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{{ | {{disambig2|Mario's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Mario}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Mario | |name = Mario | ||
|image = {{tabber|title1= | |image = {{tabber|title1=Classic|tab1=[[File:Mario SSBU.png|250px]]|title2=Builder|tab2=[[File:Mario-Alt6 SSBU.png|250px]]|title3=Wedding|tab3=[[File:Mario-Alt7 SSBU.png|250px]]}} | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
Line 10: | Line 10: | ||
|ssbgame4 = SSB4 | |ssbgame4 = SSB4 | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
}} | }} | ||
'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was suggested to appear in the then unnamed ''Ultimate'' in its first [https://www.youtube.com/watch?v=w3Gt42kVgCw teaser trailer] at the end of the March 8th, 2018 [[Nintendo Direct]], and officially announced in ''Ultimate''{{'}}s [https://www.youtube.com/watch?v=L93H7YC-83o E3 2018 trailer] on June 12th, 2018 alongside the rest of the returning roster. Mario is classified as | {{cquote|''Mario is an all-around fighter who uses his wide variety of techniques to respond to any situation. In Super Smash Bros. Ultimate, he shows up in his Wedding tux and his Builder outfit, and Cappy even makes an appearance!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}} | ||
'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was suggested to appear in the then unnamed ''Ultimate'' in its first [https://www.youtube.com/watch?v=w3Gt42kVgCw teaser trailer] at the end of the March 8th, 2018 [[Nintendo Direct]], and officially announced in ''Ultimate''{{'}}s [https://www.youtube.com/watch?v=L93H7YC-83o E3 2018 trailer] on June 12th, 2018 alongside the rest of the returning roster. Mario is classified as fighter #01. | |||
As in ''[[Smash 4]]'', Charles Martinet's portrayal of Mario from ''[[Brawl]]'' was repurposed for ''Ultimate''. | |||
==Attributes== | ==Attributes== | ||
Mario is a | Mario is a [[Weight|middleweight]] staying true to the majority a balanced character in terms of attributes, possessing average [[walking]], [[dash]]ing and [[falling speed]]s, [[air acceleration]], [[gravity]] and [[weight]]. However, he also has high [[air speed]] and [[jump]] power. These balanced stats do not give Mario the edge when it comes to overall movement, but they nevertheless make him adept at most situations where a key attribute is needed to gain the advantage, which when combined with his very quick frame data, grants Mario a very effective [[neutral game]]. As a result, despite his attributes implying a jack-of-all-trades type of character, Mario is more of a rushdown character in practice. | ||
Thanks to his incredibly quick attack speed, Mario shines in close-quarters combat. His fast attack speed allows him to consistently apply pressure to the opponent, and he is capable of quickly racking up damage once he gets the momentum, which is easy to do so on characters that cannot match his attack speed without getting heavily punished for it. Excluding his | Thanks to his incredibly quick attack speed, Mario shines in close-quarters combat. His fast attack speed allows him to consistently apply pressure to the opponent, and he is capable of quickly racking up damage once he gets the momentum, which is easy to do so on characters that cannot match his attack speed without getting heavily punished for it. Excluding his forward smash, forward aerial and special moves, all of Mario's moves have fast startup and low ending and landing lag (the latter in the case of his aerial attacks). All of his grounded moves are prime examples of his quick frame data: his neutral attack is his fastest move and an overall effective way to rack up damage, along with handy combo capabilities, while his up and down tilts are effective combo starters that can help rack up plenty of damage, and the former chains into itself at low percentages. All of his smash attacks are excellent KO options, as they can reliably KO at high percentages without being endlag-heavy; his forward smash has the highest power of all of his smash attacks when sweetspotted, down smash is a [[semi-spike]], making it useful for forcing opponents offstage, and up smash is very hard to punish due to its speed, power and the fact it grants [[intangibility]] on his head. | ||
Mario's aerial attacks are also very useful in many cases. Neutral aerial is a [[sex kick]] that can be useful in [[edgeguarding]] or for breaking combos. Back aerial has the longest reach and the highest knockback of Mario's aerial moves, allowing it to [[space]] effectively and reliably KO offstage. Up aerial's extremely quick startup, vertical launch angle and lack of sourspots let it combo into itself or other moves, on top of letting it easily break | Mario's aerial attacks are also very useful in many cases. Neutral aerial is a [[sex kick]] that can be useful in [[edgeguarding]] or for breaking combos. Back aerial has the longest reach and the highest knockback of Mario's aerial moves, allowing it to [[space]] effectively and reliably KO offstage. Up aerial's extremely quick startup, vertical launch angle and lack of sourspots let it combo into itself or other moves, on top of letting it easily break combos and setup the aforementioned. [[Mario Tornado]], which is Mario's down aerial, is a great anti-[[juggling]] move that can also KO if used near the upper [[blast line]]. Finally, his forward aerial is a [[meteor smash]] with high base knockback for one, making it great for [[gimp]]ing all but the farthest-reaching of recoveries. | ||
His special moveset is highly varied and has plenty of uses. [[Fireball]] is a [[projectile]] with | His special moveset is highly varied and has plenty of uses. [[Fireball]] is a [[projectile]] with decently long range. It can be useful in the [[neutral game]] or in edgeguarding, thanks to its disruptive knockback, along with very useful chances to disrupt direct approaches. [[Super Jump Punch]] travels in a controllable diagonal direction and grants moderate distance, making it good at [[recovery]]. It also has intangibility upon startup, allowing it to be used [[out of shield]] very effectively. Due to its extremely quick startup, it is also a useful combo finisher, especially near the blast line. On the other hand, [[Cape]] [[reverse]]s opponents, with the induced disorientation often being enough to allow a free hit or efficiently gimp a recovery, which aids in edgeguarding opponents. It is also a powerful [[reflection|reflector]], making it highly useful in matchups against projectile-heavy characters, such as {{SSBU|Simon}} or {{SSBU|Young Link}}. [[F.L.U.D.D.]] is a mechanism that shoots [[water]], [[push]]ing opponents away, which compliments his Cape. Though situational, it can occasionally be used to give Mario some breathing space. As a result of his Cape, F.L.U.D.D. and his fast aerials, Mario also boasts a versatile edgeguarding game. | ||
Another valuable strength of Mario is his grab game. | Another valuable strength of Mario is his grab game. Even though his grab reach is only average, his grabs are fairly quick, and his [[pummel]] can rack up some damage before throwing the opponent. His forward throw sends the opponent at a disadvantageous position, where Mario can capitalize on their mistakes. His up throw has been repurposed into a fairly useful combo starter at lower percentages, comboing far more reliably into his up aerial or down aerial compared to the previous installment. His back throw is by far his strongest throw and can reliably KO at around 160% near the ledge on any character, and even earlier with [[rage]]. Finally, his down throw is a somewhat useful combo starter, though not as useful as before due to up tilt's decreased range. Finally, and due to the favorable angles his moves send at, his tremendously quick frame data and his extensive amount of combo starters, Mario's combo ability is potent, and it is also worth noting that several of Mario's moves can [[lock]], including his neutral attack. This makes it almost always imperative for Mario's opponent to [[tech]] all attacks at low percentages when needed; otherwise, Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process. | ||
Despite Mario's numerous strengths, he is not flawless. Mario's attacks, while well-rounded, are not particularly exceptional, and most characters are able to outperform him in various areas: notable examples include {{SSBU|Pikachu}} having better comboing ability, {{SSBU|R.O.B.}} having a more effective projectile game, {{SSBU|Mewtwo}} having greater mobility, {{SSBU|Ganondorf}} having higher attack power right off the bat and {{SSBU|Marth}} having larger reach. In particular, the latter two are his main weaknesses: his KOing ability is largely inconsistent, with very few guaranteed KO set-ups, and all of them being hard to confirm. While much of his moveset can get the job done, there is a noticeable gap in power between his strongest moves and his other ones, with this meaning he'll usually have to rely on his sweetspotted forward smash, up smash, down smash's back hit, or back throw to score kills, which are all further compounded by the poor reach of his attacks. As such, he cannot afford to get predictable, especially with the existence of [[stale-move negation]]. His lack of reach also prevents him from fighting at a safe distance and consistently forces Mario to approach characters. This leads into having some difficulty against characters with large or [[disjointed]] reach. | |||
