01-
Mario

Last Updated:
January 31st, 2021

Notes on the Young Link vs Mario MU

Attributes

Air Acceleration: 0.08 (#31)

Air Speed: 1.208 (#13)

Fall Speed: 1.5/2.4 (#58)

Dash Speed: 1.936 (#38)

Run Speed: 1.76 (#37)

Walk Speed: 1.155 (#35)

Weight: 98 (#33)

Wall Jump: Yes

Wall Cling: No

Crawl: No

Jumps: 2

Win Conditions

Mario's Win Conditions:
Get within burst range of Young Link, and pressure with quick aerials to force shield. Find Grabs to create openings for aerials, and vice versa. Rushdown and pressure Young Link. Gimp him with the combo of Cape and F.L.U.D.D..

Young Link’s Win Conditions:
Stay outside of Mario’s range, but approach and place pressure. Tools like ZAir, Bomb, and Fire Arrow excel at this. Make use of superior range and safety. Understand Mario’s “cycle of conditioning” in neutral.

Out of Shield

Jab1 (-14) & Jab2 (-16):
NAir (Frame 7)
GSA (Frame 9)

Jab3 (-29):
GSA (Frame 9)
USmash (Frame 10)
FSmash (Frame 26)

FTilt (-13):
NAir (Frame 7)
GSA (Frame 9)

UTilt (-18):
NAir (Frame 7)
GSA (Frame 9)

DTilt (-15/-16):
GSA (Frame 9)
Grab (Frame 16)

Dash Attack (-17):
GSA (Frame 9)
USmash (Frame 10)

FSmash (-20):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

USmash (-20):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

DSmash (-21):
GSA (Frame 9)
USmash (Frame 10)

NAir (-2/-3):
Unpunishable
(Safe on shield)

FAir (-12):
GSA (Frame 9)
USmash (Frame 10)

BAir (-2/3):
Unpunishable
(Safe on shield)

UAir (-3):
Unpunishable
(Safe on shield)

DAir (-11):
NAir (Frame 7)
GSA (Frame 9)

Fireball (Point-Blank, -23):
GSA (Frame 9)
USmash (Frame 10)

Cape (-16):
GSA (Frame 9)
USmash (Frame 10)

Super Jump Punch (--):
--


F.L.U.D.D. (--):

--

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: Aerials, Tilts, Jab, Grab (conditioning for grab/deconditions shield), Fireball, F.L.U.D.D..


  • Kill Moves: DAir, FAir, BAir, Smash Attacks, Cape (offstage).


  • Kill Confirms: DThrow. DTilt > BAir, DAir Dragdown > USmash.


  • Mario has a strong, all-around kit of tools and hurtbox shifting (the only things he really lacks is a safe grounded option and range).


  • His aerial pressure is insane, namely with his NAir and BAir. BAir is a fast, safe killmove with little endlag and combo potential.


  • Fireball is a great projectile approach option when used with a full hop, and heavily punishes shielding the Fireball, like Thunder Jolt. Anticipate and read its usage with full hop NAir, get behind him or in the air, etc. Mix-up options frequently.


  • Boomerang is awful in this matchup. The amount of startup + endlag is not worth it in this matchup with Mario’s incredible airspeed, and moves such as his NAir, BAir (low committal) clanking with it. Don’t use it to stop Fireball, because Boomerang will lose that exchange.


  • Mario’s main flaw is a lack of range. He risks his hurtbox with every normal he has, and they aren’t long-ranged. Even the Kokiri Sword can be spaced outside of his range. You shouldn’t fish for these situations, but it’s something to be aware of.


  • Because of this though, ZAir is quite nice in this matchup, since Mario can’t address it that well, and he loves to burst in from the air.


  • Just like Inkling, Mario has a “cycle of conditioning.” He uses his aerial pressure to condition shielding, and eventually shielding in reaction to specific positional pressure. When that happens, it becomes incredibly easy for Mario to find Grabs, which are highly rewarding for him. This discourages shielding and opens up more opportunities for aerial pressure.


  • Counterplay is interacting with Mario in neutral and using platforms, and superior range on safe moves to break this cycle.


  • Add safe pressure alongside Bomb/Fire Arrow & ZAir to compete with Mario in neutral.


  • Fire Arrow use should be more concerned with anti-airing Mario from a distance, as it’s better applied there rather than hitting him on the ground with it. Mario can easily avoid grounded Fire Arrows as is. Better doesn’t mean always, just that Mario can easily weave around, shield dash, etc.


  • F.L.U.D.D. provides Mario with a strong windbox which lets him usurp stage control. It’s most effective when you’re in the air, as you’ll be pushed away AND up. It essentially gives him advantage state.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Boxing

(How do I escape this situation?):


  • Mario’s BAir is a great boxing tool because of its sheer threat. He’ll use it alongside his other aerials and grounded normals (Tilts, Dash Attack as a burst option) to pressure and force an option.


  • ZAir is a neat aggressive option out of the corner if Mario rushes in from the air, but it’s not all-purpose.


  • He can also pressure the corner with a Fireball approach.


  • Even though Mario has short range, he tends to make up for it with his speed, which he uses to make use of stage control, since his lack of range means foregoing stage control to directly attack.


  • F.L.U.D.D. can be used to send the opponent to the ledge when they are airborne. Be wary of jumping in the corner when Mario has F.L.U.D.D., as he can extend his advantage off a jump read from afar.


