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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=Normal|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 was the case in ''[[Smash 4]]'', Charles Martinet's portrayal of Mario from ''[[Brawl]]'' was repurposed for ''Ultimate''. | |||
==Attributes== | |||
Mario is a [[Weight|middleweight]] with relatively balanced 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 in exchange for poor range. 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 an effective [[neutral game]]. As a result, despite his attributes implying a jack-of-all-trades type of character, Mario is somewhat 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 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, except for his down aerial and aforementioned forward aerial). 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 decent KOing options, as they can reliably KO at high percentages and have low ending lag; 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 slight disjoint due to the [[intangibility]] it grants 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 or set up combos. [[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. | |||
Mario is a | |||
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 and downward trajectory, and is very useful for disrupting 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. [[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|Samus}}. [[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. | |||
Mario | 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]] is fairly quick given its power. His forward throw sends the opponent at a disadvantageous position, where Mario can capitalize on their mistakes. His up throw is a useful combo starter at lower percentages, comboing into his up or down aerials. 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]], killing at 107%. Finally, his down throw is a combo starter that can lead into up aerial or back aerial at medium percents. | ||
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 fantastic, 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|Snake}} having a more versatile edgeguarding game, {{SSBU|Joker}} having better comboing ability, {{SSBU|Hero}} having a superior camping game, {{SSBU|Zero Suit Samus}} having greater mobility, {{SSBU|Roy}} having higher damage output per hit and {{SSBU|Shulk}} having drastically larger reach. In particular, the latter is his main weaknesses: His reach is very poor. | |||
His lack of reach prevents him from fighting at a safe distance and consistently forces Mario to approach characters on his own. This leads into having some difficulty against characters with large or [[disjointed]] reach, particularly swordfighters like Shulk and {{SSBU|Lucina}}. As such, he will need to rely on close-quarters combat in order to fight decently against characters with disjoints. While back air is Mario's most effective spacing tool, it too suffers from poor range that limits its utility against disjointed attacks. | |||
While strong, Mario can have some difficulty in landing his KO moves. Similarly to {{SSBU|Kirby}} and {{SSBU|Fox}}, Mario is a strong character with a hefty amount of kill moves: forward smash, up smash, down smash, forward aerial, back aerial, down aerial, [[Super Jump Punch]], and back throw. Despite their power, they tend to be very situational or difficult to land, which is further compounded by his short reach. For example, down aerial and Super Jump Punch are typically only effective near the upper blast line, and Mario will need to juggle the enemy first. Back throw requires a grab, and Mario's grab range is average at best. Outside of these moves, his KOing power is rather poor, which limits his options. As such, he cannot afford to get predictable, especially with the existence of [[stale-move negation]]. | |||
Lastly, despite being known for his jumping ability (hence his original nickname, Jumpman), Mario's recovery is easy to gimp and is quite predictable. Despite his fast air speed and high double jump, Super Jump Punch, while fast relatively safe, travels a mediocre amount of vertical and horizontal distance. This means that if Mario is knocked off stage without his double jump, he is extremely vulnerable to edgeguarding and one hit could end his stock. This also leaves Mario very vulnerable to semi-spikes, as at high percents they will likely launch him too far to recover. Aside from Super Jump Punch, Mario has no other recovery options aside from utilizing [[Cape]]'s momentum cancel as a mix-up. Nevertheless, Super Jump Punch still offers a serviceable amount of recovery ability, and can get the job done if used properly. | |||
