Editing Mario (SSB4)
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{{ | {{disambig2|Mario's appearance in ''[[Super Smash Bros. 4]]''|the character in other contexts|Mario}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Mario | |name = Mario | ||
|image = {{tabber|title1=Website| | |image = {{tabber|title1=Website|tab1=[[File:Mario SSB4.png|x250px]]|title2=In-game|tab2=[[File:Mario SSB4 Alt.png|x250px]]}} | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
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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 | Mario is currently ranked 9th out of 55 characters on the [[tier list]], in the A tier, which is at the lower end of the top tier. This is his best tier placement to date, and a huge improvement from his 31st out of 38 ranking ''Brawl'' where he stood at the top of the bottom tier and is the fifth highest ranking veteran, as well as the veteran with the most improvement in the transition. Mario's greatest strength 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, while not as versatile compared to {{SSB4|Diddy Kong}} or {{SSB4|Sheik}}, is nevertheless potent, as Mario can rack up damage quickly and reliably, most notoriously with his down throw into multiple up tilts. 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 | Despite being buffed significantly from ''Brawl'', Mario has several weaknesses. Mario's overall range is below average, 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 compared to some other projectiles in the game. Mario also suffers from a lack of consistent KO setups, lack of strong and effective KO options outside of forward and up smash and along side his short frame and relative floatiness for a middleweight, a weakness to [[rage]] setups. 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 most notable being his overall mobility. | ||
Due to his lack of severe weaknesses, as well as one of the lowest technical curves in the game, Mario has had among the highest representation in tournaments, and has achieved excellent results at top level play. Owing to Mario's incredible tournament placings, especially during the summer of 2016, many smashers have viewed Mario as one of the best characters in the game and possibly deserving of an even higher ranking on the tier list; {{Sm|ESAM}}, for instance, has notably argued that Mario is the best character in ''Smash 4'', while others claim that Mario should be lower due to his not as dominant results and his glaring range issues. | Due to his lack of severe weaknesses, as well as one of the lowest technical curves in the game, Mario has had among the highest representation in tournaments, and has achieved excellent results at top level play. Owing to Mario's incredible tournament placings, especially during the summer of 2016, many smashers have viewed Mario as one of the best characters in the game and possibly deserving of an even higher ranking on the tier list; {{Sm|ESAM}}, for instance, has notably argued that Mario is the best character in ''Smash 4'', while others claim that Mario should be lower due to his not as dominant results and his glaring range issues. | ||
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Like in the majority of his games and spin-offs, Mario is intended to be a balanced character in terms of attributes, possessing average [[walking]], [[dash]]ing and [[falling speed]]s, [[air acceleration]], [[gravity]] and [[weight]]. However, he also has high [[air speed]] and [[jump]]ing force, but low [[traction]]. These balanced stats do not give Mario the edge when it comes to overall movement, but they nevertheless make him adept at most situations where a key attribute is needed to gain the advantage, which when combined with his very quick frame data, grants Mario a very effective [[neutral game]]. As a result, despite his attributes implying a jack-of-all-trades type of character, Mario is more of a rushdown character in practice. | Like in the majority of his games and spin-offs, Mario is intended to be a balanced character in terms of attributes, possessing average [[walking]], [[dash]]ing and [[falling speed]]s, [[air acceleration]], [[gravity]] and [[weight]]. However, he also has high [[air speed]] and [[jump]]ing force, but low [[traction]]. These balanced stats do not give Mario the edge when it comes to overall movement, but they nevertheless make him adept at most situations where a key attribute is needed to gain the advantage, which when combined with his very quick frame data, grants Mario a very effective [[neutral game]]. As a result, despite his attributes implying a jack-of-all-trades type of character, Mario is more of a rushdown character in practice. | ||
Thanks to his incredibly quick attack speed, Mario shines in close-quarters combat, as few other characters like {{SSB4|Sheik}} and {{SSB4|Meta Knight}} are a match for this speed. His fast attack speed allows him to consistently apply pressure to the opponent, and he's capable of quickly racking up damage once he gets the momentum, which is easy to do so on characters that cannot match his attack speed without getting heavily punished for it, | Thanks to his incredibly quick attack speed, Mario shines in close-quarters combat, as few other characters like {{SSB4|Sheik}} and {{SSB4|Meta Knight}} are a match for this speed. His fast attack speed allows him to consistently apply pressure to the opponent, and he's capable of quickly racking up damage once he gets the momentum, which is easy to do so on characters that cannot match his attack speed without getting heavily punished for it, like {{SSB4|Palutena}}. Excluding his forward smash, forward aerial and special moves, all of Mario's moves have fast startup and low ending and landing lag (the latter in the case of his aerial attacks). All of his grounded moves are prime examples of his quick frame data: his neutral attack is his fastest move and an overall effective way to rack up damage, along with handy combo capabilities, while his up and down tilts are very effective combo starters that can help rack up plenty of damage, and the former easily chains into itself at low percentages, as well as being hard to escape. All of his smash attacks are excellent KO options, as they can reliably KO at high percentages without being endlag-heavy; his forward smash has the highest power of all of his smash attacks when sweetspotted, down smash is a [[semi-spike]], making it useful for forcing opponents offstage, and up smash is very hard to punish due to its speed, power and the fact it grants [[intangibility]] on his head. | ||
Mario's aerial attacks are also very useful in many cases. Neutral aerial is a [[sex kick]] that can be useful in [[edgeguarding]] or for breaking combos. Back aerial has the longest reach and the highest knockback of Mario's aerial moves, allowing it to [[space]] effectively and reliably KO offstage. Up aerial's extremely quick startup, vertical launch angle and lack of sourspots let it combo into itself or other moves, on top of letting it easily break combos and setup the aforementioned. Down aerial is a great anti-[[juggling]] move that can also KO if used near the top [[blast line]]. It also benefits from [[frame cancelling]], as its moderate landing lag is reduced, allowing for potential follow-ups. Finally, his forward aerial is a [[meteor smash]] with high base knockback for one, making it great for [[gimp]]ing all but the farthest reaching of recoveries. | Mario's aerial attacks are also very useful in many cases. Neutral aerial is a [[sex kick]] that can be useful in [[edgeguarding]] or for breaking combos. Back aerial has the longest reach and the highest knockback of Mario's aerial moves, allowing it to [[space]] effectively and reliably KO offstage. Up aerial's extremely quick startup, vertical launch angle and lack of sourspots let it combo into itself or other moves, on top of letting it easily break combos and setup the aforementioned. Down aerial is a great anti-[[juggling]] move that can also KO if used near the top [[blast line]]. It also benefits from [[frame cancelling]], as its moderate landing lag is reduced, allowing for potential follow-ups. Finally, his forward aerial is a [[meteor smash]] with high base knockback for one, making it great for [[gimp]]ing all but the farthest reaching of recoveries. | ||
