|Debut||Mach Rider (1985)|
The Mach Rider is a starting playable character in Super Smash Bros. Clash. The man is always seen riding on a motorcycle in search of a new home after his previous one had been destroyed. The character and game have become somewhat of a cult classic as he was considered for a character in Super Smash Bros. Melee. Mach Rider enters the tournament to find out how his world can be restored and how Master Hand may be able to help or interfere with it. He encounters a lot of people on the way to learn more information on his role in the Smash Bros. universe.
Moveset: Mach Rider and Bike RiderEdit
- NOTE: Mach Rider has two movesets that can be switched between using his Standard Special Move, Ready & Set. The two movesets are referred to as Mach Rider for when it's just him fighting without the bike and Bike Rider for when he's fighting on his bike. The two movesets have quite a few differences mentioned in the Standard Special Move section.
- NOTE: Mach Rider's Stale move negotiation quene is 9 moves long instead of the usual 10. That means move refresh and decay slightly faster than with other characters.
Standard Special Move: Ready & SetEdit
- Can not be performed if ground is not below Mach Rider.
- This attack can not be canceled into from any of Mach Rider's normal attacks.
This is how you switch the movesets of the character. This move works completely differently depending on which mode Mach Rider is in, but the Bike Rider version will be explained initially since you start in that mode.
When this move is used in Bike Rider mode, the Mach Rider will get off his bike and place it in the background where it'll just set in the position until this move is used again. Mach Rider can even place the bike in the air; it can be placed anywhere as long as the position is above stage ground. This is because the Mach Rider moveset has much better recovery than the Bike Rider moveset and you won't be able to do a last-minute recovery switch. This animation takes about 50 frames to complete, so make sure you aren't in striking distance while performing it.
When this move is used in Mach Rider mode, the Mach Rider will use an electric wire from his arm to receive the bike from wherever it is. This takes about 20 frames to start, 10 frames to retrieve, and 20 seconds to finally re-obtain the bike and switch to the bike moveset. It has the same stage use limitations as the Bike to Mach Mode version, but it can be done from anywhere you're allowed to do so and it will not interfere with the frame data. Due to that, though, it's obviously not a good idea to get your bike right next to an opponent. Both the electric wire and the bike being pulled back can damage opponents, although the first only stuns slightly. The bike pull has some knockback on it.
Major differences between the two movesets of the Mach Rider include:
- Both movesets have unique normals (except for Dash Attacks, which only Mach Rider has), aerials, throws, Side Special Moves, Up Special Moves, and Down Special Moves.
- The Bike Rider's dash can be 'accelerated' by tapping on the control stick multiple times. Bike Rider starts at the same dash speed as Mach Rider but at max acceleration goes at Sonic's speed.
- Bike Rider does not have a dash attack, nor can he jump or shield while dashing. Bike Rider does have a dash grab and can also taunt while dashing.
- Bike Rider falls faster.
- Bike Rider doesn't have a double jump.
- Bike Rider has a higher initial jump.
- Bike Rider has more recovery lag between them on his air dodge than other characters, but the basic frame data for an air dodge is the same. This means you can begin attacks at the same rate as everyone else, but it takes longer to do an air dodge.
- Bike Rider has a much larger hurtbox; being a little larger than Ridley. Mach Rider's hurtbox is about the same as Captain Falcon.
- The two movesets also have different Stale Move Negotiation quenes.
- Mach Rider has a tether and ranged grab.
- Mach Rider has faster air speed. Mach Rider also has a double jump, but it is an extremely short one.
- The two movesets share weight, armor, Clash Attacks (although the move works a little differently depending on moveset), Final Smashes, on-screen appearances, and many artistic elements such as color schemes.
You can also Clash Cancel the switch from either side, but I have absolutely no idea why this would ever be useful.
The obvious key to switching movesets is doing it safely. Mach Rider can easily eat a dash or jump in combo, a beam Final Smash, a powerful projectile or other attacks that can easily strike the Mach Rider from a range. That said, both of this man's movesets have ways of allowing you to switch safely and you should look into that when you feel the opponent knows your plan. When that happens, you're going to want to switch, so make sure to find ways to switch and leave you in a good position during and after the switch.
This is the primary building block of Mach Rider's game and is what makes him a notoriously difficult to learn character.
The Mach-to-Bike wire does 3% upon a normal contact and the bike being pulled in while colliding with characters does 13%.
