Editing Mario (SSBU)

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{{Infobox Character
{{Infobox Character
|name = Mario
|name = Mario
|image = {{tabber|title1=Default|content1=[[File:Mario SSBU.png|250px]]|title2=Builder|content2=[[File:Mario-Alt6 SSBU.png|250px]]|title3=Wedding|content3=[[File:Mario-Alt7 SSBU.png|250px]]}}
|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]]
|tier = A
|ranking = 22
}}
}}
'''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 number|Fighter #01]], the first fighter number of the ''[[Super Smash Bros.]]'' [[veteran]]s and the overall roster. As in ''[[Super Smash Bros. 4]]'', {{s|mariowiki|Charles Martinet}}'s portrayal of Mario from ''[[Brawl]]'' was repurposed for ''Ultimate'' in all regions.<!--Do not add that this is the last Smash Bros. game where Charles Martinet voices Mario. Besides the fact this isn't done for other characters' pages, Jigglypuff and Lucina still use their voice clips from Rachael Lillis and Laura Bailey respectively in the Smash series instead of their current actors, so it's still possible for Martinet's voice to be reused in future Smash games-->
'''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 number|Fighter #01]].


Mario is currently ranked 22nd out of 82 characters on the [[tier list]], being in the A tier. This is a slight drop from his 9th out of 54 ranking in ''Smash 4'' where he stood at the lower end of top tier, despite not facing many changes during the transition. Much like his previous incarnation, Mario's greatest asset is his fast frame data; most of his moves have little startup lag and have relatively low end lag. This results in Mario being fairly difficult to [[punish]] relative to most of the cast. His combo game is quite flexible, as Mario can rack up damage quickly and reliably with a myriad of options to do so. In particular, his up aerial is one of the best [[juggling]] tools in the game, as the move can very easily chain into itself and can lead to near inescapable kill setups either on the top blast line or near the ledge. In addition, he also has a versatile moveset: a disruptive [[projectile]] in his [[Fireball]], a [[reflection]]-based and [[reverse]]-based move in his [[Cape]] that can counteract [[camping]], and a decent, if niche [[edgeguard]]ing option with [[F.L.U.D.D.]]
As in ''[[Smash 4]]'', {{s|mariowiki|Charles Martinet}}'s portrayal of Mario from ''[[Brawl]]'' was repurposed for ''Ultimate''.
 
However, Mario also has some notable weaknesses. His moves have short range, with his hitboxes being relatively small and stubby when compared to the rest of the cast. This causes him to have difficulty against characters with long or disjointed range. Mario also suffers from a lack of consistent KO setups, due to having predictable, low range, and unsafe kill options at high percents, alongside his short frame and relative floatiness for a middleweight. He also struggles at KOing opponents in general, as he lacks any reliable finishers outside of his smash attacks: while his [[back throw]] is slow and vulnerable to [[DI]] and other moves like back aerial, down aerial and [[Super Jump Punch]] tend to be dependent on edgeguarding or being near the top of the [[blast line]] to KO. Mario’s recovery, while good, is still predictable due to [[Super Jump Punch]] only travelling a mere average distance. Lastly, Mario's average attributes do not allow him to quickly gain an advantage either, as the strengths of other characters can contest his, with the most notable being his overall range.
 
Overall, Mario's strengths outweigh his weaknesses, and he has seen strong results in competitive play thanks to the efforts of players such as {{Sm|Dark Wizzy}}, {{Sm|Kurama}}, and {{Sm|Snow|p=Japan}}.


