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'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed on June 11th, 2013 during the E3 2013 Nintendo Direct.<ref name="trailer1">[http://www.youtube.com/watch?v=xvudMu-5kIU Super Smash Bros. for 3DS/Wii U 1st Trailer]</ref> He was also one of the main subjects of the Developer's Direct for ''Super Smash Bros.'' later during E3 2013.<ref name="devdirect">[http://www.youtube.com/watch?v=vQD1yJinzeQ Wii U & Nintendo 3DS Developer Direct - Super Smash Bros. for Nintendo 3DS and Wii U @E3 2013]</ref> He was among the first wave of [[amiibo]] figurines for ''Smash 4''. Charles Martinet's portrayal of Mario from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Smash 4''.<ref name="treehouseday2">[http://www.youtube.com/watch?v=edCQDRuL8Dk Nintendo Treehouse: Live @ E3 2014 -- Day 2: Super Smash Bros. for Wii U]</ref>
'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed on June 11th, 2013 during the E3 2013 Nintendo Direct.<ref name="trailer1">[http://www.youtube.com/watch?v=xvudMu-5kIU Super Smash Bros. for 3DS/Wii U 1st Trailer]</ref> He was also one of the main subjects of the Developer's Direct for ''Super Smash Bros.'' later during E3 2013.<ref name="devdirect">[http://www.youtube.com/watch?v=vQD1yJinzeQ Wii U & Nintendo 3DS Developer Direct - Super Smash Bros. for Nintendo 3DS and Wii U @E3 2013]</ref> He was among the first wave of [[amiibo]] figurines for ''Smash 4''. Charles Martinet's portrayal of Mario from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Smash 4''.<ref name="treehouseday2">[http://www.youtube.com/watch?v=edCQDRuL8Dk Nintendo Treehouse: Live @ E3 2014 -- Day 2: Super Smash Bros. for Wii U]</ref>


Mario is ranked 9th out of 54 characters on the [[tier list]], in the A tier, which is at the lower end of the top tier, a huge improvement from his 31st out of 38 ranking in ''Brawl'' where he stood at the top of the bottom tier, rendering him as the veteran with the most improvement in the transition. Additionally, ''Smash 4'' is the first release in ''Super Smash Bros.'' where he is placed higher than a mid-tier, thus resulting in his best tier list placement yet. Mario's greatest asset is his effective frame data; most of his moves have little startup lag and have relatively low end lag. This results in Mario being fairly difficult to [[punish]] relative to most of the cast. His combo game is quite flexible, as Mario can rack up damage quickly and reliably, most notoriously with his down throw into multiple up tilts. In addition, he also has a versatile moveset: a disruptive [[projectile]] in his [[Fireball]], a [[reflection]]-based and [[reverse]]-based move in his [[Cape]] that can counteract [[camping]], and a decent, if niche [[edgeguard]]ing option with [[F.L.U.D.D.]]
Mario is ranked 9th out of 54 characters on the [[tier list]], in the A tier, which is at the lower end of the top tier, a huge improvement from his 31st out of 38 ranking in ''Brawl'' where he stood at the top of the bottom tier, rendering him as the veteran with the most improvement in the transition. Additionally, ''Smash 4'' is the first release in ''Super Smash Bros.'' where he is placed higher than a mid-tier, thus resulting in his best tier list placement yet. Mario's greatest asset is his effective frame data; most of his moves have little startup lag and have relatively low end lag. This results in Mario being fairly difficult to [[punish]] relative to most of the cast. His combo game is quite flexible, as Mario can rack up damage quickly and reliably, most notoriously with his down throw into multiple up tilts. In addition, he also has a versatile moveset: a disruptive [[projectile]] in his [[Fireball]], a [[reflection]]-based and [[reverse]]-based move in his [[Cape]] that can counteract [[camping]], and a decent, if niche [[edgeguard]]ing option with [[F.L.U.D.D.]].