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Another valuable strength of Mario is his grab game. Even though his grab reach is only average, his grabs are among the fastest in the game, and his [[pummel]], while moderately slow, can rack up some damage before throwing the opponent. His forward and up throws have the same overall use: they send the opponent at a disadvantageous position, where Mario can capitalize on their mistake. His back throw is by far his strongest throw and can reliably KO below 150% near the ledge on any character, and even earlier with [[rage]]. Finally, his down throw is a notorious combo starter. It can repeatedly lead into up tilt at low percentages, or down tilts to regrab on fast fallers or heavyweights and rack up at least 20% in the process. Alternatively, it can lead into neutral attack, forward tilt, down tilt, up smash and down smash at low percentages, as well as neutral aerial, up aerial, down aerial and Super Jump Punch at medium percentages. Finally, and due to the favorable angles his moves send at, his tremendously quick frame data and his extensive amount of combo starters, Mario's combo ability is among the most reliable in the game, and it is also worth noting that seven of Mario's moves can [[lock]] (forward tilt, neutral attack's first two hits, [[Fireball]], down aerials landing hit, and neutral, forward and back aerials (the former and latter being usually effective when sourspotted, though a majority of them are only usable at low percents). This makes it almost always imperative for Mario's opponent to [[tech]] all attacks at low percentages when needed, otherwise Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process. | Another valuable strength of Mario is his grab game. Even though his grab reach is only average, his grabs are among the fastest in the game, and his [[pummel]], while moderately slow, can rack up some damage before throwing the opponent. His forward and up throws have the same overall use: they send the opponent at a disadvantageous position, where Mario can capitalize on their mistake. His back throw is by far his strongest throw and can reliably KO below 150% near the ledge on any character, and even earlier with [[rage]]. Finally, his down throw is a notorious combo starter. It can repeatedly lead into up tilt at low percentages, or down tilts to regrab on fast fallers or heavyweights and rack up at least 20% in the process. Alternatively, it can lead into neutral attack, forward tilt, down tilt, up smash and down smash at low percentages, as well as neutral aerial, up aerial, down aerial and Super Jump Punch at medium percentages. Finally, and due to the favorable angles his moves send at, his tremendously quick frame data and his extensive amount of combo starters, Mario's combo ability is among the most reliable in the game, and it is also worth noting that seven of Mario's moves can [[lock]] (forward tilt, neutral attack's first two hits, [[Fireball]], down aerials landing hit, and neutral, forward and back aerials (the former and latter being usually effective when sourspotted, though a majority of them are only usable at low percents). This makes it almost always imperative for Mario's opponent to [[tech]] all attacks at low percentages when needed, otherwise Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process. | ||
Despite Mario's numerous strengths, he is not flawless. Most characters are able to outperform him in various areas: notable examples include {{SSB4|Bayonetta}} having a more versatile combo ability, {{SSB4|Sonic}} having better mobility, {{SSB4|Donkey Kong}} having higher power right off the bat and {{SSB4|Cloud}} having larger reach. In particular, the latter two are his main weaknesses: his KOing ability is largely inconsistent, with very few guaranteed KO set-ups, and all of them being hard to confirm. While much of his moveset can get the job done, there is a noticeable gap in power between his strongest moves and his other ones, with this meaning he'll usually have to rely on his sweetspotted forward smash, up smash, down smash's back hit, or back throw to score kills | Despite Mario's numerous strengths, he is not flawless. Most characters are able to outperform him in various areas: notable examples include {{SSB4|Bayonetta}} having a more versatile combo ability, {{SSB4|Sonic}} having better mobility, {{SSB4|Donkey Kong}} having higher power right off the bat and {{SSB4|Cloud}} having larger reach. In particular, the latter two are his main weaknesses: his KOing ability is largely inconsistent, with very few guaranteed KO set-ups, and all of them being hard to confirm. While much of his moveset can get the job done, there is a noticeable gap in power between his strongest moves and his other ones, with this meaning he'll usually have to rely on his sweetspotted forward smash, up smash, down smash's back hit, or back throw to score kills, which are all further compounded by the poor reach of his attacks. As such, he cannot afford to get predictable, especially with the existence of [[stale-move negation]]. His lack of reach also prevents him from fighting at a safe distance and consistently forces Mario to approach characters. This leads into having some difficulty against characters with large or [[disjointed]] reach, though fortunately, these types of characters tend to have significantly slower attacks than Mario, meaning that this tends to be the least of his worries. | ||
Lastly, his recovery is rather limited. He has fast air speed, a high jump, and a very fast and safe up special in [[Super Jump Punch]]. However, Super Jump Punch does not travel a very long distance and is fairly linear, making it easy to predict. His other options also are unreliable, as Cape and F.L.U.D.D. each travel very little momentum and are extremely easy to edgeguard, F.L.U.D.D. being useful only to substitute for his air speed, and Cape only to guard break edgeguarders or wait them out. This necessitates that Mario returns to the stage quickly, as a single opening offstage may be fatal for him. Nevertheless, Mario's recovery provides serviceable distance, but caution must be exercised when offstage. | |||
Mario's [[custom moves]] define the fundamentals of customization, with all of them following an "X over Y" pattern. Fast Fireball deals less damage and barely causes flinching, but covers more range at a much faster pace and can further improve his already above average [[camping]] abilities as well as disrupt most attacks. Fire Orb has less range and is much slower, but deals repeated damage and lingers after being shot, allowing for potential follow-ups. Shocking Cape is [[electric]] and has actual KO power, but cannot stall in the air as much as its other variants or reflect projectiles. Gust Cape pushes opponents away, especially at point-blank range, but it deals less damage and possesses more ending lag. Super Jump grants almost twice as much distance, but is unable to hit opponents. Explosive Punch deals high [[flame]] damage, but travels a short distance at a fixed direction. Scalding F.L.U.D.D. hits multiple times and can disrupt an opponent's [[approach]] better, but is not as useful in edgeguarding and has less reach. High-Pressure F.L.U.D.D. takes much longer to charge, but its push effect is greatly amplified. | Mario's [[custom moves]] define the fundamentals of customization, with all of them following an "X over Y" pattern. Fast Fireball deals less damage and barely causes flinching, but covers more range at a much faster pace and can further improve his already above average [[camping]] abilities as well as disrupt most attacks. Fire Orb has less range and is much slower, but deals repeated damage and lingers after being shot, allowing for potential follow-ups. Shocking Cape is [[electric]] and has actual KO power, but cannot stall in the air as much as its other variants or reflect projectiles. Gust Cape pushes opponents away, especially at point-blank range, but it deals less damage and possesses more ending lag. Super Jump grants almost twice as much distance, but is unable to hit opponents. Explosive Punch deals high [[flame]] damage, but travels a short distance at a fixed direction. Scalding F.L.U.D.D. hits multiple times and can disrupt an opponent's [[approach]] better, but is not as useful in edgeguarding and has less reach. High-Pressure F.L.U.D.D. takes much longer to charge, but its push effect is greatly amplified. | ||
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Mario was regarded as an unviable low tier in ''Brawl'' due to him having significant disadvantages including poor range, limited/difficult to land KO moves and a poor recovery that resulted in him being an unpopular choice for beginners despite being a balanced character. As a result of this, Mario has been significantly [[buff]]ed from ''Brawl'' to ''Smash 4''. Mario's mobility is overall better especially in the air; with his jumps being higher and his air speed being much higher which along with his faster [[air dodge]] and the removal of [[edge hogging]], significantly improves his recovery. | |||
Mario is overall more capable of comboing and KOing both due to universal changes and changes to some of his moves. Mario's forward and up smash which were already his main KO moves have been made stronger. The changes to [[hitstun canceling]] and [[directional influence]] have significantly improved Mario's combo potential and two of his moves have been altered to further enforce this. Mario's down throw has significantly reduced base knockback which has made it a much better combo tool at low percents while still being a much more reliable combo tool at higher percents due to the changes to hitstun canceling/DI. Mario's grabs are also faster; making it easier for him to start his powerful grab game. | |||
