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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=Default| | |image = {{tabber|title1=Default|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 | ||
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|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 short [[Weight|middleweight]] with relatively balanced attributes, possessing | Mario is a short [[Weight|middleweight]] with relatively balanced attributes, possessing above average [[walking]] speed, [[air acceleration]], [[dash]]ing speed and [[weight]], whereas his [[falling speed]] and [[gravity]] are below average relative to the cast. He also has a very fast [[air speed]] (tied with {{SSBU|Sonic}}, {{SSBU|Donkey Kong}}, {{SSBU|Little Mac}} and {{SSBU|Inkling}} for the 12th fastest in the game) and excellent [[jump]]s, but in exchange has poor attack range and moderately low [[traction]]. His moveset in general is also of average 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 him a great [[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 move]]s, 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 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 tilt|up]] and [[down tilt]]s 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 attack]]s are decent | 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 move]]s, 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 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 tilt|up]] and [[down tilt]]s 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 attack]]s are decent KOing options, as they can reliably KO at high percentages and have low ending lag; his forward smash has a powerful sweetspot located on the fiery explosion that he emits from his palm and possesses the highest power of all of his smash attacks, 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 also | 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 and being an extremely effective KO option offstage. | ||
His special moveset is highly varied and has plenty of uses. [[Fireball]] is a [[projectile]] with a 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. | His special moveset is highly varied and has plenty of uses. [[Fireball]] is a [[projectile]] with a 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. | ||
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]] is fairly quick. 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, down, and back 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]], is capable of killing at 107% in said situations. Finally, his down throw is a combo starter that can lead a vast amount of combo opportunities, most notably his up and forward aerials. | ||
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 to mid percentages when needed; otherwise, Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process. | 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 to mid 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. His attributes, while well-rounded, are not exactly exceptional, as many characters outclass him in various ways. Notable examples of this include {{SSBU|Pikachu}} having a more versatile edgeguarding game, {{SSBU|Luigi | Despite Mario's numerous strengths, he is not flawless. His attributes, while well-rounded, are not exactly exceptional, as many characters outclass him in various ways. Notable examples of this include {{SSBU|Pikachu}} having a more versatile edgeguarding game, {{SSBU|Luigi}} having better comboing ability, {{SSBU|Hero}} having a superior camping game, {{SSBU|Sonic}} having substantially faster mobility, {{SSBU|Bowser}} having significantly stronger attacks, {{SSBU|Snake}} having a much better recovery, and {{SSBU|Shulk}} having drastically larger reach. In particular, the last one is his main weakness: his attacks generally possess unimpressive range. | ||
His lack of reach prevents him from fighting at a safe distance and consistently forces Mario to approach characters on his own. This leads to having some difficulty against characters with large or [[disjointed]] range, particularly weapon users like {{SSBU|Link}} and {{SSBU|Byleth}}. 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 a mediocre range that limits its utility against disjointed attacks. | |||
Mario can also have some difficulty in KOing, as he has few strong and reliable finishers and has difficulty in landing them, further compounded by his short reach, which limits his options, and a notable lack of KO confirms: outside of forward smash and up smash, none of his other moves are very reliable and consistently effective for KOing: his down smash can KO reliably only with its back hit and is unsafe on shield, while his aerials and Super Jump Punch can only KO at very high percentages or close to the blast zones, and while his back throw is strong, is very slow and easy to DI, and forward aerial is slow and must be sweetspotted (mid hit) in order to meteor smash, while the early hit and late hit (first and last active frame, respectively) have too much ending lag to be used as a combo extender while still being unreliable for KOing due to their rather low knockback. Because of