Editing Mario (SSBM)

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{{Infobox Character
{{Infobox Character
|name = Mario
|name = Mario
|image = [[File:Mario SSBM.jpg]]
|image = [[File:Chris Pratt (SSBM).jpg]]
|symbol = preBrawl
|symbol = preBrawl
|game = SSBM
|game = SSBM
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|rankingPAL = 15
|rankingPAL = 15
}}
}}
'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') returns as a [[starter character|starter]] character in ''[[Super Smash Bros. Melee]]''. He was announced at [[E3]] 2001. He also has a [[clone]], {{SSBM|Dr. Mario}}, with whom he shares a lot of attributes and special moves.
'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') returns as the most bog-standard [[starter character|starter]] character in ''[[Super Smash Bros. Melee]]'' that could ever have been conceived. He was announced at [[E3]] 2001. He also has a [[clone]], {{SSBM|Dr. Mario}}, who is a superior character by almost every metric and should be played instead unless you enjoy suffering.


As in ''Super Smash Bros.'', Charles Martinet's portrayal of Mario from ''{{s|mariowiki|Super Mario 64}}'' was re-purposed for ''Melee'', with the ones used in the previous ''Smash'' title returning alongside new ones.
Mario is portrayed by [https://en.wikipedia.org/wiki/Chris_Pratt Chris Pratt], albeit via recycled voice clips from Chris Pratt's other movies.


Mario is ranked 15th out of 26 on the current tier list, placing him in the C+ tier. This is very similar to his previous ranking in ''Smash 64'', where he is ranked 7th out of 12. It also puts him three places lower than his younger brother {{SSBM|Luigi}} at 12th place and two places lower than his clone {{SSBM|Dr. Mario}}. Like in ''Smash 64'', Mario acts as a well-rounded character, with average attributes across the board. He has above average combo ability due to his fast attack speed, the somewhat low knockback and the angles at which his moves tend to send on, and a very versatile grab game: his powerful back throw can KO most opponents with ease and [[gimp]] some recoveries, while his up and down throws can [[chain-grab]]. Mario also has a solid [[edge-guarding]] game, with a solid projectile in his [[Fireball]], and his [[Cape]] which can easily and efficiently gimp almost every other character's recovery. Mario, however, has few reliable finishers, with many moves with aforementioned low knockback with the exception of his smash attacks. His recovery is also predictable and short, though he can extend it, which leaves him vulnerable to being gimped by characters such as {{SSBM|Jigglypuff}}. His mediocre range also leaves him with trouble against characters with disjointed hitboxes such as {{SSBM|Marth}}.
Mario is ranked 15th out of 26 on the current tier list, placing him in the C+ tier. This is very similar to his previous ranking in the original ''[[Super Smash Bros.]]'' arcade game, where he is ranked 7th out of 12. Overall, he adjusted his placement on the tier list as much as Chris Pratt adjusted his natural voice to portray Mario. He remains a well-rounded character with average attributes across the board: passable comboing ability, okay throws, a serviceable projectile in [[Fireball]], and decent edgeguarding, especially with his [[Cape]], which can "easily and efficiently" gimp opponents who haven't faced Mario since the early 2000's and have no idea that it was part of his moveset. But unlike in the movie industry, being average in everything won't cut it in ''Super Smash Bros. Melee'' for the Nintendo GameCube. Mario simply doesn't have the X-factor needed to stand out in a cast filled with top-tier talent. Most notably, he doesn't have a truly reliable finisher or recovery and has about the same amount of range as his voice actor, leaving him vulnerable to being gimped or zoned out by characters like {{SSBM|Marth}}. He is also outclassed by his clone {{SSBM|Dr. Mario}} and brother {{SSBM|Luigi}}, who actually have solid playerbases and don't induce spectators to fall asleep watching them. Overall, Mario has average matchups in tournament play; he can spend hours stomping low-tiered characters such as [[Bowser (SSBM)|Koopa]], but competitive players will unfortunately have to spend years of their life even coming up with a plan to beat the actually good characters as him.
 
Overall, Mario has average matchups in tournament play, with favorable matchups against most lower tiered characters though having disadvantageous matchups against higher tiered characters, especially against those who can either gimp or outrange him.


==Attributes==
==Attributes==
[[File:Mario's Recovery Options.gif|thumb|Mario using his various recovery options to recover onto the stage. This is a [[TAS]] clip from ''[[Perfect Control]]''.]]
[[File:Mario's Recovery Options.gif|thumb|Mario abusing [[TAS]] to recover onto the stage.]]
As a character, Mario falls under the archetype of being of an all-rounder character, with no particularly strong or weak traits; indeed, in terms of [[weight]], [[falling speed]], [[air speed]], size, and [[dash]] speed, Mario tends to fall in the middle of these attributes.
If it was your lifelong dream to become Mario in ''Smash'', then we're sorry to disappoint you, unless you wanted to play the most boring character of all time in a game where you can kill your opponents with giant sword swings and electrified knees. In terms of [[weight]], [[falling speed]], [[air speed]], size, and [[dash]] speed, Mario fails to stand out at all, being decidedly average in everything. That is, unless you share {{Sm|MagicScrumpy}}'s garbage balancing philosophy where he thought that everyone in ''Melee'' should be balanced around Mario... before eventually deciding to ragequit and steal [[Melee: SD Remix]]'s characters instead. An unforgivable action, of course, but an understandable one, given that even he was driven insane trying to make everyone in ''Melee'' as monotonous as Mario.


One of Mario's strengths is his rather good combo ability. While not having an extremely high air or falling speed, Mario can easily and efficiently combo most other characters in the air; Mario has plenty of low lag and low knockback aerials, and the addition of a long [[wavedash]] and fast ground attacks give Mario plenty of combo potential. Mario also has a good [[SHFFL]].
One of Mario's strengths is unfortunately his rather decent combos; he has plenty of low-lag and low-knockback tilts and aerials that he can string together. While mildly effective, they unfortunately have the dubious distinction of being some of the blandest-looking combos among the entire cast, having absolutely no cool visuals whatsoever besides a flame effect on his [[forward smash]] sweetspot that you're probably not going to hit against a real opponent. You could do a Mario combo that no one has ever seen before, and it could be the most technical combo that the character has ever used, and your region's {{SSBM|Captain Falcon}} tryhard will still hype up your local laundromat more than you ever will when he takes your last stock with yet another stomp to [[knee]], leaving you questioning why you decided to pick this game up in the first place.


Mario also has an above average approach. Despite an only average air speed and dashing speed, Mario still has good options for getting closer to opponents. His Fireballs have good range and can disrupt opponents at a distance; differing terrains such as slopes and platforms can also give the Fireball many options. Mario, due to his average attributes in traction and falling speed, has a rather long and floaty wavedash; coupled with decently ranged smash attacks, Mario has good wavesmashing abilities.
Mario is also pretty good at edgeguarding, but most of his options, predictably, aren't flashy. Nice projectile in [[Fireball]]. Nice lingering [[neutral aerial]]. Nice [[back aerial|back air]]. Wonder where we've seen all that before? The one saving grace in Mario's edgeguarding kit is his [[Cape]], which is absolutely hilarious in many different ways. It is hilarious in execution because reversing the direction of your opponent's recovery without even a hitsound and watching them awkwardly and helplessly fall to their doom is peak comedy, and possibly the biggest middle finger you could ever give to a recovering opponent. It is also conceptually hilarious because you would think that Mario would use his cape feather power to actually fly for his recovery and make it not horrible, but he uses it to troll his opponents instead, truly the apex of sportsmanship from Nintendo's mascot and most honorable combatant.