Despite being buffed significantly from ''Brawl'', Mario retains several weaknesses. His moves have short range, giving him trouble against characters with long [[disjointed]] range such as {{SSB4|Cloud}} and {{SSB4|Marth}}. Furthermore, he cannot effectively outcamp other characters, due to Fireball being relatively slow and small compared to some other projectiles in the game. Mario also suffers from a lack of consistent KO setups, as none of his options can reliably KO outside of his forward and up smashes, and alongside his short frame and relative floatiness for a middleweight, he is a target to [[rage]] setups. Lastly, Mario's average attributes do not allow him to quickly gain an advantage either, as the strengths of other characters can contest his, with the two most notable being his overall range and mobility.
Despite being buffed significantly from ''Brawl'', Mario retains several weaknesses. His moves have short range, giving him trouble against characters with long [[disjointed]] range such as {{SSB4|Cloud}} and {{SSB4|Marth}}. Furthermore, he cannot effectively outcamp other characters, due to Fireball being relatively slow and small compared to some other projectiles in the game. Mario also suffers from a lack of consistent KO setups, as none of his options can reliably KO outside of his forward and up smashes, and alongside his short frame and relative floatiness for a middleweight, he is a target to [[rage]] setups. Lastly, Mario's average attributes do not allow him to quickly gain an advantage either, as the strengths of other characters can contest his, with the two most notable being his overall range and mobility.
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*[[Dash attack]]:
*[[Dash attack]]:
**{{nerf|Dash attack deals less damage (9% (clean)/7% (late) → 8%/6%).}}
**{{nerf|Dash attack deals less damage (9% (clean)/7% (late) → 8%/6%).}}
**{{buff|It has more favorable hitbox placements, giving it more range and no longer having a blindspot on Mario's feet.}}
**{{buff|It has more favorable hitbox placements, giving it more range.}}
**{{buff|It deals more knockback (70 (base)/50 (scaling) (clean), 45/30 (late) → 100/43 (both)) and both its clean and late hits have consistent angles (110°/80° → 60° (clean), 120°/70° → 110° (late)). }}
**{{buff|It deals more knockback (70 (base)/50 (scaling) (clean), 45/30 (late) → 100/43 (both)) and both its clean and late hits have consistent angles (110°/80° → 60° (clean), 120°/70° → 110° (late)). }}
**{{buff|The changes to hitstun canceling grants the late hit follow-ups when combined with the move's higher base knockback.}}
**{{buff|The changes to hitstun canceling grants the late hit follow-ups when combined with the move's higher base knockback.}}
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==Update history==
==Update history==
Compared to other top/high tier characters, Mario only received a few minor changes in updates, receiving some subtle improvements to forward smash and [[F.L.U.D.D.]] But while Mario remains mostly the same in the final game as his initial incarnation, Mario did receive a rather significant universal buff early on.  
Compared to other top/high tier characters, Mario only received a few minor changes in updates, receiving some subtle improvements to forward smash and [[F.L.U.D.D.]]. But while Mario remains mostly the same in the final game as his initial incarnation, Mario did receive a rather significant universal buff early on.  


Update 1.0.4 removed the ability to [[LSI]] moves which launched between 65°-115° and 245°-295° which in Mario's case, benefitted him significantly. Mario has a vast array of vertical launching moves, with most of them being vital to his combo game. In early 3DS versions, the presence of vertical LSI meant that Mario's combo potential was much more limited and inconsistent. The opponent could utilise LSI on Mario's vertical launching moves to escape his combos much sooner which overall gave Mario significantly less damage racking potential. This also meant that it was significantly harder for Mario to score a KO from a combo or even a simple confirm, forcing Mario to rely on his raw KO moves or his edgeguarding more to score KOes, with most of Mario's raw KO moves being rather weak knockback wise.  