this, Mario tends to rely too much on his forward and up smashes or reads to score a KO, and his inconsistent KO ability is further worsened by the changes to rage, which hinders him more than other characters, as it doesn't increase knockback as much as in ''SSB4'', and since it no longer affects set knockback, he can't use his Super Jump Punch as a KO confirm at low percents anymore if he has high rage, similarly to {{SSBU|Samus}}'s [[Screw Attack]]. Because of this, he must keep his forward and up smashes fresh and be careful to not get predictable especially with the existence of [[stale-move negation]]. While his forward and up smashes are considered among the best of their type, they have their flaws too: the former has a sourspot located on Mario's arm, which, while very difficult to hit with, it outprioritizes the sweetspot and has rather mediocre power, while the latter has poor range in front of him, and thus it can have trouble in hitting small or crouching characters. | |||
Lastly, | While his Fireball is useful in the neutral game for stopping approaches and is a decent edgeguarding tool, it's relatively weak for spacing and has noticeable ending lag, making it rather situational in comparison to other projectiles. 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 and relatively safe, travels a merely average 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 be all it takes to kill him. This also leaves Mario very vulnerable to semi-spikes, as they will likely launch him too far to recover at high percentages. Aside from Super Jump Punch, Mario has no other recovery options aside from utilizing [[Cape]]'s momentum stalling as a mix-up. Nevertheless, Super Jump Punch still offers a serviceable amount of recovery ability and can get the job done, should it be used properly. | ||
Overall, Mario has many clear strengths and very few glaring weaknesses, resulting in said strengths outweighing said weaknesses. All in all, his above average mobility and largely reliable combo ability allows him to get the edge easily against most characters, as it is hard to escape from his wrath once he gets the advantage, while it is also easy for him to escape from his opponents’ wrath and regain the advantage. However, because of his low range, Mario must almost always fight in close quarters, and he often relies on [[read]]s to secure KOs. Mario has to be very careful off-stage as well in spite of his respectable edgeguarding game, as one exploit of his defenses can cause him to be unable to recover. Throughout the course of ''Ultimate''{{'}}s metagame, Mario has seen amazing results from players like {{Sm|Dark Wizzy}}, {{Sm|Prodigy}}, {{Sm|ANTi}}, {{Sm|MastaMario}}, {{Sm|Lui$}}, {{Sm|Teb}} and others, and as a result, he’s widely agreed to be viable. | |||
Overall, Mario has many clear strengths and very few | |||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Mario has undergone a mixture of buffs and nerfs in his transition to ''Ultimate'', but despite being directly nerfed | Mario has undergone a mixture of buffs and nerfs in his transition to ''Ultimate'', but despite being overall directly nerfed, the indirect changes to the game's engine drastically benefit his playstyle, plus the helpful buffs to his underwhelming moves causes him to be in a similar position overall. | ||
Mario has received a few direct noteworthy buffs. [[Fireball]] has reduced endlag, a slightly larger hitbox, and inflicts more hitlag on opponents, greatly 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, Mario's approach and already oppressive edgeguarding ability have been 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 has received a few direct noteworthy buffs. [[Fireball]] has reduced endlag, a slightly larger hitbox, and inflicts more hitlag on opponents, greatly 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, Mario's approach and already oppressive edgeguarding ability have been 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 allows for more reliable combos and even devastating KO setups, such as [[up aerial]] into [[forward aerial]]. This is complemented by the universal 3-frame [[jumpsquat]], with his [[up throw]] in particular becoming a much more effective combo starter as well. 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. Lastly, the changes to [[air dodging]] further improve his excellent edgeguarding ability, and give him a situational recovery alternative to his predictable [[Super Jump Punch]]. | 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 allows for more reliable combos and even devastating KO setups, such as [[up aerial]] into [[forward aerial]]. This is complemented by the universal 3-frame [[jumpsquat]], with his [[up throw]] in particular becoming a much more effective combo starter as well. 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. Lastly, the changes to [[air dodging]] further improve his excellent edgeguarding ability, and give him a situational recovery alternative to his predictable [[Super Jump Punch]]. | ||