Overall, Mario has many clear strengths, and very few glaring weaknesses, resulting in his strengths outweighing his 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. Throughout the course of ''Ultimate''{{'}}s metagame, Mario has seen decent results from players like {{Sm|Dark Wizzy}}, {{Sm|Prodigy}}, {{Sm|ANTi}}, {{Sm|MastaMario}}, {{Sm|Lui$}}, {{Sm|Teb}} and others, and is generally agreed to be competitively viable. | |||
==Changes from ''[[Super Smash Bros. 4]]''== | |||
Mario has undergone a mixture of buffs and nerfs in his transition to ''Ultimate'', but he was overall slightly nerfed. Compared to other veterans, Mario received few major direct changes in his transition from ''SSB4'' to ''Ultimate''; however, the more drastic changes he has received stem from the universal changes made to the game's engine, which has inadvertently lead to a slightly higher learning curve compared to the previous installment. In spite of this, the indirect changes to the game's engine also notably benefit his playstyle, making it more rewarding. | |||
Mario has received a few direct noteworthy buffs. [[Fireball]] has reduced endlag, a larger hitbox, and inflicts more hitlag on opponents, significantly improving its safety and follow-up potential. [[F.L.U.D.D.]] has reduced ending lag and a stronger pushback effect as a result of its increased set knockback, allowing Mario to disrupt and edgeguard opponents with it more effectively. As a result of his buffed specials, not only has Mario's already oppressive edgeguarding improved considerably, but his approach has also improved. A few of his standard attacks have received buffs as well; [[forward tilt]] is much more effective as a spacing option due to its higher base knockback, lower ending lag, and the increased [[shieldstun]] for [[tilt attack]]s. Additionally, his [[down aerial]] connects more reliably than before and deals increased damage and knockback, improving its damage-racking capabilities and KO potential. [[Forward smash]] also deals consistent damage across all angles, and when angled up or down, has increased knockback scaling, slightly improving its already-impressive KO potential even further. | |||
Mario also benefits heavily from the changes to ''Ultimate''{{'}}s mechanics. His already strong set of aerials has been improved even further as a result of the universal reduction to landing lag; this not only makes them safer on shield despite the reduced shieldstun on aerial attacks, but it also allows for more reliable combos and even devastating KO setups, such as [[up aerial]] into [[forward aerial]]. The universal increase to mobility further improves Mario's approach and allows him to string attacks together more effectively and close in on opponents more effectively. The added ability to [[dash-cancel]] with any ground attack has improved Mario's already incredible ground game further given his strong set of tilts, with [[up tilt]] and [[down tilt]] serving as reliable combo starters, and forward tilt serving as a useful spacing tool. The changes to [[air dodging]] further improve Mario's excellent edgeguarding ability, and give him a niche recovery option. The universal 3-frame [[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, the increased shieldstun to grounded moves in comparison to ''SSB4'' also allows Mario to more easily abuse his excellent frame data. | |||
However, Mario has also received a few noteworthy nerfs. A notable detriment to Mario's toolkit is the universal nerfing of grabs; while Mario's throws' excellent utility and his potentially devastating throw combos from ''SSB4'' remain, the increased startup on his dash and pivot grabs, the increased ending lag of all of his grabs and the reduced range on his dash grab make it harder for Mario to make use of his bountiful grab game. 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 percent against most characters. His [[dash attack]] can also no longer serve as a reliable [[Edge#2 frame punish|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, and it cannot sweetspot the edges easily as it could in ''SSB4''. Finally, a few changes to the game's mechanics also hinder Mario: the changes to air dodging make Mario slightly easier to edgeguard, while the increased shieldstun on attacks slightly hinder his ability to punish [[out of shield]] despite his increased traction. | |||