Platform Pressure

(What tools do they have? How can we escape this pressure?):


  • Their best plat pressure tools are BAir, UAir to start combos, and F.L.U.D.D..


  • You’ll want to be on platforms often to break the cycle of his aerial pressure and grabs.


Landing

(How do they cover it? What are my best options?):


  • When in air-to-air vs Mario, you’re almost always forced to commit to something to deal with Mario potentially going for a BAir, DAir, UAir, or NAir.


  • Mario UAir beats Young Link NAir from below it.


  • He can directly catch your landing with strong Smash Attacks or a Grab, namely USmash, which is invincible.


  • Try landing away from Mario or to a platform.


  • If you get hit by F.L.U.D.D., Mario will take that chance to punish the option you mash out of it. Moving away from Mario is safer, though you have to give up stage control.


Offstage

(How Do I Escape This Position And What Do I Look Out For?):


  • Cape is the ultimate threat. Get hit while using ASA or in freefall in the air, and you’re dead.


  • F.L.U.D.D. also pushes you away from ledge. If you use ASA while being hit, you’ll be put in freefall. This is a deadly combo with Cape.


  • Alongside all that, he can use Fireball to gimp your double jump if you’re recovering low.


  • As for aerials, he can catch ASA with NAir or BAir, or FAir spike you.


  • The name of the game is delaying your double jump and ASA, and mixing up your delay lengths to avoid Cape and/or F.L.U.D.D..


  • Use airdodge/projectiles to catch some of his attempted edgeguards. Cape is pretty good against airdodge and airdodge to ledge, but that gets around a BAir.


Ledge:


  • His BAir is amazing for ledge trapping multiple options due to its speed, safety, and killpower. At best you’ll trade using NAir. Time your ledge option or try a double jump FAir.


  • His USmash makes for a great neutral getup and roll punish with its killpower and invincibility.


  • Be wary of ledge trumps, as Mario can get a kill that way too.


  • His Dash Attack is a great 2-frame tool, which is active for roughly 20 frames.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Shadowboxing Mario in the corner with moves like Fire Arrow, Bomb, NAir, FAir, and ZAir is rather safe due to Mario’s lack of range.


  • Up close, he has quick aerials and a Frame 2 Jab as get-off-me tools. Those quick aerials also act as landing tools.


  • Fireball is an option to escape the corner (full hop approach), or as a landing mix-up (B-Reverse, Wavebounce).


  • F.L.U.D.D. could be used to push you away in hopes to regain stage control, which works better when you’re already in the air.


  • Cape can be used to mix up his landing times.


  • Since he can react to Boomerang while landing with something like NAir to clank with it, use that to set up for UAirs, which does well juggling Mario. Though be wary of fast fall airdodge as always.


Offstage:


  • Mario’s air speed allows him to get back to stage rather quickly.


  • If he’s recovering from really high, then he can use Fireball to help him recover.


  • Cape can be used to mix-up his landing times.


  • If Mario loses his double jump and is sent back, he’s not making it to ledge. Even if he just gets knocked back at all, his Up B doesn’t have that great of reach, but it can win most interactions, so place NAir carefully.


  • On a hard read, space FAir as an edgeguard when it’ll kill.


  • Bomb is great at 2-framing Mario as he Up B’s to ledge.


  • Mario will likely use NAir or Fireball from ledge jump, and F.L.U.D.D. from a double jump off ledge.


  • Though he does have air speed to burst off of ledge, Mario doesn’t have a lot of range on his moves, a similar flaw to Young Link. This means it’s better to use the advantage of stage control to box him in the corner at the ledge.


Ledge Info:

XLR8’s Spreadsheet Young Link Ledge Info:

DTilt: Hits

DSmash: Hits

FTilt: Hits

Most Reliable Move: FTilt

Animation Info: Aim for the head

Note: FTilt reaches farthest.

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • FD DTilt > ASA %s: 115, 102


  • FD FThrow @ Ledge %s: 181(tether distance), 156 (dash Grab)


  • FD Milkshake %s: 106-135, 95-112


  • Mario Kill Throws: BThrow (late, around 150% near ledge with no rage)


  • Spaced DTilt on shield outspaces Mario BAir oos.


  • He has a fast ground option in a Frame 2 Jab, though it is unsafe.

Stages

  • Battlefield:
    Terrible. Better than YS, but large zones and triplats buff Mario's advantage state a lot (Cape + F.L.U.D.D., platform combos).


  • Final Destination:
    Good. There are no platforms to alleviate Grab pressure, but Mario really wants plats for combos, and here he has none of that, so Mario players will likely ban this stage anyway.


  • Smashville:
    Indifferent. Same reasons as Lylat.


  • Town & City:
    Good. This stage limits Mario’s combo game a bit, but more importantly gives a large amount of space to work with.


  • Lylat Cruise:
    Indifferent. The layout is a hotbed for Mario combos, but also gives counterplay to Mario neutral, though the lack of space is annoying.


  • Pokémon Stadium 2:
    Indifferent. Ample space to work with, make use of the platforms here to alleviate Mario’s Grab pressure. Mario’s combo game is still strong on this stage, though.


  • Kalos Pokémon League:
    Good. Same reasons as T&C, but the Mario player will likely ban this stage.


  • Yoshi’s Story:
    Terrible. Mario’s combo game is lethal here. On top of that, there’s little space to work with. Always ban this stage.

Sets & Resources