Super Smash Flash 2 Guide: Mario

-- Learn how to play Mario like me!
thedrdu

Many of you fellow Kotalpa writers out there have seen how astronomically powerful my abilities are in playing Mario in Super Smash Flash 2. You've probably wondered: How does Jeff Du it? Well, prepare yourselves! Here's my detailed guide on how to properly play Mario!

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Step 1: Know the recovery moves!

Mario has about 3 recovery moves that he can perform: Side-B, Down-B, and Up-B.

Side-B: This grants you a bit of horizontal distance and a minor slowdown in falling speed. It should be used if you are knocked far horizontally and also vertically off the stage. It should be followed by the Down-B, then the Up-B.

Down-B: This move gets you some vertical height and horizontal distance(more than Side-B). To be most effective, one must mash the B button to gain height. This move should be followed by the Up-B, and performed after the Side-B's.

Up-B: This move gets you quite a bit of horizontal and vertical distance. However, you cannot perform any actions after this other than move, so use it last. In addition, the move will render you unable to move for at least half a second, so if possible try to grab a ledge or land somewhere safe.

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Step 2: Know the combo initiators!

To play Mario most effectively, I usually have to perform combos. There are several good ways to begin this: Fireball + Dash Attack, Dash Attack, Grab, and Edge Attack.

Fireball + Dash Attack: This combo initiator begins with a fireball, preferably at close range. The fireball(if it hits), cancels most moves that the opponent is doing, stunning them for a brief duration. Using this duration, one can quickly execute a Dash Attack, which can be followed by many moves.

Dash Attack: This combo initiator requires speed and the element of surprise. One must be unpredictable in their moves in order to surprise their opponent with just a Dash Attack. What I normally do is Dash Spam, and then go for a Dash Attack once close enough. This allows you to follow up with many moves. It's a bit harder to pull off than a Fireball + Dash Attack combo initiator.

Grab: This combo initiator is by far the hardest one to start with. To use it, one has to get in very close range of the enemy, by any means possible. This is almost always impossible, unless you use shields very well or have impressive reactions. If you manage to grab your opponent, you can...

A. Down Throw: Down throwing knocks your enemy into the air a bit, allowing you to follow with more moves easily. This is best for low percentages so they don't get too much height and escape.

B. Side throw: Side throwing is usually a combo finisher, since it most likely launches your opponent far away. It's best for high percentages due to how far it can throw your opponent, and can instantly kill starting from somewhere near 100%.

C. Up throw: This move is best used when the opponent is at low percentage, so they don't go too high up and escape. This can really only be followed by Up Aerials.

Edge Attack: This combo initiator requires you to be hanging onto an edge. Your opponent has to be close by, and then you can Edge Attack and cause them to fall onto the ground and be knocked back. Immediately follow with a move, preferably Dash Attack, and continue from there. 

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Step 3: Know the combo options!

There are several great moves to use in combos! These are: Back Aerial, Up Aerial, and Dash Attack.

Back Aerial: This move provides minor knockback, allowing you to land multiple hits in one combo. This move is best suited for when both you and your opponent are falling. In addition, you can do a quick hop while on the floor to use it as well.

Up Aerial: This move is best suited following a Down Throw or a Dive Attack. It can be chained continuously(as level 9 AIs do).

Dash Attack: This attack can easily be chained at low percentages. Just spam Dash Attacks, doing quick turnarounds if necessary for as long as possible. You can easily get 5-6 hits with this move.

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That's about it for this guide. Good luck!

   
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