Mario is also a surprisingly good edgeguarder. He has a [[meteor smash]] in his forward aerial, albeit it having high [[startup]] and [[ending lag]] and not being too powerful, and his back aerial sends opponents on a decent angle for edgeguarding. Mario's Fireballs can also [[gimp]] recoveries; its low knockback makes it effective in the regard. Most notably, however, Mario has what is likely the absolute best edgeguarding weapon in all the game: his [[Cape]]. When used, it can effectively and quickly gimp almost every recovery in the game; it's especially useful against linear recoveries, such as Fox's [[Fire Fox]] or Luigi's [[Green Missile]].
The last of Mario's decidedly above-average traits is his grab game. His down throw is the bane of all {{SSBM|Pikachu}} mains everywhere who thought they were the ones in control of matchup knowledge in your match, being able to execute a chaingrab that is somehow even more of a snoozefest than {{SSBM|Sheik}}'s chaingrab into a likely KO. His up throw can also chaingrab {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Captain Falcon}}, but good luck actually getting that grab or consistently killing them off it. This is particularly notable because these instances will also be most of your clips in your overedited Mario combo video, so there will be more pressure on you not to screw it up lest you lose 15 precious seconds of ad revenue on your montage.


Mario also has a surprisingly good grab game. Despite a rather poor grab range, Mario's throws are notable for their versatility; his forward and back throws can easily set up gimp KOs, especially the latter, while his up and down throws can act as combo starters, as well as very effective chain grabs: Mario's up throw can chain grab fast fallers such as {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Captain Falcon}}, while his down throw can chain grab heavy characters, as well as being able to chain grab {{SSBM|Pikachu}} and {{SSBM|Pichu}} up to high percents, if not to a KO.
Mario, however, suffers from serious KOing problems, with a dearth of powerful or reliable finishers outside of his smash attacks. His '''[[forward aerial]]''' can be meteor canceled in ''Melee'' (because isn't instant [[meteor cancel]] such a fun mechanic) and has exorbitant ending lag, making it high-risk for low reward. His other moves don't quite hit the mark, either- it's very telling that his best kill setup against [[floaty]] characters is down throw to ''neutral aerial''. Most of Mario's KOs will come from routine, boring edgeguards where he clips some poor Fox or gets some random [[sidestep|spot dodge]] to down smash at 150%.


However, Mario suffers from some KOing problems. He lacks particularly powerful or reliable finishers; while his forward smash has good range, coupled with a very visible and easy to land sweetspot, his other smashes are rather short ranged. Additionally, while Mario's back throw is strong, it requires grabbing the opponent first; this can be a challenge, due to Mario's poor grab range. Mario's single meteor smash is also rather unwieldy and risky to use.
Mario's approaching game is also below-average, contrary to what early 2010's SmashWiki editors would want you to believe. The truth of the matter is that Mario's "average-at-everything" attributes, especially his lackluster range, make it a complete pain to get in on opponents, particularly the higher-tiered characters, and there are no two ways about it. In fact, the previous description on this page read exactly like a high schooler in English class who didn't do any actual research to justify their statement "Mario also has an above average approach" and just made up complete BS when asked to articulate their point of view by talking about bouncing fireballs. One might even come to believe that Chris Pratt himself contributed to this article with how similar his mannerisms were during the Mario movie teaser with Jack Black.


Mario also suffers from a below average recovery. Super Jump Punch only grants average to slightly below average horizontal and vertical distance, while [[Mario Tornado]] can only grant vertical distance if the B button is tapped quickly. Mario, however, does have some options to improve his recovery; Mario's Cape can allow him to recover from the sides, and he has the ability to wall-jump, which can act as a help on stages such as Final Destination.
Mario also suffers from a below average recovery due to his refusal to actually use his [[Cape]] to fly, but rather only awkwardly stall him in the air for a split second. Super Jump Punch is probably Mario's most awkward- and pathetic-looking move, covering very little distance and being prone to interruption, while [[Mario Tornado]] can only grant vertical distance if you are a literal god of button mashing. He can wall jump to improve his recovery on certain stages such as [[Fountain of Dreams]], but the opponent will likely see this coming from a mile away and simply edgehog Mario without a second thought.


Overall, Mario could be considered a poor-man's Marth. While both characters have great combo ability and a similar recovery, Marth has a much easier time finishing off opponents as well as having longer range in his attacks and his grab range making it much easier for Marth to chain-grab fast-fallers compared to Mario.
Overall, Mario is just ok, I guess. But "okay" doesn't make you a good character in ''Melee'', and "okay" is not what people come to ''Melee'' for. While spectators and pro players alike worldwide will bask in the electrifying energy of a supermajor Top 8, embracing the obscenely high level of skill, mindgames, movement, and overall quality of play on display, all leading up to that decisive moment where the last player standing is crowned, ''Melee'' Mario and his playerbase of 10 smashers will forevermore continue to bore the world while not even placing consistently in their region.


==Changes from ''[[Super Smash Bros.]]''==
==Changes from ''[[Super Smash Bros.]]''==
When making the transition from ''Smash 64'' to ''Melee'', Mario got a mix of [[buff]]s and [[nerf]]s, but was neither strongly buffed or [[nerf]]ed. Mario is faster on the ground and he greatly benefits from the introduction of [[air dodging]] giving him a solid [[wavedash]] which makes his grounded movement much more solid overall. The speed of Mario's attacks has been considerably improved as most of his attacks have decreased ending lag and a decent amount of them have decreased startup lag as well, and his new forward smash, a palm thrust that emits a fiery blast, has more range and is more reliable due to the addition of a sweetspot located on the explosion. His edgeguarding has also considerably improved as his back aerial is considerably faster and his up aerial has been retooled to give it more edgeguarding potential. His new side special [[Cape]] also gives him a new powerful edgeguarding tool as well as an extra tool for recovering.
Mario's dream to become a more competitively viable character in ''Melee'' faced one critical challenge. And that is, he had to contend against his diabolical enemy, which was not actually anyone else on the cast, but rather the development team of ''Melee'' as a whole. He could not have been adjusted by a more perfect combination of [[buff]]s and [[nerf]]s from the supremely talented [[Masahiro Sakurai]], who ensured that despite all the changes made to Mario, he would still end up with around the same viability and be the most boring, middle-of-the-road character in the entire game. In a way, he and his voice actor share the same fate, because no matter how much fancy makeup and effects Hollywood puts on Chris Pratt, everyone watching knows it's literally just the same him.
 
As for his nerfs, Mario's damage output has been decreased and his KO power has been considerably decreased as many of his previous KO moves have been greatly weakened making it far more difficult for Mario to KO his opponents. In particular, his new forward aerial, while now capable of meteor smashing and losing its sourspot, is much slower and weaker and has less range. His strongest KO moves (his forward and down smashes) while faster now have sourspots making them more difficult to use effectively. While Mario has a few new options to recover such as his cape and [[wall jump]], his recovery is overall worse (especially when relative to the cast) as his air speed is slower, he falls faster, his fireballs are smaller making them a worse option to wall out opponents while recovering and his [[Super Jump Punch]] travels less distance making him easier to edgeguard.