However, Mario has also received noteworthy nerfs. A notable detriment to his toolkit is the universal nerfing of [[grab]]s; while his 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 | However, Mario has also received noteworthy nerfs. A notable detriment to his toolkit is the universal nerfing of [[grab]]s; while his 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, his neutral game, while still solid, has been toned down due to changes to some of his best moves in neutral. For example, his [[up tilt]], one of his most pivotal moves, has had altered hitbox placements with much shorter horizontal range, which significantly hinders its use as a reliable follow-up from his [[down throw]] at any percent against most characters, worsening both their combo potential and Mario's punish ability, as this was considered his most effective damage racking option, although this is partially compensated by up throw's improved combo potential at low percents. His [[dash attack]] can also no longer serve as a powerful [[2 frame punish]] that leads into a [[stage spike]], due to its late hit's angle being altered to send opponents away from Mario rather than towards him, the new animation gives him less protection overall and his forward tilt has lost its locking potential. On top of this, [[Super Jump Punch]] takes longer to grab edges, to the point of causing Mario to land on the stage and become much more vulnerable if he doesn't use it at a far enough distance, and due of the changes to [[rage]], it is much less effective for taking out stocks off the upper [[blast line]] below high percents. In combination with the changes to air dodging, this acts as a double-edged sword for Mario, becoming more vulnerable to edgeguarding himself just as he can edgeguard opponents more effectively. | ||
Overall, Mario retains all of his strengths from ''SSB4'' | Overall, Mario retains all of his strengths from ''SSB4'': his extreme combo ability, impressive frame data, serviceable recovery with a high jump height and air speed, and excellent edgeguarding ability. 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, which results in a slightly higher learning curve. So far, Mario has earned a competitive presence that is just as strong as in ''SSB4'', with increasingly strong results by notable players such as {{sm|Dark Wizzy}}, {{Sm|Prodigy}}, {{sm|Zenyou}}, {{sm|MastaMario}}, {{sm|ANTi}}, {{sm|Teb}}, and {{sm|Lui$}}, and many notable players all place him as an upper 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|Greninja}}, {{SSBU|Mega Man}}, {{SSBU|Pikachu}}, {{SSBU|Palutena}}, {{SSBU|Roy}}, {{SSBU|R.O.B.}}, and {{SSBU|Wario}}, so he is considered about the same as the previous game. Regardless, Mario is one of the few ''SSB4'' top-tier characters alongside {{SSBU|Fox}}, {{SSBU|Zero Suit Samus}}, and {{SSBU|Sonic}} who continues to earn great representation and has been placing consistently well at tournaments overall. | ||
{{SSB4 to SSBU changelist|char=Mario}} | {{SSB4 to SSBU changelist|char=Mario}} | ||
==Update history== | ==Update history== | ||
Mario has been buffed overall via game updates. Dash attack's launch angle has been lowered, improving its ability to set up edgeguards. His Final Smash has also seen some slight buffs as well. Although [[Fireball]] was affected by the near-universal nerf of projectiles' shield damage outputs, this has a very minimal effect on Mario's competitive viability. | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
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|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}}'': two punches followed by a jumping kick. 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. Very quick and good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs, but it's weak and situational, as it cannot KO until 200% or even lock. | |ftiltdesc=A wheel kick. It can be angled. Very quick and good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs, but it's weak and situational, as it cannot KO until 200% or even lock. | ||
|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, creating a | |utiltdesc=A spinning jumping 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, creating a blindspot and 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 | |dtiltdesc=A leg sweep. 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. It 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 diagonal knockback angle, making its lingering hitbox useful for [[2 frame punish|2-framing]] certain opponents and punishing spot dodges. The new animation is more unfavorable in terms of hitbox placements. 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 among the quicker forward smashes and considered among the best in the game for several reasons: It is Mario's most powerful KO move when sweet spotted, 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. However, the sweet spot is out prioritized by the sour spot. | ||
|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 at frame 9 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, thus having trouble hitting short or crouching opponents in front of him. It 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 {{iw|wikipedia|overhand|boxing}}. 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. Other than lacking combo potential, the early and late hits are too weak to KO reliably. | ||