== | Overall, Mario retains all of his strengths from ''SSB4'': his oppressive combo ability, impressive frame data, good camping ability with his Fireballs, serviceable recovery with a high jump height and air speed, and excellent optimization. However, his playstyle is fundamentally different due to ''Ultimate''{{'}}s reworked mechanics, requiring different strategies to achieve the same level of effectiveness that his previous incarnation was capable of. This results in a slightly higher learning curve (ironically for the series' traditional "basic" character). So far, he has achieved increasingly strong results by notable players such as {{sm|Dark Wizzy}}, {{Sm|Prodigy}}, {{sm|Zenyou}}, {{sm|MastaMario}}, {{sm|ANTi}}, {{sm|Teb}}, and {{sm|Lui$}}, with several notable placements at major tournaments. Dark Wizzy in particular has gotten top 8 at Shine 2019 and Glitch 7, both of which are supermajors. Due to this, Mario has earned a competitive presence that is just as strong as in ''SSB4'', and many notable players all place him as a solid high tier or even top tier character as in the previous game, though this is largely up for debate as many characters ranked lower than Mario in ''SSB4'' have also received more drastic improvements than him, such as {{SSBU|Peach}}, {{SSBU|Pikachu}}, {{SSB4|Lucina}}, {{SSB4|Palutena}}, {{SSB4|R.O.B.}} and {{SSBU|Wario}}. Regardless, Mario is one of the few ''SSB4'' top tier characters alongside {{SSBU|Fox}} and {{SSBU|Zero Suit Samus}} to keep consistently placing well at tournaments overall. | ||
Mario has | |||
===Aesthetics=== | |||
*{{change|As with all [[veteran]]s returning from ''SSB4'', Mario's model features a more subdued color scheme. His clothing and hair now feature simple detailing, akin 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 appear during his side taunt and, on occasion, [[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 is preparing to throw someone or when grabbing onto a ledge.}} | |||
*{{change|Many of Mario's animations have been slightly altered, such as his [[walking]], helpless, skidding, and ledge-hanging animations.}} | |||
*{{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 while smiling, and another where he happily 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 when combined with its much faster speed and the introduction of taunt canceling makes it much harder to punish.}} | |||
*{{change|Mario performs his down taunt much faster.}} | |||
*{{change|Mario's Builder outfit from the ''{{s|mariowiki|Super Mario Maker}}'' series and his Wedding tuxedo and top hat 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 more joyful 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.}} | |||
Mario | ===Attributes=== | ||
*{{buff|Like all characters, Mario's [[jumpsquat]] animation 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 (frame 8 → 5 (hit 1), frame 7 → 6 (hit 2)).}} | |||
**{{buff|The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.}} | |||
***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}} | |||
**{{buff|The third hit has increased base knockback (45 → 60).}} | |||
**{{nerf|All hits have a higher [[hitlag]] multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to [[SDI]] each hit and [[DI]] the last hit.}} | |||
**{{nerf|The first two hits have altered damage values (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%).}} | |||
**{{nerf|The first and third hits have smaller hitboxes (3u/1.5u/4u → 1.2u/1.5u/1.8u (hit 1), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).}} | |||
**{{change|The first two hits no longer use [[set knockback]] (15/10/15 set/100 scaling → 20/15 base/50/33/20 scaling (hit 1), 18/15/25 set/100 scaling → 20/15 base/30/15 scaling (hit 2)), and have altered angles (361°/80° → 361°/180° (hit 1), 361° (hit 2)). At high percents, this gives them [[jab cancel]] setups, but causes them to connect less reliably.}} | |||
*[[Forward tilt]]: | |||
**{{buff|Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased [[shieldstun]] for ground attacks, this makes it much safer on shield.}} | |||
**{{change|It has much more base knockback (8 → 55), but less knockback scaling (100 → 70). This makes it significantly safer on hit at low percents, but removes its ability to [[lock]], and reduces its KO potential unless the opponent is close to the edge.}} | |||
*[[Up tilt]]: | |||
**{{nerf|Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, reducing its grounded and horizontal range.}} | |||
**{{change|Its animation has been reversed, with Mario spinning toward the screen rather than away from it.}} | |||
*[[Down tilt]]: | |||