Overall, Mario is largely a much weaker character as his damage output is lower, his combo game is weaker in some aspects and many of his previous KO moves can no longer KO under 90-120%. In exchange, his attacks are much faster and his grounded movement has been improved especially due to the introduction of wavedashing. Mario remains in a similar spot on Melee's tier list and he overall struggles against higher tiered characters limiting his success in competitive play.
Mario's adjustments overall made him a "faster but weaker" character. He gained a solid [[wavedash]] from the introduction of [[air dodging]], which helped his grounded movement, and most of his moves have less startup and ending lag. Due to this, and the introduction of [[Cape]] to his moveset, Mario's off-stage game now actually resembles some sort of functionality. On the other hand, he lost a significant amount of power, with some of his moves even gaining notable sourspots that make his KOing ability more inconsistent. It certainly didn't help that he gained a new [[meteor smash]] that replaced a previous move in the only game where meteor smashes are wildly inconsistent, but I guess they really liked the animation and just didn't bother to fix Mario's after making Dr. Mario's version actually good.


This is all a shame, because {{SSBM|Luigi}} was also in ''Smash 64'' and they gave him almost everything he needed to not only succeed but stand out as a character as a whole. Why they failed to do that with Mario is completely unknown, but given what Sakurai did to his own creation {{SSBM|Kirby}}, one can't help but imagine that the soccer enthusiast just takes some sort of sadistic glee in selectively making characters miserable.
===Aesthetics===
===Aesthetics===
*{{change|The graphical upgrades of the [[Nintendo GameCube]] allow for a more detailed appearance of Mario. His physique looks much more similar to its official art, while his red cap and shirt are slightly darker and the seams on his overalls are more accentuated.}} He also has a slightly darker skin tone, and his hair and shoes are a much darker brown color.
*{{change|The higher quality of the [[Nintendo GameCube]] console allows for a more detailed appearance of Mario. His physique looks much more similar to its official art, while his red cap and shirt are slightly darker and the seams on his overalls are more accentuated.}} He also has a slightly darker skin tone, and his hair and shoes are a much darker brown color.
*{{change|Mario's green alternate costume from ''Smash 64'' is now accessible through normal battles instead of just Team Battles.}}
*{{change|Mario's green alternate costume from ''Smash 64'' is now accessible through normal battles instead of just Team Battles.}}
*{{change|Mario gains a new [[victory pose]]: he makes a fire and when the fire disappears, Mario strikes a pose. It replaces his hopping victory pose in ''Smash 64''.}}
*{{change|Mario gains a new [[victory pose]]: he makes a fire and when the fire disappears, Mario strikes a pose. It replacing his hopping victory pose in ''Smash 64''.}}


===Attributes===
===Attributes===
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*{{nerf|Mario's [[jumpsquat]] is longer (3 frames → 4).}}
*{{nerf|Mario's [[jumpsquat]] is longer (3 frames → 4).}}
*{{nerf|Mario's [[air speed]] is slower (1 (30) → 0.86 (NTSC) / 0.83 (PAL)).}}
*{{nerf|Mario's [[air speed]] is slower (1 (30) → 0.86 (NTSC) / 0.83 (PAL)).}}
*{{nerf|Mario's [[air acceleration]] is lower (0.0667 (2) → 0.045), though it's no longer the slowest in the game.}}
*{{nerf|Mario's [[air acceleration]] is lower (0.0667 (2) → 0.045), although no longer being the slowest.}}
*{{nerf|Mario's [[jump]] height is extremely lower (45.33 (1360) → 29), going from the 6th highest out of 12 characters to the 4th lowest out of 26.}}
*{{nerf|Mario [[jump]]s extremely lower (45.33 (1360) → 29), going from the 6th highest out of 12 characters to the 4th lowest out of 26.}}
**{{change|Mario's [[short hop]] is also drastically lower (26.6067 (798.2) → 11.025). This improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials and performing two aerials in a short hop.}}
**{{change|Mario's [[short hop]] is also extremely lower (26.6067 (798.2) → 11.025), improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials and performing two aerials in a short hop.}}
*{{change|Mario's [[gravity]] is higher (0.08 (2.4) → 0.095).}}
*{{change|Mario's [[gravity]] is higher (0.08 (2.4) → 0.095).}}
*{{change|Mario [[falling speed|falls]] faster (1.467 (44) → 1.7), improving his vertical endurance but making him more susceptible to combos.}}
*{{change|Mario [[falling speed|falls]] faster (1.467 (44) → 1.7), improving his vertical endurance but making him easier to combo.}}
**{{nerf|However, Mario's [[fast fall]]ing speed is slightly slower (2.333 (70) → 2.3). The difference between his falling speed and fast falling speed is much lower (increase: 59.1% → 39.3%), which makes it more predictable when landing and gives him fewer options in the air.}}
**{{nerf|However, Mario's [[fast fall]]ing speed is slightly slower (2.333 (70) → 2.3). The difference between his falling speed and fast falling speed is much lower (increase: 59.1% → 39.3%), which makes it more predictable when landing and gives him fewer options in the air.}}
*{{nerf|Exclusively to the PAL version, Mario's [[weight]] is lower (100 (1) → 98).}}
*{{nerf|In the PAL version only, Mario is [[weight|lighter]] (100 (1) → 98).}}
*{{buff|Mario now has the ability to [[wall jump]], improving his recovery.}}
*{{buff|Mario can now [[wall jump]], aiding his recovery.}}
*{{buff|The introduction of [[air dodging]] benefits Mario overall as he can now [[wavedash]]. His wavedash is overall solid due to his short jumpsquat/average traction; improving his movement options.}}
*{{buff|The introduction of [[air dodging]] benefits Mario as he can now [[wavedash]]. His wavedash is overall solid due to his short jumpsquat/average traction; improving his movement options.}}