Smash Special Version: This is the version of the move to use when you know you aren't getting a lot of breathing room and have very few switching opportunities; ie against a character you can only switch safely against after getting someone off stage.
Both versions of this move now only last 19 frames. The bike to mach version has the first wire take 8 frames, the retrieval 3 frames, and the other pull 8 frames. That's a fair bit of extra speed, especially when you combine with the fact it has one 0.165 hit worth of armor to absorb. Many of the characters you would use this frequently against like Fox, Fox and Bowser have some ways of breaking through this, but they aren't always reliable.
Overall you're going to have a much easier time switching with this move, especially if you're in Bike mode which has enough problems against constant rushdown as it is. Also, the wire and pull in for Mach to Bike switching is stronger with 5% and 16% now being dealt.
Clash Attack: Mach HandEdit
Final Smash 1: Mach BarragerEdit
Final Smash 2: QuadrunnerEdit
- Drives onto the screen with his bike. Mach Rider starts the match with his Bike Rider moveset at the start of every match.
Moveset: Mach RiderEdit
- Neutral Attack: Mach Rider does a left jab, then a right jab, then a left hook. The range and priority are nothing particularly special, but this is a really fast jab (frame 2) and doesn't deal terrible damage. Like many jabs, you're probably going to find the best use in combos: It easily sets up many of the Mach Rider's other attacks and can set up an easy (... well, by the standards of characters who use ranged grabs) tick throw if the opponent shields. Final hit has some decent knockback.
- Damage: 3% first hit, 3% second hit, 5% third hit, 11% total
- Side Strong Attack: Mach Rider performs a haymaker. This has slightly slower start-up (frame 13) than many of Mach Rider's other attacks, but it does cover a wide area of horizontal space, recovers quickly and does a good amount of damage and knockback. The range is something Mach Rider lacks on the ground, so use this on occasion when you think the other fighters are safe poking him from a distance. This does not have high priority though, so it's not going to beat all pokes especially if they come from characters like King Dedede. Overall a move that may take time to use properly.
- Damage: 12%
- Up Strong Attack: Mach Rider performs an uppercut. This move will whiff against almost every character in the game if they are crouching, but if they aren't the other fighter is in for it. It's very powerful, extremely fast (5 frame start-up) and has a really large vertical hitbox that's great for using as a powerful, last minute anti-air blow. Has a decent amount (9) of active frames, but the amount of recovery on this is really bad so it's not a good idea to have it shielded or whiff entirely with it. Best used as, aside from anti-air, a juggle starter or as a finishing attack. Many lightweight characters are KO'd around 105%, and several characters just slightly before that. Overall, useful attack.
- Damage: 14%
- Down Strong Attack: Mach Rider does a low hitting right kick with one hand in the air. This attack has alright recovery and start-up alongside a lot of range. It's lack of power is really justified with how far this move reaches; about a full character length away. This is a nice poke, but combo options off landing it are limited: Best option is canceling it into Electric Grapple, which usually doesn't lead into much damage. Also isn't completely safe if blocked right next to Mach Rider. You're going to want to take advantage of that range if you want to switch to Bike Rider, but Mach Rider's offense isn't quite fit for a poke like this. It's still nice to have around, though.
- Damage: 9%
- Dash Attack: Mach Rider does a dashing overhead chop. Visually, somewhat resembles a one-hand version of Falco's Side Smash. The hitbox starts right behind Mach Rider's head, then goes almost an entire circle around him. While normally this would be a good thing, it has a really short amount (only 6) of active frames and has slightly longer start-up than most Dash Attacks. However, it also produces more shieldstun and recovers fast that many of these attacks and is difficult to shieldgrab unless perfect shielded. On hit, you can easily follow it up with some aerials or just cancel it into Mach Vengeance for easy combos. This is an alright attack; you may not be using it much but it's not a move you should forget Mach Rider has access to.
- Damage: 10%
- Side Smash Attack: Mach Rider performs a sideways kick tilted at a slight upward angle, then follows it up with a smashing roundhouse. Start up is 11 frames. The first hit has set knockback and unless the opponent is at the very tip of the hitbox and is lightweight, almost always combos into the decently powerful second hit. Note that there is actually 2 frames in between the sideways kick and the roundhouse for the opponent to punish when blocked; this means Bowser can Flying Slam you, Zero Suit Samus can jab you and some other punishes while you prepare the second hit. That's what can make this risky, but keep inmind not everyone has a good punish so if you know who doesn't have a 1 or 2-frame move this is great for some reasons. For a Smash, the recovery is fast and it also pushes the foe a bit far back on the second hit and as a Smash tradition the power is good: 110% is the average Mario kill percent uncharged. Decent finishing move and can really annoy some characters.
