SMBZ-G/Mario: Difference between revisions
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m (Changed priorities of Hammer Smash and Critical Strike) |
(Added more moves) |
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{{MoveData | {{MoveData | ||
|name=Hammer Hop | |name=Hammer Hop | ||
|input= | |input=5ZA | ||
|data= | |data= | ||
{{AttackData-SMBZ-G | {{AttackData-SMBZ-G | ||
Line 83: | Line 83: | ||
{{MoveData | {{MoveData | ||
|name=Super Jump Punch | |name=Super Jump Punch | ||
|input= | |input=8ZA | ||
|data= | |data= | ||
{{AttackData-SMBZ-G | {{AttackData-SMBZ-G | ||
Line 94: | Line 94: | ||
|name=Hammer Smash | |name=Hammer Smash | ||
|name2=Critical Strike | |name2=Critical Strike | ||
|input2= | |input2=2ZA | ||
|data= | |data= | ||
{{AttackData-SMBZ-G | {{AttackData-SMBZ-G | ||
Line 107: | Line 107: | ||
|priority=4 | |priority=4 | ||
|description=A fast, powerful, unblockable hammer swing with a backward, sweeping hitbox. Triggers Cinematic Rush. | |description=A fast, powerful, unblockable hammer swing with a backward, sweeping hitbox. Triggers Cinematic Rush. | ||
}} | |||
}} | |||
=== Aerial Z-Attacks === | |||
{{MoveData | |||
|name=Hammer Meteor Smash | |||
|input=5ZA | |||
|data= | |||
{{AttackData-SMBZ-G | |||
|damage=4 | |||
|priority=3 | |||
|description=A slow but powerful, unblockable hammer swing with a large, 3/4 circle hitbox. Beware the landing recovery time. You can link a Pursue from this attack, with the correct timing. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Super Jump Punch | |||
|input=8ZA | |||
|data= | |||
{{AttackData-SMBZ-G | |||
|damage=5 | |||
|priority=1 | |||
|description=Mario's signature uppercut. Deals damage over 6 hits. Same as grounded version | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Stomp | |||
|input=2ZA | |||
|data= | |||
{{AttackData-SMBZ-G | |||
|version=Normal | |||
|damage=2,3 (total:5) | |||
|priority=2,1 | |||
|description=Mario briefly balls up and spins, halting vertical velocity while maintaining horizontal momentum. Then, Mario stomps downward with medium (2) priority, knocking foes downard. Upon meeting the ground, a second hitbox occurs, dealing additional damage with low (1) priority. This attack is great cross-up and combo tool. | |||
}} | |||
}} | |||
=== Supers === | |||
{{MoveData | |||
|name=Fire Mario Transformation | |||
|input=BZA | |||
|data= | |||
{{AttackData-SMBZ-G | |||
|damage=3 | |||
|priority=2 | |||
|description=Activation is ground-only and can be triggered while idle or during any attack. Immediately releases a hitbox around Mario, damaging and knocking back foes. It has high blockstun, making it relatively safe, even on block. Due to its long active and recovery frames, however, it is very easily punished if whiffed, so it is recommended to transform during a successful attack, or as a combo ender. Once transformed, you will play as Fire Mario until you are damaged while having 0 energy. See Fire Mario's Section (link TBD) for more details... | |||
}} | }} | ||
}} | }} |
Revision as of 19:25, 13 January 2022
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Under Construction
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Overview
Mario is a solid, general-purpose character. Armed with a couple, large unblockable hammer attacks and decent bread-and-butter combos. He also comes with a Fire Flower that allows him to transform into Fire Mario, gaining a new skillset that priorities ranged attacks and powerful burst damage.
Move List
Grounded Normals
Jab Combo
5A.5A.5A |
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Uppercut
8A |
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Hook Punch
2A |
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Aerial Normals
Smack Down
5A |
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Upper Punch (Aerial)
8A |
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Eagle Kick
2A |
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Grounded Z-Attacks
Hammer Hop
5ZA |
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Super Jump Punch
8ZA |
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Hammer Smash Critical Strike
2ZA |
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Aerial Z-Attacks
Hammer Meteor Smash
5ZA |
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Super Jump Punch
8ZA |
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Stomp
2ZA |
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Supers
Fire Mario Transformation
BZA |
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