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Mario 
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Joined: Sun Sep 16, 2012 6:40 pm
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Location: The States
Gender: Anime Girl
Skype: gr.ya.dad
Currently Playing: Super Smash Flash 2 on weekends. That's pretty much all I have time for right now.
Zalozis wrote:
Mario's more like the Project M version of himself.


minus the crazy fast button checks and little endlag on the 3rd jab

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Wed Jul 30, 2014 4:02 pm
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Joined: Mon Aug 11, 2008 12:27 pm
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Currently Playing: with myself
Zalozis wrote:
Ultra SSF2: Shoryuken Edge-ition - http://www.gfycat.com/GiganticEmbarrassedFugu#

rip in peace

good gif imo

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Wed Jul 30, 2014 4:51 pm
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Joined: Fri Mar 28, 2014 6:24 am
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Currently Playing: Super Mario 3D World, Project M, Shovel Knight, Mario Kart 8, SSF2
I just figured out that B-reversal fireballs bring opponents toward you. (Please please PLEASE don't change this devs?)

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Wed Jul 30, 2014 8:00 pm
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Joined: Fri Jul 25, 2014 6:56 pm
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Currently Playing: Smash Bros, FNaF, Undertale, GMod, Delver, Xenoblade, ect...
Usmash into fsmash deals about 40% when successful.
:|

Mario deals alot of damage nowadays....

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Wed Jul 30, 2014 10:00 pm
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Joined: Mon Jul 21, 2014 12:44 pm
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Location: A house. On the moon.
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Currently Playing: SSF2, LOZ:PH, Pokemon Showdown!.
I AGREE with that.

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Thu Jul 31, 2014 8:33 am
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Joined: Thu Sep 19, 2013 9:58 am
Posts: 44
Location: FL
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Currently Playing: Melee, PM, SSF2
Been playing a ton of Mario lately.
Changes I think are good
Everything :). Nah just kidding almost everything though.
Changes that need to happen (mostly technical things)
-You guys designed his Fair to be like PM which is awesome but it doesn't work correctly.
The very beginning of Fair is supposed to do 17 damage, send them at 60 degrees, and have 50 base knockback and 100 growth. The middle is supposed to do 16 damage, same angle, and have 40 base knockback and 100 growth. Finally the end part is supposed to be the meteor which does 15 damage, sends them at 280 degrees, and has 30 base knockback and 70 growth. Also on the ground the meteor pops them up.
-Super Jump Punch needs to ride up the wall of any stage (a lot of Up Bs have this issue).
-Edit nvm up air is fine. Seems to function like Melee's
-Bair needs more base knockback but less growth.

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Sat Aug 02, 2014 3:59 pm
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Joined: Tue Nov 01, 2011 7:36 pm
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Location: Sinnoh Route 228
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Currently Playing: SSB4
I love how Mario feels like Brawl's but has tons of combo skills. I do wish his Cape came out a bit faster (and that reflecting Pika's Thunder Jolt wouldn't make the Thunder Jolt go in a circle). He has a problem with jugglers since none of his attacks can reliably pull him out of those situations (just go have a match with MK/Jiggs/Kirby/Black Mage and wait for the u-airs), but as long as he stays rather low on the stage, it shouldn't be a major issue. Mario is generally superior to 0.9a in nearly every way, imo.
EDIT: Has anyone noticed d-tilt's use? If memory serves...d-tilt + u-tilt + u-air + f-air can work wonders against certain characters.

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I can do all things through Christ who strengthens me. Philippians 4:13
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SSB4: Pika, Mario, and Yyyoshiii! I also enjoy Captain Falcon Dittos (who doesn't?!)
Pokkén Tournament:
Weavile, Pikachu-Libre, Shadow Mewtwo
Looking forward to playing as the Sandbag in SSF2. Time for some Revenge to be dished out.
~Formerly Goombario64~


Sun Aug 03, 2014 6:28 am
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Joined: Sun Oct 21, 2012 2:57 pm
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I really do love what they have done with mario in this version they made awesome and my favorite new thing about is that his down special can kill if the person makes contact with luma during the star spin.