===Ground attacks===
===Ground attacks===
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**{{buff|Fireballs travel faster.}}
**{{buff|Fireballs travel faster.}}
**{{change|Fireballs can only bounce two times instead of three although it still covers the same amount of distance when used on the ground.}}
**{{change|Fireballs can only bounce two times instead of three although it still covers the same amount of distance when used on the ground.}}
**{{nerf|Fireballs are smaller, reducing their hitbox.}}
**{{nerf|Fireballs are smaller.}}
**{{nerf|Fireballs have a much shorter maximum duration (frames 16-154 → 14-88).}}
**{{nerf|Fireballs have a much shorter maximum duration (frames 16-154 → 14-88).}}
***{{nerf|These changes combined with Mario's faster falling speed greatly hinders the moves use as an offensive recovery tool.}}
***{{nerf|These changes combined with Mario's faster falling speed significantly hinders their use as an offensive recovery option.}}
**{{nerf|Fireballs deal less damage (7% → 6%) and have decreased base knockback (10 → 5).}}
**{{nerf|Fireballs deal less damage (7% → 6%) and have decreased base knockback (10 → 5).}}
*[[Cape]]:
*[[Cape]]:
**{{change|As with all returning veterans, Mario now has a side special; Cape. It is based on the cape feather power-up in [[Super Mario World]]. It can reflect projectiles as well as reverse an opponent's direction if it hits them. It also gives Mario a slight boost when used in the air. This gives Mario an option to deal with projectiles; as well as an additional edgeguarding and recovery option.}}
**{{change|As with all returning veterans, Mario now has a side special; a Cape based on the cape feather power-up in [[Super Mario World]]. It can reflect projectiles as well as reverse an opponent's direction if it hits them. It also gives Mario a slight boost when used in the air. This gives Mario an option to deal with projectiles; as well as an additional edgeguarding and recovery option.}}
*[[Super Jump Punch]]:
*[[Super Jump Punch]]:
**{{buff|Super Jump Punch can now be cancelled with a wall jump near the apex of the move, aiding Mario's recovery if he is close to a wall.}}
**{{buff|Super Jump Punch can now be cancelled with a wall jump near the apex of the move, aiding Mario's recovery if he is near a wall.}}
**{{nerf|It deals slightly less damage (16% → 15%).}}
**{{nerf|It deals slightly less damage (16% → 15%).}}
**{{nerf|It has more startup lag (frame 2 → 3).}}
**{{nerf|It has more startup lag (frame 2 → 3).}}
***{{nerf|Its intangibility also has more startup lag (frame 2 → 3).}}
***{{nerf|Its intangibility also has more startup lag (frame 2 → 3).}}
**{{nerf|It has more landing lag (25 frames → 30).}}
**{{nerf|It has more landing lag (25 frames → 30).}}
**{{nerf|It grants Mario noticeably less distance, worsening its recovery potential.}}
**{{nerf|Its gains much less distance, worsening its recovery potential.}}
**{{change|The first hit has increased set knockback (110 → 130).}}
**{{change|The first hit has increased set knockback (110 → 130).}}
**{{change|Hits 2-5 have increased set knockback (100 → 110/150).}}
**{{change|Hits 2-5 have increased set knockback (100 → 110/150).}}
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**{{change|The 7th hit's angle has been altered (180° → 100°).}}
**{{change|The 7th hit's angle has been altered (180° → 100°).}}
**{{change|The final hit's angle has been altered (90° → 80°).}}
**{{change|The final hit's angle has been altered (90° → 80°).}}
**{{nerf|It has significantly more startup lag (frame 1 → 8), greatly hindering its utility.}}
**{{nerf|It has much more startup lag (frame 1 → 8), greatly hindering its utility.}}
***{{nerf|In addition to this, the first hit has altered knockback (70 (base), 1 (set) → 0/40). As a result, it prevents it from causing hitstun.}}
***{{nerf|In addition to this, the first hit has altered knockback (70 (base), 1 (set) → 0/40) which as a result, prevents it from causing hitstun.}}
**{{nerf|Due to hitting up to only 8 times instead of 14:}}
**{{nerf|Due to hitting up to 8 times instead of 14:}}
***{{nerf|Its maximum damage potential is slightly lower (14% → 13% (ground)/11% (air)).}}
***{{nerf|Its maximum damage potential is slightly lower (14% → 13% (ground)/11% (air)).}}
***{{nerf|It has a much shorter duration (frames 1-4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40, 43-44 → 8-9, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28, 38-39).}}
***{{nerf|It has a much shorter duration (frames 1-4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40, 43-44 → 8-9, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28, 38-39).}}
**{{nerf|The aerial version's final hit can no longer meteor smash opponents, significantly hindering its edgeguarding potential.}}
**{{nerf|The aerial version's final hit can no longer meteor smash opponents, significantly hindering its edgeguarding potential.}}
**{{nerf|There is now a small delay before the last hit, allowing foes to escape the attack more easily.}}
**{{nerf|There is now a small delay before the last hit, allowing foes to escape the attack more easily.}}
**{{nerf|Mario's faster falling speed and gravity makes the move less effective as a recovery tool.}}
**{{nerf|Mario's faster falling speed and gravity hinders the move's use as a recovery tool.}}
***{{nerf|Due to these changes, the move is now considered to be nearly useless besides for recovering, and as a situational vertical launcher.}}
***{{nerf|Due to these changes, the move is now considered nearly useless outside of recovering, and as a situational vertical launcher.}}


==Version history==
==Version history==
Mario was nerfed in the [[PAL]] version of ''Melee''. As most higher tier characters were nerfed as well, his viability remains similar.
Mario was nerfed in the [[PAL]] version of ''Melee'' for some absolutely insane reason that we at SmashWiki cannot even ''begin'' to comprehend.