- Damage First Hit: 4% uncharged, 6% charged
- Damage Second hit: 12% uncharged, 17% charged
- Damage Total: 16% uncharged, 23% charged
- Up Smash Attack: Mach Rider punches at the sky three times. Hits a lot lower than Mach Rider's Up Strong, but carries just as much crazy speed and power as that move. Only at around 80% will it become stronger than the Up Strong though; Utilt has more base knockback and this move has higher knockback growth. Lightweight characters, if this is uncharged, are knocked out slightly below 100%. Also does good damage if all the hits connect. Like the Up Strong, though, the recovery is really long, and like many multi-hit attacks you aren't going to want this to be used as anti-air. This is the easiest Smash attack for Mach Rider to combo into; happens easily off auto-canceled aerials. This is a pretty decent attack, but the Up Strong serves better at lower percents.
- Damage First Hit: 3% uncharged, 4% charged
- Damage Second Hit: 4% uncharged, 6% charged
- Damage Third Hit: 11% uncharged, 16% charged
- Damage Total: 18% uncharged, 26% charged
- Down Smash Attack: Mach Rider lowers his body and does a fist sweep that hits in front of him initially, then hits behind the Mach Rider. This is Mach Rider's safest (recovers quite quickly) and best covering, but slowest (frame 12, a frame slower than Side Smash) and weakest Smash Attack. Even then, it's still strong enough to kill every character under 150% at the very least. The first hit of the move is a little bit weaker than the second one, so you may need to find opportunities to get your back facing the opponent then slam them with this. Overall a decent move, although you may not find it as useful as the other Smashes.
- Damage First Hit: 15% uncharged, 21% charged
- Damage Second Hit: 17% uncharged, 24% charged
- Neutral Aerial: Mach Rider kicks straight forward with one leg. A very fast (4 frame start-up) attack with a good amount of active time (although it stales a bit) and fast recovery and landing lag. This is a pretty generic sex kick without any truly notable properties aside from it's insane start-up speed.
- Damage: 10% initial, 5% late
- Forward Aerial: Mach Rider does a punching attack that starts right below him and ends a bit above his head. While it's fairly slow, it produces a large amount of shieldstun against a blocking grounded opponent and has quick aerial recovery. The landing lag is fairly large on this, though. Damage and knockback are both ok, producing a decent bit of vertical sendoff. This is an alright attack in air-to-air confrontations and the active frame count is fairly good; a decent counter to air dodges.
- Damage: 11%
- Back Aerial: Mach Rider pulls one of his legs in, then blasts it behind him. This is another aerial with noticeable start-up and also has a high amount of air cooldown and landing lag. This move does have terrible speed properties, but the power it has is impressive. It's one of Mach Rider's most damaging aerials and of all of them sends foes flying the farthest. Mach Rider doesn't have a lot of ways to reliably land horizontal knockouts, but this is a good start if you absolutely need to land them.
- Damage: 15%
- Up Aerial: Mach Rider kicks straight up into the sky. The weakest aerial of Mach Rider's, but the second fastest (7 frame start-up) and fastest recovering in mid-air. Speed is good in the air but it's also the slowest aerial of Mach Rider's when it comes to recovering from a failed landing. The quick recovery and low knockback allow you to easily string multiple hits together, be it in normal juggles or connecting from it blindly as anti-air or air-to-air. Not particularly good as either of the last two since the priority is bad, but this move is not useless.
- Damage: 8%
- Down Aerial: Mach Rider does an 15 degree angled kick. Starts up at an alright pace, fast recovery and quick landing lag. Most of the hitbox around Mach Rider's leg has decent horizontal knockback and good damage, but hitting with the tip of Mach Rider's foot causes this move to become a Meteor Smash with extreme power and damage, plus it deals a ton of knockback to someone on the ground. The 'main' hitbox is decent to use in combos or as an air approach, while the tip is obviously a move you'd like to edgeguard with. Good attack.
- Damage: 14% main hitbox, 17% tip
- Tether Attack: Mach Rider is one of the few offensive characters who has access to a damaging tether. It goes a little less distance than Link's, but serves many of the same spacing purposes as other Zairs the moves are so notorious for. It's great to neutralize other airborne attacks, approach, or give yourself breathing room. Also works decently as a recovery move, although Mach Rider is one of the few tether characters who has an Up Special which rarely justifies the tether. Still, when you're on stage this is a move you'll always be annoying people with.