Lastly, his recovery is rather limited. He has a fast air speed, a high jump, and a very fast and safe up special in [[Super Jump Punch]]. However, Super Jump Punch does not travel a very long distance and is fairly linear, making it easy to predict. His other options also are unreliable, as Cape and F.L.U.D.D. each travel very little momentum and are extremely easy to edgeguard, F.L.U.D.D. being useful only to substitute for his air speed, and Cape only to guard break edgeguarders or wait them out. This necessitates that Mario returns to the stage quickly, as a single opening offstage may be fatal for him. Nevertheless, Mario's recovery provides serviceable distance, but caution must be exercised when offstage. | |||
Overall, Mario has many clear strengths, and very few glaring weaknesses. Despite being intended as a jack-of-all-trades character, his very quick speed overall and largely reliable combo ability allows him to get the edge easily against most characters, as it is hard to escape from him once he gets to combo the opponent, while being easy for him to escape and regain the advantage. However, because of his low range, Mario must almost always fight in close quarters. Mario has to be very careful off-stage as well in spite of his viable edgeguarding game, as a single vent in his defenses can cause him to be unable to recover. | |||
==Changes from ''[[Super Smash Bros. 4]]''== | |||
Comparatively to other fighters, Mario has received very few major direct changes in his transition from ''SSB4'' to ''Ultimate'', possibly less than any other fighter. However, changes and overhauls to pre-established mechanics from ''SSB4'' to ''Ultimate'' have impacted Mario to a higher degree, resulting in a healthy mix of buffs and nerfs overall. | |||
One of the biggest detriments to Mario's toolkit was the universal nerfing of grabs; infamously known for his potentially devastating throw combos in ''SSB4'', the increased endlag of all grabs have affected Mario more negatively compared to other fighters. Furthermore, [[up tilt]], one of his most pivotal moves previously, has had altered hitbox placements resulting in not only a range reduction, but it also significantly hinders its use as a reliable follow-up from his [[down throw]] at any percents. His [[dash attack]] can also no longer serve as a reliable [[2 frame punish]] that leads into a [[stage spike]], due to its late hit's angle being altered to send opponents away from Mario. On top of this, because of the changes to [[rage]], [[Super Jump Punch]] is much less effective for taking out stocks off the upper [[blast line]] below high percents. | |||
However, changes to ''Ultimate''’s mechanics have also benefited Mario; his already strong set of aerials has been improved even further as a result of the universal changes to the landing lag of aerials. This not only makes them safer on shield, but it also allows for more reliable combos and even devastating KO setups, such as [[up air]] into [[forward aerial]]. Mario also benefits from universal faster walking, dashing, and air speeds, since his higher mobility allows him to string attacks together more effectively and close in on opponents' more effectively. Lastly, the added ability to [[run cancel]] with any ground attack has improved Mario's ground game further given his strong set of tilts, with [[up tilt]] and [[down tilt]] serving as reliable combo starters. The universal [[jumpsquat]] and decreased [[landing lag]] across the cast also give him greater combo opportunities, with his [[up throw]] in particular becoming a much more effective combo starter. | |||
Lastly, Mario has received a few direct noteworthy buffs as well. His [[forward tilt]] is much more effective as a spacing option due to its higher base knockback, lower ending lag, and the increased [[shieldstun]] for ground attacks besides [[smash attack]]s. Furthermore, [[Fireball]] and [[F.L.U.D.D.]] have slightly less ending lag, making them safer options at longer distances. Not to mention, his [[down aerial]] connects better, making it a better combo option as well as doing more damage. | |||
Mario | Overall, Mario hasn't truly been buffed or nerfed from ''Smash 4'', as both his buffs and nerfs impact him to a similar degree. Nevertheless, he has amassed highly strong results in the early metagame of ''Ultimate'', and is currently represented by notable players such as {{Sm|Prodigy}}, {{sm|Dark Wizzy}}, {{sm|Zenyou}}, {{sm|MastaMario}}, and {{sm|Super Dan}}. This indicates that Mario is still a viable character due to his representation, but it is unknown how strong he is compared to other fighters, as his tournament results aren’t as dominating as in ''SSB4''. | ||
Mario | ===Aesthetics=== | ||
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Mario's model features a more subdued color scheme. His clothing and hair now feature simple detailing, similar to his design in ''Brawl''.}} | |||
*{{change|Mario's standard cap has been replaced by {{b|Cappy|Mario}} from ''{{s|mariowiki|Super Mario Odyssey}}''. Cappy's eyes can appear during [[Super Jump Punch]], but he otherwise has no effect on gameplay.}} | |||
*{{change|Mario's idle animation is altered slightly; his head is turned more towards the screen, but he still looks toward his front.}} | |||
*{{change|Mario, like many other characters, has been made much more expressive in this game, to an even greater degree than its predecessor. In particular, he will sometimes smile and appear whimsical or happy in battle, in line with his canon depiction, although he still looks serious and with angry brows most of the time. In contrast, Mario will also make much angrier expressions than before, particularly when he's preparing to throw someone or when grabbing onto a ledge.}} | |||
*{{change|Many of Mario's animations have been slightly altered. His [[walking]], helpless, skidding, and ledge-hanging animations are just a few examples.}} | |||
*{{change|Mario has a slightly different pose during [[air dodge]], and has an angry expression on his face.}} | |||
*{{change|Mario's mustache now moves during certain animations.}} | |||
*{{change|Mario's attacks, especially ones involving fire, have been given brighter, flashier particle effects.}} | |||
*{{change|Mario has two new [[taunt]]s: one where he turns his back to the camera and gives a thumbs-up, and another where he throws Cappy around in a circle. They replace his previous up and side taunts, respectively.}} | |||
**{{buff|Up taunt no longer massively increases Mario's hurtbox, which combined with its much faster speed and taunt canceling makes it much harder to punish.}} | |||
*{{change|Mario performs his down taunt much faster.}} | |||
*{{change|Mario's Builder outfit from ''{{s|mariowiki|Super Mario Maker}}'' and his Wedding tuxedo from ''Super Mario Odyssey'' are present as alternate costumes. They replace his [[Wario]]-inspired costume and his {{s|mariowiki|Fire Mario}} costume, respectively.}} | |||
*{{change|Mario's spin jump [[victory animation]] has been altered slightly; he jumps much higher, spins around only once, and has a happy expression after landing.}} | |||
*{{change|Mario now smiles when applauding the winner after a match.}} | |||
*{{change|Mario's sleeping animation is mirrored. He now faces the screen instead of away.}} | |||
===Attributes=== | |||
*{{buff|Like all characters, Mario's [[jumpsquat]] animation now takes 3 frames to complete (down from 5).}} | |||
*{{buff|Mario walks slightly faster (1.1 → 1.155).}} | |||
*{{buff|Mario [[run]]s much faster (1.6 → 1.76).}} | |||
**{{buff|Mario's initial [[dash]] is significantly faster (1.6 → 1.936).}} | |||
*{{buff|Mario's [[air speed]] is faster (1.15 → 1.208).}} | |||
*{{buff|Mario's [[traction]] is much higher (0.045 → 0.102), allowing him to punish [[out of shield]] more easily.}} | |||
*{{change|Mario's [[gravity]] is slightly lower (0.08715 → 0.087).}} | |||
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}} | |||
*{{nerf|Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag ([[FAF]] 30 → 35).}} | |||
*{{buff|[[Spot dodge]] has less ending lag (FAF 27 → 26).}} | |||
*{{buff|Air dodge grants more intangibility (frames 3-27 → 3-29).}} | |||
*{{nerf|Air dodge has significantly more ending lag (FAF 33 → 53).}} | |||
===Ground attacks=== | |||
*[[Neutral attack]]: | |||
**{{buff|Consecutive uses of the first hit of neutral attack are faster (9 → 6 frames).}} | |||
**{{buff|The first two hits transition into the subsequent hits faster (hit 1: frame 8 → 5, hit 2: frame 7 → 6).}} | |||
**{{buff|The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits. It also has slightly increased knockback.}} | |||
***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}} | |||
**{{nerf|The first two hits deal altered damage (2.5% → 2.2% (hit 1), 1.5% → 1.7% (hit 2)), resulting in the move dealing slightly less damage in total (8% → 7.9%).}} | |||
*[[Forward tilt]]: | |||
**{{buff|Forward tilt deals more base knockback, increasing its safety on hit at low percents.}} | |||
***{{nerf|However, this renders it incapable of [[lock]]ing opponents.}} | |||
**{{buff|It has less ending lag (FAF 31 → 26).}} | |||
*[[Up tilt]]: | |||
**{{nerf|Up tilt has less horizontal range, and its hitboxes start from a higher position, rendering it unable to hit some characters on the ground.}} | |||
**{{change|Up tilt's animation has been reversed, with Mario spinning towards the screen rather than away from it.}} | |||
*[[Down tilt]]: | |||
