Dong Dong Never Die/Mario

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Mario
Mario-Hyper.webp
Character Type: Zoning/Mixup Hybrid
Home Province: Unknown (Illusion)
Age: 26
Power: ⭐⭐
Speed: ⭐⭐
Health: ⭐⭐
Spirit: ⭐⭐

Character Overview

Mario (马里奥 mǎlǐào) is a character that should be instantly recognizable the moment you see him in action. That's because his moveset is identical to that of perennial Street Fighter, Akuma! That's the only reason. He was originally planned to be a hidden joke character, but was made a regular character due to the limitations of Fighter Maker.

Strengths Weaknesses
  • Good Zoning: Mario's Mushrooms go fullscreen, and he can cancel them into his powerful fireball super as a confirm or to punish the opponent for throwing a fireball. His air Mushrooms are an amazing zoning tool, allowing him to put multiple slow projectiles on the screen at a time, which he can use to retreat, cover his approach, chip the opponent out, and punish their fireball attempts by jumping over and throwing H-Air Mushroom.
  • Good Pressure: Between his air fireballs and plus frame normals, Mario is good at keeping the opponent locked down and forcing throws.
  • Good Damage: Mario's combos deal a solid chunk of damage, especially when he has Rage.
  • Command Grab Super: The Instant Horse Kill/Raging Demon is a highly damaging command grab that can be comboed into and be used to punish the opponent for blocking.
  • Low Profile: While standing, Mario is about as tall as some crouching characters, allowing him to completely high attacks and some projectiles.
  • Tiny Normals: Mario has next to no range on most of his normals, meaning he has to get right in the opponent's face to get any kind of combo started.
  • Unsafe Specials: Ground Mushrooms are very minus on block, and some projectiles can pass clean over them. Tatsu and Shoryu are similarly unsafe.
  • No Combo From Normal Throw at Midscreen: Despite Mario having many ways of forcing tick throws, his only combo off of them is into Demon in the corner. If he lands a throw under any other conditions, he isn't rewarded all that well.
  • Inconsistent Combos: Mario's normals tend to whiff in combos due to their short range unless spaced perfectly, and some of his supers and specials have odd hitboxes that can cause them to lose hits due to tiny factors.
  • Reliant On Air Fireball:

Character Data

To be determined.. WIP

Health: 320

Meter Build per Hit: 10

Meter Build per Enemy Hit/Special Use: 8

Walk Speed: 3.2

Run Speed: 6.0

Prejump Frames: 8

Light Blockstun/Meter Gain: 34f/3

Heavy Blockstun/Meter Gain: 42f/6

Normals

Note: Dong Dong Never Die's engine runs at 100 frames per second. Frame data and damage are taken directly from the game files.

cl.A
DDND-Mario-Cl.A.png
Liver punch!
Liver punch!
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
10 Mid 10 8 15 - Light (+11)

Similar case-use as far 5A. The worse recovery makes it unable to chain into any other light (including itself), so it should solely be used as a combo starter into heavy.

5A
DDND-Mario-5A.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
10 Mid 10 8 6 - Light (+20)

A good jab, but can only be used far away. Unfortunately, it's the most distance he'll cover with a normal anyways.

2A
DDND-Kenjiro-5A.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
10 Mid 10 8 6 - ?? (+??)

A strong normal, and can be used for the Jab Corner Carry if you dash after recovery.

j.A
DDND-Kenjiro-5A.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
10 High 6 8 Until Landing - ?? (+??)

Slightly more horizontal range and lower than j.C.

cl.B
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
20 Mid 10 8 21 - Heavy (+13)

An rising fist move that has a more vertical hitbox. Can link to 3C, but only from nearly point-blank range.

5B
DDND-Kenjiro-5A.png
the whip
the whip
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
20 Mid 15 8 21 - Heavy (+13)

A long-reaching normal that slightly shrinks his hitbox. Nice and fast, but doesn't have good priority.

2B
DDND-Kenjiro-5A.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
20 Mid 15 8 21 - ?? (+??)

The framedata DEspite has may be wrong or I'm missing something, but it doesn't hit twice. Please check this.

j.B
DDND-Kenjiro-5A.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
20 High 15 10 Until Landing - ?? (+??)

Nice hitbox for air-to-airs, and can even cross-up if your positioning is right due to how small Mario is.

cl.C
DDND-Kenjiro-5A.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
10 Mid 10 8 8 - ?? (+??)

Decent enough normal. Can actually be comboed into itself for extension!

5C
DDND-Kenjiro-5A.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
10 Mid 10 8 8 - ?? (+??)

High kick. Comparable to 5A, but you miss out on superior range. The close version of this button is better than A's, though.

2C
DDND-Kenjiro-5A.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
10 Low 10 8 6 - ?? (+??)