|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 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. Its knockback is mediocre for its type, however. | ||
|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. Possesses a rather low startup and ending lag, making the move reasonably safe to use barring its short range and lack of disjointed hitboxes. It also has a landing hitbox that combos reliably into tilts or a grab. However, opponents will occasionally break out of the move before the final hit, especially when Mario is moving quickly through the air. Useful as a combo finisher, combo breaker, and general damage-racking option, and can KO opponents | |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. Possesses a rather low startup and ending lag, making the move reasonably safe to use barring its short range and lack of disjointed hitboxes. It also has a landing hitbox that combos reliably into tilts or a grab. However, opponents will occasionally break out of the move before the final hit, especially when Mario is moving quickly through the air. Useful as a combo finisher, combo breaker, and general damage-racking option, and can KO opponents near the upper blast line at high percentages. Resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''Super Mario World''. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. Mario's overall grab range is | |grabdesc=Reaches out. Mario's overall grab range is somewhat short, but is fast. | ||
|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 edge guards. It | |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 edge guards. It fails to kill at very high percents, even at the ledge. | ||
|bthrowname=Airplane Swing | |bthrowname=Airplane Swing | ||
|bthrowdmg=11% (throw), 8% (collateral) | |bthrowdmg=11% (throw), 8% (collateral) | ||
|bthrowdesc= A | |bthrowdesc= A giant swing, a throw used on floored opponents in wrestling. Mario grabs the opponent by the feet, making them fall to the ground and spins three times while holding them by the legs 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. It also has some use in matches with more than one player, as the collateral hit has a 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= | |uthrowdesc= Holds the opponent by the chest and then tosses them 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= | |dthrowdesc= Jumps upwards while holding the opponent and then performs a [[wikipedia:Professional wrestling throws#Body slam|body slam]], slamming them to the ground with one arm. 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% | ||
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|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc=Performs a | |floortdesc=Performs a sidekick behind himself and then in front of himself while getting up. | ||
|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
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|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. He has a lot of end lag 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. A reference to the fireballs he fires when he obtains the Fire Flower, which first appeared in ''Super Mario Bros.'' | ||
|ssname=Cape | |ssname=Cape | ||
|ssdmg=7%, 1. | |ssdmg=7%, 1.5x times the reflected projectile | ||
|ssdesc=Dons a {{s|mariowiki|Cape}} around his neck 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 causes a [[Fall Break]] by stalling Mario in the air, allowing for timing mixups in juggle and recovery situations. Useful for gimping opponents who are trying to recover. | |ssdesc=Dons a {{s|mariowiki|Cape}} around his neck 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 causes a [[Fall Break]] by stalling Mario in the air, 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, but it leaves him helpless. 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 | |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, but it covers overall a short distance and leaves him helpless. 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. It 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!". | ||
<gallery> | <gallery> | ||
MarioOnScreenAppearanceSSBU.gif|Mario's on-screen appearance | MarioOnScreenAppearanceSSBU.gif|Mario's on-screen appearance | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''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 ''{{b|Donkey Kong|game}}''. | *'''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 ''{{b|Donkey Kong|game}}''. | ||
Line 241: | Line 180: | ||
*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. Taken directly from ''Super Smash Bros. 4''. | ||
*'''Up:''' Makes fire explode from his palm and strikes a pose. The pose is somewhat similar to his ''Super Smash Bros. 4'' artwork. | *'''Up:''' Makes fire explode from his palm and strikes a pose. The 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 ''[[Super Smash Bros.]]'' | *'''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 shortened version of the Course Clear Fanfare remix used in ''{{s|mariowiki|Super Mario Bros.}}'']] | [[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A shortened version of the Course Clear Fanfare remix used in ''{{s|mariowiki|Super Mario Bros.}}''.]] | ||