**{{change|Down tilt's animation has been reversed, with Mario spinning towards the screen rather than away from it.}} | |||
*[[Dash attack]]: | |||
**{{buff|Dash attack covers a longer distance.}} | |||
**{{buff|The clean hit launches at a lower angle (60° → 50°), allowing it to set up edgeguards more effectively.}} | |||
**{{nerf|It has an altered animation that lowers Mario's hurtbox less, which prevents him from sliding under certain attacks.}} | |||
**{{nerf|The late hit launches opponents away from Mario rather than towards him (110° → 48°), hindering its combo potential and preventing it from [[stage spiking]] opponents below edges.}} | |||
*[[Forward smash]]: | |||
**{{buff|Forward smash deals consistent damage across all angles, increasing it overall. (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)).}} | |||
*[[Up smash]]: | |||
**{{change|Up smash's animation has been reversed, with Mario facing towards the screen rather than away from it.}} | |||
*[[Down smash]]: | |||
**{{change|Down smash's animation has been altered, resembling both the {{s|mariowiki|Sweep Kick}} move from ''{{s|mariowiki|Super Mario 64}}'', and the break dance Mario performs on the cover of ''{{s|mariowiki|Dance Dance Revolution: Mario Mix}}''.}} | |||
{{ | ===Aerial attacks=== | ||
*{{buff|All aerials have reduced landing lag (10 frames → 6 (neutral), 26 frames → 17 (forward), 12 frames → 6 (back, up), 19 frames → 15 (down)).}} | |||
*[[Neutral aerial]]: | |||
**{{nerf|Neutral aerial [[auto-cancel]]s later (frame 34 → 39).}} | |||
*[[Forward aerial]]: | |||
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.}} | |||
**{{change|It has a different animation, with Mario now punching downwards with his opposite hand and twisting around afterwards instead of flipping.}} | |||
*[[Up aerial]]: | |||
**{{buff|Up aerial has less ending lag (FAF 32 → 31), marginally improving its combo potential.}} | |||
**{{buff|It auto-cancels earlier (frame 18 → 17).}} | |||
**{{nerf|Its hitboxes have a shorter duration (frames 4-8 → 4-7).}} | |||
*[[Down aerial]]: | |||
**{{buff|Down aerial's final hit comes out faster (frame 25 → 23), allowing it to connect better and preventing opponents from [[air dodging]] out of it.}} | |||
***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}} | |||
**{{buff|The move deals more damage (1% → 1.4% (hits 1-5), 5% → 5.5% (hit 6); 10% → 12.5% (total)).}} | |||
**{{buff|It auto-cancels earlier (frame 33 → 32).}} | |||
**{{nerf|It can no longer be [[frame cancel]]led.}} | |||
**{{change|The final hit has an altered animation, and the vortex emitted around Mario is larger.}} | |||
== | ===Throws and other attacks=== | ||
*{{nerf|All [[grab]]s have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).}} | |||
*{{nerf|Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).}} | |||
*[[Pummel]]: | |||
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.}} | |||
**{{nerf|It deals much less damage (3.25% → 1.3%).}} | |||
**{{change|It has a slightly different animation: Mario now uses one hand during it instead of both like in previous installments, to keep consistent with his grab animation.}} | |||
*{{change|All of Mario's [[throw]]s have been altered with more exaggerated animations.}} | |||
*{{change|Mario's throws are no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.}} | |||
*[[Forward throw]]: | |||
**{{buff|Forward throw has gained slight combo potential at low percents due to Mario's faster initial dash speed.}} | |||
*[[Up throw]]: | |||
**{{buff|Up throw has increased combo ability due to Mario's faster jumpsquat and jump speed.}} | |||
**{{change|Mario now faces horizontally rather than facing the screen.}} | |||
*[[Down throw]]: | |||
**{{nerf|Down throw can no longer combo into up tilt except against large characters due to the latter's altered hitbox placements, hindering its damage racking potential at low to mid percents.}} | |||
**{{change|Mario no longer spins after throwing the opponent.}} | |||
*[[Edge attack]]: | |||
**{{buff|Edge attack deals more damage (7% → 9%).}} | |||
===Special moves=== | |||
*[[Fireball]]: | |||
**{{buff|Fireball has less ending lag (FAF 53 → 50), improving its safety.}} | |||
**{{buff|Fireballs disappear later (frame 70 → 88).}} | |||
**{{nerf|Fireball deals less shield damage.}} | |||
**{{change|Mario no longer opens his mouth when using Fireball on the ground.}} | |||
*[[Cape]]: | |||
**{{change|Cape forces opponents to show their back side while they're using their moves; this even works to characters with mirrored stance, causing them to turn away from the screen.}} | |||
**{{change|Cape is now worn around Mario's neck when used, akin to its appearance in ''[[Super Mario World]]''.}} | |||
**{{nerf|Cape no longer puts opponents into [[hitstun]] during ledge return vulnerability.}} | |||
***{{buff|However, this makes the move much more useful for potential follow-ups.}} | |||
*[[Super Jump Punch]]: | |||
**{{buff|Super Jump Punch's second through fourth hits have two frames in between them as opposed to one, resulting in the move having a slightly longer duration (frame 3/7/8/9/10/12/14 → 3/7/9/11/13/15/17).}} | |||
**{{nerf|It requires a longer travel distance before being able to sweetspot a ledge.}} | |||
**{{nerf|Due to [[rage]] being changed to not affect [[set knockback]], the linking hits can no longer KO off the top [[blast line]] as easily, removing Mario's low percent KO setups.}} | |||
**{{nerf|The second through sixth hits deal less damage (1% → 0.6%).}} | |||
**{{change|The window to reverse the move is shorter, no longer being reversible during the first hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.}} | |||
**{{change|The {{s|mariowiki|coin}}s spawned by the move have reverted to their ''Super Mario 64'' design, instead of the {{s|mariowiki|Star Coin}} design used in ''Smash 4''. Occasionally, they'll appear as {{s|mariowiki|regional coin}}s found in the {{s|mariowiki|Metro Kingdom}} from ''Super Mario Odyssey''. Cappy's eyes appear when this occurs.}} | |||
**{{change|Super Jump Punch has an altered landing animation where Mario lands on his feet as opposed to his back.}} | |||
*[[F.L.U.D.D.]]: | |||
**{{buff|F.L.U.D.D. has greater range, and reduced ending lag (FAF 75 → 68).}} | |||
**{{buff|It can be [[charge-cancel]]ed by jumping or spot dodging.}} | |||
**{{change|It has an altered charging animation.}} | |||
*[[Mario Finale]]: | |||
**{{buff|At the start of Mario Finale, nearby opponents are slowed more and for longer.}} | |||
**{{nerf|Mario Finale has less knockback than it did before, where it used to drag opponents far to the side at low percents or KO opponents at around 30%. Because of this change, it KOs later than before, requiring the opponent to be at 55% or higher.}} | |||
**{{change|Mario sports an angrier expression than in previous games when unleashing the move.}} | |||
**{{change|Damage from each hit is dealt solely based on how long the attack has been out, with the fireballs becoming more powerful as the attack continues. This makes the front fireball worse early during the Final Smash, but the back fireball stronger later during it.}} | |||
==Update History== | |||
Mario received a mix of buffs and nerfs, but he was buffed overall via game updates. His dash attack’s launch angle is lowered, which means it is essentially better for edgeguarding. [[Mario Finale]] has seen some buffs as well. | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
{{ | *{{buff|Dash attack's launch angle has been lowered (60° (clean)/58° (late) → 50°/48°). This makes the move more effective for edgeguarding.}} | ||
*{{buff|The [[Final Smash Meter]] version of Mario Finale has a higher knockback multiplier (x0.9 → x0.91).}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
{{ | *{{nerf|Fireball deals less shield damage.}} | ||
*{{nerf|Cape no longer puts opponents into hitstun during ledge return vulnerability.}} | |||
**{{buff|However, this makes it much more useful for potential follow-ups.}} | |||
*{{buff|At the start of Mario Finale, nearby opponents will be slowed more and slowed longer.}} | |||
{{ | |||
==Moveset== | ==Moveset== | ||
*Mario can [[wall jump]]. | *Mario can [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2.2% | |neutral1dmg=2.2% | ||
|neutral2dmg=1.7% | |neutral2dmg=1.7% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}''. The first and second hits can [[lock]] | |neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}''. The first and second hits can [[lock]]. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=7% | |ftiltdmg=7% | ||
|ftiltdesc=A wheel kick. It can be angled. | |ftiltdesc=A wheel kick. It can be angled. Can lock at low percents, but not as effectively as his jabs due to its higher knockback and ending lag by comparison. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=5.5% | |utiltdmg=5.5% | ||
|utiltdesc=A spinning uppercut. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents; however, the former combo can be escaped with the proper combination of [[DI]] and [[SDI]], and can be punished on hit at very low percents. | |utiltdesc=A spinning uppercut. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents; however, the former combo can be escaped with the proper combination of [[DI]] and [[SDI]], and can be punished on hit at very low percents. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=5% (foot), 7% ( | |dtiltdmg=5% (foot), 7% (body) | ||
