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{{ArticleIcons|melee=y}} | {{ArticleIcons|melee=y}} | ||
{{Disambig2|Mario's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Mario}} | {{Disambig2|Mario's appearance in ''Super Smash Bros. Melee''|the character in other contexts, see [[Mario]]; for information on Mario's [[clone]]|Dr. Mario (SSBM)}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Mario | |name = Mario | ||
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'''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 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. | ||
Charles Martinet reprises his role as Mario, albeit via recycled voice clips from ''{{s|mariowiki|Super Mario 64}}''. | |||
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 | 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 comboing ability due to 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, lacks a reliable finisher, with many moves with aforementioned low knockback with the exception of his forward and down smash. 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}}. 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. | ||
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== | ||
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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 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 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 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. 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. | ||
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 could be considered to be 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. | ||
==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. | 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. | ||
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. | 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. | 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. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|The | *{{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. | ||
*{{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 | *{{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=== | ||
*{{buff|Mario [[walk]]s | *{{buff|Mario [[walk]]s faster (0.3 → 1.1).}} | ||
*{{buff|Mario [[dash]]es | *{{buff|Mario [[dash]]es faster (44 → 1.5).}} | ||
*{{nerf|Mario's initial dash is slower (54 → 1.5) and covers less distance.}} | |||
*{{nerf|Mario's [[air speed]] is slightly slower (30 → 0.86).}} | |||
*{{change|Mario [[falling speed|falls]] faster (44 → 1.7), improving his vertical endurance but making him easier to combo.}} | |||
*{{nerf|Mario's [[air speed]] is slower | *{{change|Mario's [[gravity]] is higher (2.7 → 0.095).}} | ||
**{{nerf|As a result, his jumps are lower.}} | |||
*{{buff|Mario can now [[wall jump]], aiding his recovery.}} | |||
*{{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.}} | |||
*{{change|Mario [[falling speed|falls]] faster | |||
*{{nerf| | |||
*{{buff|Mario now | |||
*{{buff|The introduction of [[air dodging]] benefits Mario | |||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{nerf|It has more startup lag with a shorter duration (frames 7-15 → 9-11).}} | **{{nerf|It has more startup lag with a shorter duration (frames 7-15 → 9-11).}} | ||
**{{nerf|It grants less [[intangibility]] to Mario's head (frames 7-10 → 9-11).}} | **{{nerf|It grants less [[intangibility]] to Mario's head (frames 7-10 → 9-11).}} | ||
**{{nerf|It deals much less damage (19% → 15%) | **{{nerf|It deals much less damage (19% → 15%) and knockback (26 (base), 120 (scaling) → 32/97). This greatly hinders its KO potential; no longer being one of the strongest up smashes.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash has less startup lag (frame 8 → 5) and a shorter total duration (FAF 45 → 38).}} | **{{buff|Down smash has less startup lag (frame 8 → 5) and a shorter total duration (FAF 45 → 38).}} | ||
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**{{nerf|It has much more ending lag (FAF 40 → 60).}} | **{{nerf|It has much more ending lag (FAF 40 → 60).}} | ||
**{{nerf|It has a much longer animation (39 frames → 74).}} | **{{nerf|It has a much longer animation (39 frames → 74).}} | ||
**{{nerf|It auto-cancels later (frame 27 → 43).}} | **{{nerf|It auto-cancels later (frame 27 → 43).}} | ||
**{{nerf|It deals less damage (16% → 15%) and knockback (10 (base), 100 (scaling) → 30/70), significantly hindering its KO potential.}} | **{{nerf|It deals less damage (16% → 15%) and knockback (10 (base), 100 (scaling) → 30/70), significantly hindering its KO potential.}} | ||
**{{nerf|It has less range.}} | **{{nerf|It has less range.}} | ||
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***{{nerf|However, the clean hit has a shorter duration (frames 10-13 → 6-8).}} | ***{{nerf|However, the clean hit has a shorter duration (frames 10-13 → 6-8).}} | ||