- Damage: 5% far, 6% right next to Mach Rider but a little past air throw range
Grabs and ThrowsEdit
- Grab: Mach Rider has a frame 10 ranged grab (pretty fast for one of those, actually) that only has a 6.25 for range; slightly longer than Ivysaur's grab range but not as long as Yoshi's. It has the trademark absurd recovery of the other ranged grabs, so use it wisely. His dash grab has notably better recovery, but notably less range. Mach Rider has an insanely good pivot much like Yoshi; it recovers quickly, is fast and has great range like the standing grab.
- Pummel: A headbutt. Speed is ok damage; so's the damage. Good to get some damage in before the throw.
- Damage: 2%
- Forward Throw: Mach Rider lifts the electric wire caring his foe behind him, then swings it in front and slams it down. Has a really long animation that gives a lot of time for directional influence control, but it deals a ton of damage and crazy knockback regardless.
- Damage: 14%
- Back Throw: Mach Rider jumps over the foe and drops kick their back as a sneak attack. Fast animation that semi-spikes for good damage; great to get the opponent off-stage.
- Damage: 11%
- Up Throw: Mach Rider punches the foe's chin, sending them into the sky. You can easily juggle them with Up Aerials or Mach Vengeance after landing this throw.
- Damage: 10%
- Down Throw: Mach Rider throws the foe onto the ground and axe kicks them, causing them to launch upward. This sends them lower than the Up Throw does, allowing you to follow it up with some stronger attacks like a Forward Aerial canceled into Mach Vengeance.
- Damage: 8%
- Air Throw: Like many characters with tethers, this air throw only activates when right up close. This has Mach Rider shoulder the foe to launch them horizontally. Nothing to special about this throw, especially considering Mach Rider's limited air throw range.
Side Special Move: Mach SpeedEdit
Mach Rider adjusts his gloves, then dashes a quarter of Final Destination distance at a blinding speed. This functions wildly differently depending on how it hits an opponent and where Mach Rider himself is after doing it.
If either the ground or air version is shielded, Mach Rider takes 1% and damages his head. This has him recover for a bit and allow the enemy to easily punish. If the grounded version hits grounded characters, everyone who was hit is put into a dizzy stun similarly to a shield break, but this is a move that counts at two hits in the damage scaling quene so if this is the first hit in a combo, the next hit will deal 90% and so on. If the grounded version hits an airborne opponent, the opponents are launched high into the sky for strong vertical knockback.
The air versions have opposite properties. Air-to-air Mach Speed stuns the opponent and leaves them in place with the same damage scaling limits. Air-to-ground is a powerful and damaging semi-spike.
Mach Speed has slow start-up; slow enough to the point where buffering into it from tilts frequently will not combo into this properly against most of the cast. Mach Speed does, however, quite a bit of range on it and extremely high priority. This allows to easily disrupt attacks, even high priority disjoints easily and get in good damage. Projectiles of any priority class will stop this run completely however. If the opponent tries to get really smart and it, though, punishing it is very hard as the whiff / hit recovery of the move is extremely fast; only on shield is it long.
The priority also means that, if done with GREAT prediction, you can use it very well as an air-to-air or anti-air attack. The former will get you more damage, while the latter is easier to do.
This attack is not one you can just mindlessly use. You're going to get killed if you do. A whiff punisher is by far the safest use for it, and that is probably your primary one against almost every character in the game.
Ground-to-ground and air-to-air do not deal damage. Opposite meetings (air-to-ground and ground-to-air) deal 5%.
Smash Special Version: This version can be canceled by pressing a Shield button, so if you know your opponent is prepared for it you can just shield and then punish what would have been their... punish. It also can take one 0.180 hit of super armor, which allows you to use it as a mid-range projectile punish really well. Opposite meeting connections now deal 7%. This is definitely a solid way of using Clash Attack Meter with Mach Rider.
Up Special Move: Mach VengeanceEdit
Mach Rider faces the screen and performs a jumping uppercut that goes to a slightly lower height than King Dedede's Super Dedede Jump. This move does not leave Mach Rider in a helpless state when used on the ground or in the air, but it has a lot of mid-air recovery meaning it'll be a while before Mach Rider is enabled to use other actions.
