![]() Mario's neutral attack is rather quick, and an effective way to rack up damage thanks to its damage output. Excluding his forward smash and forward aerial, all of his moves have very fast startup and low ending and landing lag, which helps him gain the upper hand in close combat.Īs mentioned before, one of Mario's key traits is his fast attack speed, especially with his grounded moveset. His fast attack speed allows him to consistently apply pressure to the opponent, and he is capable of quickly racking up damage once he gets the momentum. Due to this, beginners should consider using Mario as the start-up character when playing the game for the first time. He appears to have average dashing, walking, falling, and air speeds, gravity, and weight. Mario is considered the most well-rounded/balanced character in the game. Of those, Mario's placements in tournaments are shown to be high.Īttributes See also: Mario (Super Smash Flash 2)/Hard data ![]() Mario appears to have a small playerbase and has decent representation in online tournaments. His zoning game is not great, as his projectile is weak, slow, and can be reflected. His recovery is linear and predictable, especially after he uses his double jump and Mario Tornado, making him somewhat easy to gimp and edgeguard against. ![]() However, Mario has blatant problems with his range, which leaves him highly vulnerable to characters with disjointed range, especially swordfighters like Meta Knight and Marth. He also has an average recovery with Mario Tornado and Super Jump Punch covering good vertical distance while Cape stalls him in midair for a short moment. He has a strong edgeguarding game with his Fireball, Cape, and strong aerial attacks. He has a projectile, a Fireball, which he can use to hinder his opponents' approach, zone, edgeguard, or bait out a shield. Mario has fast, low-lag attacks, good combo ability, a good grab game, and strong finishers in all of his smash attacks, neutral aerial, forward aerial, back aerial, and his back throw. ![]() Mario is currently ranked 17th of A tier on the current tier list, one spot higher of his last position on the previous Tier List. His voice clips are directly taken from Brawl and his moveset is a combination of his Super Smash Bros. Brawl, but with his bright colors from Super Smash Bros. His sprites are custom-made and based on his appearance in Super Smash Bros. He is one of the first four characters, alongside Kirby, Ichigo, and Lloyd, to be confirmed and first incorporated into the game. Mario is a veteran starter character in Super Smash Flash 2. For general information about the character, see Mario. Kills off the top at 290%.This article is about Mario's appearance in Super Smash Flash 2. This will bounce the opponent slightly off the ground, allowing for combos. Down Throw: Star Platinum will toss the foe into the ground as shown. Forward Throw: Jotaro will elbow the opponent and then kick them away, sending at a really low angle and killing at 200%. Pummel: Jotaro will knee the opponent in Star Platinum's grasp. If Star Platinum has "crashed", only Star Platinum's arm will come out. If Star Platinum is in tact, he will reach out and grab opponents for Jotaro. Sweetspot is at the beginning of the kick, killing at 175%. Up Air: Jotaro performs a backwards kick while holding his hat with one hand. Back Air: Jotaro shoots his elbow backwards, with no sourspot, but a single hitbox covering his entire arm. Down Air: Star Platinum swipes his hand below Jotaro, with similar properties to Joker's downair without Arsene. Forward Air: Star Platinum punches overhead downwards, with a spike hitbox near the center of the move. Sweetspot will be his knee the first frame the attack comes out, killing at 320%. Neutral Air: Jotaro will kick his knee outwards with a lingering sourspot. Forward Tilt: Star Platinum will do a quick punch that packs quite the punch for how fast it comes out. Jab: Jotaro throws out two swift punches and finishes with a forwards kick. Once this bar is full, Star Platinum can activate a special technique that i will explain in the specials NOT ONLY THAT, but a purple bar shares half of Star Platinum's health (Health/recharge is green on the top, Special meter is purple on the bottom) which fills up passively. Although just like Joker, Star Platinum doesn't have a hurtbox. Star Platinum's health and recharge time will be indicated next to Jotaro's percent. This process repeats every 60%, not just once. It will take a total of 25 seconds for Jotaro to get Star Platinum back, but the process speeds up when you are healed (every 1% healed is -1 second). This defect will occur after Jotaro has taken 60%. I thought the visuals would look similar to this upon activation This is what happens in Heritage for The Future when your stand takes too much damage.
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