Mario is overall more capable of comboing and KOing both due to universal changes and changes to some of his moves. Mario's forward and up smash which were already his main KO moves have been made stronger. The changes to [[hitstun canceling]] and [[directional influence]] have significantly improved Mario's combo potential and two of his moves have been altered to further enforce this. Mario's down throw has significantly reduced base knockback which has made it a much better combo tool at low percents while still being a much more reliable combo tool at higher percents due to the changes to hitstun canceling/DI. Mario's grabs are also faster | |||
Mario's up aerial now launches opponents vertically like its ''Smash 64'' counterpart which has made Mario's already decent juggling potential much more potent especially with the afforementioned changes to hitstun canceling/DI. The move can very easily chain into itself and lead into a [[Super Jump Punch]] making it a very powerful juggling tool. Mario's forward aerial is also noticeably more effective. The move is not only stronger and naturally benefits from the removal of [[meteor canceling]], but it can also be comboed into due to the afforementioned changes to hitstun canceling/DI as well as his altered down throw/up aerial. | Mario's up aerial now launches opponents vertically like its ''Smash 64'' counterpart which has made Mario's already decent juggling potential much more potent especially with the afforementioned changes to hitstun canceling/DI. The move can very easily chain into itself and lead into a [[Super Jump Punch]] making it a very powerful juggling tool. Mario's forward aerial is also noticeably more effective. The move is not only stronger and naturally benefits from the removal of [[meteor canceling]], but it can also be comboed into due to the afforementioned changes to hitstun canceling/DI as well as his altered down throw/up aerial. | ||
Mario also greatly benefits from the introduction of [[rage]] as it not only allows him to KO earlier as well as allowing his combos to work sooner but it also enables him to KO opponents at insanely low percents with his Super Jump Punch; | Mario also greatly benefits from the introduction of [[rage]] as it not only allows him to KO earlier as well as allowing his combos to work sooner but it also enables him to KO opponents at insanely low percents with his Super Jump Punch; giving him a cheesy KO option which can occassionally allow Mario to score insanely early KOes. Mario's solid weight also means that he is capable of building up a decent amount of rage before getting KOed. | ||
Mario | Mario has received some nerfs however. Mario's damage output has now been decreased noticeably even relative to the cast, now being average. This makes it harder for Mario to rack up damage although his more consistent combo game somewhat alleviates this. This also means that quite a few of Mario's more situation KO moves (such as the front hit of down smash, neutral aerial and back throw) are even weaker than they were before meaning that Mario still has to rely on landing a forward or an up smash to secure a KO if he does not score an early KO from a forward aerial or a Super Jump Punch. Mario's frame data while still solid is also worse with multiple moves having increased ending lag as well as some moves having shorter hitbox durations. | ||
Mario's | Mario's [[Fireball]]s and [[Cape]] have also seen some nerfs. Fireballs; while travelling further are laggier and weaker making them a worse camping tool overall. Cape's reflection period has been reduced and the removal of [[edge momentum shifting]] has hindered Cape more than almost any other special significantly hindering its edgeguarding and approach potential. Even before edge momentum shifting was removed in patch [[1.0.8]], Cape did not gain as much momentum when used off an edge. Cape is also hindered by the removal of edge hogging and the speeding up of air dodges although Mario still overall benefits from these changes. | ||
Mario's traction is also lower which hinders his ability to punish out of shield despite still possessing excellent out of shield options. Mario can also no longer use a pivoted forward smash to make it cover a lot more distance which considerably hinders Mario's ability to whiff punish moves while being on the ground. | |||
As a result of these changes combined with Mario being a rather simple and effective character to use for beginners and high level players alike, Mario has become a much more viable character | Overall Mario's strengths are much more pronounced and effective and while he still has poor range and inconsistent KO potential outside of his smash attacks, his recovery is significantly better and the universal changes to ''Smash 4'' have greatly benefitted him overall. The universal changes have allowed Mario to have a very consistent and powerful combo game while also greatly aiding his recovery and his KO potential to the point where he can occassionally score extremely early KOes. Mario also benefits from the fact that a majority of characters who gave him a hard time in ''Brawl'' have been nerfed which along with numerous characters having reduced range, weaker projectile games and the removal of [[chain grab]]bing, has allowed Mario's improved combo game to shine even further relative to the cast while his poor range has become less of an issue. As a result of these changes combined with Mario being a rather simple and effective character to use for beginners and high level players alike, Mario has become a much more viable character in competitive play resulting in him having the largest tier rise from ''Brawl'' to ''Smash 4''. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in '' | *{{change|Due to the aesthetic used in ''SSB4'', Mario has a sleeker design, and his overall color scheme is more vibrant. His overalls also lose the back pockets used previously in ''Melee'' and ''Brawl''. Altogether, these changes make him appear virtually identical to his appearance as of ''{{s|mariowiki|Super Mario 3D Land}}''.}} | ||
*{{change|Mario | *{{change|Mario's blue [[alternate costume]] has been updated. His hat and overalls are now cyan, while his shirt is now pink. These changes make it resemble Mario's attire on ''[[mariowiki:Mario Bros. (game)|Mario Bros.]]''{{'}} Japanese box art. Additionally, Mario's yellow alternate costume has been slightly updated. The "M" on his cap is now green, instead of blue. Lastly, Mario has received two new alternate costumes. The first is based on his appearances in ''{{s|mariowiki|Family Computer Golf: U.S. Course}}'' and ''{{s|mariowiki|NES Open Tournament Golf}}'', while the second is based on {{s|mariowiki|Waluigi}}.}} | ||
*{{change|The sounds Mario's up taunt makes are | *{{change|The sounds Mario's up taunt makes are similar to the sounds heard when powering-up and getting hit or using a pipe in ''{{s|mariowiki|Super Mario Bros.}}''}} | ||
*{{change|Mario's chest now faces the foreground regardless of whether he's facing left or right | *{{change|Mario's chest now faces the foreground regardless of whether he's facing left or right.}} | ||
*{{change|Mario's dash attack while holding an item has slightly changed | *{{change|Mario's dash attack (while holding an item) has slightly changed: Mario now holds the item in one hand as opposed to two.}} | ||
*{{change|Mario is | *{{change|Mario is significantly more expressive. For example, his eyes now shrink whenever he is hit, appear to be surprised when [[grab]]bed [[pummel]]ed, and launched. He also now opens his mouth when using [[Fireball]].}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Mario [[dash]]es faster | *{{buff|Mario [[dash]]es faster (1.5 → 1.6).}} | ||
*{{buff| | *{{buff|Mario has significantly increased [[air speed]] (0.94 → 1.15), going from being tied for 19th fastest out of 38 in ''Brawl'' to being tied for the 9th fastest out of 55 in ''Smash 4''.}} | ||
*{{nerf|Mario's [[air acceleration]] | *{{nerf|Mario's [[air acceleration]] has decreased (0.09 → 0.08).}} | ||
*{{change| | *{{change|As with the majority of the cast in the transition from ''Brawl'' to ''Smash 4'', Mario's [[falling speed]] has been increased (1.28 → 1.5). Relative to the cast, Mario falls faster, going from having the 28th highest falling speed out of 38 characters to having the 31st highest out of 55 characters. This makes Mario less susceptible to juggling and vertical KOs, as well as improving his overall mobility, though it also makes him more susceptible to combos.}} | ||
*{{change|Mario's gravity is higher (0.075 → 0.08715), making him more susceptible to combos, but improving his air mobility.}} | |||
*{{change|Mario's gravity is higher (0.075 → 0.08715) | *{{buff|Mario [[jump]]s higher despite his increased gravity.}} | ||
*{{buff|Mario [[jump]]s | |||
*{{nerf|Mario's [[traction]] has been significantly decreased (0.06 → 0.045), going from being tied for the 11th highest out of 38 characters to being tied for the 6th lowest out of 55 which makes it harder for him to punish [[out of shield]].}} | *{{nerf|Mario's [[traction]] has been significantly decreased (0.06 → 0.045), going from being tied for the 11th highest out of 38 characters to being tied for the 6th lowest out of 55 which makes it harder for him to punish [[out of shield]].}} | ||