That said, ONLY use as an anti-air against a really deep attack, and also if you absolutely know this move is going to win the priority battle. The priority is high, but many characters have at least one aerial that beats it cleanly. This also has zero invincibility on it, so it isn't the best move to use a reversal. At the very least it starts up quick at only 6 frames.
The damage and knockback this attack has are both solid and so's the vertical reach. This is a great way to end many of Mach Rider's juggle combos with a bang, as it'll frequently push them to the ceiling or land the KO.
When you're knocked off stage and need to recovery, this is a great move. All the active frames and a little of the recovery and grab ledges easily, and as mentioned it doesn't leave Mach Rider in helpless. Mach Rider's fast air speed combined with the huge vertical distance this move and Mach's heavy weight combine to make him a fairly difficult to knockout fighter.
This attack does 13%.
Smash Special Version: Mach Rider starts this version by doing a gut punch, then the rest of the uppercut now hitting 9 times. The knockback is a little higher and the damage is quite a large boost. The extra power is nice, but it has two even better chances: It recovers in mid-air faster than the regular version, and the first 13 frames of the move are completely invulnerable. This makes it fantastic as a reversal and out-of-shield punish. This is definitely the move Mach Rider's Mach moveset will want to spend most of the Clash Attack Meter on.
Down Special Move: Electric GrappleEdit
- This move will whiff when used the second time in a combo, although there is one exception to this rule.
Mach Rider shoots the electric wire he keeps around forward. It'll go half of Final Destination distance. If Mach Rider's wire grabs someone, he pulls them in and does a haymaker that semi-spikes.
The Electric Grapple is capable of nullifying up to one 0 priority projectiles, which makes it a pretty good fireball punish from mid-screen and should stop them from throwing projectiles. This is one of the few moves in the game that lands an untechable knockdown, meaning the opponent cannon instantly roll away, attack or get-up from the knockdown and OTG hitting attacks (such as a Down Strong or Smash, or against really large characters Mach Vengeance) are guaranteed combos. You could sort of think of it as a version of Mach Speed that works against projectile characters, with much more limited follow-ups.
Since it's a semi-spike, it's also a great way to get the opponent off-stage and give them huge problems recovering. The knockdown created is also a good opportunity to switch a character in Tag Battle mode or use Ready & Set to get your 'Bike' moveset up.
The Electric Grapple does not have terribly slow (13 frames) start-up and it has a decent amount of frames where it's capable of... well, grabbing. The recovery is long and the shieldstun is short, allowing characters who have enough mobility on them to easily punish. Despite what you would think, this move can be shielded and will only grab opponents in the same type of state as Mach Rider, meaning the Mach Rider can only grab ground opponents on the ground and airborne ones while in the air. It's also not capable of stopping any form of air dodge which makes resets that could bypass the "once in a combo" rule difficult.
Like your other two specials, this is a move you have to be careful with if you aren't using the metered version but if used properly is one of Mach Rider's scariest tools.
This can be used as a tether like his Tether Attack, but the latter is faster at doing so. This has a bit more reach on it however.
Electric Grapple is an awkward example of a grab-type attack that is capable of hitting multiple characters. When Mach Rider's wire connects with someone and he runs up for the punch, other characters can easily get hit by it but they will not be knocked down; they'll just take steady horizontal knockback.
This attack does 12%.
Smash Special Version: This version can take multiple projectiles, but they can't be higher than 0 priority. The recovery is shortened a bit, as well. The aerial version (ONLY the aerial version) can be angled diagonally down or straight down during the start-up frames. This allows you to bypass the 'once in a combo' rule for the regular version since it's an OTG capable attack, but otherwise can't be used as a reset or similar nonsense. Decent use of meter, especially if you see the opponent do something stupid while below you. Does 14%.
Taunts and Victory PosesEdit
Moveset: Bike RiderEdit
Grabs and ThrowsEdit
Side Special Move: Motor BladeEdit
Up Special Move: Wheelie ShotEdit
Down Special Move: Machine BlastEdit
Many characters can dodge this by either being very small or having crouches small enough to avoid it. Some characters, however, have no real way of dodging this while on the ground without using a defensive maneuver since they can't crouch under the shots. These characters are:
- King Dedede
- King K. Rool
- Mach Rider (Bike moveset only)
- Professor Layton
Taunts and Victory PosesEdit
Competitive Tactics and AdviceEdit
Trophies and Profile informationEdit
Challenge Wall rewardsEdit
- The Quadrunner name for the character's second Final Smash is somewhat ironic, since those are the enemies Mach Rider had to fight in his game.