Update 1.0.4 removed the ability to [[LSI]] moves which launched between 65°-115° and 245°-295° which in Mario's case, benefitted him significantly. Mario has a vast array of vertical launching moves, with most of them being vital to his combo game. In early 3DS versions, the presence of vertical LSI meant that Mario's combo potential was much more limited and inconsistent. The opponent could utilise LSI on Mario's vertical launching moves to escape his combos much sooner which overall gave Mario significantly less damage racking potential. This also meant that it was significantly harder for Mario to score a KO from a combo or even a simple confirm, forcing Mario to rely on his raw KO moves or his edgeguarding more to score KOes, with most of Mario's raw KO moves being rather weak knockback wise.  
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|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Kick Up ({{ja|けりあげ|Keri Age}})
|neutralname=&nbsp;
|neutral1dmg=2.5%
|neutral1dmg=2.5%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}''. The hitboxes closest to his body in the first and second hits can [[lock]]; the second hit has less practical use for this purpose, as its damage output is lower, and the close hitbox is more difficult to connect after the first hit.
|neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}''. The hitboxes closest to his body in the first and second hits can [[lock]]; the second hit has less practical use for this purpose, as its damage output is lower, and the close hitbox is more difficult to connect after the first hit.
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltname=&nbsp;
|ftiltdmg=7%
|ftiltdmg=7%
|ftiltdesc=A wheel kick. It can be angled. Can lock at very low percents, but due to its higher knockback and endlag, cannot be used repeatedly for this purpose.
|ftiltdesc=A wheel kick. It can be angled. Can lock at very low percents, but due to its higher knockback and endlag, cannot be used repeatedly for this purpose.
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltname=&nbsp;
|utiltdmg=5.5%
|utiltdmg=5.5%
|utiltdesc=A spinning uppercut. Infamous for effectively comboing into itself at low percents; however, this can be escaped with the proper combination of DI and SDI, and can be punished on hit at very low percents. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''.
|utiltdesc=A spinning uppercut. Infamous for effectively comboing into itself at low percents; however, this can be escaped with the proper combination of DI and SDI, and can be punished on hit at very low percents. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''.
|dtiltname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dtiltname=&nbsp;
|dtiltdmg=5% (foot), 7% (body)
|dtiltdmg=5% (foot), 7% (body)
|dtiltdesc=A legsweep. Unsafe on hit until around 60% on most of the cast, but combos into aerials at later percents than down-throw or up-tilt.
|dtiltdesc=A legsweep. Unsafe on hit until around 60% on most of the cast, but combos into aerials at later percents than down-throw or up-tilt.
|dashname=Sliding ({{ja|スライディング|Suraidingu}})
|dashname=&nbsp;
|dashdmg=8% (clean), 6% (late)
|dashdmg=8% (clean), 6% (late)
|dashdesc=The {{s|mariowiki|Slide Kick}}. Its hitbox lingers for a long time, making it useful for [[2 frame punish|2-framing]] certain opponents and punishing spot dodges. If the opponent does not DI correctly, it can combo into the last hits of [[Super Jump Punch]] or a back air at low percents.
|dashdesc=The {{s|mariowiki|Slide Kick}}. Its hitbox lingers for a long time, making it useful for [[2 frame punish|2-framing]] certain opponents and punishing spot dodges. If the opponent does not DI correctly, it can combo into the last hits of [[Super Jump Punch]] or a back air at low percents.
|fsmashname=Fire Palm Heel ({{ja|ファイア掌底|Faia Shōtei}})
|fsmashname=&nbsp;
|fsmashangles=3
|fsmashangles=3
|fsmashupdmg={{ChargedSmashDmgSSB4|17.85}} (fire), {{ChargedSmashDmgSSB4|14.7}} (arm)
|fsmashupdmg={{ChargedSmashDmgSSB4|17.85}} (fire), {{ChargedSmashDmgSSB4|14.7}} (arm)
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|usmashdmg={{ChargedSmashDmgSSB4|14}}
|usmashdmg={{ChargedSmashDmgSSB4|14}}
|usmashdesc=An upward arcing headbutt. This is Mario's most infamous and reliable KO option due to several factors: its quick startup makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range, and its hitboxes reach behind Mario pretty well, though they don't reach forward as well. Lastly, it has very fast interruptibility for its strength at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield. Altogether, this makes it a very useful KO move. It KOs at 117% from the middle of [[Final Destination]].
