Editing Mario (SSBM)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ArticleIcons|melee=y}} | {{ArticleIcons|melee=y}} | ||
{{ | {{disambig2|Mario's appearance in ''Super Smash Bros. Melee''|the [[clone]] of Mario, see {{SSBM|Dr. Mario}}; and for the semi-clone of Mario, see {{SSBM|Luigi}}, and for the character in other contexts|Mario}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Mario | |name = Mario | ||
Line 11: | Line 11: | ||
|ssbgame4 = SSBU | |ssbgame4 = SSBU | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = | |tier = E | ||
|tierPAL = E | |tierPAL = E | ||
|ranking = 15 | |ranking = 15 | ||
|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 | {{cquote|''A well-rounded hero who boasts a balance between offense and defence.'' <br>|cite=Description from ''Melee's'' manual.}} | ||
'''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}}, whom with he shares a lot of attributes and special moves. He is voiced once again by Charles Martinet, albeit via recycled voice clips from ''[[Smash 64]]''. | |||
Mario is ranked 15th out of 26 on the current tier list, placing him in the E tier. This is very similar to his previous ranking in ''Smash 64'', where he is ranked 7th out of 12. It also places him four places lower than his clone {{SSBM|Dr. Mario}} at 11th place and two places lower than his younger brother {{SSBM|Luigi}}. 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. | |||
Mario is ranked 15th out of 26 on the current tier list, placing him in the | |||
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== | ||
Line 36: | Line 33: | ||
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 | 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 fastfallers compared to Mario. | ||
==Changes from '' | ==Changes from ''Smash 64''== | ||
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 | 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. 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 | 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. 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 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.}} | ||
===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 [[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.}} | |||
*{{buff|Mario can now [[wall jump]], aiding his recovery.}} | |||
*{{nerf|Mario's [[air speed]] is slower | *{{buff|The introduction of [[wavedashing]] improves Mario's movement options.}} | ||
*{{change|Mario's green palette swap from ''Smash 64'' is now accessible through normal battles instead of just Team Battles.}} | |||
*{{change|Attacks are generally weaker, albeit faster.}} | |||
*{{change|Mario [[falling speed|falls]] faster | |||
*{{ | |||
*{{ | |||
*{{ | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|The first and third hit of [[neutral attack]] deal more damage (2%/4% → 3%/5%).}} | |||
*{{buff|Neutral attack's first and second hits now have [[set knockback]], allowing the third hit to connect reliably. All hits also have less ending lag (frame 18 → 16 (hit 1), frame 20 → 19 (hit 2), frame 26 → 23 (hit 3)).}} | |||
*{{change|Third hit of neutral attack can now [[clang]].}} | |||
*{{nerf|The second hit has a shorter duration (frames 3-5 → 3-4) and the final hit has more startup lag (frame 3 → 5). Mario also can no longer cancel the first hit into [[grab]].}} | |||
*{{nerf|Dash attack (12% (clean), 10% (late) → 9%/7%), all tilt attacks (12%/13%/14% → 8%/9%/10% (forward), 10% (up), 12% (down) → 8% (both)) and up (19% → 15%) and down smash (17% → 16% (front), 10%/12% (back)) all deal less damage.}} | |||
*{{buff|Dash attack has less startup (frame 8 → 6) and ending lag (frame 41 → 38).}} | |||
*{{nerf|Dash attack deals lower knockback and its duration is one frame shorter.}} | |||
*{{change|[[Dash attack]] now knocks opponents behind Mario.}} | |||
*{{buff|[[Forward tilt]] has less startup (frame 8 → 5) and ending lag (frame 43 → 33).}} | |||
*{{nerf|Forward tilt has a much shorter duration (frames 8-17 → 5-7) and down angled forward tilt now has very weak set knockback at the Sakurai angle, making it extremely punishable at any percentage.}} | |||