*{{buff|[[Roll]]s have less ending lag (FAF 33 → 30).}} | *{{buff|[[Roll]]s have less ending lag (FAF 33 → 30).}} | ||
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*{{nerf|[[Spot dodge]] has a shorter duration (frames 2-20 → 2-17) and has more ending lag (FAF 26 → 27).}} | *{{nerf|[[Spot dodge]] has a shorter duration (frames 2-20 → 2-17) and has more ending lag (FAF 26 → 27).}} | ||
*{{buff|The changes to [[hitstun canceling]] and [[directional influence]] greatly improve Mario's combo potential.}} | *{{buff|The changes to [[hitstun canceling]] and [[directional influence]] greatly improve Mario's combo potential.}} | ||
*{{buff|The removal of [[edge hogging]] combined with his higher air speed and faster air dodge drastically improve Mario's recovery; removing one of his main weaknesses from the previous game.}} | |||
*{{buff|The removal of [[edge hogging]] | |||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{nerf|It has more ending lag (FAF 25 → 31).}} | **{{nerf|It has more ending lag (FAF 25 → 31).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{ | **{{nerf|Up tilt deals less damage (7% → 5.5%) hindering its KO potential.}} | ||
***{{buff|However, this drastically increases its comboing and juggling ability, being able to chain into itself more reliably at lower percents while now having much more combo potential at higher percents due to the changes to hitstun canceling/DI.}} | ***{{buff|However, this drastically increases its comboing and juggling ability, being able to chain into itself more reliably at lower percents while now having much more combo potential at higher percents due to the changes to hitstun canceling/DI.}} | ||
**{{change|Mario no longer smiles during his up tilt.}} | |||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt has less ending lag (FAF 35 → 28).}} | **{{buff|Down tilt has less ending lag (FAF 35 → 28), allowing it to be a viable combo starter at low percents.}} | ||
**{{ | **{{change|It has increased base knockback (20 → 35). While this improves its combo potential at lower percents, it also worsens it at higher percents even with the changes to hitstun canceling.}} | ||
**{{nerf|It no longer has a hitbox on Mario's body.}} | **{{nerf|It no longer has a hitbox on Mario's body.}} | ||
*[[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| | **{{buff|Dash attack has more favorable hitbox placements, giving it more range.}} | ||
**{{buff| | **{{buff|Dash attack 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.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash deals more damage when angled down (13% (arm)/16% (fire) → 14.42%/17.51%).}} | **{{buff|Forward smash deals more damage when angled down (13% (arm)/16% (fire) → 14.42%/17.51%).}} | ||
**{{buff|It has more knockback scaling, especially on its sweetspot (90 (sweetspot)/100 (sourspot) → 99/103).}} | **{{buff|It has more knockback scaling, especially on its sweetspot (90 (sweetspot)/100 (sourspot) → 99/103).}} | ||
**{{buff|The sourspot uses a single extended hitbox that covers less horizontal distance | **{{buff|The sourspot uses a single extended hitbox that covers less horizontal distance, making the sweetspot easier to land.}} | ||
***{{nerf|However, this gives the move less range behind Mario.}} | ***{{nerf|However, this gives the move less range behind Mario.}} | ||
**{{nerf|It deals less damage when angled up (15% (arm)/18% (fire) → 14.7%/17.85%).}} | **{{nerf|It deals less damage when angled up (15% (arm)/18% (fire) → 14.7%/17.85%).}} | ||
**{{nerf|Mario no longer lunges farther when performing a pivoted forward smash, decreasing its range. This considerably hinders forward smash's whiff punish potential.}} | **{{nerf|Mario no longer lunges farther when performing a pivoted forward smash, decreasing its range. This considerably hinders forward smash's whiff punish potential.}} | ||
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*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial now launches opponents vertically (45° → 75°), similar to its ''Smash 64'' counterpart. When combined with the changes to hitstun canceling/DI, this makes it a much better combo move and allowing it to KO more reliably near the upper [[blast line]] especially if it leads into Super Jump Punch.}} | **{{buff|Up aerial now launches opponents vertically (45° → 75°), similar to its ''Smash 64'' counterpart. When combined with the changes to hitstun canceling/DI, this makes it a much better combo move and allowing it to KO more reliably near the upper [[blast line]] especially if it leads into Super Jump Punch.}} | ||
***{{nerf| | ***{{nerf|Its new angle removes its decent edgeguarding potential.}} | ||
**{{buff|The hitbox on | **{{buff|The hitbox on Marios's foot is positioned higher (Y-offset: 2.2 → 3.8), increasing its range.}} | ||
**{{nerf|It deals less damage (11% → 7%) without full compensation on its knockback (9 (base)/100 (scaling) → 10/135).}} | **{{nerf|It deals less damage (11% → 7%) without full compensation on its knockback (9 (base)/100 (scaling) → 10/135).}} | ||
**{{nerf|It has a shorter duration (frames 4-9 → 4-8).}} | **{{nerf|It has a shorter duration (frames 4-9 → 4-8).}} | ||
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*[[Grab]]s: | *[[Grab]]s: | ||
**{{change|Mario now grabs with one hand as opposed to two. He still uses both hands during his pummel, however.}} | **{{change|Mario now grabs with one hand as opposed to two. He still uses both hands during his pummel, however.}} | ||
**{{buff| | **{{buff|Mario's grab range is slightly longer.}} | ||
**{{buff|Dash and pivot grabs have less startup lag (frame 12 → 8 (dash), frame 11 → 9 (pivot)).}} | **{{buff|Dash and pivot grabs have less startup lag (frame 12 → 8 (dash), frame 11 → 9 (pivot)).}} | ||
**{{buff|All grabs have less ending lag (FAF 30 (standing)/40 (dash)/36 (pivot) → 29/36/34).}} | **{{buff|All grabs have less ending lag (FAF 30 (standing)/40 (dash)/36 (pivot) → 29/36/34).}} | ||
*{{nerf|All throws deal less damage (9% → 8% (forward), 12% → 11% (back), 8% → 7% (up), 6% → 5% (down)). This makes his forward and back throws less effective for KOing, despite the latter having slightly more knockback scaling.}} | *{{nerf|All throws deal less damage (9% → 8% (forward), 12% → 11% (back), 8% → 7% (up), 6% → 5% (down)). This makes his forward and back throws less effective for KOing, despite the latter having slightly more knockback scaling.}} | ||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{buff|Pummel deals more damage (3% → 3.25%).}} | **{{buff|Pummel deals more damage (3% → 3.25%).}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{buff|Back throw's knockback scaling has been slightly increased (63 → 66) | **{{buff|Back throw's knockback scaling has been slightly increased (63 → 66).}} | ||
**{{buff|It has less ending lag (FAF 67 → 60).}} | **{{buff|It has less ending lag (FAF 67 → 60).}} | ||
**{{buff|The collateral hit has increased knockback ( | **{{buff|The collateral hit has increased base knockback (10 → 70).}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|Up throw's lower damage combined with the changes to hitstun canceling improves its combo potential at low to mid percents.}} | **{{buff|Up throw's lower damage combined with the changes to hitstun canceling improves its combo potential at low to mid percents.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|Down throw has | **{{buff|Down throw has drastically less base knockback (75 → 40), which coupled with its lower damage output makes it much better for starting combos, most notably into a string of up tilts at low percents. The changes to hitstun canceling also significantly improve its combo potential beyond low percents.}} | ||
**{{change|Down throw has a more horizontal angle (80° → 68°) with more knockback scaling (50 → 90). This makes ground attack followups less reliable at higher percents, but instead allows it to combo more effectively into aerial attacks.}} | **{{change|Down throw has a more horizontal angle (80° → 68°) with more knockback scaling (50 → 90). This makes ground attack followups less reliable at higher percents, but instead allows it to combo more effectively into aerial attacks.}} | ||
*[[Floor attack]]: | *[[Floor attack]]: | ||
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===Special moves=== | ===Special moves=== | ||
*[[Fireball]]: | *[[Fireball]]: | ||
