Elishima
Undertale Pass Holder
Let's-a-go!
Posts: 918
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Post by Elishima on Mar 25, 2016 19:30:16 GMT
Discuss what you know about the red Italian plumber, and I'll add stuff here!
Notes that we have so far~ -----------------------------
PROS:
+Great mobility +Has a great zoning projectile (Fireball) +Cape is a great staller/reflector +Fantastic aerial game +Safe recovery +Fast smash attacks with great KO power +Down throw can combo
CONS:
-Short ranged -Below average recovery (can be fixed with customs) -Has trouble KO-ing outside of smashes and edge guarding. -Overuses Cape a bit too much (can also be fixed with customs) -Spams down smash at times -FLUDD is useless for this amiibo
CONCLUSION: N/A
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Havok
Full Member
Posts: 152
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Post by Havok on Mar 25, 2016 20:04:41 GMT
The halmark of the Mario amiibo is supposed to be his AI. Very teachable and, with Mario being an easy to pickup character in SSB4, very easy to train. My personal experience with my Mario has been frustration. I don't have that awesome Mario that Amiibo Dan has or even Cloud has. My Mario is a middling amiibo that is hot and cold. His Custom moves are nothing to write home about. His best one is Gust Cape and, due to the success my Dr. Mario has with Breezy Sheet, I may switch him to it. My Mario isn't S-tier or Borderline tier. In my amiibo collection, he's just average, if not a little below.
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Elishima
Undertale Pass Holder
Let's-a-go!
Posts: 918
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Post by Elishima on Mar 26, 2016 4:34:52 GMT
The halmark of the Mario amiibo is supposed to be his AI. Very teachable and, with Mario being an easy to pickup character in SSB4, very easy to train. My personal experience with my Mario has been frustration. I don't have that awesome Mario that Amiibo Dan has or even Cloud has. My Mario is a middling amiibo that is hot and cold. His Custom moves are nothing to write home about. His best one is Gust Cape and, due to the success my Dr. Mario has with Breezy Sheet, I may switch him to it. My Mario isn't S-tier or Borderline tier. In my amiibo collection, he's just average, if not a little below. Hmm, hot n' cold eh? Care to explain?
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Post by Roflcopter on Mar 26, 2016 12:03:26 GMT
I have info about the AI of Mario, and therefore, Dr. Mario. Mostly, it's about his tendencies as an amiibo. Here they are. Mario can have trouble when it comes to his Down Smash. He likes the move, A LOT. His Doctor counterpart is also a big fan of this move. I'd suspect this is because on an opponent in front of him, it comes out quicker than an F-Smash and the endlag is comparable to the starting lag of an F-Smash. A trade, if you will. Not only will Mario like to use D-Smash, he seems to have an issue when it comes to it's range. He seems to think it's a little longer than it actually is, which can lead to him using the move when his opponent is just out of reach. Two Marios (Or 1 Mario and a Dr. Mario) can actually lock themselves in a phase where both will spam D-Smash until they realize nobody's getting hit, heh.
When recovering high, Mario / Dr. Mario likes to throw a single fireball / pill onto the stage, possibly reflectable onto him, though.
He's fairly good at disrupting combos if you give him so much as a few frames out of a combo, riposting with a N-air or D-air, some very fast aerial move.
Mario's amiibo can acknowledge that his down throw can lead to useful combos, but it's possible he could take D-Throw > UP-Special rather than D-Throw > UP-Tilt > UP-Tilt > UP-Smash. That 2nd combo I mentionned seems to be much better at causing some early damage than the first one Mario liked to do.
Possible tendency to spam a jumping S-Special (Cape), when it's not custom. Mario dislikes the electric one, so giving him that can help discourage use of the move, but might reduce usage in general (Not significant unless fighting projectile heavy characters, but then why would you remove his reflector?)
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Elishima
Undertale Pass Holder
Let's-a-go!
Posts: 918
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Post by Elishima on Mar 26, 2016 15:26:19 GMT
I have info about the AI of Mario, and therefore, Dr. Mario. Mostly, it's about his tendencies as an amiibo. Here they are. Mario can have trouble when it comes to his Down Smash. He likes the move, A LOT. His Doctor counterpart is also a big fan of this move. I'd suspect this is because on an opponent in front of him, it comes out quicker than an F-Smash and the endlag is comparable to the starting lag of an F-Smash. A trade, if you will. Not only will Mario like to use D-Smash, he seems to have an issue when it comes to it's range. He seems to think it's a little longer than it actually is, which can lead to him using the move when his opponent is just out of reach. Two Marios (Or 1 Mario and a Dr. Mario) can actually lock themselves in a phase where both will spam D-Smash until they realize nobody's getting hit, heh. When recovering high, Mario / Dr. Mario likes to throw a single fireball / pill onto the stage, possibly reflectable onto him, though. He's fairly good at disrupting combos if you give him so much as a few frames out of a combo, riposting with a N-air or D-air, some very fast aerial move. Mario's amiibo can acknowledge that his down throw can lead to useful combos, but it's possible he could take D-Throw > UP-Special rather than D-Throw > UP-Tilt > UP-Tilt > UP-Smash. That 2nd combo I mentionned seems to be much better at causing some early damage than the first one Mario liked to do. Possible tendency to spam a jumping S-Special (Cape), when it's not custom. Mario dislikes the electric one, so giving him that can help discourage use of the move, but might reduce usage in general (Not significant unless fighting projectile heavy characters, but then why would you remove his reflector?) Great observations, I think this covers a large amount of what Mario does pretty darn well.