'''NTSC 1.01'''
'''NTSC 1.01'''
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|game=SSBM
|game=SSBM
|neutralcount=3
|neutralcount=3
|neutralname=Left Jab ({{ja|左パンチ|Hidari Panchi}}, ''Left Punch'') / Right Cross ({{ja|右パンチ|Migi Panchi}}, ''Right Punch'') / Toe Kick ({{ja|けりあげ|Kiri Age}}, ''Kick Up'')
|neutralname= 
|neutraldesc=Punches twice, then kicks upward. Originates from Mario's standard combo in ''[[Super Mario 64]]''.
|neutraldesc=Punches twice, then kicks upward. Originates from Mario's standard combo in ''[[Super Mario 64]]''.
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=5%
|neutral3dmg=5%
|ftiltname=Plumber Kick ({{ja|ミドルキック|Midoru Kikku}}, ''Middle Kick'')
|ftiltname= 
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=10%
|ftiltupdmg=10%
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|ftiltdowndmg=8%
|ftiltdowndmg=8%
|ftiltdesc=Does a back spinning kick with his right leg. It comes out fast and is useful for spacing, but has low knockback. Can be angled.
|ftiltdesc=Does a back spinning kick with his right leg. It comes out fast and is useful for spacing, but has low knockback. Can be angled.
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltname= 
|utiltdmg=8%
|utiltdmg=8%
|utiltdesc=Does a spinning uppercut. It's an effective juggler and combo starter at low percentages, and can KO at very high percentages. It is based on the Mega Glove combo in ''{{s|mariowiki|Super Mario RPG}}''.
|utiltdesc=Does a spinning uppercut. It's an effective juggler and combo starter at low percentages, and can KO at very high percentages. It is based on the Mega Glove combo in ''{{s|mariowiki|Super Mario RPG}}''.
|dtiltname=Leg Sweep ({{ja|スピニングローキック|Supiningu Rō Kikku}}, ''Spinning Low Kick'')
|dtiltname= 
|dtiltdmg=8% (foot), 9% (leg)
|dtiltdmg=8% (foot), 9% (leg)
|dtiltdesc=Does a legsweep. The move itself deals very low knockback, and is only useful at high percentages.
|dtiltdesc=Does a legsweep. The move itself deals very low knockback, and is only useful at high percentages.
|dashname=Slide ({{ja|スライディング|Suraidingu}}, ''Sliding'')
|dashname= 
|dashdmg=9% (clean), 7% (late)
|dashdmg=9% (clean), 7% (late)
|dashdesc=Does a baseball slide, which knocks the opponent behind Mario. Very similar animation to Mario's dashing attack from ''Super Mario 64''.
|dashdesc=Does a baseball slide, which knocks the opponent behind Mario. Very similar animation to Mario's dashing attack from ''Super Mario 64''.
|fsmashname=Fire Glove ({{ja|ファイア掌底|Faia Shōtei}}, ''Fire Palm'')
|fsmashname= 
|fsmashangles=3
|fsmashangles=3
|fsmashupdmg={{ChargedSmashDmgSSBM|19}} (fire), {{ChargedSmashDmgSSBM|15}} (arm)
|fsmashupdmg={{ChargedSmashDmgSSBM|19}} (fire), {{ChargedSmashDmgSSBM|15}} (arm)
Line 280: Line 277:
|fsmashdowndmg={{ChargedSmashDmgSSBM|17}} (fire), {{ChargedSmashDmgSSBM|13}} (arm)
|fsmashdowndmg={{ChargedSmashDmgSSBM|17}} (fire), {{ChargedSmashDmgSSBM|13}} (arm)
|fsmashdesc=Launches a blast of fire from his palm. Its sweetspot is the fire blast and has [[Priority#Transcendent_priority|transcendental priority]], and the sourspot is at Mario's arm. When sweetspotted, it has high knockback,KOing at around 70% when fully charged. Average strength compared to other forward smashes, being the 13th strongest in terms of knockback. Can be angled.
|fsmashdesc=Launches a blast of fire from his palm. Its sweetspot is the fire blast and has [[Priority#Transcendent_priority|transcendental priority]], and the sourspot is at Mario's arm. When sweetspotted, it has high knockback,KOing at around 70% when fully charged. Average strength compared to other forward smashes, being the 13th strongest in terms of knockback. Can be angled.
|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashname=Lead Headbutt
|usmashdmg={{ChargedSmashDmgSSBM|15}}
|usmashdmg={{ChargedSmashDmgSSBM|15}}
|usmashdesc=Headbutts upward. A fast, strong move with more range behind Mario than in front. Mario's head is intangible while the hitboxes are active.
|usmashdesc=Headbutts upward. A fast, strong move with more range behind Mario than in front. Mario's head is intangible while the hitboxes are active.
|dsmashname=Breakdance Sweep ({{ja|ダブルキック|Daburu Kikku}}, ''Double Kick'')
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|10}} (back feet), {{ChargedSmashDmgSSBM|12}} (back legs)
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|10}} (back feet), {{ChargedSmashDmgSSBM|12}} (back legs)
|dsmashdesc=Performs a breakdancing sweep kick. Extremely fast, one of Mario's stronger moves. This is based off Mario's crouching attack from ''Super Mario 64''.
|dsmashdesc=Performs a breakdancing sweep kick. Extremely fast, one of Mario's stronger moves. This is based off Mario's crouching attack from ''Super Mario 64''.
|nairname=Plumber's Boot ({{ja|マリオキック|Mario Kikku}}, ''Mario Kick'')
|nairname= 
|nairdmg=12% (clean), 8% (late)
|nairdmg=12% (clean), 8% (late)
|nairdesc=A [[sex kick]]. Mario kicks forward. As with other sex kicks, it does weaker damage and knockback after a few frames.
|nairdesc=A [[sex kick]]. Mario kicks forward. As with other sex kicks, it does weaker damage and knockback after a few frames.
|fairname=Plunger ({{ja|メテオナックル|Meteo Nakkuru}}, ''Meteor Knuckle'')
|fairname=Meteor Knuckle
|fairdmg=15%
|fairdmg=15%
|fairdesc=Throws an overhanded punch with an enlarged fist. Slow, predictable and has high [[ending lag]], but it is a [[meteor smash]], with no sourspot. Still, it is relatively weak and not very reliable to use for an [[edgeguard]], but can be used to send opponents into his forward smash.
|fairdesc=Throws an overhanded punch with an enlarged fist. Slow, predictable and has high [[ending lag]], but it is a [[meteor smash]], with no sourspot. Still, it is relatively weak and not very reliable to use for an [[edgeguard]], but can be used to send opponents into his forward smash.
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairname= 
|bairdmg=11% (clean), 9% (late)
|bairdmg=11% (clean), 9% (late)
|bairdesc=Does a dropkick. Has low startup, and can be good for [[spacing]] and edgeguarding.
|bairdesc=Does a dropkick. Has low startup, and can be good for [[spacing]] and edgeguarding.
|uairname=Bicycle Kick ({{ja|エアスラッシュ|Ea Surasshu}}, ''Air Slash'')
|uairname= 
|uairdmg=11%
|uairdmg=11%
|uairdesc=Does a bicycle kick. Good move for juggling and comboing, but has low knockback.
|uairdesc=Does a bicycle kick. Good move for juggling and comboing, but has low knockback.
|dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|dairname= 
|dairdmg=2% (hits 1-7 & landing)
|dairdmg=2% (hits 1-7 & landing)
|dairdesc=Performs a downwards drill kick. Hits multiple times and has a landing hitbox that deals weak knockback. All hits can deal up to ≈12.92% if they connect.
|dairdesc=Performs a downwards drill kick. Hits multiple times and has a landing hitbox that deals weak knockback. All hits can deal up to ≈12.92% if they connect.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=
|grabdesc=
|grabdesc=
|pummelname=Clutch Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}, ''Grab Headbutt'')
|pummelname= 
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Headbutts opponent. Relatively slow.
|pummeldesc=Headbutts opponent. Relatively slow.
|fthrowname=Heave-Ho ({{ja|ヒコーキ投げ|Hikōki Nage}}, ''Airplane Throw'')
|fthrowname= 
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Spins around once, and throws his opponent forward with decent knockback.
|fthrowdesc=Spins around once, and throws his opponent forward with decent knockback.
|bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowname=Airplane Swing
|bthrowdmg=12% (throw), 8% (collateral)
|bthrowdmg=12% (throw), 8% (collateral)
|bthrowdesc=Similar to his throw against Bowser in ''Super Mario 64''; spins around three times and throws his opponent backward. Surprisingly high knockback, can hit enemies mid-swing. One of the stronger back throws in the game, with KO potential under 150% near the [[edge]].
|bthrowdesc=Similar to his throw against Bowser in ''Super Mario 64''; spins around three times and throws his opponent backward. Surprisingly high knockback, can hit enemies mid-swing. One of the stronger back throws in the game, with KO potential under 150% near the [[edge]].
|uthrowname=Mario Launch ({{ja|スルーアップ|Surū Appu}}, ''Throw Up'')
|uthrowname= 
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Throws his opponent upward. Good for leading into an up tilt, or starting combos at higher percentages. Can [[chaingrab]] [[fastfaller]]s.
|uthrowdesc=Throws his opponent upward. Good for leading into an up tilt, or starting combos at higher percentages. Can [[chaingrab]] [[fastfaller]]s.
|dthrowname=Down the Drain ({{ja|スルーダウン|Surū Daun}}, ''Throw Down'')
|dthrowname= 
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Throws his opponent on the ground. At lower to mid percentages, it can chaingrab characters with moderate falling speeds (such as {{SSBM|Pikachu}}), and at high to very high percentages, it can chaingrab fast-fallers.
|dthrowdesc=Throws his opponent on the ground. At lower to mid percentages, it can chaingrab characters with moderate falling speeds (such as {{SSBM|Pikachu}}), and at high to very high percentages, it can chaingrab fast-fallers.
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|dsdmg=2% (hit 1), 1% (hits 2-7), 5% (hit 8 ground), 3% (hit 8 air)
|dsdmg=2% (hit 1), 1% (hits 2-7), 5% (hit 8 ground), 3% (hit 8 air)
|dsdesc=Does a multi-hit spinning attack, very similar to the {{s|mariowiki|Spin Jump}} from ''Super Mario World''. The final hit knocks the opponent straight up, and the move can rack up damage, though it has some [[ending lag]]. It can be used for recovery by [[button mashing|rapidly tapping]] the [[B button]], though this requires fast reflexes. Has transcendent priority. Deals up to ≈12.01% on the ground and ≈10.19% in the air if all hits connect.
|dsdesc=Does a multi-hit spinning attack, very similar to the {{s|mariowiki|Spin Jump}} from ''Super Mario World''. The final hit knocks the opponent straight up, and the move can rack up damage, though it has some [[ending lag]]. It can be used for recovery by [[button mashing|rapidly tapping]] the [[B button]], though this requires fast reflexes. Has transcendent priority. Deals up to ≈12.01% on the ground and ≈10.19% in the air if all hits connect.
}}
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 100
|rweight = 8-10
|dash = 1.5
|rdash = 10-13
|run = 1.5
|rrun = 11-15
|walk = 1.1
|rwalk = 12-15
|trac = 0.06
|rtrac = 15-23
|airfric = 0.016
|rairfric = 10-13
|air = 0.86
|rair = 16
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.025
|raddaccel = 22-23
|gravity = 0.095
|rgravity = 14-16
|fall = 1.7
|rfall = 16-18
|ff = 2.3
|rff = 14-18
|jumpsquat = 4
|rjumpsquat = 8-15
|jumpheight = 29
|rjumpheight = 21-23
|shorthop = 11.025
|rshorthop = 17-19
|djump = 26.7
|rdjump = 11-13
}}
'''PAL'''
{{Attributes
|cast = 26
|weight = 98
|rweight = 10
|dash = 1.5
|rdash = 10-13
|run = 1.5
|rrun = 11-16
|walk = 1.1
|rwalk = 12-15
|trac = 0.06
|rtrac = 15-23
|airfric = 0.016
|rairfric = 10-13
|air = 0.83
|rair = 18-20
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.025
|raddaccel = 22-23
|gravity = 0.095
|rgravity = 14-16
|fall = 1.7
|rfall = 16-18
|ff = 2.3
|rff = 14-18
|jumpsquat = 4
|rjumpsquat = 8-15
|jumpheight = 29
|rjumpheight = 21-23
|shorthop = 11.025
|rshorthop = 17-19
|djump = 26.7
|rdjump = 11-13
}}
}}