==Attributes==
==Attributes==
Mario is a short [[Weight|middleweight]] with relatively balanced attributes, possessing slightly 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, in exchange for poor attack range and moderately low [[traction]]. These balanced stats don't 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.
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, in exchange for poor attack range and moderately low [[traction]]. These balanced stats don't 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 KO 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.
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 KO 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.
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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}} and {{SSBU|Kazuya}} having better combo potential, {{SSBU|Steve}} having a superior camping game, {{SSBU|Sonic}} having substantially faster mobility, {{SSBU|Bowser}} having significantly stronger attacks, {{SSBU|Snake}} and {{SSBU|Sora}} having a much more effective recovery, and {{SSBU|Shulk}} and {{SSBU|Min Min}} having drastically larger reach. In particular, the last one is his main weakness: his attacks generally possess relatively poor range.
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 combo potential, {{SSBU|Hero}} having a superior camping game, {{SSBU|Sonic}} having substantially faster mobility, {{SSBU|Bowser}} having significantly stronger attacks, {{SSBU|Snake}} having a much more effective 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 (which was further worsened by the changes to his up-tilt and [[dash grab]]) prevents him from fighting at a safe distance, and consistently forces Mario to approach characters on his own. This leads to him having great difficulty against characters with large or [[disjointed]] range, particularly weapon users like {{SSBU|Lucina}} and {{SSBU|Cloud}}. While back air is Mario's most effective spacing tool, it too suffers from a mediocre range that limits its utility against disjointed attacks, and fireball, while an overall solid projectile, is slow and lacks [[transcendent priority]], which means it can easily be beaten by any attack with a large hitbox, making it mostly an unreliable tool for [[camping]]. While Mario's pressuring capabilities are formidable, his susceptibility to getting spaced out is among the worst in the game due to his moves possessing very stubby and small-sized hitboxes, this results in Mario having a lot of difficulty in approaching and getting his combo game started if his opponents space him properly, as even a character with a slightly disproportionate disjoint can severely limit his ability to get in. In such cases, he will often be forced to rely on reads and make good for what he has when he gets an opening.


Another notable weakness is that Mario can also have some difficulty scoring KOs, as he has few strong and reliable finishers and can have difficulty landing them, especially at high percents, which are further compounded by his short range, which limits his options. Outside of his forward and up smashes, none of his other KO moves are very reliable and consistently effective for doing what they're supposed to: his down smash can only KO reliably with its back hit and is unsafe on shield, Super Jump Punch can only KO at very high percentages or close to the blast zones, his back aerial has short range and is unsafe against disjoints, his down aerial has even shorter range and can sometimes have trouble connecting, his back throw is very slow and very susceptible to [[DI]], and his 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 killing 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 potential 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''. Since it also no longer affects set knockback, he can't use his Super Jump Punch’s connecting hits as a KO confirm at low percents anymore if he has high rage, similarly to {{SSBU|Samus}}'s [[Screw Attack]] and [[Peach Parasol]]. 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 noticeable endlag and a sourspot located on Mario's arm, which, while very difficult to hit with, outprioritizes the sweetspot and has rather mediocre power, while the latter has poor range in front of him, to the point where it will sometimes miss completely against short, crouching, or characters with hurtbox shifting properties.
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|Lucina}} and {{SSBU|Cloud}}. 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.


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 distance altogether. 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.
Mario can also have some difficulty scoring KOs, as he has few strong and reliable finishers and has difficulty 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 KO moves are very reliable and consistently effective for doing what they're supposed to: his down smash can only KO reliably with its back hit and is unsafe on shield, Super Jump Punch can only KO at very high percentages or close to the blast zones, his back aerial has short range, his down aerial can sometimes have trouble connecting, his back throw is very slow and thus easy to DI, and his 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 killing 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 potential 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''. Since it also 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, some minor weaknesses Mario might also suffer from include a lack of reliable burst options, as due to the small size of his hitboxes, none of his moves (with the exception of up special and neutral aerial) can function reliably as a safe approach or get-off me option against characters that can pressure him well such as {{SSBU|Fox}} or Sonic. Mario might also struggle to get back from ledge as his ledge options slow and predictable, making him vulnerable to getting ledge trapped. While Mario possesses a remarkable air game thanks to his high airspeed, his ground game can sometimes be rather limited due to his dash being slightly below average in speed and his aforementioned range problems, which means he's usually going to rely on rising aerials or grabs to start his combo game which can be predictable.
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 distance altogether. 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 among the best characters in the game.
Overall, Mario has many clear strengths and very few exploitable 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 inspite of his respectable edgeguarding game, as one exploit of his defenses can cause him to be unable to recover.