I'll see if I can add some notes with this!
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Post by Roflcopter on Mar 26, 2016 15:44:06 GMT
[EDITED QUOTE FOR SIZE.]
PROS: +Safe recovery
CONS: -Below average recovery Perhaps that contradicts itself... Safe High recovery Below-Average Low-Medium recovery. Also, he can wall jump. It's subtle, but useful.
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Yung Puff
Undertale Pass Holder
Third.
Posts: 214
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Post by Yung Puff on Mar 26, 2016 17:09:37 GMT
i think custom moves fix the below average recovery and the useless scald thing...
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Elishima
Undertale Pass Holder
Let's-a-go!
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Post by Elishima on Mar 26, 2016 21:43:44 GMT
Roflcopter Safe recovery as in, the darn priority of Super Jump Punch is insane. Below average recovery as in, he can't really make it back unless he has momentum believe it or not. Because interestingly enough, when I did some testing, Mario actually has below average jump height despite jumping being his thing. Super Jump Punch isn't exactly noteworthy of its distance, just that its safe. The whole reason you can make it back with Mario is because his air speed is so darn good and that he has a rather good ledge snap sweetspot. Yung Puff That's very true... I should note that...
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Havok
Full Member
Posts: 152
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Post by Havok on Mar 28, 2016 12:32:01 GMT
The halmark of the Mario amiibo is supposed to be his AI. Very teachable and, with Mario being an easy to pickup character in SSB4, very easy to train. My personal experience with my Mario has been frustration. I don't have that awesome Mario that Amiibo Dan has or even Cloud has. My Mario is a middling amiibo that is hot and cold. His Custom moves are nothing to write home about. His best one is Gust Cape and, due to the success my Dr. Mario has with Breezy Sheet, I may switch him to it. My Mario isn't S-tier or Borderline tier. In my amiibo collection, he's just average, if not a little below. Hmm, hot n' cold eh? Care to explain? Sometimes he's good. Sometimes, actually most times, he's terrible. I did switch him to Gust Cape and he seems a bit better, but he is still getting owned by most of my other amiibo. I did a "Season" with my amiibo this weekend. I'll post the results in another thread.
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Elishima
Undertale Pass Holder
Let's-a-go!
Posts: 918
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Post by Elishima on Mar 28, 2016 17:27:49 GMT
Hmm, hot n' cold eh? Care to explain? Sometimes he's good. Sometimes, actually most times, he's terrible. I did switch him to Gust Cape and he seems a bit better, but he is still getting owned by most of my other amiibo. I did a "Season" with my amiibo this weekend. I'll post the results in another thread. Ah. So he's inconsistent? Gotcha.
Interesting.
I think what your problem is here is that your Mario is either:
A) Picking up too many playstyles from other amiibo.
B) He can't figure out what to do because he can't land anything.
If its the former, I'll just say I've had this problem with characters like Pit and Ganondorf plenty of times, so I should know. What happens is that your Mario will be influenced by other amiibo' playstyles anyway, so if you group him against a whole bunch of amiibo in a short period of time, he can't gravitate towards a solid playstyle that he can use effectively because he has to switch it up so much.
If its the latter, maybe you should tone down his training environment a bit. Because Mario won't be able to win an up hill battle if nothing he does works. What I usually do to get amiibo back in shape is to have them mirror match a Lv.9, and to use the team battle method to give my amiibo an idea of what they should be doing instead.
If all else fails???
Well, you could always reset him.
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Havok
Full Member
Posts: 152
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Post by Havok on Mar 28, 2016 17:30:59 GMT
After my seasons, I re-evaluate the amiibo at the bottom. Mario will probably get some training from the Lvl. 9 for a while.
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Elishima
Undertale Pass Holder
Let's-a-go!
Posts: 918
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Post by Elishima on Mar 28, 2016 17:38:55 GMT
After my seasons, I re-evaluate the amiibo at the bottom. Mario will probably get some training from the Lvl. 9 for a while. Coolness
It'll probably do him good, because its always nice to have a refresher on how things work.
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