**{{buff|Down tilt's sweetspot takes priority over the sourspot.}} | |||
**{{nerf|The sweetspot is slightly smaller (3.5u → 3.2u).}} | |||
**{{change|Its animation has been reversed, with Mario spinning toward the screen rather than away from it.}} | |||
*[[Dash attack]]: | |||
**{{buff|Dash attack's hitboxes are placed farther from Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.}} | |||
**{{buff|It has gained a shieldstun multiplier of 1.875×, which combined with the increased shieldstun for ground attacks makes it safer on shield.}} | |||
**{{buff|The clean hit launches at a lower angle (60° → 50°), allowing it to set up edgeguards more effectively.}} | |||
**{{buff|The late hit has a slightly bigger hitbox (2.6u → 2.7u).}} | |||
**{{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 despite its lower knockback scaling (43 → 30), and preventing it from [[stage spiking]] opponents below edges.}} | |||
**{{change|It has a higher hitlag multiplier (1× → 1.25×).}} | |||
*[[Forward smash]]: | |||
**{{buff|Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall.}} | |||
**{{buff|The sourspot has slightly increased knockback scaling (103 → 105) for all angles, while the sweetspot does when angled up (99 → 101) and angled down (99 → 100).}} | |||
*[[Up smash]]: | |||
**{{change|Up smash's animation has been reversed, with Mario facing toward the screen rather than away from it.}} | |||
<!--Do not add that up smash deals less knockback or KOs later. The games' scripts prove its hitbox data is completely unchanged.--> | |||
*[[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 less landing lag (10 frames → 6 (neutral), 26 → 17 (forward), 12 → 6 (back, up), 19 → 15 (down)).}} | |||
*[[Neutral aerial]]: | |||
**{{nerf|Neutral aerial [[auto-cancel]]s later (frame 34 → 39).}} | |||
**{{nerf|The hitbox on the late hit is slightly smaller (3u → 2.8u).}} | |||
*[[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 punching downward 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 last 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)), with knockback not compensated on the last hit, improving its KO potential.}} | |||
**{{buff|The looping hits are [[weight-independent]], and no longer use set knockback, instead having minimal knockback scaling (10 set/100 scaling → 50/25 base/15 scaling), allowing them to connect more reliably at higher percents.}} | |||
**{{nerf|It can no longer be [[frame cancel]]ed.}} | |||
**{{nerf|The size of the looping hits' vertically lowest hitbox has been reduced, with the hitbox in between the top and low hitboxes having been removed altogether (7u/5u/5u → 7u/4u). The landing hitbox is also very slightly smaller (4.32u → 4.3u).}} | |||
**{{change|The final hit has an altered animation, and the vortex emitted around Mario is larger.}} | |||
===Throws and other attacks=== | |||
*[[Grab]]s: | |||
**{{nerf|All grabs 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)).}} | |||
**{{nerf|Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).}} | |||
*[[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 uses one hand during it instead of both of his hands like in previous installments, to maintain consistency with his grab animation.}} | |||
*{{change|All of Mario's [[throw]]s have been altered with more exaggerated animations.}} | |||
*{{change|The speed of Mario's throws is 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 faces horizontally rather than facing the screen.}} | |||
***{{change|The throw closely resembles the Upward Cap Throw from Super Mario Odyssey.}} | |||
*[[Down throw]]: | |||
**{{nerf|Down throw can no longer combo into up tilt except against certain large or tall 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.}} | |||
<!--Do not add that Fireball has a longer duration. Its listed duration in Kurogane Hammer's Smash 4 Mario page is incorrect.--> | |||
**{{buff|It has larger hitboxes (2u (early)/1.8u (clean)/1.6u (late) → 2.4u/2.2u/2u).}} | |||
**{{buff|It has an increased hitlag multiplier (0.3× → 0.6×), giving Mario more time to follow up.}} | |||
**{{nerf|It has received negative [[shield damage]] (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.}} | |||
**{{change|Mario no longer opens his mouth when using Fireball on the ground.}} | |||
*[[Cape]]: | |||