|dtiltdesc=A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively | |dtiltdesc=A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively. | ||
|dashname= | |dashname= | ||
|dashdmg=8% (clean), 6% (late) | |dashdmg=8% (clean), 6% (late) | ||
|dashdesc= | |dashdesc=A [[wikipedia:Slide (baseball)|baseball slide]]. Has a vertical knockback angle, although its moderate endlag makes it subpar for starting combos. Its lingering hitbox is useful for [[2 frame punish|2-framing]] certain opponents and punishing spotdodges. Very similar to the Slide Kick from ''Super Mario 64''. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|17.8}} (fire), {{ChargedSmashDmgSSBU|14.7}} (arm) | |fsmashdmg={{ChargedSmashDmgSSBU|17.8}} (fire), {{ChargedSmashDmgSSBU|14.7}} (arm) | ||
|fsmashdesc= | |fsmashdesc=Steps back and does a palm thrust that produces a small explosion. It can be angled. | ||
|usmashname=Lead Headbutt | |usmashname=Lead Headbutt | ||
|usmashdmg={{ChargedSmashDmgSSBU|14}} | |usmashdmg={{ChargedSmashDmgSSBU|14}} | ||
|usmashdesc=An upward arcing headbutt. One of Mario's most reliable KO options | |usmashdesc=An upward arcing headbutt. One of Mario's most reliable KO options. Its quick startup makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range. Its hitboxes reach behind Mario a good distance, but do not reach as far in front of him. Has very fast interruptibility for its strength at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back) | |dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back) | ||
|dsmashdesc= | |dsmashdesc=The Sweep Kick from ''Super Mario 64''. Mario does a breakdance kick that hits both sides. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits [[semi-spike]] opponents, though the frontal hit is rather weak. The animation in ''Ultimate'' more closely resembles Mario's breakdance from ''Dance Dance Revolution: Mario Mix''. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|5}} (late) | |nairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|5}} (late) | ||
|nairdesc=A flying kick. As a [[sex kick]], it loses its average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), and as a versatile horizontal combo extender, as well as for locking opponents. [[Autocancel]]s in a [[short hop]]. Can combo into a tilt attack | |nairdesc=A flying kick. As a [[sex kick]], it loses its already below-average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), and as a versatile horizontal combo extender, as well as for locking opponents. [[Autocancel]]s in a [[short hop]]. Can combo into a tilt attack at low percents if landing on the ground shortly after the hit. | ||
|fairname=Meteor Knuckle | |fairname=Meteor Knuckle | ||
|fairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late) | |fairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late) | ||
|fairdesc= | |fairdesc=Rears back his fist and then throws an [[wikipedia:Overhand (boxing)|overhand]]. When hit clean, it is a [[meteor smash]] with enough knockback to KO under 45% offstage. It has the slowest startup of his standard moveset (frame 16), high ending lag, and is Mario's only aerial that doesn't autocancel in a short hop. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|10.5}} (clean), {{ShortHopDmgSSBU|7}} (late) | |bairdmg={{ShortHopDmgSSBU|10.5}} (clean), {{ShortHopDmgSSBU|7}} (late) | ||
|bairdesc=A {{s|wikipedia|dropkick}}. Has fast startup with low ending and landing lag, and more range than most of Mario's | |bairdesc=A {{s|wikipedia|dropkick}} behind Mario. Has decent knockback, fast startup with low ending and landing lag, and more range than most of Mario's aerials, making it an effective [[spacing]] tool and horizontal combo extender at low percents. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|7}} | |uairdmg={{ShortHopDmgSSBU|7}} | ||
|uairdesc=A bicycle kick. Has extremely fast startup (frame 4), consistent strength throughout the move | |uairdesc=A bicycle kick. Has extremely fast startup (frame 4), consistent strength throughout the move and very low ending and landing lag, making it one of Mario's most versatile combo starters and extenders in his moveset. Can combo into itself easily until higher percents, and can kill off the top at high percents when close to the upper blast line. | ||
|dairname=[[Mario Tornado]] | |dairname=[[Mario Tornado]] | ||
|dairdmg={{ShortHopDmgSSBU|1.4}} (hits 1-5), {{ShortHopDmgSSBU|5.5}} (hit 6), {{ShortHopDmgSSBU|2}} (landing) | |dairdmg={{ShortHopDmgSSBU|1.4}} (hits 1-5), {{ShortHopDmgSSBU|5.5}} (hit 6), {{ShortHopDmgSSBU|2}} (landing) | ||
|dairdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them | |dairdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. It resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''Super Mario World''. Useful as a combo starter and damage-racking option, but has a short overall range and the opponent will sometimes fall out of the attack before the last hit. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. Mario's overall grab range is | |grabdesc=Reaches out. Mario's overall grab range is somewhat short. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc= | |pummeldesc=Headbutts the opponent. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
|fthrowdesc=Spins the opponent around once and throws them forward. Can | |fthrowdesc=Spins the opponent around once and throws them forward. Can set up tech situations and mixups at low percents. | ||
|bthrowname=Airplane Swing | |bthrowname=Airplane Swing | ||
|bthrowdmg=11% (throw), 8% (collateral) | |bthrowdmg=11% (throw), 8% (collateral) | ||
|bthrowdesc= | |bthrowdesc=Spins the opponent by their legs three times before throwing them backward. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of [[rage]], but can KO midweights as early as 120% if they fail to DI. It is based on the throw that he uses against [[Bowser]] in ''Super Mario 64''. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=7% | |uthrowdmg=7% | ||
|uthrowdesc=Heaves the opponent | |uthrowdesc=Heaves the opponent directly overhead with both hands. An effective combo throw at low to medium percentages. Very similar animation to the Upward Cap Throw from ''Super Mario Odyssey''. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=5% | |dthrowdmg=5% | ||
|dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. | |dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. Mario's primary combo starter, it can be followed up with several options, including Super Jump Punch, neutral attack, and up aerial at higher percents. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc= | |floorfdesc=Performs a modified version of the Sweep Kick from ''Super Mario 64'' before getting up. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc=Punches behind himself and then in front of himself while getting up. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
Line 158: | Line 262: | ||
|nsname=Fireball | |nsname=Fireball | ||
|nsdmg=5% (early), 4% (late) | |nsdmg=5% (early), 4% (late) | ||
|nsdesc=Throws a {{s|mariowiki|Fireball}}. The | |nsdesc=Throws a {{s|mariowiki|Fireball}}. The fireball bounces along the ground several times before disappearing. Has a lot of endlag for how weak it is, but Mario retains full control over his aerial mobility while using it, allowing him to continue drifting unpredictably while controlling space. Because the fireball is subject to gravity, it can be used to cover Mario while recovering high. | ||
|ssname=Cape | |ssname=Cape | ||
|ssdmg=7%, 1. | |ssdmg=7%, 1.5x times the reflected projectile | ||
|ssdesc=Dons a {{s|mariowiki|Cape}} | |ssdesc=Dons a {{s|mariowiki|Cape}} and waves it in front of himself. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. In the air, it stalls Mario for a short period of time, allowing for timing mixups in juggle and recovery situations. Useful for gimping opponents who are trying to recover. | ||
|usname=Super Jump Punch | |usname=Super Jump Punch | ||
|usdmg=5% (hit 1), 0.6% (hits 2-6), 3% (hit 7) | |usdmg=5% (hit 1), 0.6% (hits 2-6), 3% (hit 7) | ||
|usdesc=A jumping uppercut that produces {{s|mariowiki|Star Coin}}s or {{s|mariowiki|Metro Kingdom}} {{s|mariowiki|regional coin}}s on contact. Mario's only recovery move | |usdesc=A jumping uppercut that produces {{s|mariowiki|Star Coin}}s or {{s|mariowiki|Metro Kingdom}} {{s|mariowiki|regional coin}}s on contact. Mario's only recovery move. Its extremely fast startup (frame 3) and intangibility frames on startup make it useful as an [[out of shield]] option. Can KO near the upper blast line at high percents. | ||
|dsname=F.L.U.D.D. | |dsname=F.L.U.D.D. | ||
|dsdmg=0% | |dsdmg=0% | ||
|dsdesc=Wields {{s|mariowiki|F.L.U.D.D.}} to launch a stream | |dsdesc=Wields {{s|mariowiki|F.L.U.D.D.}} and charges up water to launch a stream at the opponent. The charge time is rather fast, and it can be [[charge cancel]]ed and stored for later. The water pushes opponents, but does not damage them. Mario can change the angle of the stream. Useful for disrupting an approach and creating space, which can help alleviate pressure and potentially put his opponent in a vulnerable position. Can also be used as an edgeguarding tool. | ||
|fsname=Mario Finale | |fsname=Mario Finale | ||
|fsdmg=2% (early), 2.5% (clean), 3% (late) | |fsdmg=2% (early), 2.5% (clean), 3% (late) | ||