**{{buff|It auto-cancels slightly earlier (frame 20 → 19).}} | **{{buff|It auto-cancels slightly earlier (frame 20 → 19).}} | ||
**{{nerf|It deals less damage (16% (clean)/10% (late) → 11%/9%), greatly hindering the clean hit's KO potential.}} | **{{nerf|It deals less damage (16% (clean)/10% (late) → 11%/9%), greatly hindering the clean hit's KO potential.}} | ||
***{{buff|The late hit has increased base knockback (0 → 7) although this does not fully compensate for its reduced damage.}} | ***{{buff|The late hit has increased base knockback (0 → 7) although this does not fully compensate for its reduced damage.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
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**{{nerf|It deals less damage (12% → 11%) and has decreased knockback scaling (120 → 100).}} | **{{nerf|It deals less damage (12% → 11%) and has decreased knockback scaling (120 → 100).}} | ||
**{{nerf|It has more startup lag with a shorter duration due to no longer having a late hit (frames 2-4 (clean)/5-11 (late) → 4-9). It is no longer the fastest aerial in the game in terms of startup lag.}} | **{{nerf|It has more startup lag with a shorter duration due to no longer having a late hit (frames 2-4 (clean)/5-11 (late) → 4-9). It is no longer the fastest aerial in the game in terms of startup lag.}} | ||
**{{nerf|It auto-cancels later (frame 12 → 16).}} | **{{nerf|It auto-cancels later (frame 12 → 16).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial has a shorter total duration (FAF 39 → 38).}} | **{{buff|Down aerial has a shorter total duration (FAF 39 → 38).}} | ||
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===Special moves=== | ===Special moves=== | ||
*[[Fireball]]: | *[[Fireball]]: | ||
**{{buff|Fireball has less startup (frame 16 → 14) and ending lag (FAF 46 → 44).}} | **{{buff|Fireball has less startup (frame 16 → 14) and ending lag (FAF 46 → 44).}} | ||
**{{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 | **{{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 | ***{{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 | **{{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 | **{{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| | **{{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 | **{{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) | ***{{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 | **{{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 | **{{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 | ***{{nerf|Due to these changes, the move is now considered nearly useless outside of recovering, and as a situational vertical launcher.}} | ||
== | ===PAL differences=== | ||
Mario was nerfed in the [[PAL]] version of ''Melee'' | Mario was nerfed in the [[PAL]] version of ''Melee'' although due to many characters ranked above him being nerfed, his viability remains similar overall. | ||
' | *{{nerf|Mario is slightly lighter (100 → 98).}} | ||
*{{nerf|Mario's air speed was reduced even further (0.86 → 0.83).}} | |||
*{{nerf|Fireball no longer increase speed when used off slopes at certain angles.}} | *{{nerf|Fireball no longer increase speed when used off slopes at certain angles.}} | ||
==Moveset== | ==Moveset== | ||
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|game=SSBM | |game=SSBM | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |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= | |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= | |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= | |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= | |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= | |fsmashname= | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashupdmg={{ChargedSmashDmgSSBM|19}} (fire), {{ChargedSmashDmgSSBM|15}} (arm) | |fsmashupdmg={{ChargedSmashDmgSSBM|19}} (fire), {{ChargedSmashDmgSSBM|15}} (arm) | ||
|fsmashsidedmg={{ChargedSmashDmgSSBM|18}} (fire), {{ChargedSmashDmgSSBM|11}} (left arm), {{ChargedSmashDmgSSBM|10}} (right arm) | |fsmashsidedmg={{ChargedSmashDmgSSBM|18}} (fire), {{ChargedSmashDmgSSBM|11}} (left arm), {{ChargedSmashDmgSSBM|10}} (right arm) | ||
|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 | |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= | |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= | |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= | |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= | |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= | |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= | |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= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Headbutts opponent. Relatively slow. | |pummeldesc=Headbutts opponent. Relatively slow. | ||
|fthrowname= | |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 | |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= | |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= | |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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|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. | ||
}} | }} | ||
===[[Taunt]]=== | ===[[Taunt]]=== | ||
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{{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. | ||