**{{buff|Cape no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo ability.}} | |||
**{{buff|It no longer gives the opponent [[super armor]] on hit.}} | |||
**{{change|It always forces opponents to show their backside while they are using their moves; this even works to characters with mirrored stances, such as another Mario, causing them to turn away from the screen.}} | |||
**{{change|It is worn around Mario's neck when used, akin to its appearance in ''[[Super Mario World]]''.}} | |||
*[[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).}} | |||
**{{buff|The looping hits are weight-independent, and can no longer be SDIed, allowing them to connect more reliably.}} | |||
**{{nerf|It [[Edge sweet spot|sweetspots edges]] later (frame 10 → 13).}} | |||
**{{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%).}} | |||
**{{nerf|Its hitboxes are smaller (7u/6u → 2.5u/4u (hit 1), 6u/5u → 3u/3.8u (hits 2-4), 5.5u/4.2u → 3u/3.8u (hits 5-6), 10u → 9u (hit 7)).}} | |||
**{{nerf|The final hit has slightly less base knockback (52 → 50).}} | |||
**{{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 has increased set knockback (50 → 70).}} | |||
**{{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 will be slowed down 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 weaker early during the Final Smash, but the back fireball stronger later during it.}} | |||
==Update history== | ==Update history== | ||
Mario has received a mixture of buffs and nerfs, but was buffed overall via game updates. His dash attack's launch angle has been lowered, improving its ability to setup edgeguards. Although slightly nerfed from ''SSB4'', his already-remarkable combo ability has been slightly improved thanks to Cape no longer putting enemies into hitstun during ledge return vulnerability. His Final Smash, [[Mario Finale]] has seen some slight buffs as well. The near-universal nerf to the shield damage of various projectiles affected Mario, but not enough to worsen his competitive viability. | |||
These changes have overall had little impact on Mario's metagame so far. | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
{{ | *{{buff|Dash attack's angle has been lowered (60° (clean)/58° (late) → 50°/48°), improving its ability to setup edgeguards.}} | ||
*{{buff|[[Mario Finale]]'s [[Final Smash Meter]] has a higher knockback multiplier (0.9× → 0.91×).}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
{{ | *{{nerf|[[Fireball]] deals less [[shield damage]] (0 (both) → -2.5 (clean)/-2 (late)).}} | ||
*{{buff|[[Cape]] no longer puts opponents into hitstun during edge return vulnerability. This improves its combo potential.}} | |||
*{{buff|At the beginning of Mario Finale, nearby opponents will be rendered slower for a longer duration.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | ||
{{ | *{{buff|The lag upon waking up from the [[sleep]] effect has been adjusted, matching the rest of the cast.}} | ||
==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]], and the general speed of the move makes it good as a grounded combo breaker or quick punish tool, as the first hit comes out on frame 2. | |neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}''. The first and second hits can [[lock]], and the general speed of the move makes it good as a grounded combo breaker or quick punish tool, as the first hit comes out on frame 2. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=7% | |ftiltdmg=7% | ||
|ftiltdesc=A wheel kick. It can be angled. | |ftiltdesc=A wheel kick. It can be angled. Good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs. | ||
|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. Unlike in ''SSB4'', the move's altered animation results in the hitbox being positioned fairly high to the ground on the first frame it is active, | |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. Unlike in ''SSB4'', the move's altered animation results in the hitbox being positioned fairly high to the ground on the first frame it is active, making it fairly difficult or even impossible to hit shorter or crouching characters with the move. 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% (leg) | |dtiltdmg=5% (foot), 7% (leg) | ||
|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. Can also hit ledge hangs and combo off from ledge as well. | ||
|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. Though it is Mario's slowest ground attack, coming out on frame 15, it is considered among the best forward smashes in the game for several reasons: It is Mario's most powerful KO move when sweetspotted, KOing as low as 65% by the ledge, the fireball itself is disjointed, can be angled downwards or upwards to hit ledge hangs, and the start-up animation has Mario pull back his hurtbox deceptively far, inadvertently allowing him to avoid several attacks. | ||