<gallery> | <gallery> | ||
MarioVictoryPose1SSBU.gif | MarioVictoryPose1SSBU.gif | ||
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</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 many top professionals, such as {{Sm|Dark Wizzy}}, {{Sm|Prodigy}}, {{Sm|MastaMario}}, {{Sm|Zenyou}}, {{Sm|Lui$}}, and {{Sm|Zackray}}. {{Sm|Dark Wizzy}}, in particular, has consistently placed in Top 8 at many large national tournaments at a streak, including {{Trn|Shine 2019}}, {{Trn|Glitch 7}}, {{Trn|Let's Make Big Moves}}, {{Trn|Glitch 8}}, and {{Trn|GENESIS 7}}. Also {{Sm|Prodigy}} has recently upset {{Sm|MkLeo}} at {{Trn|Frostbite 2020}} in a 3-0 fashion, even double two-stocking him. This caused a significantly better reception among professionals, with Mario considered a high-tier character. Due to his better reception, Mario’s nerfs did not affect him in the long run and not 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. His matchup spread is also great, with doing well against meta-relevant characters like {{SSBU|Pikachu}}, {{SSBU|R.O.B.}}, {{SSBU|Pac-Man}}, {{SSBU|Inkling}}, {{SSBU|Fox}}, {{SSBU|Wolf}}, and {{SSBU|Wario}}. He has seen to grow more success overtime, which has resulted in most professionals calling him an upper high tier or even top tier character, with some going as far as calling him top 10. | |||
=== | ===Notable players=== | ||
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 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|ANTi|USA}} - One of the best Mario players in the United States. Placed 2nd at {{Trn|DreamHack Dallas 2019}}, 5th at {{Trn|GENESIS: BLACK}}, 25th at both {{Trn|Pound 2019}} and {{Trn|Get On My Level 2019}}, and 49th at {{Trn|CEO 2019}}. | |||
*{{Sm|Blacktwins|Canada}} - Considered the best Mario player in Canada after Ally's retirement. Placed 2nd at {{Trn|Rising Stars at EGLX 2019}}, {{Trn|Mango's Birthday Bash}}, and {{Trn|The Amuka Smash Cup}} as well as 3rd at {{Trn|HABBY Birthday 2019}} with both {{SSBU|Pichu}} and Mario. Ranked 2nd on the [[Southern Ontario Power Rankings#Super Smash Bros. Ultimate Rankings|Southern Ontario Ultimate Power Rankings]] and 5th on the [[Smash Canada Rankings Ultimate]]. | |||
*{{Sm|ChillyChilli|USA}} - Placed 9th at {{Trn|Little Big House 5}}, 33rd at both {{Trn|Super Smash Con 2019}} and {{Trn|DreamHack Atlanta 2019}}, and 49th at {{Trn|The Big House 9}}. Ranked 1st on the [[Alabama Power Rankings]]. | |||
*{{Sm|Dark Wizzy|USA}} (#22) - The best Mario player in the world. Placed 1st at {{Trn|Mexican Gaming Championship}} and {{Trn|Phantom 2020}}, 2nd at {{Trn|Glitch 8}}, 4th at {{Trn|DreamHack Atlanta 2019}}, 5th at both {{Trn|Shine 2019}} and {{Trn|GENESIS 7}}, and 7th at both {{Trn|Glitch 7 - Minus World}} and {{Trn|Let's Make Big Moves}}. Has wins over {{sm|Tweek}}, {{Sm|Light|p=Connecticut}}, {{sm|MVD}}, {{sm|Dabuz}}, {{Sm|Cosmos}}, {{sm|ESAM}}, {{Sm|Sinji}}, {{Sm|LeoN}}, {{Sm|Mr.R}}, {{Sm|Goblin}}, {{Sm|Nietono}}, and {{Sm|ZD}}. | |||
*{{Sm|Duwang|USA}} - The best Mario player in Washington. Placed 7th at {{Trn|Ascension VI}}, 9th at {{Trn|The Pinnacle 2019}}, 13th at {{Trn|Battle of BC 3}}, 17th at both {{Trn|Don't Park On The Grass 2018}} and {{Trn|Play With Heart}}. Ranked 3rd on the [[Washington Power Rankings]]. | |||
*{{Sm|Gomakenpi|USA}} - Co-mains {{SSBU|Olimar}} with Mario and is considered the best Mario player in [[Michigan]]. Placed 5th at {{Trn|Guardian I}}, 9th at {{Trn|2GG: Run it Back}}, 17th at {{Trn|Get On My Level 2019}}, and 25th at {{Trn|Smash 'N' Splash 5}} with both Olimar and Mario. | |||
*{{Sm|Lui$|USA}} (#39) - Co-mains Mario with {{SSBU|Fox}} and is considered one of the best Mario players in the United States. Placed 7th at {{Trn|Super Smash Con 2019}}, 17th at {{Trn|Glitch 7 - Minus World}}, 25th at {{Trn|Shine 2019}}, and 33rd at {{Trn|Mainstage}}. Has wins over {{Sm|WaDi}} and {{Sm|ESAM}}. | |||
*{{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 7th 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}} - One of the best Mario players in the world. Won {{Trn|Super Ascension}}, placed 2nd at {{Trn|Crown}}, 7th at {{Trn|Port Priority 5}}, 9th at {{Trn|Mainstage}}, 13th at both {{Trn|GENESIS 6}} and {{Trn|CEO 2019}}, 17th at {{Trn|Frostbite 2020}}, and 25th at {{Trn|The Big House 9}}, with wins over {{Sm|MkLeo}}, {{Sm|FOW}}, {{sm|Elegant}}, {{Sm|Abadango}}, {{sm|Nicko}}, {{Sm|Myran}}, {{Sm|Cosmos}}, {{sm|Stroder}}, {{sm|Pandarian}}, and Dark Wizzy. Ranked 2nd on the [[NorCal Power Rankings]]. | |||
*{{Sm|Ron|Japan}} (#50) - Co-mains {{SSBU|Yoshi}} with Mario and is considered one of the best Mario players 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}} - 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}} - One of the best Mario players in Japan. Placed 9th at both {{Trn|Sumabato SP 7}} and {{Trn|Sumabato SP 8}}, 13th at both {{Trn|Sumabato SP}} and {{Trn|Sumabato SP 11}}, and 17th at {{Trn|KVOxTSB 2019}}, {{Trn|Maesuma TOP 1}}, and {{Trn|Sumabato SP 12}}. Has wins over {{Sm|Kuro}}, {{Sm|Ron}}, and {{Sm|kept}}. | |||