**{{buff| | **{{buff|Fireball covers more range.}} | ||
**{{change|When a Fireball hits a foe, the sound effect when an enemy is defeated in ''Super Mario Bros.'' plays. Fireballs also look more realistic, with smoke and ashes coming out of the flames. The same applies to the [[Mario Finale]].}} | **{{change|When a Fireball hits a foe, the sound effect when an enemy is defeated in ''Super Mario Bros.'' plays. Fireballs also look more realistic, with smoke and ashes coming out of the flames. The same applies to the [[Mario Finale]].}} | ||
**{{change|Fireballs have altered knockback (20 (base)/35 (scaling) → 35/20 (clean), 22/20 → 28/15 (mid), 11/15 → 22/10 (late)).}} | |||
**{{change|Fireballs have altered knockback ( | |||
**{{nerf|It has more startup (frame 14 → 17) and ending lag (FAF 44 → 53), hindering its [[camping]] potential.}} | **{{nerf|It has more startup (frame 14 → 17) and ending lag (FAF 44 → 53), hindering its [[camping]] potential.}} | ||
***{{nerf|As a result, Fireball can no longer effectively auto-cancel in a short hop.}} | ***{{nerf|As a result, Fireball can no longer effectively auto-cancel in a short hop.}} | ||
**{{nerf|Late | **{{nerf|Late Fireballs deal less damage (5% → 4%).}} | ||
**{{ | **{{change|Fireballs fall at a steeper angle when in the air. Though this gives them less horizontal range in the air, it can allow Mario to hit low recovering opponents, or linear recoveries easier. It also makes full hop Fireball a viable approach/fade back option. Additionally, the Fireball bounces a fixed height regardless of how far they fell prior to bouncing, reducing its blindspot on short opponents but making them worse at hitting airborne opponents off a bounce.}} | ||
*[[Cape]]: | *[[Cape]]: | ||
**{{buff|Aerial Cape deals more damage (6% → 7%).}} | **{{buff|Aerial Cape deals more damage (6% → 7%).}} | ||
**{{buff|It no longer gives certain characters their recovery moves back.}} | **{{buff|It no longer gives certain characters their recovery moves back.}} | ||
**{{change|Hitting with the Cape now makes a sound effect akin to Mario spinning his cape in ''{{s|mariowiki|Super Mario World}}'', but with a faster and higher-pitched sound.}} | |||
**{{nerf|Cape has a shorter reflection period (frames 6-30 (ground)/6-33 (aerial) → 6-20 (both)).}} | |||
**{{change|Hitting with the Cape now makes a sound effect akin to Mario spinning his cape in ''{{s|mariowiki|Super Mario World}}'', but with a faster and higher-pitched | |||
**{{nerf| | |||
**{{nerf|The grounded version deals less damage (8% → 7%).}} | **{{nerf|The grounded version deals less damage (8% → 7%).}} | ||
**{{nerf| | **{{nerf|Cape momentarily gives the opponent [[super armor]] after it hits them, decreasing its ability to KO early.}} | ||
**{{nerf|It gives Mario less lift in the air, hindering its recovery potential.}} | |||
**{{nerf|It gives Mario less lift in the air | |||
***{{nerf|When combined with Mario's increased falling speed/gravity, this effectively removes [[Edge Cape-cancel|Edge Cape-cancelling]].}} | ***{{nerf|When combined with Mario's increased falling speed/gravity, this effectively removes [[Edge Cape-cancel|Edge Cape-cancelling]].}} | ||
**{{nerf|The removal of [[edge momentum shifting]] has significantly hindered Cape's utility; removing its use as an approach option and hindering its edgeguarding potential.}} | **{{nerf|The removal of [[edge momentum shifting]] has significantly hindered Cape's utility; removing its use as an approach option and hindering its edgeguarding potential.}} | ||
**{{nerf|The removal of [[edgehog]]ging further hinders its edgeguarding potential.}} | **{{nerf|The removal of [[edgehog]]ging further hinders its edgeguarding potential.}} | ||
*[[Super Jump Punch]]: | *[[Super Jump Punch]]: | ||
**{{buff|Super Jump Punch gains slightly more vertical distance | **{{buff|Super Jump Punch gains slightly more vertical distance and no longer possesses a sharp drop in height just before the move ends, significantly improving its recovery potential.}} | ||
**{{buff|With the changes to hitstun canceling and the introduction of rage, it is much more useful as a combo finisher near the upper blast line that can potentially score KOs even at early percents.}} | |||
**{{buff|With the changes to hitstun canceling and the introduction of rage, it is much more useful as a combo finisher near the upper blast line that can potentially score KOs even at | |||
**{{change|Super Jump Punch makes a slightly higher-pitched "ding" on the last hit.}} | **{{change|Super Jump Punch makes a slightly higher-pitched "ding" on the last hit.}} | ||
**{{change|The coins from the Super Jump Punch are now rendered in 3D and designed closer to the {{s|mariowiki|Star Coins}} from the ''[[mariowiki:New Super Mario Bros. (Disambuigation)|New Super Mario Bros.]]'' games.}} | **{{change|The coins from the Super Jump Punch are now rendered in 3D and designed closer to the {{s|mariowiki|Star Coins}} from the ''[[mariowiki:New Super Mario Bros. (Disambuigation)|New Super Mario Bros.]]'' games.}} | ||
*[[F.L.U.D.D.]]: | *[[F.L.U.D.D.]]: | ||
**{{buff|F.L.U.D.D.'s pushforce (32 | **{{buff|F.L.U.D.D.'s range and pushforce (32 (set) → 50)) has been significantly increased, greatly improving its zoning and edgeguarding potential and allowing Mario to effectively set up a Cape edgeguard with the move, drastically increasing its utility.}} | ||
**{{change|After using or fully charging [[F.L.U.D.D.]], it does not stay on Mario's back.}} | **{{change|After using or fully charging [[F.L.U.D.D.]], it does not stay on Mario's back.}} | ||
**{{nerf|Mario can no longer [[glide toss]] while charging F.L.U.D.D.}} | **{{nerf|Mario can no longer [[glide toss]] while charging F.L.U.D.D.}} | ||
*[[Mario Finale]]: | *[[Mario Finale]]: | ||
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**{{change|Mario Finale no longer has the small damage burst during the very beginning of the attack before the actual hitbox comes out which stops the opponent from being pushed far enough to possibly avoid the blast. However, this also means Mario is forced to rely on the looping hits in order to get reliable KOs with the move.}} | **{{change|Mario Finale no longer has the small damage burst during the very beginning of the attack before the actual hitbox comes out which stops the opponent from being pushed far enough to possibly avoid the blast. However, this also means Mario is forced to rely on the looping hits in order to get reliable KOs with the move.}} | ||
**{{change|It has a higher hitlag multiplier (0.2x → 0.3x) but it has a lower SDI multiplier (0.7x → 0.6x).}} | **{{change|It has a higher hitlag multiplier (0.2x → 0.3x) but it has a lower SDI multiplier (0.7x → 0.6x).}} | ||
***{{buff|Due to the universal decrease to hitlag, it is now impossible to SDI.}} | |||
**{{buff|Its angles have been altered (32° → 28°/26°) with its hits being sharper semi-spikes.}} | **{{buff|Its angles have been altered (32° → 28°/26°) with its hits being sharper semi-spikes.}} | ||
**{{nerf|It has more startup lag with a shorter duration (frames 9-243 → 11-210).}} | **{{nerf|It has more startup lag with a shorter duration (frames 9-243 → 11-210).}} | ||
**{{buff|It deals less knockback (40 (base)/100 (scaling) → (24/28)/103) | **{{buff|It deals less knockback (40 (base)/100 (scaling) → (24/28)/103) Keeping opponents trapped in the attack more constantly.}} | ||
==Update history== | ==Update history== | ||
Unlike other characters, Mario has only received minor changes in updates. The changes to shield mechanics in [[1.1.1]] have slightly harmed him overall; while the higher [[shieldstun]] increases the safety of his smash attacks on shield, especially his forward smash's sweetspot, they also make it harder for him to punish [[out of shield]] due to his low traction. Nonetheless, this has not significantly affected Mario's viability in tournament play, and he is considered to be much better relative to the cast than he was during the initial release, which is further compounded by the nerfs game updates have brought to his hardest matchups, most notably {{SSB4|Diddy Kong}}, {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}. | |||
The changes to shield mechanics in [[1.1.1]] | |||
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
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'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
{{UpdateList/1.0.6|char=Mario}} | {{UpdateList/1.0.6|char=Mario}} | ||
==Moveset== | ==Moveset== | ||
*Mario can [[wall jump]]. | *Mario can [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|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= | |ftiltname= | ||
|ftiltdmg=7% | |ftiltdmg=7% | ||
|ftiltdesc=A wheel kick. It can be angled. Can lock at | |ftiltdesc=A wheel kick. It can be angled. Can lock at low percents, but due to its higher knockback and endlag, cannot be used repeatedly for this purpose. | ||
|utiltname= | |utiltname= | ||
|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= | |dtiltname= | ||
|dtiltdmg=5% (foot), 7% (body) | |dtiltdmg=5% (foot), 7% (body) | ||
|dtiltdesc=A legsweep. | |dtiltdesc=A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively. | ||
|dashname= | |dashname= | ||
|dashdmg=8% (clean), 6% (late) | |dashdmg=8% (clean), 6% (late) | ||
|dashdesc=The | |dashdesc=The Slide Kick from ''Super Mario 64'', Mario does a [[wikipedia:Slide (baseball)|baseball slide]]. 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= | |fsmashname= | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashupdmg={{ChargedSmashDmgSSB4|17.85}} (fire), {{ChargedSmashDmgSSB4|14.7}} (arm) | |fsmashupdmg={{ChargedSmashDmgSSB4|17.85}} (fire), {{ChargedSmashDmgSSB4|14.7}} (arm) | ||
|fsmashsidedmg={{ChargedSmashDmgSSB4|17}} (fire), {{ChargedSmashDmgSSB4|14}} (arm) | |fsmashsidedmg={{ChargedSmashDmgSSB4|17}} (fire), {{ChargedSmashDmgSSB4|14}} (arm) | ||