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Sun Aug 03, 2014 6:13 pm
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UltraMikeManTheOP wrote:
I really do love what they have done with Mario in this version they made awesome and my favorite new thing about is that his down special can kill if the person makes contact with Luma during the star spin.

Don't forget that his down special is great against aerial opponents like Meta Knight. Have you tried jumping into Meta Knight whilst launching the down special? It juggles him a bit, then if he is in contact with the last attack (and Luma) he could star KO him, or KO him normally if he is at a high percentage.

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Mon Aug 04, 2014 2:22 am
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Joined: Mon Jul 21, 2014 12:44 pm
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Location: A house. On the moon.
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Currently Playing: SSF2, LOZ:PH, Pokemon Showdown!.
If you do damage whilst being careful for a bit, you can then up normal + up/neutral aerial to KO the opponent at 100%, which isn't even hard for Mario. you could also just do a side smash to KO as well.

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Wed Aug 06, 2014 7:04 am
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TheViceversa96 wrote:
Been playing a ton of Mario lately.
Changes I think are good
Everything :). Nah just kidding almost everything though.
Changes that need to happen (mostly technical things)
-You guys designed his Fair to be like PM which is awesome but it doesn't work correctly.
The very beginning of Fair is supposed to do 17 damage, send them at 60 degrees, and have 50 base knockback and 100 growth. The middle is supposed to do 16 damage, same angle, and have 40 base knockback and 100 growth. Finally the end part is supposed to be the meteor which does 15 damage, sends them at 280 degrees, and has 30 base knockback and 70 growth. Also on the ground the meteor pops them up.
-Super Jump Punch needs to ride up the wall of any stage (a lot of Up Bs have this issue).
-Edit nvm up air is fine. Seems to function like Melee's
-Bair needs more base knockback but less growth.

A character in SSF isn't designed to be 1:1 with a character on consoles.... so technically speaking, none of his moves are "supposed" to perform a certain way based on PM/melee/brawl..

I kinda agree with the superjump punch problem though...but then again, recovery in SSF2 is probably the easiest.

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Wed Aug 06, 2014 8:18 am
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Joined: Mon Jul 21, 2014 12:44 pm
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Location: A house. On the moon.
Country: United Kingdom (uk)
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Currently Playing: SSF2, LOZ:PH, Pokemon Showdown!.
Anyone finding the Link V.S Mario <--(Player) Match-up a bit hard?

It can work, but it is REALLY hard without proper practice.

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Wed Aug 06, 2014 12:27 pm
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Currently Playing: Melee, PM, SSF2
GreaterMaelstrom wrote:
TheViceversa96 wrote:
Been playing a ton of Mario lately.
Changes I think are good
Everything :). Nah just kidding almost everything though.
Changes that need to happen (mostly technical things)
-You guys designed his Fair to be like PM which is awesome but it doesn't work correctly.
The very beginning of Fair is supposed to do 17 damage, send them at 60 degrees, and have 50 base knockback and 100 growth. The middle is supposed to do 16 damage, same angle, and have 40 base knockback and 100 growth. Finally the end part is supposed to be the meteor which does 15 damage, sends them at 280 degrees, and has 30 base knockback and 70 growth. Also on the ground the meteor pops them up.
-Super Jump Punch needs to ride up the wall of any stage (a lot of Up Bs have this issue).
-Edit nvm up air is fine. Seems to function like Melee's
-Bair needs more base knockback but less growth.

A character in SSF isn't designed to be 1:1 with a character on consoles.... so technically speaking, none of his moves are "supposed" to perform a certain way based on PM/melee/brawl..

I kinda agree with the superjump punch problem though...but then again, recovery in SSF2 is probably the easiest.

I know what you mean but it seems the move is trying to be PM Mario's but it isn't correct. @[TSON] can you tell me how the move functions?

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Thu Aug 07, 2014 7:54 am
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Up special? It's not meant to ride walls, you need to angle it.

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Thu Aug 07, 2014 10:06 am
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[TSON] wrote:
Up special? It's not meant to ride walls, you need to angle it.

No I mean forward air. Is it supposed to be like PMs or just similar? What are its stats?

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Thu Aug 07, 2014 2:25 pm
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