*{{Sm|Teb|USA}} - Placed 7th at {{Trn|Super Splat Bros}} and 17th at {{Trn|2GG: Prime Saga}}. Ranked 7th on the [[NorCal Power Rankings]]. | |||
*{{Sm|Zackray|Japan}} (#7) - One of the best Mario players in the world. Placed 1st at {{Trn|EGS Cup 3}}, 9th at {{Trn|Sumabato SP 11}}, and 17th at {{Trn|2GG: Kongo Saga}} as one of his characters. | |||
*{{Sm|Zenyou|USA}} - One of the best Mario players in [[SoCal]]. Placed 2nd at {{Trn|2GG: SoCal Chronicles 2020}}, 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 5th on the [[SoCal Power Rankings#Super Smash Bros. Ultimate|SoCal Ultimate Power Rankings]]. | |||
====Inactive==== | |||
*{{Sm|Ally|Canada}} - Used 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}}. Formerly ranked 1st on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]] while using Mario in tandem with Snake. Initially retired from competitive play in July 2019, but has recently returned to compete in locals. | |||
*{{Sm|huto|Japan}} - Formerly one of the best Mario players in Japan. Placed 3rd at {{Trn|EGS Cup 2}} as one of his characters, and 17th at {{Trn|Karisuma SP 3}} and 65th at {{Trn|EVO 2019}} with solo Mario. Now solely plays {{SSBU|Banjo & Kazooie}} in bracket. | |||
=={{SSBU|Classic Mode}}: Let's-a Go!== | =={{SSBU|Classic Mode}}: Let's-a Go!== | ||
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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 this case, Mario's route emulates the idea of him traveling to different lands and meeting their local denizens, as in ''Odyssey''. | 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 this case, Mario's route emulates the idea of him traveling to different lands and meeting their local denizens, as in ''Odyssey''. | ||
{|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}} | ||
Line 351: | Line 266: | ||
#{{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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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 [[List of spirits (Pikmin series)|Smoky Progg]]. He is always the first character to be unlocked in this mode. | 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 [[List of spirits (Pikmin series)|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]] | ||
|Mario | | {{SSBU|Mario}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] <center>{{color|#796581|Neutral}}</center> | ||
|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 Spirit can be obtained by completing [[Classic Mode]]. It is 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 a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. His Builder and Wedding outfits have Fighter Spirits of their own, available through the shop, and in the Wedding outfit's case, can be obtained by scanning the Wedding Mario amiibo or by completing a challenge (Games & More: ''As Luigi, play solo All-Star Smash and deal damage with a taunt 3 times''). 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 | ||
Line 440: | Line 353: | ||
|- | |- | ||
|21 | |21 | ||
|{{ | |[[File:Metal Mario Spirit.png|center|64x64px]] | ||
|{{anchor|Metal Mario}}[[Metal Mario]] | |||
|''Super Mario'' Series | |''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 452: | Line 366: | ||
|- | |- | ||
|22 | |22 | ||
|{{ | |[[File:Boo Mario.png|center|64x64px]] | ||
|{{anchor|Boo Mario}}Boo [[Mario]] | |||
|''Super Mario'' Series | |''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 464: | Line 379: | ||
|- | |- | ||
|34 | |34 | ||
|{{ | |[[File:Toadsworth Spirit.png|center|64x64px]] | ||
|{{anchor|Toadsworth}}[[Toadsworth]] | |||
|''Super Mario'' Series | |''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 476: | Line 392: | ||
|- | |- | ||
|75 | |75 | ||
|{{ | |[[File:Starship Mario Spirit.png|center|64x64px]] | ||
|{{anchor|Starship Mario}}Starship Mario | |||
|''Super Mario'' Series | |''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 488: | Line 405: | ||
|- | |- | ||
|78 | |78 | ||
|{{ | |[[File:Cappy spirit.png|center|64x64px]] | ||
|{{anchor|Cappy}}[[Cappy (Mario)|Cappy]] | |||
|''Super Mario'' Series | |''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]] (hazards off) | |[[Rainbow Cruise]] (hazards off) | ||
Line 497: | Line 415: | ||
|•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!}} | ||
| | |Mario | ||
|- | |- | ||
|81 | |81 | ||
|{{ | |[[File:Goo Goo Buggy Spirit.png|center|64x64px]] | ||
|{{anchor|Goo-Goo Buggy}}Goo-Goo Buggy | |||
|''Mario Kart'' Series | |''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 | ||
|[[Figure-8 Circuit]] | |[[Figure-8 Circuit]] | ||
Line 512: | Line 431: | ||
|- | |- | ||
|85 | |85 | ||
|{{ | |[[File:B-dasher.png|center|64x64px]] | ||
|{{anchor|B Dasher}}B Dasher | |||
|''Mario Kart'' Series | |''Mario Kart'' Series | ||
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}×3 | |•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}} (×3) | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|9,400 | |9,400 | ||
|[[Figure-8 Circuit]] | |[[Figure-8 Circuit]] | ||
Line 524: | Line 444: | ||
|- | |- | ||
|119 | |119 | ||
|{{ | |[[File:Kid Spirit.png|center|64x64px]] | ||
|{{anchor|Kid}}Kid | |||
|''Mario Golf'' Series | |''Mario Golf'' Series | ||