A nice low in Mario's toolkit. Technically has more horizontal range than 2A.

3C
DDND-Kenjiro-5A.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
10 Low 10 8 20 - ?? (+??)

A huge low that's pivotal in Mario's high/low mix-up game due to its long range.

j.C
DDND-Kenjiro-5A.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
10 High 6 8 Until Landing - ?? (+??)

A knee dive(?) that's better in air-to-air situations since the hitbox is within Mario's hurtbox.

cl.D
DDND-Kenjiro-5A.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
20 + 20 Mid 18 6 + 6 17 - ?? (+??)

A great heavy to cancel into for big damage alongside 6A.

5D
DDND-Kenjiro-5A.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
20 Mid 20 8 25 - ?? (+??)

Technically farther than 5B, but is a lot slower to come out in comparison. A situationally better anti-air.

2D
DDND-Kenjiro-5A.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
20 Low 15 5 35 - ?? (+??)

A nice sweep with deceptively long range.

Command Normals

Forward Fist
前拳 (qiánquán)
6A
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
20+20 Mid 20 6+6 25 - Heavy (+11)

Not actually an overhead despite being based on Akuma's overhead. Does a ton of damage, so it's his main command normal for combos. Will whiff when canceled off of a max range 5B or 5D due to pushback.

Forward Kick
前脚 (qiánjiǎo)
6C
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
10 Mid 10 8 25 - Light (-1)

Deceptively long-reaching command normal. Does much less damage than 6A, but can combo after max range 5B and 5D due to its startup activating before pushback can take effect. One of Mario's only grounded normals that isn't plus.

Throws

WIP

Dead Angle Attack

Dead Angle Attack
DDND-Mario-DAA.png
Damage Guard Startup Active Recovery Hit Reaction Block Reaction
22 Mid 10 8 25 Down -

Hard to use due to lack of range, meaning Mario can have a hard time getting out of certain pressure situations.

Specials

Mushroom
蘑菇 (mógu)
236A/B (air OK)
Version Damage Guard Startup Active Recovery Hit Reaction Block Reaction
236A 22 Mid 22 90 - Heavy
Version Damage Guard Startup Active Recovery Hit Reaction Block Reaction
236A (air) 22 Mid 8 Until Landing - Heavy

Ground version is a fireball with fast startup and very long recovery.

Not recommended as a blockstring ender, as Tatsu is safer most of the time and you're better off using plus frames from your normals to keep pressure going.

B-Mushroom is the best combo ender midscreen for going into supers, as Tatsu doesn't combo into Demon outside of the corner, and DP does less damage.

Has fast startup, so it can be thrown in the middle distance to prevent the opponent from walking in, at which point you can confirm to Demon.

Version Damage Guard Startup Active Recovery Hit Reaction Block Reaction
236B (air) 22 Mid 8 Until Landing - Heavy

Air Fireballs are probably Mario's best move. They are incredible versatile and useful in every facet of his gameplan.

A version travels forward at a rate of 3.5 and downward at a rate of 2.0. B version travels forward at a rate of 5.0 and downward at a rate of 4.0. This gives the A version more horizontal range.

Air fireballs (both) are excellent for zoning. Even when accounting for time spent jumping they have significantly less lag than ground fireballs, allowing you to have multiple slow fireballs on the screen at a time.

Because the lag of air fireballs is cancceled upon landing, they can be extremely plus even when thrown from close range. The only way to have an air fireball not be plus is to do a Tiger Knee air fireball directly next to the opponent, and even then they're not that unsafe.

They come out very fast if Tiger Knee'ed, and if done from most distances they still have enough stun to let you get a combo if they land or a throw/Demon if they are blocked. If you throw an air fireball from a distance and the opponent gets hit or blocks, you can often immediately follow with a TK forward jump air fireball and have it either combo or be a true blockstring that leads to a throw.

Golden Mushroom
黄金蘑菇 (huángjīnmógu)
214A/B
Version Damage Guard Startup Active Recovery Hit Reaction Block Reaction
214A 18+20 Mid 42 90 - Heavy
Version Damage Guard Startup Active Recovery Hit Reaction Block Reaction
214B 18+20 Mid 42 90 - Heavy

Fireball with slow startup and very long recovery. Based off of the Shakunetsu Hadoken, except it doesn't knock down.

Quite bad in neutral as it is reactable and laggy. If the opponent reacts they can get a jump-in punish.

Too slow to combo on a grounded opponent off of anything but a perfectly timed air-mushroom, which is completely useless as it leaves you minus on hit. It can, however, combo off of an anti-air 2B if you're close to the corner.

Explodes on hit, but not on block, making it less safe and reducing its chip damage. Also explodes when clashing with other projectiles, which can sometimes hit the opponent if it clashes close to them.