==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 overall, the indirect changes to the game's engine drastically benefit his playstyle, and he has also received buffs to some of his underwhelming moves from his ''SSB4'' incarnation. As a result, it is difficult to determine if he was buffed or nerfed overall.
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 potent grab game. Furthermore, his neutral game, while still solid, has been toned down due to changes to some of his best moves. For example, his [[up tilt]], one of his most pivotal moves, has an altered animation, causing the move's initial hitbox to be positioned higher above the ground while worsening its horizontal range; this not only further exacerbates his already bad range, but also significantly hinders the move's use as a reliable follow-up from his [[down throw]] at any percent against most characters, worsening both the move's combo potential and Mario's overall punish ability, as up tilt was considered to his most effective damage racking option. This is partially compensated by up throw's improved combo potential at low percents, however. His [[dash attack]], while it can still serve as a [[2 frame punish]] at the edge, is no longer capable of [[stage spike|stage spiking]] off-stage opponents, due to its late hit's knockback angle being altered to send opponents away from Mario rather than towards him; additionally, the move's new animation gives him less protection overall. Additionally, the increased knockback on his forward tilt causes the move to lose its locking potential. On top of this, [[Super Jump Punch]] sweetspots edges three frames later, to the point of causing Mario to land on the stage and become much more vulnerable if he does not use it from a far enough distance; additionally, due to the changes to [[rage]], it is much less effective for taking out stocks off the upper [[blast line]] below high percents. Finally, the changes to air dodging are a double-edged sword for Mario; while this makes Mario more effective at edgeguarding his opponents, it is conversely also easier for his opponents to edgeguard as a result.
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'', with his extreme combo and edgeguarding abilities benefiting well from the reworked mechanics despite the nerfs to his moves, though he now possesses a slightly worsened disadvantage state to go with it. His playstyle is fundamentally different due to ''Ultimate''{{'}}s reworked mechanics, requiring players to utilize different strategies in order to achieve the same level of effectiveness that his previous incarnation was capable of. Combined with the higher playstyle diversity among the cast, this results in a slightly higher learning curve and cerebral curve. In short, despite his changes, Mario performs similarly effective as in ''SSB4'', remaining a good choice at all levels of play in ''Ultimate''.
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$}}. The perception of Mario has additionally gone up exponentially since launch, with the majority of top players agreeing that Mario is a solid top-tier character. As a result, 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==
With only one nerf to Fireball, Mario was slightly buffed overall in ''Ultimate's'' game updates, most of them being quality-of-life updates to his [[Final Smash]], Mario Finale.  
Aside from a single nerf to [[Fireball]] in update 3.0.0, Mario has been buffed slightly overall via game updates. Update 2.0.0 lowered dash attack's angles, which improved its ability to set up edgeguards.  


Update 2.0.0 made his dash attack send opponents at a lower angle, improving its edgeguarding ability and gave the Final Smash Meter version of Mario Finale a slightly higher knockback multiplier. Update 3.0.0 brought the aforementioned nerf to Fireball, making it deal less shield damage, but also made it so that opponents close to Mario Finale were slowed down more. And finally, 8.0.0, made Mario Finale deal more damage and have more vertically stretched hitboxes, increasing its range and making the move harder to escape.
Overall, Mario has improved, albeit negligibly, since the launch of ''Ultimate'' and he remains a very viable pick in competitive play.
 
As a result, competitively speaking, Mario has remained mostly the same since launch, but nonetheless has remained a very successful character in competitive play.