|•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Black}}×4 | |•{{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 536: | Line 457: | ||
|- | |- | ||
|128 | |128 | ||
| | |[[File:MC Ballyhoo Big Top.png|center|64x64px]] | ||
|{{anchor|MC Ballyhoo & Big Top}}MC [[Ballyhoo & Big Top]] | |||
|''Mario Party'' Series | |''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 | ||
|{{SSB4|Mario Circuit}} | |{{SSB4|Mario Circuit}} | ||
Line 545: | Line 467: | ||
|•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]] | ||
|{{anchor|Rabbid Mario}}{{s|mariowiki|Rabbid Mario}} | |||
|''Mario + Rabbids Kingdom Battle'' | |''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]] | ||
|{{anchor|Mario (Mario Tennis Aces)}}Mario (Mario Tennis Aces) | |||
|''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) | ||
Line 572: | Line 496: | ||
|- | |- | ||
|299 | |299 | ||
|{{ | |[[File:Babymario.png|center|64x64px]] | ||
|{{anchor|Baby Mario}}Baby Mario | |||
|''Yoshi'' Series | |''Yoshi'' Series | ||
|•Tiny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Yoshi}} | |•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 584: | Line 509: | ||
|- | |- | ||
|816 | |816 | ||
|{{ | |[[File:Smoky Progg Spirit.png|center|64x64px]] | ||
|{{anchor|Smoky Progg}}{{s|pikipedia|Smoky Progg}} | |||
|''Pikmin'' Series | |''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 596: | Line 522: | ||
|- | |- | ||
|941 | |941 | ||
|{{ | |[[File:Vonkaiser.png|center|64x64px]] | ||
|{{anchor|Von Kaiser}}Von Kaiser | |||
|''Punch-Out!!'' Series | |''Punch-Out!!'' Series | ||
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Green}} | |•{{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 608: | Line 535: | ||
|- | |- | ||
|1,147 | |1,147 | ||
|{{ | |[[File:Maruo.png|center|64x64px]] | ||
|{{anchor|Maruhige Shop Owner}}Maruhige Shop Owner | |||
|''Trade & Battle: Card Hero'' Series | |''Trade & Battle: Card Hero'' 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]] | ||
|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]] | ||
|{{anchor|Dice Block}}{{s|mariowiki|Dice Block}} | |||
|''Super Mario'' Series | |''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 558: | ||
|•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}} | ||
| | |Mario | ||
|} | |} | ||
===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 582: | ||
|- | |- | ||
|27 | |27 | ||
|{{ | |[[File:Baby Peach Spirit.png|center|64x64px]] | ||
|{{anchor|Baby Peach}}[[Baby Peach]] | |||
|''Super Mario'' Series | |''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 | ||
|[[Princess Peach's Castle]] | |[[Princess Peach's Castle]] | ||
Line 685: | Line 592: | ||
|•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. (Melee)}} | |{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. (Melee)}} | ||
| | |{{s|mariowiki|Baby Mario}} | ||
|- | |- | ||
|29 | |29 | ||
|{{ | |[[File:Peach Wedding Spirit.png|center|64x64px]] | ||
|{{anchor|Peach (Wedding)}}[[Peach]] (Wedding) | |||
|''Super Mario'' Series | |''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]] | ||
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|•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]] | ||
|{{anchor|Pauline}}[[Pauline]] | |||
|''Super Mario'' Series | |''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>•Giant {{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}} | |•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}<br>•Giant {{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|13,700 | |13,700 | ||
|[[75m]] (hazards off) | |[[75m]] (hazards off) | ||
|•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]] | ||
|{{anchor|Geno}}[[Geno]] | |||
|''Super Mario RPG: Legend of the Seven Stars'' | |''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]] | ||
|{{anchor|Starlow}}Starlow | |||
|''Mario & Luigi'' Series | |''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]] | ||
|{{anchor|Wanda}}{{s|mariowiki|Wanda}} | |||
|''Super Mario'' Series | |''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]] | ||
|{{anchor|Fighting Alloy Team}}[[Fighting Alloy Team]] | |||
|''Super Smash Bros.'' Series | |''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 | |•{{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]]) | ||
Line 760: | Line 673: | ||
|- | |- | ||
|1,321 | |1,321 | ||
|{{ | |[[File:Peachette Spirit.png|center|64x64px]] | ||
|{{anchor|Peachette}}{{s|mariowiki|Peachette}} | |||
|''Super Mario'' Series | |''Super Mario'' Series | ||
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} ( | |•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Super Mushroom Hat, Yellow Toad Outfit, High Voice Type 7)<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|10,000 | |10,000 | ||
|[[Mushroom Kingdom U]] (hazards off) | |[[Mushroom Kingdom U]] (hazards off) | ||
|•Easy to Launch<br> | |•Easy to Launch<br>•Low Gravity | ||
|•All fighters are easy to launch<br>•Timed battle | |•All fighters are easy to launch<br>•Timed battle<br>•Gravity is reduced | ||
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - New Super Mario Bros. U}} | |{{SSBUMusicLink|Super Mario Bros.|Ground Theme - New Super Mario Bros. U}} | ||
|{{s|mariowiki|Mario}} | |||