*{{buff|[[Up tilt]] has less startup (frame 5 → 4) and ending lag (frame 42 → 30) and combos more reliably at lower percentages.}} | |||
*{{nerf|Up tilt has a shorter duration (frames 5-16 → 4-12).}} | |||
*{{buff|Down tilt has less ending lag (frame 40 → 35).}} | |||
*{{change|[[Down tilt]] now hits opponents vertically instead of horizontally.}} | |||
*{{nerf|Down tilt has a shorter duration (frames 5-11 → 5-8).}} | |||
*{{buff|Mario has a new [[forward smash]] in which he extends his palm and produces small explosion from it. It has less startup (frame 16 → 12) and ending lag (frame 54 → 42), deals 1% more damage at the sweetspot, and has more [[range]].}} | |||
*{{nerf|New forward smash has a sourspot that is much weaker. Its sweetspot deals slightly less knockback as well, despite dealing more damage (30 base/100 growth → 25/95).}} | |||
*{{buff|[[Up smash]] has a new animation; Mario now takes a massive step forward as he leans for the headbutt. This gives it a bit more horizontal range than before.}} | |||
*{{buff|Up smash has significantly less ending lag (frame 60 → 40).}} | |||
*{{nerf|Up smash is much weaker (26 (base)/120 (scaling) → 32/97) and deals less damage (19% → 15%), no longer being one of Mario's reliable KO moves and is no longer the strongest up smash (this title now belongs to {{SSBM|Pikachu}}). It also has slightly more start-up and a much shorter hitbox duration (7-15 → 9-11).}} | |||
*{{buff|[[Down smash]] has less startup (frame 8 → 5) and ending lag (frame 45 → 38).}} | |||
*{{nerf|Down smash deals less knockback (100 (scaling) → 75), When combined with its lower damage output, this greatly hinders its KO potential. The back hit is also drastically weaker than the front hit now.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{nerf| | *{{nerf|Forward, up and down aerials [[auto-cancel]] later (frame 26 → 28 (forward), frame 11 → 16 (up), frame 32 → 33 (down)). Mario can no longer auto-cancel neutral, forward or down aerials in a short hop which is hindered further by the weakening of [[L-canceling]].}} | ||
*{{buff|[[Neutral aerial]] has much higher knockback scaling an has less ending lag (frame 50 → 46).}} | |||
*[[Neutral aerial]] | *{{nerf|Neutral aerial has a shorter duration (frames 3-36 → 3-32) and deals less damage (14% (clean), 11% (late) → 12%/10%).}} | ||
*{{buff|New [[forward aerial]] is an extended downward punch in front of him. It is a [[meteor smash]] and lacks a sourspot.}} | |||
*{{nerf|New forward aerial has more startup with a shorter duration (frames 11-26 → 18-22) and has more ending lag (frame 40 → 60). It is a less reliable [[edgeguarding]] move overall due to the introduction of meteor canceling. It also deals less damage (16% → 15%) and knockback (10 (base), 100 (scaling) → 30/70), and has less combo potential, now being one of the weakest forward aerials, and it also has less range.}} | |||
*{{buff|[[Back aerial]] is more useful for [[edgeguarding]] as it has less startup lag with a longer duration (frames 10-19 → 6-17) and ending lag (frame 40 → 29) making it a more effective [[wall of pain]].}} | |||
*{{nerf|Back aerial deals less damage (16% (clean), 10% (late) → 11%/9%) and has lower knockback.}} | |||
*{{change|Back aerial has a new animation, where Mario kicks more sideways with his right side facing up, instead of kicking backward face-down. Mario also recovers differently without curling up into a flip.}} | |||
*{{buff|Up aerial has less ending lag (frame 40 → 30).}} | |||
**{{nerf|Despite this, Mario can no longer perform two up aerials in a short hop due to his higher fall speed and lower short hop.}} | |||
*{{nerf|[[Up aerial]] has more startup lag with a shorter duration (frames 2-11 → 4-9) and deals 1% less damage (12% → 11%). The sourspot is also no longer able to combo into moves such as itself and up smash as easily.}} | |||
*{{change|Up aerial's angle changed (80° (clean), 70° (late) → 55°). This improves its edgeguarding potential but hinders its juggling and combo potential.}} | |||