|desc-3=Does a short spin-jump and lands in a strong-man pose, shouting "Here we go!" | |desc-3=Does a short spin-jump and lands in a strong-man pose, shouting "Here we go!" | ||
|char=Mario}} | |char=Mario}} | ||
==In [[ | ==In [[Competitive play]]== | ||
===[[Character matchups (SSBM)|Matchups]]=== | |||
=== | {{SSBMMatchupTable|mario=yes}} | ||
Mario has an average matchup spread, countered by two characters ({{SSBM|Marth}} and {{SSBM|Jigglypuff}}), soft countered by eight characters, has four even matchups, soft counters three characters, counters seven (including {{SSBM|Pikachu}} and {{SSBM|Yoshi}}), and hard counters one, {{SSBM|Pichu}}. Mario tends to struggle against characters who can space him easily or edgeguard him, such as {{SSBM|Marth}} and {{SSBM|Jigglypuff}}, and tends to do well against characters who he can combo or chaingrab (especially {{SSBM|Pichu}}). Overall, Mario has the tools to take on a fair amount of characters in the cast. | |||
====Current metagame==== | |||
Mario's matchups against two characters who are higher then him, Yoshi and Pikachu, are being called into question due to their increasing dominance in the metagame, while Mario's own metagame has began to stagnate. As it now stands, he loses to Yoshi and only has a slight advantage against Pikachu (due to his chaingrab) in the current metagame instead of cleanly countering them. His matchup with {{SSBM|Young Link}} has also been called into question, with many players claiming the matchup to be even or in Young Link's favor, rather than a counter for Mario. Fox, Falco, Marth, and Sheik remain highly problematic matchups that often impede Mario from advancing in bracket, and he has had few competitive developments that have helped him in those matchups. Since {{SSBM|Dr. Mario}} has much stronger matchups all around, including a close to even matchup against Jigglypuff, many competitive players opt to choose him instead of regular Mario, further leading to metagame stagnation. | |||
'' | ===Notable players=== | ||
:''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Melee]].'' | |||
====Active==== | |||
*{{Sm|Mango|USA}} (#3) - Once mained Mario under the tag "Scorpion Master". Continues to utilize Mario as an occasional counterpick, particularly against {{Sm|Axe}}. | |||
*{{Sm|n0ne|USA}} (#15) - Similar to his {{SSBM|Captain Falcon}}, is known for his flashy Mario. Placed 9th at {{Trn| Enthusiast Gaming Live Expo}} and {{Trn|Get On My Level 2015}} as a secondary. | |||
*{{Sm|A Rookie|USA}} - | ====Inactive==== | ||
*{{Sm|Green Mario|USA}} - A notable Mario player in the United States, residing in Georgia | *{{Sm|A Rookie|USA}} - Widely considered to be the best Mario player in the world. Placed 9th at {{Trn|MomoCon 2019}} and {{Trn|DreamHack Atlanta 2019}}, 33rd at {{Trn|Shine 2019}} and {{Trn|CEO 2019}}, as well as 65th at {{Trn|GENESIS 6}}. Has defeated players such as {{Sm|Vish}}, {{Sm|Sora}}, {{Sm|Free Palestine}}, and {{Sm|Kalvar}}. He is currently banned from his local scene following allegations of sexual misconduct. | ||
*{{Sm|KoopaTroopa895|USA}} - One of the best Mario players in the United States before switching to | *{{Sm|Eggz|USA}} - Defeated [[Hero Sublime]], [[Silent Wolf]], [[Bladewise]], and [[Gimpyfish]]. Has since switched to {{SSBM|Fox}}. | ||
*{{Sm| | *{{Sm|Green Mario|USA}} - A notable Mario player in the United States, residing in Georgia. | ||
*{{Sm| | *{{Sm|KoopaTroopa895|USA}} - One of the best Mario players in the United States before switching to Marth. Has wins over {{Sm|Spark}} and {{Sm|Nintendude}}. | ||
*{{Sm|SchlimmShady|Germany}} - Formerly the best Mario player in Europe prior to switching to | *{{Sm|Matt Deezie|USA}} - Former Mario main, best in the world when active. | ||
*{{Sm|PPMD|USA}} - Started as a Mario player before switching to {{SSBM|Falco}} and {{SSBM|Marth}} which he is known for to this day. | |||
*{{Sm|SchlimmShady|Germany}} - Formerly the best Mario player in Europe prior to switching 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}}. | |||
*{{Sm|Wobbles|USA}} - Formerly used Mario as a counterpick. Has since retired from competitive play. | |||
===Tier placement and history=== | ===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 | 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 being well-rounded, as well as his extendable [[recovery]]. As the metagame advanced, however, Mario's average statistics were magnified as the potentials for many other superior characters, such as {{SSBM|Peach}}, {{SSBM|Captain Falcon}}, and the {{SSBM|Ice Climbers}}, were discovered. This caused Mario to slowly slip down the tier list as time progressed, 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 even 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. 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 once widely considered worse than Mario, have surpassed him in placements. Despite the tier differences, some players, such as Shroomed, believe Mario could potentially be better than Dr. Mario, due to his faster aerials, arguably better recovery, and longer reach and disjoint in some of his attacks, such as forward Smash and down Smash, supplemented with {{Sm|A Rookie}}’s respectable representation with the character. However, other Luigi and Dr. Mario mains have since achieved stronger competitive breakthroughs (exhibited with Luigi’s bigger player base and Franz’s rising success), which influenced most top players to view Mario’s standing otherwise. | ||