A and B version have the same speeds as their normal mushroom counterparts.

Stuns the opponent for a long time on hit. If you do the A version from far away and run after it you can get a follow-up if the opponent gets hit. This will probably never happen against a competent opponent though.

Stays moving during super freeze and can even hit the opponent, allowing you to surprise an opponent who isn't blocking by effectively teleporting a fireball over to them. This is incredibly powerful when instantly canceled to Raging Demon as the fireball will combo into Demon unless the opponent starts blocking before the Demon even comes out. The same thing can be done with regular fireball, but the extra hitstun on this fireball makes the combo into Demon work much better. This is a good setup on the opponent's wakeup if you can't get close to them in time.

Rising Dragon Fist
升龙拳 (shēnglóngquán)
623A/B
Version Damage Guard Startup Active Recovery Hit Reaction Block Reaction
623A 10+10+10 Mid 5 3,3,10 Not directly obtainable from game files. A lot. - Heavy
Version Damage Guard Startup Active Recovery Hit Reaction Block Reaction
623B 10+10+10 Mid 5 3,3,10 Not directly obtainable from game files. A lot. - Heavy

Fairly useless. Doesn't do much damage, has no invincibility, and actually has a very bad hitbox for anti-air. Very difficult to get all three hits at anything farther than point-blank range. No real reason to use it.

Whirlwind Kick
旋风腿 (xuànfēngtuǐ)
623A/B
Version Damage Guard Startup Active Recovery Hit Reaction Block Reaction
623A 10+10+10 Mid 5 3,3,10 Not directly obtainable from game files. A lot. - Heavy
Version Damage Guard Startup Active Recovery Hit Reaction Block Reaction
623B 10+10+10 Mid 5 3,3,10 Not directly obtainable from game files. A lot. - Heavy

Mario's go-to meterless combo ender.

Combos to Demon in the corner.

Nirvana

Mushroom (蘑菇): 236P (air ok) -- A small projectile that has varying speeds depending on which Punch button you use for the input (Light for slow and Hard for fast). When using this move in the air, speed and trajectory are different depending on the Punch button used (Light is slower but covers a great distance, Hard is faster but has less range).

Golden Mushroom (黄金蘑菇): 214P -- Mario poses for a moment, and then unleashes a gold mushroom at the opponent. They are identical to standard Mushrooms, except they're multi-hit. They only work on the ground.

Whirlwind Legs (旋风腿): 214K (air ok) -- Mario hops upwards and does a spin kick. Amount of hits depends on which Kick button is used (Light does less hits, while Hard does more). When done in the air, Mario does his spin kick while falling in the air. Amount of hits also vary on which Kick button used (same as grounded version).

Rising Dragon Fist (升笼拳): 263P -- Mario performs a jumping uppercut that hits multiple times. The Dragon Fist's characteristics depends on which Punch button is used (Light does less damage but has a faster recovery, Hard does more damage but has a longer recovery).

Supers

Instant Horse Kill (瞬瞬马杀): LP LP 6 LK HP -- Command grab super that has Mario hover towards the opponent, and beats them up behind a black screen.

Super Whirlwind Legs (超级鹿风腿): 214214HK -- Mario hops upwards and does a more powerful version of his spin kick, which does more damage and more hits.

Super Rising Dragon Fist (超级升龙拳): 236236HP -- Mario does a barrage of multiple uppercuts, ending with a powerful strike.

Super Mushroom (超级蘑菇): 236236LP -- Mario poses, and shoots a flurry of Golden Mushrooms at a straight line.

Combos

Mash into horse kill and loop the super :p. WIP

Grounded BnBs

Light starter

Meterless

Cl.C>Cl.D>6A>214D


Cl.C>Microdash Cl.C>Cl.D>6A>214D

  • Works from point-blank
  • Higher-execution combo that lets you sneak in another light in your gatling
  • Not super necessary to learn because it only adds on a bit of damage

Horse Kill Oki

(knocked down) j.236A > AA6CB

  • Whenever an opponent is knocked down, Mario can launch a light Air Mushroom and then grab a hit/blocking opponent with Horse Kill. Unless they roll or whiffs somehow, you're able to get free damage a la HD Remix.


General
Controls
HUD
System
FAQ
Dong Dong
A Shuang
Ken
Yin Yin
Ming Boy
Liu Mang
Wu Liao Jun
Jie Mei Hua
Characters
GOUKI
Terminator
Mian Hua Tang
Jian Ci Lang
Magician
Jiang Bao
Jie Jie
Xiao Pan
Huo Chai Ren
Mario
Sun Wukong
Da Lan
Zhuge Liang
Fei Fei
Sheng Hua Nan
Violent Dong Dong