*{{buff|Down aerial no longer has set knockback on its last hit, which combined with its new horizontal launch angle gives it the ability to set up edgeguards, and makes it a much more consistent gimping option overall. It additionally has a landing hitbox that improves its combo potential. It also has less ending lag (frame 39 → 38).}} | |||
*{{nerf|[[Down aerial]] has a much lower maximum damage output (24% → 10%), it can only hit the target 7 times instead of 8, and is no longer a meteor smash. It can also no longer setup moves such as up aerial and up tilt as easily due to L-canceling being less effective. Mario can also no longer perform another aerial after it in a short hop.}} | |||
=== | ===Grabs and throws=== | ||
*{{buff|Mario now has a [[pummel]], [[up throw]] and a [[down throw]], increasing his options out of a grab. He can also [[chaingrab]] characters with said throws.}} | |||
*{{nerf|Grabs have more startup lag (frame 6 → 7 (standing), 11 (dash)) and ending lag (frame 16 → 31 (standing), 41 (dash)).}} | |||
*{{nerf|Back throw deals less damage (16% (throw)/12% (collateral) → 12% (throw)/10% (collateral)) and knockback (30 (base), 80 (scaling → 80/65), making it much weaker.}} | |||
*{{nerf|Forward throw deals less damage (12% → 9%).}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Fireball]] | *{{buff|[[Fireball]] has less startup (frame 16 → 14) and ending lag (frame 46 → 44) and travels faster.}} | ||
*{{nerf|Fireballs are smaller and deal 1% less damage (7% (US/PAL) → 6%).}} | |||
*{{change|Mario's side special, [[Cape]], allows him to deal better with [[camp]]ing and gives him a additional recovery option while in the air. It is also a deadly edgeguarding tool, making Mario one of the best edgeguarders in the game.}} | |||
*{{buff|Super Jump Punch can now be canceled with a wall jump near the apex of the move, further aiding Mario's recovery.}} | |||
*{{nerf|[[Super Jump Punch]] has more startup lag (frame 2 → 3), has less [[intangibility]] (frames 2-5 → 3-5), gains much less distance and deals slightly less damage (15% → 14%).}} | |||
*{{buff|The last hit of [[Mario Tornado]] no longer has set knockback, allowing it to KO at high percentages. Mario Tornado also has less ending lag (frame 87 → 80).}} | |||
*{{nerf|Mario Tornado has more startup lag (frame 1 → 8) and no longer meteor smashes. It also can only hit 8 times instead of 14, deals less damage (14% → 10%), its first hit deals no knockback, and it now has a delay before the last hit allowing foes to escape the attack more easily. Due to this, 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. | ||
' | *{{change|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== | ||
Line 254: | Line 127: | ||
|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% | ||
Line 265: | Line 138: | ||
|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 | |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. 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 | |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 fastfallers. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=6% | |floorbdmg=6% | ||
Line 338: | Line 211: | ||
|usname=Super Jump Punch | |usname=Super Jump Punch | ||
|usdmg=5% (hit 1), 1% (hits 2-8), 3% (hit 9) | |usdmg=5% (hit 1), 1% (hits 2-8), 3% (hit 9) | ||
|usdesc=Does a jumping uppercut diagonally upward, being a multi-hit attack that causes {{s|mariowiki|coin}}s to fly out of the opponent. Mainly a recovery move. Additionally, if used while Mario is directly next to a wall and the [[control stick]] is flicked backward at the apex of the jump, the move will be cancelled into a [[wall jump]] without making Mario [[helpless]], like the move normally does. It is also a great [[Out of shield|out-of-shield]] option. Deals up to | |usdesc=Does a jumping uppercut diagonally upward, being a multi-hit attack that causes {{s|mariowiki|coin}}s to fly out of the opponent. Mainly a recovery move. Additionally, if used while Mario is directly next to a wall and the [[control stick]] is flicked backward at the apex of the jump, the move will be cancelled into a [[wall jump]] without making Mario [[helpless]], like the move normally does. It is also a great [[Out of shield|out-of-shield]] option. Deals up to ≈12.92% if all hits connect. | ||