|fsdesc=Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but has decent damage and can carry opponents off the side of the stage when near the ledge. | |fsdesc=Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but has decent damage and can carry opponents off the side of the stage when near the ledge. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Jumps out of a {{s|mariowiki|Warp Pipe}} | *Jumps out of a {{s|mariowiki|Warp Pipe}} punching his right fist in the air while shouting "Let's-a go!". | ||
===[[ | ===[[Taunts]]=== | ||
*'''Up taunt''': Turns his back to the camera and gives a thumbs-up while smiling. The pose | *'''Up taunt''': Turns his back to the camera and gives a thumbs-up, while smiling. The pose Mario strikes resembles a piece of [[mariowiki:File:Mario thumbs-up.png|promotional artwork]] first released for {{s|mariowiki|Club Nintendo}}, but without the wink. | ||
*'''Side taunt''': Cheerfully tosses {{s|mariowiki|Cappy}} in a circle, saying "Woohoo!", then grabs him out of midair and puts him back on his head. Based on the {{s|mariowiki|Cap Throw}} from ''Super Mario Odyssey''. | *'''Side taunt''': Cheerfully tosses {{s|mariowiki|Cappy}} in a circle, saying "Woohoo!", then grabs him out of midair and puts him back on his head. Based on the {{s|mariowiki|Cap Throw}} from ''Super Mario Odyssey''. | ||
*'''Down taunt''': Spins in the air and falls to the ground with his legs in the air. This is a reference to his dying animation from '' | *'''Down taunt''': Spins in the air and falls to the ground with his legs in the air. This is a reference to his dying animation from ''[[Donkey Kong (game)|Donkey Kong]]''. | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Moves his head from left to right and holds his fist in front of his face. | |||
*Adjusts his hat. | *Adjusts his hat. | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
* | *Winds up for a punch and steps forward while punching in front of the screen. | ||
* | *Makes fire explode from his palm and strikes a pose. This pose is somewhat similar to his ''Super Smash Bros. 4'' artwork. | ||
* | *Does a spin as he jumps high in the air and lands in a strongman pose. It originates from his "character chosen" animation in ''Super Smash Bros.'' | ||
[[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A | [[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A flourished remix of the Course Clear Fanfare used in ''{{s|mariowiki|Super Mario Bros.}}'', slightly sped up.]] | ||
<gallery> | <gallery> | ||
MarioVictoryPose1SSBU.gif | MarioVictoryPose1SSBU.gif | ||
Line 293: | Line 299: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
=== | ===Notable players=== | ||
<!-- | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | ||
*{{Sm|Ally|Canada}} - The best Mario player in Canada using him as a secondary. Placed 2nd at {{Trn|Battle of BC 3}} with wins over {{Sm|ESAM}} and {{Sm|Nurse}}. | |||
*{{Sm|Dark Wizzy|USA}} - One of the best Mario players in the world. Placed 9th at {{Trn|Smash Conference United}}, 17th at {{Trn|GENESIS 6}}, 3rd at {{Trn|Suplex City Smash}} and 13th at {{Trn|Pound 2019}}. Has wins over {{Sm|ZD}}, {{Sm|Light}} and {{Sm|Mr. R}} | |||
*{{Sm|MastaMario|USA}} - One of the best Mario players in the United States. Has wins over {{Sm|NAKAT}}, {{Sm|Armando}}, Zenyou, {{Sm|Charlie}}, {{Sm|Rich Brown}}, and {{Sm|Slither2Hunter}}. | |||
*{{Sm| | *{{Sm|Prodigy|USA}} - One of the best Mario players in the world. Placed 13th at {{Trn|GENESIS 6}} with wins over {{Sm|FOW}}, {{Sm|Abadango}}, Dark Wizzy, and {{Sm|ImHip}}. | ||
*{{Sm|Rice|USA|p=NorCal}} - Placed 9th at {{Trn|Super Splat Bros}} and 25th at {{Trn|SoCal Chronicles}}. | |||
*{{Sm| | *{{Sm|Super Dan|USA}} - Placed 4th at {{Trn|Retro Arena 64}}. Ranked 4th on the [[Chicago Power Rankings]]. | ||
*{{Sm|Tatsutsuyo|Japan}} - Placed 13th at {{Trn|Sumabato SP}}. | |||
*{{Sm|MastaMario|USA}} - One of the best Mario players in the United States | *{{Sm|Teb|USA}} - Placed 7th at {{Trn|Super Splat Bros}}. | ||
*{{Sm|Zenyou|USA}} - Placed 33rd at {{Trn|GENESIS 6}}. Has wins over {{Sm|Larry Lurr}}, {{Sm|Razo}}, Rich Brown, Slither2Hunter, and {{Sm|Nicko}}. | |||
*{{Sm| | |||
=={{SSBU|Classic Mode}}: Let's-a Go!== | =={{SSBU|Classic Mode}}: Let's-a Go!== | ||
In a similar fashion to the Classic Modes of past games, Mario's opponents are groups of fighters from various [[universe]]s fought on a [[home stage]] from that universe. The Japanese title and overall concept are also similar to ''Super Mario Odyssey'', where Mario would travel to different kingdoms. | |||
In a similar fashion to the Classic Modes of past games, Mario's opponents are groups of fighters from various [[universe]]s fought on a [[home stage]] from that universe. The overall concept | |||
{|class="wikitable" style="text-align:center" | {|class="wikitable sortable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{ | |1||{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px}} and {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (Brawl)}}''|| | ||
|- | |- | ||
|2||{{ | |2||{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px}}, {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px}}, and {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px}}||[[Green Greens]]||''{{SSBUMusicLink|Kirby|Green Greens (Melee)}}''|| Free for All | ||
|- | |- | ||
|3||{{ | |3||{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px}} and {{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Donkey Kong|Jungle Level (Melee)}}''|| | ||
|- | |- | ||
|4||{{ | |4||{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px}}, {{SSBU|Ivysaur}} {{Head|Ivysaur|g=SSBU|s=20px}}, {{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px}}, and {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Blue (Brawl)}}''||{{SSBU|Pokémon Trainer}} is absent. | ||
|- | |- | ||
|5||{{ | |5||{{SSBU|Marth}} {{Head|Marth|g=SSBU|s=20px}}, {{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px}}, and {{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px}}||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Story 5 Meeting}}''|| | ||
|- | |- | ||
|6||{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Larry}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Lemmy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Ludwig}} | |6||The [[Koopalings]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Larry}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Lemmy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Ludwig}} and {{SSBU|Bowser Jr.}} {{Head|Bowser Jr.|g=SSBU|s=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Fortress Boss - Super Mario Bros. 3}}''||The Koopalings are fought in the order Mario faces them in ''Super Mario Bros. 3''. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
|- | |- | ||
|Final|| {{ | |Final||{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}}, then [[Giga Bowser]]||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}'', then ''{{SSBUMusicLink|Super Smash Bros.|Giga Bowser}}''||A [[Maxim Tomato]] spawns on the stage after Bowser is KO'd. | ||
|} | |} | ||
[[Credits]] roll after completing Classic Mode. Completing it as Mario has ''{{SSBUMusicLink|Super Mario Bros.|Super Mario Bros.: The Lost Levels Medley}}'' accompany the credits. | [[Credits]] roll after completing Classic Mode. Completing it as Mario has ''{{SSBUMusicLink|Super Mario Bros.|Super Mario Bros.: The Lost Levels Medley}}'' accompany the credits. | ||
===Character unlock tree=== | ===Character unlock tree=== | ||
Mario's Classic Mode character unlock tree includes the following characters in order: | Mario's Classic Mode character unlock tree includes the following characters in order: | ||
#{{SSBU|Sonic}} | #{{SSBU|Sonic}} | ||
#{{SSBU|Bayonetta}} | #{{SSBU|Bayonetta}} | ||
Line 351: | Line 348: | ||
#{{SSBU|Olimar}} | #{{SSBU|Olimar}} | ||
Each character can be unlocked by clearing Mario's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to {{SSBU|Donkey Kong}}'s character unlock tree, starting with {{SSBU|Bowser}}. Furthermore, Mario's tree can also be accessed by completing another starter character's unlock tree, then clearing Classic Mode with any character within | Each character can be unlocked by clearing Mario's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to {{SSBU|Donkey Kong}}'s character unlock tree, starting with {{SSBU|Bowser}}. Furthermore, Mario's tree can also be accessed by completing another starter character's unlock tree, then clearing Classic Mode with any character within. | ||
==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
Line 360: | Line 357: | ||
During the opening cutscene, Mario was present on the cliffside when [[Galeem]] unleashed his beams of light. Mario was then destroyed by Galeem's light attack offscreen and imprisoned alongside the rest of the fighters, with the exception of {{SSBU|Kirby}}. | During the opening cutscene, Mario was present on the cliffside when [[Galeem]] unleashed his beams of light. Mario was then destroyed by Galeem's light attack offscreen and imprisoned alongside the rest of the fighters, with the exception of {{SSBU|Kirby}}. | ||
Mario is later seen under Galeem's imprisonment during the opening cutscene, where a puppet fighter of him is cloned from him to contain the spirit of a | Mario is later seen under Galeem's imprisonment during the opening cutscene, where a puppet fighter of him is cloned from him to contain the spirit of a Smoky Progg. He is always the first character to be unlocked in this mode. | ||