Line 440: Line 362:
{{Victory/SSBM
{{Victory/SSBM
|victory-theme=MushroomKingdomThemeMelee.ogg
|victory-theme=MushroomKingdomThemeMelee.ogg
|victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]''
|victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]''.
|desc-1=Winds up for a punch and steps forward while punching in front of the screen, shouting "Here we go!"
|desc-1=Winds up for a punch and steps forward while punching in front of the screen, shouting "Here we go!"
|desc-2=Makes fire explode from his palm and strikes a pose.
|desc-2=Makes fire explode from his palm and strikes a pose.
Line 447: Line 369:


==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Very early in the ''Melee'' [[metagame]], when few players actually played the game competitively, Mario was considered one of the best characters in the game, ranking as high as 5th on the first tier list. This could be attributed to literally everyone being absolute dogshit at the game. As the metagame advanced, however, people finally realized how ridiculous other characters' tools are and that being mediocre at everything, shockingly, doesn't actually make a character good. This caused Mario to slowly slip down the tier list as time progressed (read: immediately), as well as lose significant placing in large tournaments. Eventually, {{Sm|Mango}} (under the alias "Scorpion Master") was the only person who placed anywhere significant with him, but despite his good record in low-stakes [[money match]]es where his opponents probably threw to some extent to feed the Scorpion Master illusion, he rarely placed high enough to earn money from playing Mario, getting 25th at [[Apex 2010]] despite literally being the best player in the world at the time.
On the current [[tier list]], he ranks 15th place in the C+ tier; on the other hand, his clone {{SSBM|Dr. Mario}} and semi-clone {{SSBM|Luigi}}, who were somehow once considered worse than Mario, have far surpassed him. Despite the tier differences, some players, most notably {{Sm|Shroomed}}, believe Mario could potentially be better than Dr. Mario. However, none of these claims should be taken seriously because Shroomed is simply jaded from having his Dr. Mario camped out relentlessly by {{Sm|SFAT}} and the NorCal scene, causing him to view Mario with rose-tinted glasses because his Mario probably never shared the same fate. The harsh reality of the matter is that Mario is so mediocre that good players don't respect him enough to actually camp him in important matches, because it doesn't matter when they can win anyway ''and'' also have fun while doing so.


If you're still not convinced, reckon with the fact that while Luigi and Dr. Mario have strong playerbases with frequent rising mid-tier heroes in the top 100, dedicated Mario mains usually instead ragequit the character when they realize that playing ''Melee'' Mario is not a productive use of their time. Eat your heart out, Shroomed.
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
:''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which no actual full-time Mario main would have ever actually reached.''


''See also: [[:Category:Mario players (SSBM)]]''
''See also: [[:Category:Mario players (SSBM)]]''


*{{Sm|A Rookie|USA}} - Once widely considered to be the best Mario player in the world. While he almost exclusively played in events located in Florida, he was the first to make multiple top 24s at majors with the character, placing 17th at {{Trn|Kings of Cali 4}}, {{Trn|Press Start}}, and {{Trn|Low Tier City 6}}. His 33rd place at {{Trn|Shine 2019}} is also tied with {{Trn|Viva La Smashtaclysm}} as Mario's best supermajor placement.
*{{Sm|A Rookie|USA}} - yikes
*{{Sm|Green Mario|USA}} - A notable Mario player in the United States, residing in Georgia. His 17th place at {{Trn|Pound 2}} marked the first time a Mario player reached top 24 at a major and his 33rd at {{Trn|Viva La Smashtaclysm}} became the first time a Mario player reached top 64 at a supermajor.
*{{Sm|Green Mario|USA}} - A notable Mario player in the United States, whose uncreative tag embodies the complete monotony of playing Mario at a competitive level. His tag is so uncreative, in fact, that there is literally a [[User:Green Mario|SmashWiki user]] with the same name. Placed 9th at {{Trn|Tipped Off 4}} and 13th at {{Trn|TGMTSBCO}}.
*{{Sm|KoopaTroopa895|USA}} - One of the best Mario players in the United States before switching to {{SSBM|Marth}}. His 25th place at {{Trn|Kings of Cali 4}} is one of the best major results seen with Mario in the 2010s outside of A Rookie's results. He also amassed some of Mario's best wins in the modern era of ''Melee'', beating top players such as {{Sm|Spark}} and {{Sm|Nintendude}}.
*{{Sm|KoopaTroopa895|USA}} - A braggadocious Mario player whose tag is a reference to the number of Koopas he stomped in the original ''Super Mario Bros.'' arcade game at his local laundromat. Later switched to {{SSBM|Marth}}, making his tag completely nonsensical in the process. Placed 25th at {{Trn|Kings of Cali 4}}. Has wins over {{Sm|Spark}} and {{Sm|Nintendude}}.
*{{Sm|Mango|USA}} - Once mained Mario under the tag "Scorpion Master" and occasionally used him in side events or online tournaments. While his Mario is known as a sort of [[sandbagging]] character, he has shown prominence with the character, placing 2nd at {{Trn|Good Shit German}} and garnering the character's best wins with {{Sm|HugS}}, {{Sm|SilentSpectre}}, and {{Sm|Westballz}} while under the alias.
*{{Sm|Mango|USA}} (#3) - Once "mained" Mario under the tag "Scorpion Master" before realizing he was trolling the wrong game as Scorpion is not a playable character in ''Melee''. Utilized Mario as an occasional counterpick, particularly against {{Sm|Axe}}.
*{{Sm|Matt Deezie|USA}} - One of the first tournament organizers seen in ''Melee'' and the best Mario player in the world in the game's first two years. Placed top 6 at a few [[Tournament Go]] events with his best being 3rd at {{Trn|Tournament Go 2}}. He eventually switched to playing {{SSBM|Fox}} before retiring from competitive ''Melee'' altogether.
*{{Sm|Matt Deezie|USA}} - Former best Mario main in the world when literally no one played the game (much less ''Mario'' in it). Placed top 6 at a few [[Tournament Go]] events.
*{{Sm|SchlimmShady|Germany}} - Formerly the best Mario player in Europe prior to switching to {{SSBM|Captain Falcon}}. He was previously ranked top 10 through several power rankings in Germany, peaking at 7th in April 2016. He placed well at many regionals such as 17th at {{Trn|Syndicate 2017}} and 25th at {{Trn|B.E.A.S.T 6}} and {{Trn|B.E.A.S.T 7}}.
*{{Sm|SchlimmShady|Germany}} - Another Mario player with an uncreative tag befitting of the character, stealing the moniker wholesale from Eminem. Later made the correct decision to switch to Captain Falcon. Placed 17th at {{Trn|Syndicate 2017}} and 25th at {{Trn|B.E.A.S.T 6}} and {{Trn|B.E.A.S.T 7}}.
 