|dsname=Mario Tornado | |dsname=Mario Tornado | ||
|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. | ||
}} | }} | ||
===[[Taunt]]=== | ===[[Taunt]]=== | ||
Line 433: | Line 224: | ||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{| | {{Crowd | ||
|- | |char=Mario | ||
|game=Melee | |||
|desc-us=Ma-ri-o! | |||
|desc-jp=Ma-ri-o! | |||
! | |pitch-us=Group chant | ||
|pitch-jp=Group chant}} | |||
|- | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
{{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 above-average matchup spread, as he is not as harshly countered by top tier characters like other mid-tiered characters are. He is 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}}, despite them being 6 and 3 places higher, respectively), 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 most of the cast. | |||
In the current metagame, Mario's matchups against two characters who are higher then him, Yoshi and Pikachu, is 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, it is seen that he loses to those two in the current metagame instead of beating them which was originally thought. At the current moment, his clone and semi-clone are higher then he is, which is calling into question his matchups. Dr. Mario and Luigi appear to have an easier time dealing with matchups that Mario wins while also having an easier time in matchups that Mario struggles with, ex. Jigglypuff. | |||
''See also: [[:Category:Mario | ===Notable players=== | ||
:''See also: [[:Category:Mario professionals (SSBM)]]'' | |||
====Active==== | |||
*{{Sm|A Rookie|USA}} - Widely considered to be the best Mario player in the world. | |||
*{{Sm|Eggz|USA}} - Notably defeated [[Noobking]], [[Deva]], [[Hero Sublime]], [[Silent Wolf]], [[Balloon]], [[Jamo]], [[Bladewise]], and [[Gimpyfish]] | |||
*{{Sm|Green Mario|USA}} | |||
*{{Sm|KoopaTroopa895|USA}} | |||
*{{Sm|Mango|USA}} (under "Scorpion Master") | |||
*{{Sm|SchlimmShady|Germany}} - The best Mario in Europe. | |||
*{{Sm|Wobbles|USA}} | |||
====Inactive==== | |||
*{{Sm| | *{{Sm|Matt Deezie|USA}} - Former Mario main, best in World when active. | ||
*{{Sm|Maverick|USA}} - Best Mario in Florida | |||
*{{Sm| | *{{Sm|PPMD|USA}} | ||
*{{Sm| | |||
===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 E 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 ranking. In today's metagame, some players, such as Shroomed, believe Mario could potentially be better than Doctor Mario, due to his faster aerials, better recovery, and longer reach and disjoint in some of his attacks, such as Forward Smash and Down Smash. | ||
As the metagame advanced, however, Mario's average statistics were magnified as many other | |||
On the current [[tier list]], he ranks 15th place in the | |||
==In 1-P Mode== | ==In [[Solo#1-P_Mode|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, 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. | ||
Line 482: | Line 274: | ||
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. | ||
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, | 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, {{SSBM|Luigi}} will take his place in a cutscene that will trigger right before this battle. | ||
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. 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. | ||
Line 499: | Line 291: | ||
*'''[[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 508: | Line 300: | ||
</center> | </center> | ||
== | ==Trophy descriptions== | ||
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]]== | ||
Line 558: | Line 340: | ||
<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. | ||
{{SSBMCharacters}} | {{SSBMCharacters}} | ||
{{EnemiesAdvSSBM}} | {{EnemiesAdvSSBM}} | ||
Line 589: | Line 363: | ||
[[Category:Mario (SSBM)| ]] | [[Category:Mario (SSBM)| ]] | ||
[[Category:Trophies (SSBM)]] | [[Category:Trophies (SSBM)]] | ||