'''{{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=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Kick Up ({{ja|けりあげ|Keri Age}})
|neutralname=&nbsp;
|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=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltname=&nbsp;
|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=Does a roundhouse 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=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltname=&nbsp;
|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 blind spot and making it fairly difficult or even impossible to hit shorter or crouching characters with the move. It vaguely resembles the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''{{s|mariowiki|Super Mario RPG: Legend of the Seven Stars}}''. KOs at 160%.
|utiltdesc=Does a quick 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=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dtiltname=&nbsp;
|dtiltdmg=5% (foot), 7% (leg)
|dtiltdmg=5% (foot), 7% (leg)
|dtiltdesc=A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively. It can also hit ledge hangs and combo off from ledge as well.
|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=Sliding ({{ja|スライディング|Suraidingu}})
|dashname=&nbsp;
|dashdmg=8% (clean), 6% (late)
|dashdmg=8% (clean), 6% (late)
|dashdesc=The {{s|mariowiki|Slide Kick}} from ''Super Mario 64''. Has a diagonal knockback angle, making its lingering hitbox useful for [[2 frame punish]]ing certain opponents and punishing spot dodges. The new animation is more unfavorable in terms of hitbox placements.
|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'', and also similar to Mario's running turn animation in ''New Super Mario Bros''.
|fsmashname=Fire Palm Heel ({{ja|ファイア掌底|Faia Shōtei}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|17.8}} (fire), {{ChargedSmashDmgSSBU|14.7}} (arm)
|fsmashdmg={{ChargedSmashDmgSSBU|17.8}} (fire), {{ChargedSmashDmgSSBU|14.7}} (arm)
|fsmashdesc=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 and 90% center stage, 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, necessitating good spacing to land.
|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 ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashname=Lead Headbutt
|usmashdmg={{ChargedSmashDmgSSBU|14}}
|usmashdmg={{ChargedSmashDmgSSBU|14}}
|usmashdesc=An upward arcing headbutt. One of Mario's most reliable KO options, being able to KO most middleweights at around 120%. 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.
|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=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back)
|dsmashdesc=A breakdancing variation of the {{s|mariowiki|Sweep Kick}} from ''Super Mario 64''. It hits in front of and behind Mario, and both hits [[semi-spike]] opponents, though the front hit is rather weak in comparison to the back hit. Mario's fastest smash attack, coming out as fast as all his tilts. Also capable of hitting ledge hangs. The first hit KOs at 153%, whereas the second KOs at 126%.
|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=Mario Kick ({{ja|マリオキック|Mario Kikku}})
|nairname=&nbsp;
|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, up aerial, or grab at low percents if landing on the ground shortly after the hit, as well as boasting numerous KO confirms off the late hit at high percents. This move bears resemblance to the Jump Kick animation from ''Super Mario 64''.
|nairdesc=Does a sex 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, up aerial, or grab at low percents if landing on the ground shortly after the hit, as well as boasting numerous KO confirms off the late hit at high percents. Very similar to the Jump Kick from ''Super Mario 64''.
|fairname=Meteor Knuckle ({{ja|メテオナックル|Meteo Nakkuru}})
|fairname=Meteor Knuckle
|fairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|fairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|fairdesc=An {{iw|wikipedia|overhand|boxing}}. When hit clean, it is a [[meteor smash]] with enough knockback to KO under 45% offstage and has deceptively high combo potential. 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 unless near the ledge.
|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 and has deceptively high combo potential. 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=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairname=&nbsp;
|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 KOing at higher percents near the ledge, and can be used twice in a short hop, or with neutral, up and down airs.
|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.
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairname=&nbsp;
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdmg={{ShortHopDmgSSBU|7}}
|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 KO off the top at high percents.
|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.
|dairname=[[Mario Tornado]] ({{ja|マリオトルネード|Mario Torunēdo}})
|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 deceptively well at high percentages. Resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''Super Mario World''.
|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 deceptively well at high percentages. Resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''Super Mario World''.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out. Mario's overall grab range is average, but tied for the fastest in the game.
|grabdesc=Reaches out. Mario's overall grab range is average, but tied for the fastest in the game.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A headbutt. Average power and speed.
|pummeldesc=Headbutts the opponent.
|fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}})
|fthrowname=&nbsp;
|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 can KO at around 200% at the ledge. It is based on the throw that he uses against [[Bowser]] in ''Super Mario 64''.
|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 can kill at very high percents at the ledge.
|bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowname=Airplane Swing
|bthrowdmg=11% (throw), 8% (collateral)
|bthrowdmg=11% (throw), 8% (collateral)
|bthrowdesc= A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. 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 solid 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''.
|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 solid 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=Throw Up ({{ja|スルーアップ|Surū Appu}})
|uthrowname=&nbsp;
|uthrowdmg=7%
|uthrowdmg=7%
|uthrowdesc=Heaves the opponent upward. An effective combo throw at low to medium percents, comboing into all aerials except forward air. Due to its new animation, it heavily resembles the Upward {{s|mariowiki|Cap Throw}} from ''{{s|mariowiki|Super Mario Odyssey}}''.
|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=Throw Down ({{ja|スルーダウン|Surū Daun}})
|dthrowname=&nbsp;
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. It can be followed up with several options, including but not limited to 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.
|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 but not limited to 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=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 152: Line 141:
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Performs a side kick behind himself and then in front of himself while getting up.
|floortdesc=Performs a sidekick behind himself and then in front of himself while getting up.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=9%
|edgedmg=9%
Line 158: Line 147:
|nsname=Fireball
|nsname=Fireball
|nsdmg=5% (early), 4% (late)
|nsdmg=5% (early), 4% (late)
|nsdesc=Throws a {{s|mariowiki|Fireball}}. The Fireball bounces along the ground several times before disappearing. Despite its low damage, it is good for controlling space when performed in the air because Mario retains full aerial mobility throughout the move. 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.
|nsdesc=Throws a {{s|mariowiki|Fireball}}. The fireball bounces along the ground several times before disappearing. Despite its low damage, it is good for controlling space when performed in the air because Mario retains full aerial mobility throughout the move. 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%, 1.5× (reflection)
|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, making it a good combo finisher out of a ladder. Can be angled to slightly change the direction it travels in.
|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, making it a good combo finisher out of a ladder. Can be angled to change the direction it travels in.
|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 of water in front of himself. F.L.U.D.D. can be charged to create a larger stream and its charge time is rather fast. It can also 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 edgeguarding, 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 sufficiently, which further supplements its utility for creating space.
|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.
}}
}}
===Stats===
{{Attributes
|cast      = 89
|weight    = 98
|rweight    = 33-36
|dash      = 1.936
|rdash      = 38-42
|run        = 1.76
|rrun      = 37-40
|walk      = 1.155
|rwalk      = 34-36
|trac      = 0.102
|rtrac      = 57-58
|airfric    = 0.015
|rairfric  = 9-29
|air        = 1.208
|rair      = 12-16
|baseaccel  = 0.01
|rbaseaccel = 31-41
|addaccel  = 0.07
|raddaccel  = 31-41
|gravity    = 0.087
|rgravity  = 50-52
|fall      = 1.5
|rfall      = 54-56
|ff        = 2.4
|rff        = 52-54
|jumpsquat  = 3
|rjumpsquat = 1-88
|jumpheight = 36.33
|rjumpheight= 16
|shorthop  = 17.54
|rshorthop  = 16-18
|djump      = 36.33
|rdjump    = 20
|ellag      = 4
|rellag    = 2-75
}}
===[[Announcer]] calls===
<gallery>
Mario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Mario Dutch Announcer SSBU.wav|Dutch
Mario French Announcer SSBU.wav|French
Mario German Announcer SSBU.wav|German
Mario Italian Announcer SSBU.wav|Italian
Mario Russian Announcer SSBU.wav|Russian
Mario Spanish Announcer SSBU.wav|Spanish
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Jumps out of a {{s|mariowiki|Warp Pipe}} and punches his right fist in the air while shouting "Let's-a go!"
*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
Line 230: Line 168:


===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Turns his back to the camera and gives a thumbs-up while smiling. The pose he strikes resembles a piece of [[mariowiki:File:Mario thumbs-up.png|promotional artwork]] first released for {{s|mariowiki|Club Nintendo}}, but without the wink.
*'''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}}''.
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*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>


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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Mario Cheer English SSB4 SSBU.ogg|center]]||[[File:Mario Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Mario Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Mario Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Mario Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mario Cheer French PAL SSBU.ogg|center]]
|{{NTSC}} [[File:Mario Cheer English NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mario Cheer English PAL SSBU.ogg|center]]||[[File:Mario Cheer Japanese SSBU.ogg|center]]||[[File:Mario Cheer Italian SSBU.ogg|center]]||[[File:Mario Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Mario Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mario Cheer French PAL SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Mario Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Mario Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Mario Cheer Spanish PAL SSBU.ogg|center]]||[[File:Mario Cheer Russian SSBU.ogg|center]]||[[File:Mario Cheer Korean SSBU.ogg|center]]
|[[File:Mario Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Mario Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mario Cheer Spanish PAL SSBU.ogg|center]]||[[File:Mario Cheer Russian SSBU.ogg|center]]||[[File:Mario Cheer Korean SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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===[[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 [[competitive play]]==
==In competitive play==
===Most historically significant players===
Upon the release of ''Ultimate'', Mario was regarded as an average mid-tiered character. This was seen through his poor range, which was impacted more in the game due to swordfighters and character with disjoints being reworked; swordfighters especially were among the best characters in the early metagame. Furthermore, many players noted the nerfs to Mario's combo game, his best tool in ''Smash 4''. As a result, Mario's reception was initially mediocre.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Mario players (SSBU)]]''
Despite this, Mario always had solid representation thanks to players such as {{Sm|Dark Wizzy}}, {{Sm|Prodigy}}, {{Sm|MastaMario}}, and {{Sm|Lui$}}. Dark Wizzy, in particular, has consistently placed in Top 8 at many national tournaments including {{Trn|Shine 2019}}, {{Trn|Glitch 8}}, and {{Trn|GENESIS 7}}. In addition, Prodigy defeated {{Sm|MkLeo}} at {{Trn|Frostbite 2020}} in a 3-0 fashion. These results have significantly improved Mario's reception among professionals to the point where most players consider him to be top-tier.