As the metagame advanced, however, Mario's average statistics were magnified as many other | |||
==In [[Solo#1-P_Mode|1-P Modes]]== | |||
==={{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, 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. | ||
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*'''[[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.'' | ||
===[[Congratulations_screen#Super_Smash_Bros._Melee| | ===[[Congratulations_screen#Super_Smash_Bros._Melee|Ending Images]]=== | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
Line 504: | Line 417: | ||
</center> | </center> | ||
== | ==Trophies== | ||
In addition to the normal trophy about Mario as a character | 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: | ||
:'''Mario''' | |||
:''Known worldwide as Mr. Nintendo, Mario uses his incredible jumping ability to thwart the evil Bowser time after time. While he's best known as a hero, Mario has played many roles, including racer, doctor, golfer, and villain. His tastes have changed over 20 years of gaming; he long ago swapped the colors of his shirt and overalls.'' | |||
:*''[[Donkey Kong (game)|Donkey Kong Arcade]] 1981 | |||
:'''Mario''' [<span style="color:#FF0000">Smash</span>] | |||
| | :''Mario is a character without any glaring weaknesses and plenty of strong attacks: he's even equipped with a Meteor Smash. He's a straightforward character who'll reflect the actual skills of the player. Mario's Cape will turn other characters in the opposite direction and can also reflect missile weapons.'' | ||
:*B: Fireball | |||
:*Smash B: Cape | |||
:'''Mario''' [<span style="color:#0000FF">Smash</span>] | |||
:''Mass determines how easily a character can be sent flying, as well as a character's physical strength: Mario's mass is the standard upon which other Smash fighters are measured. His Super Jump Punch sends foes skyward in a shower of coins, while the Mario Tornado pulls in nearby foes, spins them silly, and scatters them every which way.'' | |||
:*Up & B: Super Jump Punch | |||
:*Down & B: Mario Tornado | |||
: | |||
<center> | |||
| | <gallery> | ||
Mario Trophy Melee.png|Classic | |||
| | Mario Trophy (Smash).png|[<span style="color:#FF0000">Smash</span>] | ||
Mario Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>] | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBM)#Mario|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Mario|Alternate costumes]]== | ||
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<center> | <center> | ||
<gallery> | <gallery> | ||
Mario SSBM art.png| | 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| | Mario Landing SSBM.jpg|Mario landing on [[Corneria]]. | ||
MarioTornadoMelee.jpg| | MarioTornadoMelee.jpg|Performing [[Mario Tornado]] on [[Brinstar]]. | ||
Mario SuperJumpPunchSSBM.jpg| | Mario SuperJumpPunchSSBM.jpg|Hitting {{SSBM|Ness}} with a [[Super Jump Punch]] on {{SSBM|Kongo Jungle}}. | ||
Ssbmmario4.jpg| | Ssbmmario4.jpg|Tossing a [[Fireball]] on [[Onett]]. | ||
Mario Cape Kirby SSBM.jpg| | Mario Cape Kirby SSBM.jpg|Flipping {{SSBM|Kirby}} with his [[Cape]] on [[Mute City]]. | ||
Mario Forward Smash Image SSBM.jpg| | Mario Forward Smash Image SSBM.jpg|Performing his [[forward smash]]. | ||
</gallery> | </gallery> | ||
</center> | </center> | ||
==Trivia== | ==Trivia== | ||
*A taunting Mario with a [[Super Mushroom]] in Giant Melee Mode is the largest possible character size that can be achieved without hacking. | *A taunting Mario with a [[Super Mushroom]] in Giant Melee Mode is the largest possible character size that can be achieved without hacking. | ||
*Mario's taunt is the second longest taunt out of all the characters, the longest one being {{SSBM|Young Link}}'s. | *Mario's taunt is the second longest taunt out of all the characters, the longest one being {{SSBM|Young Link}}'s. | ||
*If the [[Master Hand glitch]] is used in an event and sets a record, the score is shown on Mario. | *If the [[Master Hand glitch]] is used in an event and sets a record, the score is shown on Mario. | ||
*In the PAL Version, Mario's weight was decreased from 100 to 98. This has been carried over into future installments. | *In the PAL Version, Mario's weight was decreased from 100 to 98. This has been carried over into future installments. | ||
*Mario's taunt also expands his hitbox size | *Mario's taunt also expands his hitbox size, getting hit during the taunt animation causes Mario to automatically transform to back to his normal size. | ||
*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]]. | ||
{{SSBMCharacters}} | {{SSBMCharacters}} | ||
{{EnemiesAdvSSBM}} | {{EnemiesAdvSSBM}} |