|fsmashdowndmg={{ChargedSmashDmgSSB4|17.51}} (fire), {{ChargedSmashDmgSSB4|14.42}} (arm) | |fsmashdowndmg={{ChargedSmashDmgSSB4|17.51}} (fire), {{ChargedSmashDmgSSB4|14.42}} (arm) | ||
|fsmashdesc=Steps back and does a palm thrust that produces a small explosion. Mario's strongest smash attack: it KOs at 99% sweetspotted and 118% sourspotted when angled up, at 105% sweetspotted and 124% sourspotted when unangled, and at 101% sweetspotted and 120% sourspotted when angled down. Despite being his smash attack with the highest amount of ending lag, it has relatively fast interruptibility (frame 48) compared to other smash attacks of its power, making it | |fsmashdesc=Steps back and does a palm thrust that produces a small explosion. Mario's strongest smash attack: it KOs at 99% sweetspotted and 118% sourspotted when angled up, at 105% sweetspotted and 124% sourspotted when unangled, and at 101% sweetspotted and 120% sourspotted when angled down. Despite being his smash attack with the highest amount of ending lag, it has relatively fast interruptibility (frame 48) compared to other smash attacks of its power, making it very hard to punish [[out of shield]] if sweetspotted. | ||
|usmashname=Lead Headbutt | |usmashname=Lead Headbutt | ||
|usmashdmg={{ChargedSmashDmgSSB4|14}} | |usmashdmg={{ChargedSmashDmgSSB4|14}} | ||
|usmashdesc=An upward arcing headbutt. | |usmashdesc=An upward arcing headbutt. Despite its decent power, 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= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back) | |dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back) | ||
|dsmashdesc=The | |dsmashdesc=The Sweep Kick from ''Super Mario 64'', Mario does a breakdance kick that hits both sides. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits [[semi-spike]] opponents, though the frontal 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= | |nairname= | ||
|nairdmg=8% (clean), 5% (late) | |nairdmg=8% (clean), 5% (late) | ||
|nairdesc=A flying kick. A standard [[sex kick]], it loses | |nairdesc=A flying kick. A standard [[sex kick]], it loses its already below-average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), and as a versatile horizontal combo extender, as well as for locking opponents after a [[footstool jump]]. [[Autocancel]]s in a [[short hop]]. | ||
|fairname=Meteor Knuckle | |fairname=Meteor Knuckle | ||
|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= | |bairname= | ||
|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}} behind Mario. 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= | |uairname= | ||
|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%. | ||
|dairname=[[Mario Tornado]] | |dairname=[[Mario Tornado]] | ||
|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 | |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 that executes on 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|Donkey Kong}}, {{SSB4|Jigglypuff}}, {{SSB4|Ganondorf}}, and {{SSB4|King Dedede}}. It resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''Super Mario World''. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. Mario's overall grab range is average. | |grabdesc=Reaches out. Mario's overall grab range is average. | ||
|pummelname= | |pummelname= | ||
|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= | |fthrowname= | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
|fthrowdesc=Spins the opponent around once and throws them forward. Can set up tech situations | |fthrowdesc=Spins the opponent around once and throws them forward. Can set up tech situations and mixups at low percents. | ||
|bthrowname=Airplane Swing | |bthrowname=Airplane Swing | ||
|bthrowdmg=11% (throw), 8% (collateral) | |bthrowdmg=11% (throw), 8% (collateral) | ||
|bthrowdesc= | |bthrowdesc=Spins the opponent by their legs three times before throwing them backward. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of [[rage]], but can KO midweights 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= | |uthrowname= | ||
|uthrowdmg=7% | |uthrowdmg=7% | ||
|uthrowdesc=Heaves the opponent directly overhead with both hands. An effective combo throw | |uthrowdesc=Heaves the opponent directly overhead with both hands. An effective combo throw for fastfallers at low percentages. It can also KO floaty characters above 180% without rage. | ||
|dthrowname= | |dthrowname= | ||
|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. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc=Performs a modified version of the Sweep Kick before getting up. | |floorfdesc=Performs a modified version of the Sweep Kick from ''Super Mario 64'' before getting up. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
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|ssc2name=Gust Cape | |ssc2name=Gust Cape | ||
|ssc2dmg=5% | |ssc2dmg=5% | ||
|ssc2desc=The cape emits a small gust of wind that pushes opponents back. It is one of the best edge-guarding options in the game, thanks to the cape possessing an extremely strong [[ | |ssc2desc=The cape emits a small gust of wind that pushes opponents back. It is one of the best edge-guarding options in the game, thanks to the cape possessing an extremely strong [[Wind#Pushing attacks|pushbox]]. The cape itself deals slightly less damage, but sends projectiles back just as strong. Its stalling effect midair is stronger, slightly pushing Mario upwards into the air and adding to his forward momentum. | ||
|usdefname=Super Jump Punch | |usdefname=Super Jump Punch | ||
|usdefdmg=5% (hit 1), 1% (hits 2-6), 3% (hit 7) | |usdefdmg=5% (hit 1), 1% (hits 2-6), 3% (hit 7) | ||
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|fsdesc=Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. | |fsdesc=Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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{{Taunt/SSB4 | {{Taunt/SSB4 | ||
|char=Mario | |char=Mario | ||
|desc-up=Transforms into {{s|mariowiki| | |desc-up=Transforms into {{s|mariowiki|Super Mario}}, as if he obtained a [[Super Mushroom]], then shrinks back to normal size afterwards. The pose Mario makes when he performs the taunt is based on his standing pose in ''Super Mario Bros.'' This taunt increases Mario's hurtbox. | ||
|desc-side=Twirls around and takes off his hat, saying " | |desc-side=Twirls around and takes off his hat, saying "Woohoo!" with either {{GameIcon|ssb4-3ds}} a surprised expression or {{GameIcon|ssb4-u}} with a stern expression, then puts his hat back on. It resembles his level clear animation from ''{{s|mariowiki|New Super Mario Bros.}}'' | ||
|desc-down=Spins in the air and falls to the ground with his legs in the air. This is a reference to his dying animation from ''[[Donkey Kong (game)|Donkey Kong]]''.}} | |desc-down=Spins in the air and falls to the ground with his legs in the air. This is a reference to his dying animation from ''[[Donkey Kong (game)|Donkey Kong]]''.}} | ||
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|char=Mario | |char=Mario | ||
|game=SSB4 | |game=SSB4 | ||
|desc-us=Ma- | |desc-us=Ma-Ri-O! | ||
|desc-jp=Ma- | |desc-jp=Ma-Ri-O! | ||
|pitch-us=Group chant | |pitch-us=Group chant | ||
|pitch-jp=Group chant}} | |pitch-jp=Group chant}} | ||
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|char=Mario}} | |char=Mario}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=2213 | |set10=2213 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!-- | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | ||
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | |||
====Active==== | |||
*{{Sm|Ally|Canada}} (#5) - The best Mario player of all time and one of the current two best ones, 1st at [[EVO 2016]], [[Get On My Level 2016]], and [[2GGC: Greninja Saga]], ranked 1st on the [[Montreal Power Rankings#Smash 4 Rankings|Montreal Smash 4 Power Rankings]] and 33rd on the [[Panda Global Rankings|Panda Global Rankings v5]]. | |||
*{{Sm|ANTi|USA}} (#14) - Currently considered to be the best Mario player in the world, 1st at [[CEO 2016]] and [[Get On My Level 2017]], 2nd at [[The Big House 6]], ranked 17th on the [[Panda Global Rankings|Panda Global Rankings v5]]. | |||
*{{Sm|bAhuto|Japan}} - One of Japan's best Mario players, placed 5th at [[Umebura 28]] and 4th at [[Umebura 30]]. Has wins on players such as {{Sm|Kirihara}}, {{Sm|T}}, {{Sm|Eim}}, and {{Sm|Lea}}. | |||
*{{Sm|Big D|Canada}} - The best player from British Columbia, and consistently ranked #1 on the Vancouver PR. Known originally as the best Dedede player in the world, he now mains Mario along with Captain Falcon. | |||
*{{Sm|Blacktwins|Canada}} - The second best Mario player in Canada (behind Ally), 3rd at [[Get On My Level 2015]], 1st place at [[Nexus 2]], ranked 1st on the [[Southern Ontario Power Rankings]]. | |||
*{{Sm|Dark Wizzy|USA}} (#95) - One of the best players in all of upstate New York. Considered to be one of the best Mario players in the world. Ranked 1st on the [https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/13247786_1074455019292676_5556676964758728093_o.jpg New York Capital Region Power Rankings], 25th at [[Super Smash Con 2016]]. His most notable wins are {{Sm|WaDi}}, {{Sm|ESAM}} and {{Sm|Zinoto}}. | |||