*{{Sm|Dark Wizzy|USA}} - One of the best Mario players of all-time and was the uncontested best from the second half of 2019 to the start of the online metagame due to his streak of top 8s at majors around that time.
Due to his better reception, Mario’s nerfs from ''Smash 4'' did not affect him in the long run as players noted that all his strengths from the previous game, despite being nerfed, were mostly retained. His matchup spread is also great: Mario has positive matchups against meta-relevant characters like {{SSBU|Pikachu}}, {{SSBU|R.O.B.}}, {{SSBU|Mega Man}}, {{SSBU|Olimar}}, {{SSBU|Pac-Man}}, {{SSBU|Inkling}}, {{SSBU|Fox}}, {{SSBU|Wolf}}, and {{SSBU|Wario}}, while only having a few troublesome matchups, such as {{SSBU|Lucina}}, {{SSBU|Palutena}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Shulk}} and {{SSBU|Cloud}}.
*{{Sm|Kurama|USA}} - The best Mario player of all-time who was the uncontested best from mid-2022 to early 2024. He was ranked as high as 11th on the [[UltRank 2022]]. His runner-up placement at {{Trn|Port Priority 7}} and 3rd placement at the {{Trn|Ludwig Smash Invitational}} remain his best performances.
*{{Sm|Ludo|USA}} - One of the best Mario players in North America in the post-online metagame. He has been a consistent regional threat and has made several waves at larger events, including placing 9th at the major {{Trn|MAJOR UPSET}} and 33rd at the supermajors {{Trn|Crown the Third}} and {{Trn|Get On My Level 2023}}.
*{{Sm|Lui$|USA}} - Although more known for his {{SSBU|Fox}} in the early metagame, he also co-mained Mario, using the character to place 7th at the supermajor {{Trn|Super Smash Con 2019}} and 17th at the supermajor {{Trn|Glitch 7 - Minus World}}. He dropped both characters during the online metagame in favor of {{SSBU|Palutena}}.
*{{Sm|MastaMario|USA}} - One of the best Mario players in the United States in the early metagame, where he regularly placed in or around the top 8 at events in his region. He has also seen several notable major placements, including 13th at the major {{Trn|2GG: SwitchFest 2019}} and 33rd at the supermajors {{Trn|EVO 2019}} and {{Trn|The Big House 9}}.
*{{Sm|Nao|Japan|p=Hokkaido}} - The uncontested best Mario player in Japan from 2021 to mid-2023. Although he isn't as consistent as other notable Mario players, he has racked up several top 16 placement at majors, including placing 5th at the supermajor {{Trn|Kagaribi 9}} and 13th at the supermajor {{Trn|GENESIS 9}}.
*{{Sm|Snow|Japan|p=Japan}} - Began competing offline in mid-2022 and eventually became the best Mario player in Japan in 2023, with his best runs during this time including placing 2nd at {{Trn|Maesuma TOP 13.5 "U-22"}} and 5th at {{Trn|Maesuma TOP 14}}. He also eventually became the best Mario player in the world in 2024 and one of the best Mario players of all-time. He has placed in the top 8 of Premier tournaments, getting Mario's best performance of the year with his 3rd place at {{Trn|Umebura SP 11}}, and he also defeated most of the top 5 players of the season, including {{Sm|acola}}, {{Sm|Miya|p=Honshu}}, {{Sm|Sonix}}, and {{Sm|Hurt}}.


===Tier placement and history===
===Notable players===
Upon the release of ''Ultimate'', Mario was received lukewarmly and was regarded as an average mid-tiered character. This was seen through his poor range, which was impacted more in the game due to swordfighters and character with disjoints being reworked; swordfighters especially were among the best characters in the early metagame. However, this perception quickly changed thanks to his sizeable playerbase, with many Mario players placing highly at major events. Mario's representation was largely spearheaded by {{Sm|Dark Wizzy}} and {{Sm|Prodigy}}: Dark Wizzy saw a streak of top 8 finishes at majors -- ignoring full disqualifications -- that lasted from {{Trn|Shine 2019}} in August 2019 to {{Trn|GENESIS 7}} 5 months later, while Prodigy 3-0'd {{Sm|MkLeo}} at {{Trn|Frostbite 2020}}. Both players showcased how Mario's combo game, while nerfed from the previous game, was still pretty strong and had the potential to zero-to-death opponents. As a result of these strong results, many players agreed that Mario was a top-tier character.
''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.''