|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 in comparison to the back hit. Also capable of hitting ledge hangs. 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 or grab at low percents if landing on the ground shortly after the hit. Very similar to the Jump Kick from ''Super Mario 64''. | ||
|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 other aerials, making it an effective [[spacing]] tool and horizontal combo extender at low percents, as well as having the ability to pseudo [[Wall of Pain]] off stage. Also capable of | |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 other aerials, making it an effective [[spacing]] tool and horizontal combo extender at low percents, as well as having the ability to pseudo [[Wall of Pain]] off stage. Also capable of killing at higher percents, and can be used twice in a short hop, or with neutral, up and down airs. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|7}} | |uairdmg={{ShortHopDmgSSBU|7}} | ||
|uairdesc=A | |uairdesc=A flipkick. 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 can combo at low percents with the final hit, whilst possessing very low endlag, making the move rather safe to use, barring its low range. However, the move's hitboxes do not reliably trap opponents, especially when falling. It also has a landing hitbox that combos reliably into tilts or grab. 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, and can KO the opponents near the upper blast zone at high percentages. | ||
|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 be followed up with dash attack at lower percents, or be used to set up tech situations and mixups, or | |fthrowdesc=Spins the opponent around once and throws them forward. Can be followed up with dash attack at lower percents, or be used to set up tech situations and mixups, or edgeguards. It fails to kill at very high percents, even at ledge. | ||
|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 middleweights as early as 120% if they fail to DI. Also has some use in matches with more than one player, as the collateral hit has large range and high knockback. Due to its slow speed, it is easy to DI, causing it to KO only above 160%. 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, comboing into all aerials except forward air. 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]]. It can be followed up with several options, including | |dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. It can be followed up with several options, including up tilt on certain characters at varying percents, Super Jump Punch, neutral attack, and up aerial at mid percents on most characters. Effective for starting ladder combos on platform stages. | ||
|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 293: | ||
|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, and can combo into quick attacks if Mario is close enough. | ||
|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 upwards or downwards. Useful for disrupting an approach and creating space, which can help alleviate pressure and potentially put his opponent in a vulnerable position. It also slightly pushes Mario backward if charged enough. 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}} 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 " | *'''Side taunt''': Cheerfully tosses {{s|mariowiki|Cappy}} in a circle, saying "Hoohoo!", 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]]''. | ||
<gallery> | <gallery> | ||
SSBUMarioTaunt1.gif|Mario's up taunt. | SSBUMarioTaunt1.gif|Mario's up taunt. | ||
Line 241: | Line 324: | ||
*Moves his head from left to right and holds his fist in front of his face. | *Moves his head from left to right and holds his fist in front of his face. | ||
<gallery> | <gallery> | ||
SSBUMarioIdle1.gif|Mario's first idle pose | SSBUMarioIdle1.gif|Mario's first idle pose | ||
SSBUMarioIdle2.gif|Mario's second idle pose | SSBUMarioIdle2.gif|Mario's second idle pose | ||
</gallery> | </gallery> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Winds up for a punch and steps forward while punching in front of the screen. | *'''Left:''' Winds up for a punch and steps forward while punching in front of the screen. | ||
*'''Up:''' Makes fire explode from his palm and strikes a pose. | *'''Up:''' Makes fire explode from his palm and strikes a pose. This pose is somewhat similar to his ''Super Smash Bros. 4'' artwork. | ||