===Tier placement and history===
Very early in the ''Melee'' [[metagame]], when few players knew the potential of now-top tier characters, Mario was considered one of the best characters in the game, ranking as high as 5th on the first tier list. This could be attributed to Mario's simple but effective [[combo]] setups, strong attacks, low learning curve, and lack of any outstanding drawbacks due to his well-rounded toolkit, as well as his extendable [[recovery]].
 
As the metagame advanced, however, Mario's average statistics were magnified as many other players discovered superior characters's potential, such as {{SSBM|Peach}}, {{SSBM|Captain Falcon}}, and the {{SSBM|Ice Climbers}}. This caused Mario to slowly slip down the tier list as time progressed, as well as his metagame to quickly stagnate in return. A primary example comes from {{Sm|Mango}}, who, under the alias "Scorpion Master", was the only person who placed highly at majors and supermajors. Even so, he rarely placed high enough to earn money from playing Mario, cashing in at 25th place at [[Apex 2010]] instead of his usual top 8 placements when using better characters. Other Mario mains like {{Sm|A Rookie}} and {{Sm|KoopaTroopa895}} have either failed to place consistently highl in majors and supermajors, dropped Mario for better characters, or have stopped playing entirely, resulting in his metagame stagnating. Conversely, Mario's semiclones like {{SSBM|Luigi}} and {{SSBM|Dr. Mario}} have had their respective metagames pushed in a deeper scale compared to Mario, with {{Sm|Shroomed}} (and later, Franz) achieving consistently high placements in majors while {{SSBM|Luigi}} players have achieved consistent top 64 placements in numerous majors.
 
On the current [[tier list]], he ranks 15th place in the C+ tier. Since the post-Slippi era, Mario has failed to live up to his early successes in the 2000s to early 2010 era and his metagame has continued to remain rather stagnant, while characters like {{SSBM|Donkey Kong}} and {{SSBM|Link}} have had their own metagames continued to be pushed. While Mario is widely agreed to not be a terrible character, he is considered to be outclassed overall, with most players considering his semiclones of Luigi and Dr. Mario widely considered superior in regards with their advantages states and neutral games.


==In 1-P Mode==
==In 1-P Mode==
==={{SSBM|Classic Mode}}===
==={{SSBM|Classic Mode}}===
In Classic Mode, Mario can appear as an ally in team and giant fights, a solo, team, giant, multi, and metal opponent. In Mario's appearances, he either appears on [[Princess Peach's Castle]] or [[Rainbow Cruise]]. On a team with Bowser, he appears on {{SSBM|Battlefield}} and with Peach, he appears on [[Mushroom Kingdom II]]; during the battle against Mario + Bowser on Battlefield, the stage will play the Princess Peach's Castle track.
In Classic Mode, Mario can appear as an ally in team and giant fights (that you would never want), a solo, team, giant, multi, and metal opponent. In Mario's appearances, he either appears on [[Princess Peach's Castle]] or [[Rainbow Cruise]]. On a team with Bowser, he appears on {{SSBM|Battlefield}} and with Peach, he appears on [[Mushroom Kingdom II]]; during the battle against Mario + Bowser on Battlefield, the stage will play the [https://www.youtube.com/watch?v=KD3vkVOw3rc Mario Bros. movie teaser] by Chris Pratt and Jack Black.


===[[Adventure Mode]]===
===[[Adventure Mode]]===
Mario is one of only two characters who can appear twice in Adventure Mode, alongside his brother Luigi.
Mario is one of only two characters who can appear twice in Adventure Mode, alongside his brother Luigi, because a character as bland as ''Melee'' Mario needs every little bit of help standing out.


In the game's Adventure Mode, Mario teams up with {{SSBM|Peach}} against the player in the second part of the first stage, taking place on Princess Peach's Castle. If the player finished the previous segment, [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]], with the remaining time registering 2 in the seconds digit, his younger brother {{SSBM|Luigi}} will take his place in a cutscene that will trigger right before this battle, which has Luigi stomping on Mario's head to get to the top of the castle.
In the game's Adventure Mode, Mario gets carried by {{SSBM|Peach}} against the player in the second part of the first stage, taking place on Princess Peach's Castle. If the player finished the previous segment, [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]], with the remaining time registering 2 in the seconds digit, his younger brother {{SSBM|Luigi}} will take his place in a cutscene that will trigger right before this battle, which has Luigi stomping on Mario's head to get to the top of the castle, just like how he stomped over Mario on his way to a higher placement on the tier list.


Later on, in the second half of Stage 11, [[Metal Mario]] will fight the player's character on the Battlefield stage, where he functions as simply a Mario permanently under the influence of the [[Metal Box]] item. If the player unlocked Luigi, Metal Mario will be joined by [[Metal Luigi]], and they both team up on the player, making for a harder fight.
Later on, in the second half of Stage 11, [[Metal Mario]] will fight the player's character on the Battlefield stage, where he functions as simply a Mario permanently under the influence of the [[Metal Box]] item, a buff that he probably would have needed on his base character to compete meaningfully anywhere in ''Melee''. If the player unlocked Luigi, Metal Mario will be joined by [[Metal Luigi]], and they both team up on the player, making for a harder fight due to the presence of a better character.


===[[All-Star Mode]]===
===[[All-Star Mode]]===
In All-Star Mode, Mario and his allies are fought on Rainbow Cruise.
In All-Star Mode, Mario and his allies are fought on Rainbow Cruise, because the only way you would lose to an AI Mario with a better character is to SD on an autoscroller.