*{{Sm|FILIP|Japan}} - One of Japan's best Mario players, consistently places Top 8 at national Japanese tournaments, ranked 13th on the [[Umebura Smash 4 Power Rankings]]. | |||
*{{Sm|Gomakenpi|USA}} - One of the best Mario players in the Midwest. Ranked 4th on the [https://smash.gg/rankings/super-smash-bros-for-wii-u/series/michigan-state-university Michigan State University Power Rankings]. Has taken a [https://ssbworld.com/watch/?v=_Q8iQdNgtcA game] off Ally. | |||
*{{Sm|JDB|USA}} - One of the best Mario players in the Midwest. Currently ranked 1st on the Smash 4 [[Kentucky Power Rankings]]. He notably defeated {{Sm|ESAM}} and {{Sm|Tyroy}} at [[Midwest Mayhem 5]]. | |||
*{{Sm|Lui$|USA}} - One of the best Mario players in the United States. Placed 1st at [[GameTyrant Expo 2018]], 33rd at [[EVO 2018]] and 13rd at [[SCR 2018]]. Ranked 1st on the [[NorCal Smash 4 Power Rankings]]. Has wins over {{Sm|Captain L}}, {{Sm|Locus}}, {{Sm|Charlie}}, {{Sm|Nietono}}, {{Sm|Diablo}}, {{Sm|PiXL}}, {{Sm|IcyMist}} and {{Sm|Pandarian}}. | |||
*{{Sm|MastaMario|USA}} - Considered the second best Mario player in SoCal (behind Zenyou). Formerly ranked 18th on the [[SoCal Smash 4 Power Rankings]]. Has wins on {{Sm|Manny}}, {{Sm|Charliedaking}}, and {{Sm|K9sbruce}}. | |||
*{{Sm|RoguePenguin|USA}} - The best Mario main in Florida. Ranked 1st on the Gainesville Power Rankings. | |||
*{{Sm|Ron|Japan}} (#57) - One of Japan's best Mario players, the best Wi-Fi Mario player in Japan, 2nd at [[Sumabato 12]]. | |||
*{{Sm|SilentRain|USA}} - One of the best SoCal Mario players. Formerly ranked 1st on the [[Oregon Power Rankings]]. Has wins over {{Sm|Larry Lurr}}, {{Sm|Vinnie}} and {{Sm|Nicko}}. | |||
*{{Sm|Super Dan|USA}} - One of the best Mario players in the Midwest. Currently ranked 10th on the [[Midwest Power Rankings]] and 4th on the [[Chicago Power Rankings]]. Has wins over {{Sm|Ned}}, {{Sm|Tyroy}}, {{Sm|Ksev}}, {{Sm|Tearbear}}, {{Sm|JJROCKETS}}, and {{Sm|Karna}}. | |||
*{{Sm|Teb|USA}} - Formerly ranked 7th on the [[NorCal Power Rankings|NorCal Smash 4 Power Rankings]], defeated {{Sm|ESAM}} very early in [[GENESIS 3]] pools. | |||
*{{Sm|vyQ|Austria}} - Ranked 1st on the [[Austria Smash 4 Power Rankings]]. One of Europe's best players, placing 9th at [[B.E.A.S.T 6]]. | |||
*{{Sm|Zenyou|USA}} (#61) - The best solo Mario player in the United States, 33rd at [[EVO 2017]], 13th at [[GameTyrant Expo 2017]], 33rd at [[2GGC: MkLeo Saga]] and 9th at {{Trn| | |||
GENESIS 5}}. He is also ranked 43th on the [[Panda Global Rankings|Panada Global Rankings v5]]. | |||
====Inactive==== | |||
*{{Sm|Mew2King|USA}} - 3rd at [[PAX Prime 2015]]. | |||
*{{Sm|RFang|USA}} - Placed 13th at [[MomoCon 2017]], currently ranked 2nd on the [[South Carolina Power Rankings]]. Now mainly use {{SSB4|Bayonetta}}. | |||
*{{Flag|USA}} [[Smasher: Rice (NorCal)|Rice]] - Ranked 2nd on the [[NorCal Power Rankings|NorCal Smash 4 Power Rankings]]. | |||
*{{Sm|smasher1001|USA}} - One of the best Mario players in the Midwest. Currently ranked 7th on the [[Michigan Smash 4 Power Rankings]]. Now mainly use {{SSB4|Mega Man}} only. | |||
*{{Sm|Xzax|USA}} - 17th place at [[Apex 2015]], 25th place at [[Paragon Los Angeles 2015]], which contributed to him being ranked 39th place on the [[Panda Global SSB4 Rankings]]. His last major use of Mario in singles was at [[2GGT: Fresh Saga]] where he defeated {{Sm|Aphro}}'s {{SSB4|Bayonetta}}. Now uses the character for doubles play only. | |||
===Tier placement and history=== | |||
Upon the game's release players immediately noticed the significant buffs Mario had received to his mobility, combo game, and most notably his KO power and reach. Meanwhile, although not a direct consequence, his tougher matchups from ''Brawl'' such as Marth, Meta Knight, and King Dedede were nerfed (especially with the former two's range reduced; the lack of range was Mario's critical flaw in ''Brawl''). These buffs and the less hostile competitive environment caused Mario to be viewed as a viable character unlike in ''Brawl'', where he is ranked as a low-tier character. The result of these buffs was a character with the lowest learning curve of any character in the game, who provides high reward for little effort, with caveats including great all-around mobility, a powerful, yet easy combo game, a useful zoning tool in his Fireballs, outstanding frame data that, in some cases, can leave him near-unpunishable (letting him abuse otherwise unsafe moves like charged smash attacks), and a strong recovery aided by a Cape that also works as a reflector. While some of these strengths were not perceived until much later, these caused him to quickly gain good tournament representation in all levels of play, and was considered a mid to high-tier character. Despite this, opinions of Mario slowly began to rise due to the fact he remained stagnant in game updates, as well as the nerfs to {{SSB4|Diddy Kong}}, who was one of his most troublesome matchups. As a result of this, he started to gain much higher representation and results, especially by top players such as {{Sm|Ally}} and {{Sm|ANTi}}, both of whom have placed among the top 8 in large tournaments such as [[The Big House 5]], with ANTi also taking top player {{Sm|ZeRo}} through very close games in the former tournament. This resulted in Mario ranking 8th on the first ''4BR'' tier list. | |||
On the earlier half of 2016, Mario's already strong results would significantly improve. Game updates would nerf {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}, some of his most difficult matchups, while Mario himself remained unchanged. Although it was unknown how these nerfs to the top tiers would affect him at first, it later became clear many characters (and players themselves) started to have a hard time fighting even inexperienced Marios. Furthermore, Ally would go on to win [[Get On My Level 2016]], [[Smash 'N' Splash 2]] and [[EVO 2016]] using Mario (the latter being the largest ''Smash 4'' tournament to date), while {{Sm|ANTi}} won [[CEO 2016]] using Mario for the majority of the tournament (although he only won games with {{SSB4|Cloud}} in Grand Finals). Due to this streak of successes, players would go on to say Mario was among the Top 5 characters in the game, which would coincidentally be reflected in him rising to 5th place on the second tier list, officially entering the highest tier. On the third tier list, Mario suffered a very slight drop to 6th place and the A tier, as while he remained a very successful character, his results had dropped compared to Summer 2016, and this drop also paved the way for Bayonetta to claim the 1st place. Despite this, many players argued that Mario still deserved a Top 5 ranking due to his spectacular prior results, and the tier list also marked the first time he surpassed {{SSB4|Rosalina & Luma}} as the highest-ranked ''{{uv|Mario}}'' character. | |||
Recently, however, Mario's top level results have become noticeably worse than some top tier characters such as {{SSB4|Fox}}, {{SSB4|Marth}}, {{SSB4|Ryu}}, {{SSB4|Sonic}} and {{SSB4|Zero Suit Samus}}, all of whom have received stronger tournament representation and results. Players also eventually learned that some of his even or disadvantageous matchups lurked in the lower tiers and do a solid job at exploiting Mario's below average range, with {{SSB4|Corrin}}, {{SSB4|Donkey Kong}}, and {{SSB4|Lucina}} being particular examples. As a result, Mario's decline in tournament results saw him drop to 9th place on the fourth and current tier list. Regardless, it is certain that Mario is by far the most improved veteran from ''Brawl'' to ''Smash 4''. | |||
==Trophies== | |||
:'''Mario''' | |||
::{{flag|ntsc}} ''As iconic as iconic gets, this gaming celebrity is known for saving the world from Bowser. He's got amazing jumping skills and makes use of a wide range of transformations. In his free time, he plays too many sports to count. In Smash Bros., he's a well-rounded fighter you can rely on. Say it with me: "It's-a me, Mario!"'' | |||
::{{flag|pal}} ''It's-a him! Maaario! Whether he's wearing one of his special outfits or just his normal blue dungarees, this running, jumping, Bowser-bashing, princess-saving hero is an all-round superstar. And in this game, he's got enough tricks up his sleeve to deal with anything. If you don't know which fighter to pick, Mario's a solid choice.'' | |||
{{Trophy games|console1=nes|game1=Donkey Kong Classics 09/1988|console2=nes|game2=Super Mario Bros. 10/1985}} | |||
:'''Mario (Alt.)''' | |||
::{{flag|ntsc}} {{GameIcon|ssb4-3ds}} ''Super Jump Punch is an up-special move that lets you leap high into the air, carrying any fighters you strike along with you. You'll be invincible for a moment after you launch this attack. The default side-special move, Cape, will flip a fighter around. Keep a foe from returning with this move!'' | |||
::{{flag|pal}} ''Mario's Super Jump Punch takes you high into the air, and if you catch an opponent with it, they'll go up with you. Try to hit them at the very start of the move to do the most damage. His default side special, Cape, can flip fighters around. If you're really crafty, you can even use it to keep someone from getting back on the stage!'' | |||