*'''Right:''' Does a spin as he jumps high in the air and lands in a strongman pose. It originates from his "character chosen" animation in '' | *'''Right:''' 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 339: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
Upon the release of ''Ultimate'', Mario was seen and regarded as simply an average mid-tiered character. This was seen through his poor range, which was impacted more in the game due to swordfighters or any other character with disjoints being reworked. Swordfighters were among the best characters in the early meta, especially {{SSBU|Chrom}}, who was considered one of the best characters in the game. This caused a mediocre reception for Mario. Players also looked at his nerfs, noting that it ultimately impacted Mario in the long run. The nerf to his combo game made it seem to affect Mario, as that was his best toolkit in his arsenal. | |||
However, Mario has grown more results from professionals below. This caused a significantly better reception among professionals, as he’s regarded as a high-tier character. Due to his better reception, Mario’s nerfs weren’t so drastic anymore, and all his great tools from ''Smash 4'' were retained, such as his excellent combo game, fantastic frame data, good camping ability, good recovery, and great optimization. He has seen to grow more success overtime, which resulted in almost every professional calling him a solid high-tier that is viable. | |||
=== | ===Notable players=== | ||
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.'' | |||
<!--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.--> | |||
====Active==== | |||
*{{Sm|Dark Wizzy|USA}} (#31) - The best Mario player in the world. Placed 4th at {{Trn|Suplex City Smash}}, 5th at {{Trn|Shine 2019}}, 9th at {{Trn|Smash Conference United}}, 13th at both {{Trn|Pound 2019}} and {{Trn|MomoCon 2019}}, and 17th at {{Trn|GENESIS 6}}. Has wins over {{Sm|Light|p=Connecticut}}, {{Sm|Mr.R}}, {{Sm|Nietono}}, {{Sm|ZD}}, and {{Sm|Manny}}. | |||
*{{Sm|MastaMario|USA}} - One of the best Mario players in the United States. Placed 7th at {{Trn|SIEGE 2019}}, 9th at both {{Trn|Ascension V}} and {{Trn|Ultimate Nimbus}}, 17th at {{Trn|Heart of Battle}}, and 25th at {{Trn|SoCal Chronicles}}. Has wins over {{Sm|NAKAT}}, {{Sm|Armando}}, Zenyou, {{Sm|Charlie}}, {{Sm|Rich Brown}}, and {{Sm|Slither2Hunter}}. Ranked 14th on the [[SoCal Power Rankings#Super Smash Bros. Ultimate|SoCal Ultimate Power Rankings]]. | |||
*{{Sm|Perkinips|USA}} - Placed 2nd at both {{Trn|Steel City Showdown}} and {{Trn|Replay FX Gaming Arena 2019}}. Ranked 1st on the [[Pittsburgh Power Rankings#Ultimate|Pittsburgh Ultimate Power Rankings]]. | |||
*{{Sm|Prodigy|USA}} (#37) - One of the best Mario players in the world. Placed 2nd at {{Trn|Crown}}, 7th at {{Trn|Port Priority 5}}, 9th at {{Trn|Mainstage}}, and 13th at both {{Trn|GENESIS 6}} and {{Trn|CEO 2019}} with wins over {{Sm|FOW}}, {{sm|Elegant}}, {{Sm|Abadango}}, {{sm|Nicko}}, {{Sm|Myran}}, {{Sm|Cosmos}}, Dark Wizzy, and {{Sm|ImHip}}. | |||
*{{Sm|Ron|Japan}} - Co-mains {{SSBU|Yoshi}} with Mario and is considered the best Mario player in Japan. Placed 3rd at both {{Trn|Sumabato SP 3}} and {{Trn|Sumabato SP 6}}. | |||
*{{Sm|Shido|France}} - Placed 7th at {{Trn|Regen 2019}} and 33rd at {{Trn|Albion 4}}, has wins over {{Sm|Scr7}} and {{Sm|Aperture}}. | |||
*{{Sm|SilentRain|USA}} - Placed 2nd at {{Trn|Ascension III}}, 7th at {{Trn|Ascension IV}}, 9th at {{Trn|Ascension II}}, and 13th at {{Trn|Ascension VI}}. Ranked 4th on the [[Arizona Power Rankings#Super Smash Bros. Ultimate|Arizona Ultimate Power Rankings]]. | |||
*{{Sm|Stroder|USA}} (#29) - Tri-mains {{SSBU|Greninja}}, {{SSBU|Roy}}, and Mario, and is considered one of the best Mario players in North America. Placed 1st at both {{Trn|Smashpoint}} and {{Trn|Ascension V}}, 5th at {{Trn|Goodwill of Orange County's Charity Invitational}}, and 13th at {{Trn|2GG: Prime Saga}}. Ranked 1st on the [[Arizona Power Rankings#Super Smash Bros. Ultimate|Arizona Ultimate Power Rankings]]. | |||
*{{Sm|Super Dan|USA}} - Placed 4th at {{Trn|Retro Arena 64}} and 13th at {{Trn|Midwest Arena}}. Ranked 4th on the [[Chicago Power Rankings]]. | |||
*{{Sm|Tatsutsuyo|Japan}} - Placed 13th at {{Trn|Sumabato SP}} and 17th at {{Trn|KVOxTSB 2019}}. | |||
*{{Sm|Teb|USA}} - Placed 7th at {{Trn|Super Splat Bros}} and 17th at {{Trn|2GG: Prime Saga}}. | |||