|{{ | |||
|} | |} | ||
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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. | ||
Mario unlock notice SSBU.jpg|Mario's unlock | Mario unlock notice SSBU.jpg|Mario's unlock screen when obtaining him in [[World of Light]]. | ||
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]]. | ||
Line 815: | Line 716: | ||
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]]. | ||
Line 825: | Line 726: | ||
SSBUMarioJPTwitter2.jpg|With Peach and {{SSBU|Bowser}} on Princess Peach's Castle. | SSBUMarioJPTwitter2.jpg|With Peach and {{SSBU|Bowser}} on Princess Peach's Castle. | ||
SSBUWebsiteTerry5.jpg|Taunting with {{SSBU|Terry}} on Princess Peach's Castle. | SSBUWebsiteTerry5.jpg|Taunting with {{SSBU|Terry}} on Princess Peach's Castle. | ||
PiranhaPlantVictoryPose2.gif|Mario getting bitten twice by {{SSBU|Piranha Plant}} in its victory pose. | PiranhaPlantVictoryPose2.gif|Mario getting bitten twice by {{SSBU|Piranha Plant}} in its victory pose. | ||
</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. | ||
*''Ultimate'' is the 100th game where Charles Martinet voiced Mario, and as a result, he won the Guinness World Record for the highest number of performances as the same character. | *''Ultimate'' marks the first time since ''Melee'' where Mario is depicted smiling in his official render. | ||
*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}}, and {{SSBU|Villager}}. | *''Super Smash Bros. Ultimate'' is the 100th game where Charles Martinet voiced Mario, and as a result, he won the Guinness World Record for the highest number of performances as the same character. | ||
* | *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}}. | ||
*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. | |||
**Additionally, Mario and {{SSBU|Yoshi}} are the only characters to vocalize in the "Everyone Is Here!" trailer. | |||
*This is the first game where Mario no longer has his Wario-based alternate costume since the first game, and the first since ''Brawl'' where Mario no longer has a Fire Flower-based alternate costume, possibly to make room for his Builder and Wedding Tuxedo-based outfits. | *This is the first game where Mario no longer has his Wario-based alternate costume since the first game, and the first since ''Brawl'' where Mario no longer has a Fire Flower-based alternate costume, possibly to make room for his Builder and Wedding Tuxedo-based outfits. | ||
*Coincidentally, five of his alternate costumes (his default, Golf, [[Waluigi]], Builder | *Coincidentally, five of his alternate costumes (his default, Golf, [[Waluigi]], Builder and Wedding outfits) also appeared in ''Super Mario Odyssey.'' Dr. Mario (portrayed here as his own character) also appeared in ''Odyssey'' as an outfit. Only his cyan/pink, white/black, and green/brown costumes do not appear in ''Odyssey.'' | ||
*Conspicuously, some of Mario's alternate costumes can be slightly changed depending on the facial expressions with the eyebrows and the eye color when comparing the Default, Builder, and Wedding as an example. | *Conspicuously, some of Mario's alternate costumes can be slightly changed depending on the facial expressions with the eyebrows and the eye color when comparing the Default, Builder, and Wedding as an example. | ||
**The eyebrows of Mario | **The eyebrows of Mario appears to be a little inwards as for the Default or the other alts. With the Builder and the Wedding, the eyebrows noticeably goes more outwards when zooming in. | ||
**The eye can obtrusively have different vibes depending on the eye colors. The Wedding Mario has a bit darker eye color than the Builder and the Default. The change in the colors is mostly due to the more slight irregularities in the render on Mario. | **The eye can obtrusively have different vibes depending on the eye colors. The Wedding Mario has a bit darker eye color than the Builder and the Default. The change in the colors is mostly due to the more slight irregularities in the render on Mario. | ||
*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 are Neutral type when fighting 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}}). | ||
*When KO'd by reaching 0 HP during his final stock in [[Stamina Mode]], Mario uses his heavy knockback scream rather than his standard KO scream. He shares this trait with {{SSBU|Dr. Mario}}, the {{SSBU|Hero}}, {{SSBU|Terry}}, and {{SSBU|Byleth}}. | |||
*Mario's Wedding costume is the only alt to change his glove pallet both in the render and in-game. | *Mario's Wedding costume is the only alt to change his glove pallet both in the render and in-game. | ||
*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 and {{SSBU|Captain Falcon}} are the only characters to face [[Giga Bowser]] as their final boss in Classic Mode. | ||
* | *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 Dr. Mario. | ||
* | *Mario's official artwork is based on the [[sex kick]] in his neutral aerial. | ||
*When fighting off the fifty puppet fighter army as Master Hand in World of Light, Mario is one of the eight fighters fought there, being affiliated with Galeem. | |||
==References== | ==References== |