~How to Play Mario: Aerials

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Uploaded by on Apr 16, 2009

The introduction to Mario's aerial moves. Keep in mind that this is only an introduction. Other uses for these moves will be referenced in greater detail in further videos.

[Video Text]
Neutral Air
Damage: 10-5%
Range: Short
Comes Out: Frame 3

Marios Neutral Air has two parts to it, the initial hitbox, which causes 10% and the lagging hitbox which causes 5%. The initial hitbox also has a considerably larger amount of knockback. The move stays out long and has a very high priority The lagging hitbox can also lead into combos. It basically feels as if people are just running in a wall every time people try to attack Mario while he has the N-air out. HeroMystic

Forward Air
Damage: 12-13%
Range: Medium
Comes Out: Frame 17

The most notable and obvious trait of the Forward Air is that it is a spike, but there is much more than meets the eye with this attack. The sourspot, or non-spiking area provides a good amount of knockback which can kill. On the stage, if your opponent gets hit with this, they are susceptible to a jab lock.

Up Air
Damage: 11%
Range: Medium
Comes Out: Frame 4

Up Air is Marios Number 1 combo tool because its speed. Try to use it multiple times in the air to create a string of attacks. This move is also good if used with short hops and has gimping similar to that of Back Air. "Try experimenting with it to see what two aerials you can do in 1 [Short Hop]. Great for damage dealing, juggling, and edgeguarding."-A2ZOMG

Down Air
Damage: 1,1,1,1,1,7%
Range: Medium
Comes Out: Frame 5

Down Air is a great method or approach as it gives a very large amount of shield pressure. You know the douchebags that love to shieldgrab Mario because of his low range? Well, shield pressure allows that to not happen, and D-air gives out that shield pressure we need. HeroMystic If your opponent happens to get caught in the tornado, it will send them into the air which is a great way to start combos.

Back Air
Damage: 12%
Range: Medium
Comes Out: Frame 6

Probably one of Mario's best spacing tools. Has good range, and comes out fast. Can be followed with an up air, neutral air, and even a second back air out of one short hop."-Sensei With this move, Mario can create a semi-wall of pain which can gimp characters with bad recoveries such as Link, Ike and Captain Olimar. The move is also very good for spacing because of the range and knockback it provides.

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Top Comments

  • Agree, keep it up! All character video's should be like this. :-)

  • Listen, I am a HUGE FAN! This video helped a bunch thanks for takin the time to help us Mario n00bs!

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All Comments (18)

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  • Nair can lead into combos? Combos in bawrl? LOL

  • fair is a meteor smash :P

  • What button do you use to low jump?

  • very well done :P

  • Ike got pwned!

  • lol, in the U-air combo ike was killed at 69. TEEHEE

  • What's spacing?

    Exuse m n00biness... -.-

  • Yeah. Mario's forward aerial is too slow. You could try his back aerial .:D

  • lol thats exactly the same with me

  • hahah man... i better step my game up. Your tutorial is giving away all my advantages over people, especially those who probably might pick up mario..

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