not need to be close to anyone like some final smashes do. So to cover the most area, jump backwards off the stage a little and then use the final smash aimed towards the stage. This will get all, if not most, of the stage hit by the Mario Finale.

 

Unique Aspects About Mario

 

One of the things that makes Mario different from the other fighters is that he can wall jump. A few characters in the game can perform a wall jump and Mario is one of them. When he is against a wall, all you need to do is press the direction opposite the wall and you will jump off of it. Use this technique to be sure that you are getting back on the stage. Also, when customizing Mario’s equipment, certain ones can be used by him and a few other characters, but not very many other characters. Mario can equip gloves, overalls, and shoes. Surprisingly though, he doesn’t use mushrooms for equipment even though that it seems like he would.

 

That Finishes This Up



Thank you for reading this, if I missed anything please tell me and I will be sure to add it in somewhere. I hope to see these techniques put to good use. Thank you very much!

 

Member

Affected by 'Laziness Syndrome'

Registered: 02-11-14
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(edited by Mario0908 on 01-16-15 03:26 AM)     Post Rating: 2   Liked By: Snu, Uzar,

01-16-15 09:17 AM
Uzar is Offline
| ID: 1125791 | 73 Words

Uzar
A user of this
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Likes: 0  Dislikes: 0
Great job! I haven't seen any guides like this. You definitely should do guides for the other characters.

Just a general thing I noticed, but Mario doesn't have as much power as he did in Brawl, but now all his moves can easily transition into his other moves, making him a combo master. Which makes Mario a solid choice for anyone who's really mad, and just wants to pummel a fighter.
Great job! I haven't seen any guides like this. You definitely should do guides for the other characters.

Just a general thing I noticed, but Mario doesn't have as much power as he did in Brawl, but now all his moves can easily transition into his other moves, making him a combo master. Which makes Mario a solid choice for anyone who's really mad, and just wants to pummel a fighter.
Vizzed Elite
I wonder what the character limit on this thing is.


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01-16-15 03:39 PM
Mario0908 is Offline
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Mario0908
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Likes: 0  Dislikes: 0
A user of this : thank you for your comment! I will be sure to take your advice and do more guides on the other characters. The only problem is, I don't use them as much and I don't exactly know their specific skills in battle so I will need to do research. The next guide I will make however will most likely be for Kirby.
A user of this : thank you for your comment! I will be sure to take your advice and do more guides on the other characters. The only problem is, I don't use them as much and I don't exactly know their specific skills in battle so I will need to do research. The next guide I will make however will most likely be for Kirby.
Member

Affected by 'Laziness Syndrome'

Registered: 02-11-14
Location: North Haven, CT
Last Post: 2922 days
Last Active: 1783 days

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