*{{Sm|Zenyou|USA}} - One of the best Mario players in [[SoCal]]. Placed 5th at {{Trn|SoCal Chronicles}}, 17th at {{Trn|Ultimate Nimbus}}, and 33rd at {{Trn|GENESIS 6}}. Has wins over {{Sm|Larry Lurr}}, {{Sm|Razo}}, Rich Brown, Slither2Hunter, and {{Sm|Nicko}}. Ranked 20th on the [[SoCal Power Rankings#Super Smash Bros. Ultimate|SoCal Ultimate Power Rankings]]. | |||
====Inactive==== | |||
*{{Sm|Ally|Canada}} (#6) - The best Mario player in Canada. Plays Mario as a secondary. Placed 1st at {{Trn|Pound 2019}}, 2nd at {{Trn|Battle of BC 3}}, and 3rd at {{Trn|CEO 2019}} with wins over {{Sm|MVD}}, {{Sm|ESAM}}, {{Sm|Pelca}}, and {{Sm|Nurse}}. Ranked 1st on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]]. Has since retired from competitive play. | |||
*{{Sm|ANTi|USA}} - One of the best Mario players in the United States. Placed 2nd at {{Trn|DreamHack Dallas 2019}}, 25th at both {{Trn|Pound 2019}} and {{Trn|Get On My Level 2019}}, and 49th at {{Trn|CEO 2019}}. | |||
=={{SSBU|Classic Mode}}: Let's-a Go!== | =={{SSBU|Classic Mode}}: Let's-a Go!== | ||
[[File:SSBU Congratulations Mario.png|thumb|Mario's congratulations screen.]] | [[File:SSBU Congratulations Mario.png|thumb|Mario's congratulations screen.]] | ||
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 is also similar to ''Super Mario Odyssey'', where Mario would travel to different kingdoms; this is reflected by the Japanese title ({{ja|世界をまたにかけて|Sekai o matani kakete}}), which roughly translates to "Go Around the World" | 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 is also similar to ''Super Mario Odyssey'', where Mario would travel to different kingdoms; this is reflected by the Japanese title ({{ja|世界をまたにかけて|Sekai o matani kakete}}), which roughly translates to "Go Around the World". | ||
{|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 they are fought 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}}'' <small>(Against Bowser)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Giga Bowser}}'' <small>(Against Giga Bowser)</small>||A [[Maxim Tomato]] spawns on the stage after Bowser is KO'd. | ||
|} | |} | ||
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{{clr}} | {{clr}} | ||
===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}} | ||
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#{{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, or with any [[Downloadable content | 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, or with any [[Downloadable content|DLC character]]. | ||
==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
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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> | ||
==[[Alternate costume (SSBU)#Mario|Alternate costumes]]== | ==[[Alternate costume (SSBU)#Mario|Alternate costumes]]== | ||
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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 his official render. This was also the case with {{SSBU|Link}}, {{SSBU|Pikachu}} and {{SSBU|Villager}}. | |||
*In the E3 demo of the game, Mario's portrait used his in-game model as opposed to his official render. This was also the case with {{SSBU|Link}}, {{SSBU|Pikachu}} | *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}}''. | ||
* | **Mario is also the only character to vocalize at all in the character trailers, whereas every other character's trailer has their voices muted. | ||
*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 and {{SSBU|Yoshi}} are the only characters to vocalize in the "Everyone Is Here!" trailer. | ||
*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 his standard KO scream. This also applies to {{SSBU|Dr. Mario}} and {{SSBU|Hero}}. | ||
*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 addition, 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. | ||
* | **Mario fights more playable opponents in his Classic Mode route than any other character, 23 in total, including Bowser before his transformation into Giga Bowser. | ||
*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}}. | |||
*Mario's official artwork is based on the [[sex kick]] in his neutral aerial. | |||
*With the addition of the Peachette Spirit, Mario is now one of the few characters who can appear in their default costume as a puppet in Spirit battles. The others are {{SSBU|Mr. Game & Watch}}, {{SSBU|Bowser Jr.}}, {{SSBU|Yoshi}}, {{SSBU|Peach}}, {{SSBU|Luigi}}, {{SSBU|R.O.B.}}, {{SSBU|Inkling}}, {{SSBU|Robin}}, {{SSBU|Joker}}, {{SSBU|Hero}}, and {{SSBU|Banjo & Kazooie}}. | |||
**This is not counting the default costumes of characters who appear as alternates, such as {{SSBU|Alph}} and female {{SSBU|Corrin}}. | |||
==References== | ==References== |