If Galeem defeats Dharkon, Mario watches in | When the fighters make their last stand against Galeem and [[Dharkon]], Mario is seen leading the charge. He is also prominently featured in both of the bad endings. If Galeem defeats Dharkon, Mario watches in trepidation as Galeem unleashes a wave of light and is ostensibly vaporized with the rest of reality. If Dharkon defeats Galeem, Mario is seen lifelessly slumping over as the world is engulfed in darkness. | ||
{{clrl}} | {{clrl}} | ||
===Fighter Battle=== | ===Fighter Battle=== | ||
{|class="wikitable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |- | ||
!style="width:5%;"|No. | ! style="width:5%;"|No. | ||
!style="width:5%;"|Image | ! style="width:5%;"|Image | ||
!Name | ! Name | ||
!Type | ! Type | ||
!Power | ! Power | ||
!Stage | ! Stage | ||
!Music | ! Music | ||
|- | |- | ||
|01 | | 01 | ||
|[[File:Mario SSBU.png|center|108x108px]] | | [[File:Mario SSBU.png|center|108x108px]] | ||
| {{SSBU|Mario}} | |||
|{{ | | {{color|#796581|Neutral}} | ||
|2,500 | | 2,500 | ||
| | | [[Final Destination]] | ||
|''{{SSBUMusicLink|Super Smash Bros.|Final Destination}}'' | | ''{{SSBUMusicLink|Super Smash Bros.|Final Destination}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Mario's | Mario's Fighter Spirits can be obtained by completing [[Classic Mode]]. They are also available periodically for purchase in the shop for 300 coins. Unlocking Mario in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
Additionally, Mario makes an appearance in various | Additionally, Mario makes an appearance in various Primary and Support Spirits. | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
Mario Spirit.png|1. '''''Mario''''' | |||
Mario Builder Spirit.png|2. '''Builder Mario''' | |||
Mario Wedding Spirit.png|3. '''Mario (Wedding)''' | |||
Metal_Mario_Spirit.png|21. Metal Mario | |||
Boo_Mario.png|22. Boo Mario | |||
Rock_mario.png|23. Rock Mario | |||
Gold_Mario_Spirit.png|24. Gold Mario | |||
Starship Mario Spirit.png|75. Starship Mario | |||
Plessie.png|77. Plessie | |||
Goo Goo Buggy Spirit.png|80. Goo-Goo Buggy | |||
Papermario.png|93. Paper Mario | |||
Papercraft_Mario_Spirit.png|110. Papercraft Mario | |||
Mini_Mario_Spirit.png|126. Mini Mario | |||
Mini_Mario_Hammer_Spirit.png|127. Mini Mario & Hammers | |||
Mario_Tennis_Spirit.png|132. Mario (Mario Tennis Aces) | |||
Babymario.png| 299. Baby Mario | |||
Superstar_Mario_Spirit.png |300. Baby Mario (Superstar Mario) | |||
Stork.png|302. Stork | |||
Yoshi and Baby Mario.png|319. Mega Eggdozer | |||
Monster_Spirit.png|1133. MONSTER | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
|- | |- | ||
! style="width:5%;"|No. | ! style="width:5%;"|No. | ||
Line 437: | Line 431: | ||
! Conditions | ! Conditions | ||
! Music | ! Music | ||
|- | |- | ||
|21 | |21 | ||
|{{ | |[[File:Metal Mario Spirit.png|center|64x64px]] | ||
|''Super Mario'' | |{{anchor|Metal Mario}}[[Metal Mario]] | ||
| ''Super Mario series'' | |||
|•Metal {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}} | |•Metal {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|9,600 | |9,600 | ||
|[[The Great Cave Offensive]] ([[Battlefield form]]) | |[[The Great Cave Offensive]] ([[Battlefield form]]) | ||
Line 449: | Line 443: | ||
|•The enemy is slow but has increased defense and attack<br>•The enemy is metal | |•The enemy is slow but has increased defense and attack<br>•The enemy is metal | ||
|{{SSBUMusicLink|Super Smash Bros.|Metal Battle}} | |{{SSBUMusicLink|Super Smash Bros.|Metal Battle}} | ||
|- | |- | ||
|22 | |22 | ||
|{{ | |[[File:Boo Mario.png|center|64x64px]] | ||
|''Super Mario'' | |{{anchor|Boo Mario}}Boo [[Mario]] | ||
| ''Super Mario series'' | |||
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}} | |•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|1,900 | |1,900 | ||
|[[Dracula's Castle]] (hazards off) | |[[Dracula's Castle]] (hazards off) | ||
Line 461: | Line 455: | ||
|•The enemy is invisible<br>•Your jumping power decreases when the enemy's at high damage<br>•The enemy is less affected by gravity | |•The enemy is invisible<br>•Your jumping power decreases when the enemy's at high damage<br>•The enemy is less affected by gravity | ||
|{{SSBUMusicLink|Super Mario Bros.|Castle / Boss Fortress - Super Mario World / SMB 3}} | |{{SSBUMusicLink|Super Mario Bros.|Castle / Boss Fortress - Super Mario World / SMB 3}} | ||
|- | |- | ||
|34 | |34 | ||
|{{ | |[[File:Toadsworth Spirit.png|center|64x64px]] | ||
|''Super Mario'' | |{{anchor|Toadsworth}}[[Toadsworth]] | ||
| ''Super Mario series'' | |||
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} | |•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|1,900 | |1,900 | ||
|[[Princess Peach's Castle]] | |[[Princess Peach's Castle]] | ||
Line 473: | Line 467: | ||
|•Take your strongest team into this no-frills battle | |•Take your strongest team into this no-frills battle | ||
|{{SSBUMusicLink|Super Mario Bros.|Ricco Harbor}} | |{{SSBUMusicLink|Super Mario Bros.|Ricco Harbor}} | ||
|- | |- | ||
|75 | |75 | ||
|{{ | |[[File:Starship Mario Spirit.png|center|64x64px]] | ||
|''Super Mario'' | |{{anchor|Starship Mario}}Starship Mario | ||
| ''Super Mario series'' | |||
|•Giant {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Green}} | |•Giant {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Green}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|4,100 | |4,100 | ||
|[[Mario Galaxy]] ([[Battlefield form]]) | |[[Mario Galaxy]] ([[Battlefield form]]) | ||
Line 485: | Line 479: | ||
|•Gravity is reduced<br>•The enemy is giant | |•Gravity is reduced<br>•The enemy is giant | ||
|{{SSBUMusicLink|Super Mario Bros.|The Starship Sails}} | |{{SSBUMusicLink|Super Mario Bros.|The Starship Sails}} | ||
|- | |- | ||
|78 | |78 | ||
|{{ | |[[File:Cappy spirit.png|center|64x64px]] | ||
|''Super Mario'' | |{{anchor|Cappy}}[[Cappy (Mario)|Cappy]] | ||
| ''Super Mario series'' | |||
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}} | |•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|3,600 | |3,600 | ||
|[[Rainbow Cruise]] | |[[Rainbow Cruise]] | ||
|•Invisibility<br>•Item: [[Boomerang]] | |•Invisibility<br>•Item: [[Boomerang]] | ||
|•The enemy is invisible<br>•The enemy is easily distracted by items | |•The enemy is invisible<br>•The enemy is easily distracted by items | ||
|{{SSBUMusicLink|Super Mario Bros.|Jump Up, Super Star!}} | |{{SSBUMusicLink|Super Mario Bros.|Jump Up, Super Star!}} | ||
|- | |- | ||
|81 | |81 | ||
|{{ | |[[File:Goo Goo Buggy Spirit.png|center|64x64px]] | ||
|''Mario Kart'' | |{{anchor|Goo-Goo Buggy}}Goo-Goo Buggy | ||
| ''Mario Kart series'' | |||
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|3,400 | |3,400 | ||
| | |{{SSB4|Mario Circuit}} | ||
|•Assist Trophy Enemies ( | |•Assist Trophy Enemies (Chain Chomp) | ||
|•Hostile assist trophies will appear<br>•The enemy has increased move speed | |•Hostile assist trophies will appear<br>•The enemy has increased move speed | ||
|{{SSBUMusicLink|Mario Kart|Mushroom Gorge - Mario Kart Wii}} | |{{SSBUMusicLink|Mario Kart|Mushroom Gorge - Mario Kart Wii}} | ||
|- | |- | ||
|85 | |85 | ||
|{{ | |[[File:B-dasher.png|center|64x64px]] | ||
|''Mario Kart'' | |{{anchor|B Dasher}}B Dasher | ||
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}} | | ''Mario Kart series'' | ||
| | |•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}} (x3) | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|9,400 | |9,400 | ||
|[[Figure-8 Circuit]] | |[[Figure-8 Circuit]] | ||
|•Uncontrollable Speed | |•Uncontrollable Speed | ||
|•All fighters move faster and can't stop quickly<br>•The enemy can deal damage by dashing into you | |•All fighters move faster and can't stop quickly<br>•The enemy can deal damage by dashing into you | ||
|{{SSBUMusicLink|Mario Kart|Circuit - Mario Kart | |{{SSBUMusicLink|Mario Kart|Mario Circuit - Mario Kart 8}} | ||
|- | |- | ||
|119 | |119 | ||
|{{ | |[[File:Kid Spirit.png|center|64x64px]] | ||
|''Mario Golf'' | |{{anchor|Kid}}Kid | ||
|•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Black}}×4 | | ''Mario Golf series'' | ||
| | |•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Black}} (×4) | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|2,500 | |2,500 | ||
|[[Golden Plains]] ([[Battlefield form]]) | |[[Golden Plains]] ([[Battlefield form]]) | ||
Line 533: | Line 527: | ||
|•Dangerously high winds are in effect<br>•The enemy is easily distracted by items | |•Dangerously high winds are in effect<br>•The enemy is easily distracted by items | ||
|{{SSBUMusicLink|Super Mario Bros.|World Tour}} | |{{SSBUMusicLink|Super Mario Bros.|World Tour}} | ||
|- | |- | ||
|128 | |128 | ||
| | |[[File:MC Ballyhoo Big Top.png|center|64x64px]] | ||
|''Mario Party'' | |{{anchor|MC Ballyhoo & Big Top}}MC [[Ballyhoo & Big Top]] | ||
| ''Mario Party series'' | |||
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Cyan}} | |•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Cyan}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|1,600 | |1,600 | ||
| | |[[Mario Circuit]] | ||
|•Item Tidal Wave | |•Item Tidal Wave | ||
|•Certain items will appear in large numbers after a little while | |•Certain items will appear in large numbers after a little while | ||
|{{SSBUMusicLink|Super Mario Bros.|Pandemonium}} | |{{SSBUMusicLink|Super Mario Bros.|Pandemonium}} | ||
|- | |- | ||
|130 | |130 | ||
|{{ | |[[File:Rabbid Mario.png|center|64x64px]] | ||