{{Trophy games|console1=nes|game1=Donkey Kong Classics 09/1988|console2=nes|game2=Super Mario Bros. 10/1985}} | |||
'' | :'''Mario Finale''' | ||
::{{flag|ntsc}} ''Break the Smash Ball and unleash Mario's Final Smash. Mario will fire a devastating blast of fire in the direction he's facing. The attack covers a wide range and travels far, so it's best to fire this from one side of the stage to the other. The damage is impressive, and it can actually carry foes right off the screen!'' | |||
::{{flag|pal}} ''When Mario gets his hands on a Smash Ball, he can activate this Final Smash. Flames spiral outwards in two intertwining stream, catching opponents in the wide blast with ease. It deals plenty of damage, and can also push foes off the screen entirely. Fire it from an elevated position to take full advantage of its vertical range!'' | |||
<center> | |||
<gallery> | |||
MarioTrophy3DS.png|Classic (3DS) | |||
MarioAltTrophy3DS.png|Alt. (3DS) | |||
MarioTrophyWiiU.png|Classic (Wii U) | |||
MarioAltTrophyWiiU.png|Alt. (Wii U) | |||
MarioFinaleTrophyWiiU.png|[[Mario Finale]] | |||
</gallery> | |||
</center> | |||
== | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
* '''[[All-Star Battle: Regulars]]''': Mario is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]'' game. | * '''[[All-Star Battle: Regulars]]''': Mario is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]'' game. | ||
* '''[[Below the Belt]]''': Mario must protect a damaged {{SSB4|Little Mac}} from a giant Little Mac. | * '''[[Below the Belt]]''': Mario must protect a damaged {{SSB4|Little Mac}} from a giant Little Mac. | ||
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* '''[[The Original Heavyweights]]''': Mario must defeat {{SSB4|Bowser}} and {{SSB4|Donkey Kong}}. | * '''[[The Original Heavyweights]]''': Mario must defeat {{SSB4|Bowser}} and {{SSB4|Donkey Kong}}. | ||
* '''[[Wrecking Mario]]''': Mario must destroy all of the building on [[Wrecking Crew]]. | * '''[[Wrecking Mario]]''': Mario must destroy all of the building on [[Wrecking Crew]]. | ||
===Co-op Events=== | |||
* '''[[1988]]''': {{SSB4|Donkey Kong}} and {{SSB4|Diddy Kong}} must defeat 3 Marios, each one larger than the last. | * '''[[1988]]''': {{SSB4|Donkey Kong}} and {{SSB4|Diddy Kong}} must defeat 3 Marios, each one larger than the last. | ||
* '''[[A Lurking Menace]]''': Mario and {{SSB4|Luigi}} must defeat {{SSB4|Bowser Jr.}} After some time, a giant {{SSB4|Bowser}} will appear and the players must defeat him as well. | * '''[[A Lurking Menace]]''': Mario and {{SSB4|Luigi}} must defeat {{SSB4|Bowser Jr.}} After some time, a giant {{SSB4|Bowser}} will appear and the players must defeat him as well. | ||
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* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | * '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | ||
* '''[[Wrecking Bros.]]''': Mario and {{SSB4|Luigi}} must destroy all of the building on [[Wrecking Crew]]. {{SSB4|Wario}} and {{SSB4|King Dedede}} will try to stop the players. | * '''[[Wrecking Bros.]]''': Mario and {{SSB4|Luigi}} must destroy all of the building on [[Wrecking Crew]]. {{SSB4|Wario}} and {{SSB4|King Dedede}} will try to stop the players. | ||
==[[Alternate costume (SSB4)#Mario|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Mario|Alternate costumes]]== | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Mario Palette (SSB4).png|link=Palette swap (SSB4)#Mario]] | ||
|- | |- | ||
|{{Head|Mario|g=SSB4|s=50px}} | |{{Head|Mario|g=SSB4|s=50px}} | ||
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SSB4 - 3DS Gust Cape.png|Gust Cape. | SSB4 - 3DS Gust Cape.png|Gust Cape. | ||
</gallery> | </gallery> | ||
<br /> | |||
==Trivia== | ==Trivia== | ||
*While | *While Mario’s artwork has a him holding a fireball in his official artwork on the website, amiibo model, and trophy, his artwork on the [[character select screen]] and during a match shows him without it. | ||
**Because of this, there is no official artwork of any of Mario’s alternate costumes with said fireball. | **Because of this, there is no official artwork of any of Mario’s alternate costumes with said fireball. | ||
*A glitch from 1.0.7 shows when Mario performs his side taunt on Ω | *A glitch from 1.0.7 shows when Mario performs his side taunt on Ω Gerudo Valley, his hair is missing when taking off his cap, revealing the inside of his head. | ||
*The original project proposal for ''Smash 4'' stated that the fighters would have four [[custom moves|custom special moves]] instead of the three that are in the final game. Mario was used as an example. The unused special move in the proposal would've had Mario release two fireballs for his neutral special instead of one.<ref name="Project Proposal for Smash for Wii U/3DS">[ | *The original project proposal for ''Smash 4'' stated that the fighters would have four [[custom moves|custom special moves]] instead of the three that are in the final game. Mario was used as an example. The unused special move in the proposal would've had Mario release two fireballs for his neutral special instead of one.<ref name="Project Proposal for Smash for Wii U/3DS">[http://www.sourcegaming.info/2015/07/04/english-smash4-project-proposal-slides/ Image Transcriptions of Project Proposal for Smash for Wii U/3DS]</ref> | ||
*{{SSB4|Dr. Mario}} was originally going to be an [[alternate costume]] for Mario, but was instead developed as a separate character in favor of retaining Dr. Mario's unique traits from ''[[Melee]]''.<ref name=" | *{{SSB4|Dr. Mario}} was originally going to be an [[alternate costume]] for Mario, but was instead developed as a separate character in favor of retaining Dr. Mario's unique traits from ''[[Melee]]''.<ref name=""I Answer Some Questions", Sakurai Famitsu column vol. 461-464">[http://www.sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ “I Answer Some Questions” Sakurai Famitsu column vol. 461-464]</ref> | ||
*Mario is present on more [[newcomer]] posters than any other fighter. He appears in eleven promotional posters, namely for {{SSB4|Villager}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Rosalina & Luma}}, {{SSB4|Greninja}}, {{SSB4|Robin}}, {{SSB4|Bowser Jr.}}, {{SSB4|Duck Hunt}}, {{SSB4|Mega Man}}, {{SSB4|Pac-Man}}, {{SSB4|Cloud}}, and {{SSB4|Corrin}}. <ref name="Official Site - Super Smash Bros. for Nintendo 3DS / Wii U">[ | *Mario is present on more [[newcomer]] posters than any other fighter. He appears in eleven promotional posters, namely for {{SSB4|Villager}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Rosalina & Luma}}, {{SSB4|Greninja}}, {{SSB4|Robin}}, {{SSB4|Bowser Jr.}}, {{SSB4|Duck Hunt}}, {{SSB4|Mega Man}}, {{SSB4|Pac-Man}}, {{SSB4|Cloud}}, and {{SSB4|Corrin}}. <ref name="Official Site - Super Smash Bros. for Nintendo 3DS / Wii U">[http://www.smashbros.com/us/ Official Site - Super Smash Bros. for Nintendo 3DS / Wii U]</ref> | ||
*Mario is required to be used in 3 solo [[events]], more than all other characters. | *Mario is required to be used in 3 solo [[events]], more than all other characters. | ||
**He and Luigi are also the only pair to be in more than 1 co-op event together. | **He and Luigi are also the only pair to be in more than 1 co-op event together. | ||
*Mario's alternate trophy in {{forwiiu}} resembles his Adventure Mode trophy in ''Melee''. | *Mario's alternate trophy in {{forwiiu}} resembles his Adventure Mode trophy in ''Melee''. | ||
*Mario, | *Mario, [[Toon Link]] and [[Duck Hunt]] are the only characters in the 3DS version whose [[Star KO]] screams can be heard when their tokens are KO'd in [[StreetSmash]]. | ||
*This marks the final appearance of Mario's Wario | *This marks the final appearance of Mario's Wario-based alternate costume worn since the original ''Super Smash Bros.'' to date. | ||
*This also marks the final appearance of Mario's Fire-based alternate costume worn since ''Super Smash Bros. Brawl'' to date. | |||
**Because of this, combined with Peach and Rosalina both obtaining their own Fire-based alternate costume, as well as how Luigi has a Fire-based costume in every game, ''SSB4'' is the only game where the playable cast of ''Super Mario 3D World'' (except for Toad, due to him simply being portrayed here as one of Peach's moves) has an alternate costume based on their Fire forms from that game. | **Because of this, combined with Peach and Rosalina both obtaining their own Fire-based alternate costume, as well as how Luigi has a Fire-based costume in every game, ''SSB4'' is the only game where the playable cast of ''Super Mario 3D World'' (except for Toad, due to him simply being portrayed here as one of Peach's moves) has an alternate costume based on their Fire forms from that game. | ||
*This also marks the final appearance of Mario's up | *This also marks the final appearance of Mario's up taunts used since the original ''Super Smash Bros.'' to date. | ||
*This also marks the final appearance of Mario's side taunts used since ''Super Smash Bros. Brawl'' to date. | |||
*SSB4 marks the first time Mario is considered higher than a mid-tier. | |||
==References== | ==References== |