|usmashdesc=An upward arcing headbutt. This is Mario's most infamous and reliable KO option due to several factors: its quick startup makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range, and its hitboxes reach behind Mario pretty well, though they don't reach forward as well. Lastly, it has very fast interruptibility for its strength at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield. Altogether, this makes it a very useful KO move. It KOs at 117% from the middle of [[Final Destination]].
|dsmashname=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back)
|dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back)
|dsmashdesc=The {{s|mariowiki|Sweep Kick}}. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits [[semi-spike]] opponents, though the front hit is rather weak. Front hit KOs at 162% and up, whereas the back hit KOs at 133% and up, both from the middle of Final Destination.
|dsmashdesc=The {{s|mariowiki|Sweep Kick}}. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits [[semi-spike]] opponents, though the front hit is rather weak. Front hit KOs at 162% and up, whereas the back hit KOs at 133% and up, both from the middle of Final Destination.
|nairname=Mario Kick ({{ja|マリオキック|Mario Kikku}})
|nairname=&nbsp;
|nairdmg=8% (clean), 5% (late)
|nairdmg=8% (clean), 5% (late)
|nairdesc=A flying kick. A standard [[sex kick]], it loses much of its already below-average power after the first few frames. It is useful for breaking out of combos due to its very fast startup (frame 3), has use as a versatile horizontal combo extender, can set up techchases and locks on fastfallers, and the late hit can lock opponents. [[Autocancel]]s in a [[short hop]].
|nairdesc=A flying kick. A standard [[sex kick]], it loses much of its already below-average power after the first few frames. It is useful for breaking out of combos due to its very fast startup (frame 3), has use as a versatile horizontal combo extender, can set up techchases and locks on fastfallers, and the late hit can lock opponents. [[Autocancel]]s in a [[short hop]].
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|fairdmg=12% (early), 14% (clean), 10% (late)
|fairdmg=12% (early), 14% (clean), 10% (late)
|fairdesc=Rears back his fist and then throws an [[wikipedia:Overhand (boxing)|overhand]]. When hit clean, it is a [[meteor smash]] with enough knockback to KO under 45% offstage. When hit early, while not possessing this feature, it can still KO at around 130% near the edge. However, it has the slowest startup of his standard moveset (frame 16), high ending lag, high landing lag (26 frames) and is Mario's only aerial that doesn't autocancel in a short hop.
|fairdesc=Rears back his fist and then throws an [[wikipedia:Overhand (boxing)|overhand]]. When hit clean, it is a [[meteor smash]] with enough knockback to KO under 45% offstage. When hit early, while not possessing this feature, it can still KO at around 130% near the edge. However, it has the slowest startup of his standard moveset (frame 16), high ending lag, high landing lag (26 frames) and is Mario's only aerial that doesn't autocancel in a short hop.
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairname=&nbsp;
|bairdmg=10.5% (clean), 7% (late)
|bairdmg=10.5% (clean), 7% (late)
|bairdesc=A {{s|wikipedia|dropkick}}. Has fast startup with low ending and landing lag, making it an effective [[spacing]] tool and horizontal combo extender at low percents. KOs starting from 124% near the edge, but will KO much later if the opponent uses proper DI.
|bairdesc=A {{s|wikipedia|dropkick}}. Has fast startup with low ending and landing lag, making it an effective [[spacing]] tool and horizontal combo extender at low percents. KOs starting from 124% near the edge, but will KO much later if the opponent uses proper DI.
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairname=&nbsp;
|uairdmg=7%
|uairdmg=7%
|uairdesc=A bicycle kick. Has extremely fast startup (frame 4), consistent strength throughout the move and very low ending and landing lag, making it one of Mario's most versatile combo starters and extenders in his moveset. Can serve as an emergency KO move near the upper blast line at percentages past 140%.
|uairdesc=A bicycle kick. Has extremely fast startup (frame 4), consistent strength throughout the move and very low ending and landing lag, making it one of Mario's most versatile combo starters and extenders in his moveset. Can serve as an emergency KO move near the upper blast line at percentages past 140%.