|''Mario + Rabbids Kingdom Battle'' | |{{anchor|Rabbid Mario}}Rabbid [[Mario]] | ||
| ''Mario + Rabbids Kingdom Battle'' | |||
|•Bunny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}} | |•Bunny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|3,400 | |3,400 | ||
|[[3D Land]] | |[[3D Land]] | ||
|•Item: Shooting Types | |•Item: Shooting Types | ||
|•The enemy starts the battle with a [[Ray Gun]] | |•The enemy starts the battle with a [[Ray Gun]] | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Arcade Bunny's Theme}} | ||
|- | |- | ||
|132 | |132 | ||
|{{ | |[[File:Mario Tennis Spirit.png|center|64x64px]] | ||
|''Mario Tennis Aces'' | |{{anchor|Mario (Mario Tennis Aces)}}Mario (Mario Tennis Aces) | ||
| ''Mario Tennis Aces'' | |||
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Fire}} | |•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Fire}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|8,800 | |8,800 | ||
|[[Wuhu Island]]<br>(Swordplay Colosseum) | |[[Wuhu Island]]<br>(Swordplay Colosseum) | ||
| | |•[[Assist Trophy]] Enemies ([[Color TV-Game 15]]) | ||
|•Hostile assist trophies will appear<br>•The enemy favors smash attacks | |•Hostile assist trophies will appear<br>•The enemy favors smash attacks | ||
|{{SSBUMusicLink|Super Mario Bros.|Title Theme - Mario Tennis Aces}} | |{{SSBUMusicLink|Super Mario Bros.|Title Theme - Mario Tennis Aces}} | ||
|- | |- | ||
|299 | |299 | ||
|{{ | |[[File:Babymario.png|center|64x64px]] | ||
|''Yoshi'' | |{{anchor|Baby Mario}}Baby Mario | ||
|•Tiny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Yoshi}} | | ''Yoshi series'' | ||
| | |•Tiny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Yoshi}} (×8) ({{Head|Yoshi|g=SSBU|s=20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}{{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}{{Head|Yoshi|g=SSBU|s=20px|cl=Cyan}}{{Head|Yoshi|g=SSBU|s=20px|cl=Purple}}{{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}{{Head|Yoshi|g=SSBU|s=20px}}) | ||
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | |||
|8,800 | |8,800 | ||
|{{SSBB|Yoshi's Island}} | |{{SSBB|Yoshi's Island}} | ||
Line 581: | Line 575: | ||
|•Defeat the main fighter to win<br>•The enemy shields often | |•Defeat the main fighter to win<br>•The enemy shields often | ||
|{{SSBUMusicLink|Yoshi|Yoshi's Island (Brawl)}} | |{{SSBUMusicLink|Yoshi|Yoshi's Island (Brawl)}} | ||
|- | |- | ||
|816 | |816 | ||
|{{ | |[[File:Smoky Progg Spirit.png|center|64x64px]] | ||
|''Pikmin'' | |{{anchor|Smoky Progg}}{{s|pikipedia|Smoky Progg}} | ||
| ''Pikmin series'' | |||
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}} | |•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|1,600 | |1,600 | ||
|[[Distant Planet]] ([[Battlefield form]]) | |[[Distant Planet]] ([[Battlefield form]]) | ||
Line 593: | Line 587: | ||
|•The enemy will occasionally turn metal | |•The enemy will occasionally turn metal | ||
|{{SSBUMusicLink|Pikmin|Stage Select - Pikmin 2}} | |{{SSBUMusicLink|Pikmin|Stage Select - Pikmin 2}} | ||
|- | |- | ||
|941 | |941 | ||
| | |[[File:Vonkaiser.png|center|64x64px]] | ||
|''Punch-Out!!'' | |Von Kaiser | ||
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Green}} | | ''Punch-Out!! series'' | ||
| | |•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Green}} | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|1,800 | |1,800 | ||
|[[Boxing Ring]] | |[[Boxing Ring]] | ||
Line 605: | Line 599: | ||
|•The enemy's punches and elbow strikes have increased power<br>•[[Stamina battle]]<br>•The enemy favors side smash attacks | |•The enemy's punches and elbow strikes have increased power<br>•[[Stamina battle]]<br>•The enemy favors side smash attacks | ||
|{{SSBUMusicLink|Punch-Out!!|Minor Circuit (Original)}} | |{{SSBUMusicLink|Punch-Out!!|Minor Circuit (Original)}} | ||
|- | |- | ||
|1,147 | |1,147 | ||
|{{ | |{{anchor|Maruhige Shop Owner}}[[File:Maruo.png|center|64x64px]] | ||
|''Trade & Battle: Card Hero'' | |Maruhige Shop Owner | ||
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} | | ''Trade & Battle: Card Hero series'' | ||
| | |•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|3,700 | |3,700 | ||
|[[Pac-Land]] ([[Battlefield form]]) | |[[Pac-Land]] ([[Battlefield form]]) | ||
|•Item: [[Assist Trophy]] | |•Item: [[Assist Trophy]] | ||
|•[[Stamina battle]]<br>•The enemy is easily distracted by items | |•[[Stamina battle]]<br>•The enemy is easily distracted by items | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Welcome Center}} | ||
|- | |- | ||
|1,300 | |1,300 | ||
|{{ | |[[File:Dice Block Spirit.png|center|64x64px]] | ||
|''Super Mario'' | |{{anchor|Dice Block}} Dice Block | ||
| ''Super Mario series'' | |||
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}} | |•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|1,900 | |1,900 | ||
|[[Princess Peach's Castle]] | |[[Princess Peach's Castle]] | ||
Line 629: | Line 623: | ||
|•Items will be pulled toward the enemy<br>•Certain items will appear in large numbers | |•Items will be pulled toward the enemy<br>•Certain items will appear in large numbers | ||
|{{SSBUMusicLink|Super Mario Bros.|Pandemonium}} | |{{SSBUMusicLink|Super Mario Bros.|Pandemonium}} | ||
|} | |} | ||
===As a minion=== | ===As a minion=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 676: | Line 646: | ||
|- | |- | ||
|27 | |27 | ||
|{{ | |[[File:Baby Peach Spirit.png|center|64x64px]] | ||
|''Super Mario'' | |{{anchor|Baby Peach}}[[Baby Peach]] | ||
| ''Super Mario series'' | |||
|•Tiny {{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}} | |•Tiny {{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|3,600 | |3,600 | ||
|[[ | |[[Peach's Castle]] | ||
|N/A | |N/A | ||
|•Defeat the main fighter to win<br>•The enemy favors dash attacks<br>•The enemy has increased move speed | |•Defeat the main fighter to win<br>•The enemy favors dash attacks<br>•The enemy has increased move speed | ||
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros | |{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros (Melee)}} | ||
| | |Either {{s|mariowiki|Mario}} or {{s|mariowiki|Baby Mario}} | ||
|- | |- | ||
|29 | |29 | ||
|{{ | |[[File:Peach Wedding Spirit.png|center|64x64px]] | ||
|''Super Mario'' | |{{anchor|Peach (Wedding)}}[[Peach]] (Wedding) | ||
| ''Super Mario series'' | |||
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}} | |•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|9,900 | |9,900 | ||
|[[New Donk City Hall]] | |[[New Donk City Hall]] | ||
Line 697: | Line 669: | ||
|•Defeat the main fighter to win<br>•You constantly take minor damage<br>•The enemy tends to avoid conflict | |•Defeat the main fighter to win<br>•You constantly take minor damage<br>•The enemy tends to avoid conflict | ||
|{{SSBUMusicLink|Super Mario Bros.|Break Free (Lead The Way)}} | |{{SSBUMusicLink|Super Mario Bros.|Break Free (Lead The Way)}} | ||
| | |{{s|mariowiki|Mario}} | ||
|- | |- | ||
|79 | |79 | ||
|{{ | |[[File:Pauline spirit.png|center|64x64px]] | ||
|''Super Mario'' | |{{anchor|Pauline}}[[Pauline]] | ||
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}<br> | | ''Super Mario series'' | ||
| | |•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}} | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|13,700 | |13,700 | ||
|[[75m]] | |[[75m]] | ||
|•Jump Power ↓ | |•Jump Power ↓ | ||
|•Defeat the main fighter to win<br>•You have reduced jump power<br>•Reinforcements will appear during the battle | |•Defeat the main fighter to win<br>•You have reduced jump power<br>•Reinforcements will appear during the battle | ||
|{{SSBUMusicLink|Super Mario Bros.|Jump Up, Super Star!}} | |{{SSBUMusicLink|Super Mario Bros.|Jump Up, Super Star!}} | ||
|Jumpman ( | |Jumpman ({{s|mariowiki|Mario}}) | ||
|- | |- | ||
|104 | |104 | ||
|{{ | |[[File:Genosmrpg.png|center|64x64px]] | ||
|''Super Mario RPG: Legend of the Seven Stars'' | |{{anchor|Geno}}[[Geno]] | ||
| ''Super Mario RPG: Legend of the Seven Stars'' | |||
|•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Indigo}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Indigo}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|13,700 | |13,700 | ||
|[[Mario Galaxy]] ([[Battlefield form]]) | |[[Mario Galaxy]] ([[Battlefield form]]) | ||
|N/A | |N/A | ||
|•Defeat the main fighter to win<br>•Timed battle | |•Defeat the main fighter to win<br>•Timed battle<br>•The enemy's FS Meter charges quickly | ||
|{{SSBUMusicLink|Mario Kart|Rainbow Road Medley}} | |{{SSBUMusicLink|Mario Kart|Rainbow Road Medley}} | ||
| | |{{s|mariowiki|Mario}} | ||
|- | |- | ||
|108 | |108 | ||
|{{ | |[[File:Starlow Spirit.png|center|64x64px]] | ||
|''Mario & Luigi'' | |{{anchor|Starlow}}Starlow | ||
| ''Mario & Luigi series'' | |||
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} | |•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|3,300 | |3,300 | ||
|[[Brinstar]] ([[Battlefield form]]) | |[[Brinstar]] ([[Battlefield form]]) | ||
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|•The enemy is giant<br>•The enemy is tiny after a little while | |•The enemy is giant<br>•The enemy is tiny after a little while | ||
|{{SSBUMusicLink|Super Mario Bros.|Tough Guy Alert!}} | |{{SSBUMusicLink|Super Mario Bros.|Tough Guy Alert!}} | ||
| | |{{s|mariowiki|Mario}} | ||
|- | |- | ||
|118 | |118 | ||
|{{ | |[[File:Wanda Spirit.png|center|64x64px]] | ||
|''Super Mario'' | |{{anchor|Wanda}}Wanda | ||
| ''Super Mario series'' | |||