===[[Event Match]]es===
===[[Event Match]]es===
Mario is featured in the following event matches:
Mario is featured in the following event matches:
*'''[[Event 1: Trouble King]]''': The player plays as Mario and fights against {{SSBM|Bowser}} on {{SSBM|Battlefield}}.
*'''[[Event 1: Trouble King]]''': In the most predictable first event match of all time, the player plays as Mario and fights against {{SSBM|Bowser}} on {{SSBM|Battlefield}}.
*'''[[Event 10: All-Star Match 1]]''': Mario is the first opponent to be fought in this series of staged battles. The player battles him on {{SSBM|Yoshi's Island}}, which will transition to the next stage if Mario gets defeated. With a timer of four minutes, the player must defeat him along with {{SSBM|Donkey Kong}}, {{SSBM|Yoshi}}, {{SSBM|Peach}}, and Bowser.
*'''[[Event 10: All-Star Match 1]]''': Mario is the first opponent to be fought in this series of staged battles. The player battles him on {{SSBM|Yoshi's Island}}, which will transition to the next stage <s>if</s> when Mario gets defeated. With a timer of four minutes, the player must defeat him along with {{SSBM|Donkey Kong}}, {{SSBM|Yoshi}}, {{SSBM|Peach}}, and Bowser.
*'''[[Event 19: Peach's Peril]]''': Mario must protect Peach from a slightly larger Bowser on {{SSBM|Final Destination}}. Both Mario and Peach have 1 stock each while Bowser has infinite lives.
*'''[[Event 19: Peach's Peril]]''': Mario must protect Peach from a slightly larger Bowser on {{SSBM|Final Destination}}, even though in ''Melee'', this would very clearly be the other way around. Both Mario and Peach have 1 stock each while Bowser has infinite lives.
*'''[[Event 22: Super Mario 128]]''': The player chooses any character and must defeat a total of 128 tiny Marios on [[Mushroom Kingdom II]].
*'''[[Event 22: Super Mario 128]]''': The player chooses any character and must endure the torture of listening to 128 tiny Marios' KO sound effects on [[Mushroom Kingdom II]].
*'''[[Event 25: Gargantuans]]''': A scenario designed as a homage to {{s|wikipedia|kaiju}} movies and their various tropes. On the [[Fourside]] stage, with unlimited time, the player plays as a giant-sized Bowser (as "Godzilla") with 1 stock against a giant-sized Donkey Kong (as "King Kong") with 2 stock. A tiny Mario and a tiny Peach are also present in this match, who usually gets KO'd in one hit.
*'''[[Event 25: Gargantuans]]''': A scenario designed as a homage to {{s|wikipedia|kaiju}} movies and their various tropes. On the [[Fourside]] stage, with unlimited time, the player plays as a giant-sized Bowser (as "Godzilla") with 1 stock against a giant-sized Donkey Kong (as "King Kong") with 2 stock. A tiny Mario and a tiny Peach are also present in this match, who usually gets KO'd in one hit. It is a wonder how Universal didn't try to sue Nintendo again for making this reference given how weak {{SSBM|Kirby}} was in this game.
*'''[[Event 31: Mario Bros. Madness]]''': The player chooses any character and must fight Mario and {{SSBM|Luigi}} in a two-timed match on {{SSBM|Mushroom Kingdom}}. The player must have the most points within the two minutes to clear this event.
*'''[[Event 31: Mario Bros. Madness]]''': The player chooses any character and must fight Mario and {{SSBM|Luigi}} in a two-timed match on {{SSBM|Mushroom Kingdom}}. The player must have more points than Luigi (well, Mario too, but that's usually a given) within the two minutes to clear this event.
*'''[[Event 38: Super Mario Bros. 2]]''': The player chooses any character and must defeat Mario, Luigi, and Peach in a two-stock match on [[Mushroom Kingdom II]]. Both the characters and the stage are a direct throwback to the original ''Super Mario Bros. 2'', an NES sequel to ''Super Mario Bros.''
*'''[[Event 38: Super Mario Bros. 2]]''': The player chooses any character and must defeat Mario, Luigi, and Peach in a two-stock match on [[Mushroom Kingdom II]]. Both the characters and the stage are a direct throwback to the original ''Super Mario Bros. 2'', an NES sequel to ''Super Mario Bros.'' It is a little-known fact that this event match was actually designed to be unwinnable, but they substituted Mario for Toad at the last minute and removed the blatantly overpowered Toad from the game, thus unintentionally making it feasible.


===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
===[[Congratulations_screen#Super_Smash_Bros._Melee|Ending Images]]===
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==[[Trophies]]==
==[[Trophies]]==
In addition to the normal trophy about Mario as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Mario on any difficulty:
In addition to the normal trophy about Mario as a character, there are two trophies about him as a fighter which both try to downplay his mediocrity in gameplay, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Mario on any difficulty:


{{Trophy/Fighter
{{Trophy/Fighter
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Mario SSBM art.png|Official artwork of Mario.
Mario SSBM art.png|Alternate artwork of Mario.
MarioInGameArtworkSSBM.png|Artwork of Mario from the [[CSS]].
MarioInGameArtworkSSBM.png|Artwork of Mario from the [[CSS]].
Mario Landing SSBM.jpg|Landing on [[Corneria]].
Mario Landing SSBM.jpg|Mario landing on [[Corneria]].
MarioTornadoMelee.jpg|Using [[Mario Tornado]] on [[Brinstar]].
MarioTornadoMelee.jpg|Performing [[Mario Tornado]] on [[Brinstar]].
Mario SuperJumpPunchSSBM.jpg|Using [[Super Jump Punch]] on {{SSBM|Ness}} on {{SSBM|Kongo Jungle}}.
Mario SuperJumpPunchSSBM.jpg|Hitting {{SSBM|Ness}} with a [[Super Jump Punch]] on {{SSBM|Kongo Jungle}}.
Ssbmmario4.jpg|Using [[Fireball]] on [[Onett]].
Ssbmmario4.jpg|Tossing a [[Fireball]] on [[Onett]].
Mario Cape Kirby SSBM.jpg|Using [[Cape]] on {{SSBM|Kirby}} on [[Mute City]].
Mario Cape Kirby SSBM.jpg|Flipping {{SSBM|Kirby}} with his [[Cape]] on [[Mute City]].
Mario Forward Smash Image SSBM.jpg|Using his [[forward smash]] on Brinstar.
Mario Forward Smash Image SSBM.jpg|Performing his [[forward smash]].
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*Mario, {{SSBM|Peach}}, {{SSBM|Yoshi}}, {{SSBM|Young Link}}, {{SSBM|Kirby}}, {{SSBM|Falco}}, and {{SSBM|Pikachu}} are the only characters whose portraits on the [[character select screen]] match their [[character artwork|official artwork]].
*Mario, {{SSBM|Peach}}, {{SSBM|Yoshi}}, {{SSBM|Young Link}}, {{SSBM|Kirby}}, {{SSBM|Falco}}, and {{SSBM|Pikachu}} are the only characters whose portraits on the [[character select screen]] match their [[character artwork|official artwork]].
*Mario, Peach, {{SSBM|Luigi}}, {{SSBM|Jigglypuff}} and {{SSBM|Dr. Mario}} are the only fighters with English voice actors in ''Melee''.
*Mario, Peach, {{SSBM|Luigi}}, {{SSBM|Jigglypuff}} and {{SSBM|Dr. Mario}} are the only fighters with English voice actors in ''Melee''.
*When Star KO'ing Giant Mario or Giant {{SSBM|Dr. Mario}}, their voice will immediately fade out. This will not happen with any other character.


==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0807/index.html Mario's page at Smabura-Ken]


*[[smashwiki:26TP/Mario|Translation]]
{{SSBMCharacters}}
{{SSBMCharacters}}
{{EnemiesAdvSSBM}}
{{EnemiesAdvSSBM}}

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