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|dairdmg=1% (hits 1-5), 5% (hit 6), 2% (landing)
|dairdmg=1% (hits 1-5), 5% (hit 6), 2% (landing)
|dairdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. A useful combo, approach and anti-juggling move that can also KO near the upper blast line above 120%. However, the last hit can be avoided by any action with hitboxes or invincibility active on or sooner than frame 3, if Mario has little or no rage. As a result, combos off down air when Mario has no rage are 50/50s on most of the cast, unsafe on others, and guaranteed on {{SSB4|Bowser}}, {{SSB4|Ganondorf}}, and {{SSB4|King Dedede}}. It resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''{{s|mariowiki|Super Mario World}}''.
|dairdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. A useful combo, approach and anti-juggling move that can also KO near the upper blast line above 120%. However, the last hit can be avoided by any action with hitboxes or invincibility active on or sooner than frame 3, if Mario has little or no rage. As a result, combos off down air when Mario has no rage are 50/50s on most of the cast, unsafe on others, and guaranteed on {{SSB4|Bowser}}, {{SSB4|Ganondorf}}, and {{SSB4|King Dedede}}. It resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''{{s|mariowiki|Super Mario World}}''.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out. Mario's overall grab range is average.
|grabdesc=Reaches out. Mario's overall grab range is average.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=&nbsp;
|pummeldmg=3.25%
|pummeldmg=3.25%
|pummeldesc=A headbutt. A moderately slow pummel, but tied with {{SSB4|Pac-Man}}'s for second-most damaging pummel in the game.
|pummeldesc=A headbutt. A moderately slow pummel, but tied with {{SSB4|Pac-Man}}'s for second-most damaging pummel in the game.
|fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}})
|fthrowname=&nbsp;
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=Spins the opponent around once and throws them forward. Can set up tech situations on fastfallers, and mixups on floaties at low percents.
|fthrowdesc=Spins the opponent around once and throws them forward. Can set up tech situations on fastfallers, and mixups on floaties at low percents.
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|bthrowdmg=11% (throw), 8% (collateral)
|bthrowdmg=11% (throw), 8% (collateral)
|bthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. Mario grabs the opponent's feet and swings them before throwing backwards. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of [[rage]], but can KO middleweights as early as 120% if they fail to DI. It is based on his throw that he uses against [[Bowser]] in ''Super Mario 64''.
|bthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. Mario grabs the opponent's feet and swings them before throwing backwards. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of [[rage]], but can KO middleweights as early as 120% if they fail to DI. It is based on his throw that he uses against [[Bowser]] in ''Super Mario 64''.
|uthrowname=Throw Up ({{ja|スルーアップ|Surū Appu}})
|uthrowname=&nbsp;
|uthrowdmg=7%
|uthrowdmg=7%
|uthrowdesc=Heaves the opponent directly overhead with both hands. An effective combo throw on fastfallers at low percentages. It can also KO floaty characters above 180% without rage.
|uthrowdesc=Heaves the opponent directly overhead with both hands. An effective combo throw on fastfallers at low percentages. It can also KO floaty characters above 180% without rage.
|dthrowname=Throw Down ({{ja|スルーダウン|Surū Daun}})
|dthrowname=&nbsp;
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. Mario's primary combo starter, it can be followed up with several options, including Super Jump Punch, neutral attack, up smash, and most notably his up tilt. At higher percentages, it can be followed up with an up aerial or forward aerial, the latter which is a deadly KO setup at the edge if failed to DI properly.
|dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. Mario's primary combo starter, it can be followed up with several options, including Super Jump Punch, neutral attack, up smash, and most notably his up tilt. At higher percentages, it can be followed up with an up aerial or forward aerial, the latter which is a deadly KO setup at the edge if failed to DI properly.

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