|•Tiny {{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}} | |•Tiny {{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|1,500 | |1,500 | ||
|[[Green Greens]] ([[Battlefield form]]) | |[[Green Greens]] ([[Battlefield form]]) | ||
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|•Defeat the main fighter to win<br>•Reinforcements will appear after an enemy is KO'd | |•Defeat the main fighter to win<br>•Reinforcements will appear after an enemy is KO'd | ||
|{{SSBUMusicLink|Super Mario Bros.|Mario Paint Medley}} | |{{SSBUMusicLink|Super Mario Bros.|Mario Paint Medley}} | ||
| | |{{s|mariowiki|Mario}} | ||
|- | |- | ||
|1,107 | |1,107 | ||
|{{ | |[[File:SPI-Fighting Alloy Team.png|center|64x64px]] | ||
|''Super Smash Bros.'' | |{{anchor|Fighting Alloy Team}}[[Fighting Alloy Team]] | ||
|•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}}×4<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}×4<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}×4<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}}×4 | | ''Super Smash Bros. series'' | ||
| | |•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} (×4)<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (×4)<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} (×4)<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}} (×4) | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|3,300 | |3,300 | ||
|{{SSBU|Final Destination}} ([[Battlefield form]]) | |{{SSBU|Final Destination}} ([[Battlefield form]]) | ||
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|{{SSBUMusicLink|Super Smash Bros.|Cruel Smash}} | |{{SSBUMusicLink|Super Smash Bros.|Cruel Smash}} | ||
|Yellow Alloy | |Yellow Alloy | ||
|} | |} | ||
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<gallery> | <gallery> | ||
Mario and Rathalos artwork.jpg|Mario and Rathalos artwork, as posted on the official Japanese Monster Hunter Twitter account. | Mario and Rathalos artwork.jpg|Mario and Rathalos artwork, as posted on the official Japanese Monster Hunter Twitter account. | ||
Link Kirby Mario and Cloud artwork.png|Link, Kirby, Mario and Cloud artwork, as posted by Tetsuya Nomura's official Twitter account | Link Kirby Mario and Cloud artwork.png|Link, Kirby, Mario, and Cloud artwork, as posted by Tetsuya Nomura's official Twitter account. | ||
SSBU Mario Number.png|Mario's fighter card. | SSBU Mario Number.png|Mario's fighter card. | ||
SSBUWebsiteMario1.jpg|Mario's [[grab]] animation on [[Onett]]. | SSBUWebsiteMario1.jpg|Mario's [[grab]] animation on [[Onett]]. | ||
SSBUWebsiteMario2.jpg|Up [[Taunting]] on [[3D Land]]. | SSBUWebsiteMario2.jpg|Up [[Taunting]] on [[3D Land]]. | ||
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SSBUWebsiteIsabelle5.jpg|Mario crouching near {{SSBU|Isabelle}} on [[Tomodachi Life]]. | SSBUWebsiteIsabelle5.jpg|Mario crouching near {{SSBU|Isabelle}} on [[Tomodachi Life]]. | ||
SSBUWebsiteIsabelle8.jpg|Mario using his [[Fireball]] on Isabelle on Skyworld. | SSBUWebsiteIsabelle8.jpg|Mario using his [[Fireball]] on Isabelle on Skyworld. | ||
SSBUWebsiteOlimar2.jpg|With {{SSBU|Olimar}}, {{SSBU|Pac-Man}} and {{SSBU|Sonic}} on [[Gaur Plain]]. | SSBUWebsiteOlimar2.jpg|With {{SSBU|Olimar}}, {{SSBU|Pac-Man}}, and {{SSBU|Sonic}} on [[Gaur Plain]]. | ||
SSBUWebsitePikachu3.jpg|With a giant {{SSBU|Pikachu}} on [[Tortimer Island]]. | SSBUWebsitePikachu3.jpg|With a giant {{SSBU|Pikachu}} on [[Tortimer Island]]. | ||
SSBUWebsiteWario5.jpg|[[Taunting]] in his [[Waluigi]]-inspired costume with {{SSBU|Wario}} on [[Big Blue]]. | SSBUWebsiteWario5.jpg|[[Taunting]] in his [[Waluigi]]-inspired costume with {{SSBU|Wario}} on [[Big Blue]]. | ||
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SSBUKirbyJPTwitter2.jpg|With {{SSBU|Kirby}}, Link, Inkling, {{SSBU|Marth}}, Pit, {{SSBU|Ridley}} and Villager on Battlefield. | SSBUKirbyJPTwitter2.jpg|With {{SSBU|Kirby}}, Link, Inkling, {{SSBU|Marth}}, Pit, {{SSBU|Ridley}} and Villager on Battlefield. | ||
SSBUMarioJPTwitter2.jpg|With Peach and {{SSBU|Bowser}} on Princess Peach's Castle. | SSBUMarioJPTwitter2.jpg|With Peach and {{SSBU|Bowser}} on Princess Peach's Castle. | ||
PiranhaPlantVictoryPose2.gif|Mario in {{SSBU|Piranha Plant}}'s victory pose. | |||
PiranhaPlantVictoryPose2.gif|Mario | |||
</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=INk1W8OujQI|width=640|height=360}} | {{#widget:YouTube|id=INk1W8OujQI|width=640|height=360}} | ||
==Trivia== | ==Trivia== | ||
[[File:Mario eaten by darkness.png|thumb|200px|Mario "dies" in the | [[File:Mario eaten by darkness.png|thumb|200px|Mario "dies" in the bad ending.]] | ||
*The segment during the E3 2018 Nintendo Direct focusing on his new Builder suit features Mario knocking {{SSBU|Squirtle}} off of a {{s|mariowiki|Pipe}} on [[Mushroomy Kingdom]]. This is likely a reference to the series' common [[Koopa Troopa]] enemies, which are also turtles. | *The segment during the E3 2018 Nintendo Direct focusing on his new Builder suit features Mario knocking {{SSBU|Squirtle}} off of a {{s|mariowiki|Pipe}} on [[Mushroomy Kingdom]]. This is likely a reference to the series' common [[Koopa Troopa]] enemies, which are also turtles. | ||
*In the E3 demo of the game, Mario's portrait, strangely, used his in-game model as opposed to the render made for him in the game. This was also the case with {{SSBU|Link}}, {{SSBU|Pikachu}} and {{SSBU|Villager}}. This has since been fixed. | |||
*In the E3 demo of the game, Mario's portrait used his in-game model as opposed to | **Coincidentally, all four of these characters were playable in the ''Super Smash Bros. for 3DS'' demo. | ||
**Coincidentally, all four of these characters were playable in the ''Smash 3DS'' demo. | *Mario's trailer is the only one that uses a background song with English lyrics; in this case, ''"{{s|mariowiki|Jump Up, Super Star!}}"'', the main theme of ''{{s|mariowiki|Super Mario Odyssey}}''. | ||
*This is the first game where Mario no longer has his Wario-based alternate costume since the first game, and the first since '' | **Additionally, Mario is the only character to vocalize at all in their character trailers (shouting “oh yeah!”), whereas every other character's trailer has their voices muted. | ||
*Coincidentally, five of his alternate costumes (his default, Golf, | *This is the first game where Mario no longer has his Wario-based alternate costume since the first game, and the first since ''Melee'' where Mario no longer has a Fire Flower-based alternate costume, possibly to make room for his Builder and Wedding Tuxedo-based outfits. | ||
* | *Coincidentally enough, five of his alternate costumes (besides his Builder and Wedding outfits, also his default, Golf, and Waluigi-based outfits) also appeared in ''Super Mario Odyssey.'' Dr. Mario (portrayed here as his own character) also appeared in ''Odyssey'' as well. Only his cyan/pink, white/black, and green/brown costumes do not appear in ''Odyssey.'' | ||
** | *Mario is the only character in World of Light that appears in every cutscene featuring the presence of a fighter, and is also the only character to appear in the bad ending where Dharkon emerges victorious. | ||
* | ** Due to his presence in every cutscene, as well as his status as the first character unlocked in World of Light, Mario loosely fills the role of co-protagonist or deuteragonist in the mode. This reflects [[The Subspace Emissary]], where Mario and Kirby were the first characters to be playable, with Mario being attacked and removed and Kirby being more prominent during the early portions of the mode. | ||
*Mario, {{SSBU|Ken}}, and {{SSBU|Bowser}} are the only characters that possess the Neutral typing when unlocking them in World of Light. | |||
*Mario and {{SSBU|Chrom}} are the only characters to appear in another character's victory pose (in this case, {{SSBU|Piranha Plant}}). | *Mario and {{SSBU|Chrom}} are the only characters to appear in another character's victory pose (in this case, {{SSBU|Piranha Plant}}). | ||
*Mario | *When KO'd by reaching 0 HP in [[Stamina Mode]], Mario uses his heavy knockback scream rather than the standard KO scream. This also applies to {{SSBU|Dr. Mario}}. | ||
*Looking underneath Mario's Wedding costume reveals a gap between his shirt and pants.<ref>[https://imgur.com/Ri57BPY]</ref> | *Looking underneath Mario's Wedding costume reveals a gap between his shirt and pants.<ref>[https://imgur.com/Ri57BPY]</ref> | ||
*Whenever Mario grabs onto an edge, his hat briefly shifts upward, revealing that his hair is missing and exposing a gap. | *Whenever Mario grabs onto an edge, his hat briefly shifts upward, revealing that his hair is missing and exposing a gap. | ||
* | *Mario is the only {{uv|Mario}} character (sub-universes included) to face Giga Bowser as his final boss in his Classic Mode route. | ||
** | **In addtion, both he and {{SSBU|Captain Falcon}} are the only characters to face Giga Bowser as their final boss in Classic Mode. | ||
** | **Coincidentally, both are ''Smash 64'' veterans and have fire-based abilities. | ||
*If Mario gets hit hard in the head, there's a chance his face will flatten. This is the same expression used whenever he gets [[Screen KO]]'d. This also happens with {{SSBU|Dr. Mario}}. | |||
==References== | ==References== | ||
<references /> | |||
{{SSBUCharacters}} | {{SSBUCharacters}} | ||
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[[Category:Mario (SSBU)| ]] | [[Category:Mario (SSBU)| ]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||