However, the post-pandemic metagame brought about metagame shifts that hurt Mario in the long run. First, some of the new DLC characters introduced during the pandemic period either outranged Mario -- abusing one of his worst weaknesses -- or had a better time fighting him up close. In addition, players began adapting to Mario's zero-to-death combos, making them less deadly. Finally, Dark Wizzy performed notably worse than he did prior to the pandemic, while Mario's overall representation declined as well, going from 9th by the end of 2019<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1AJs-mj5TTdkmkl7nhj4twJymVPTLTUdT0MBToL1cxDs/edit#gid=342014565|title=OrionRank character data for July-December 2019}}</ref> to 21st by the end of 2021.<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1zTKrF1HOv70Pp8xdJKrRQy3QiMYKLTCstoVNgxymt0o/edit#gid=0|title=OrionRank character data for July-December 2021}}</ref> These setbacks mellowed out opinions on Mario, with players now considering him as only a high-tier character.
''See also: [[:Category:Mario professionals (SSBU)]]''


Fortunately, Mario's representation saw a rebound in 2022 thanks to Mario's best players remaining dedicated to the character. For one, Prodigy, now going by Kurama, began seeing a streak of strong performances on-par with what Dark Wizzy had pre-pandemic. In addition, although he never regained his former glory, Dark Wizzy still saw strong performances once in a while. Finally, new Mario players began making their marks on the scene, most notably {{Sm|Nao|p=Hokkaido}} and {{Sm|Snow|p=Japan}} in Japan. These positive results helped reverse Mario's declining representation in the metagame as well as opinions on the character. As it stands, Mario is ranked 22nd on the current tier list solidifying his status as a viable high tier, with some players arguing he should be considered a top tier.
<!--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|Aluf|New Zealand}} - The best Mario player in New Zealand, dominating the scene and competing in Australia. Placed 2nd at {{Trn|Biggie II}}, 9th at {{Trn|Uprising 2019}}, 25th at {{Trn|Phantom 2020}}, and 33rd at {{Trn|Battle Arena Melbourne 11}}. Has wins on players like {{Sm|SebPro101}}, {{Sm|Ghost}}, {{Sm|Shadrew}}, and {{Sm|Tanark}}. Ranked 1st on the [[New Zealand Power Rankings]].
*{{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|Kurama|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|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|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}} - The top Mario player in 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|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. However, he has since been banned from competitive play.
*{{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}}. He has since left the community amidst allegations of sexual assault.
*{{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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|3||{{CharHead|Donkey Kong|SSBU|hsize=20px}} and {{CharHead|Diddy Kong|SSBU|hsize=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Donkey Kong|Jungle Level (Melee)}}''||
|3||{{CharHead|Donkey Kong|SSBU|hsize=20px}} and {{CharHead|Diddy Kong|SSBU|hsize=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Donkey Kong|Jungle Level (Melee)}}''||
|-
|-
|4||{{CharHead|Squirtle|SSBU|hsize=20px}}, {{CharHead|Ivysaur|SSBU|hsize=20px}}, {{CharHead|Charizard|SSBU|hsize=20px}}, and {{CharHead|Pikachu|SSBU|hsize=20px}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Blue (Brawl)}}''||Horde Battle (2 at a time). {{SSBU|Pokémon Trainer}} is absent.
|4||{{CharHead|Squirtle|SSBU|hsize=20px}}, {{CharHead|Ivysaur|SSBU|hsize=20px}}, {{CharHead|Charizard|SSBU|hsize=20px}}, and {{CharHead|Pikachu|SSBU|hsize=20px}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Blue (Brawl)}}''||Horde Battle. {{SSBU|Pokémon Trainer}} is absent.
|-
|-
|5||{{CharHead|Marth|SSBU|hsize=20px}}, {{CharHead|Chrom|SSBU|hsize=20px}}, and {{CharHead|Ike|SSBU|hsize=20px}}||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Story 5 Meeting}}''||
|5||{{CharHead|Marth|SSBU|hsize=20px}}, {{CharHead|Chrom|SSBU|hsize=20px}}, and {{CharHead|Ike|SSBU|hsize=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}} [[Bowser Jr. (SSBU)|Koopalings]] and {{CharHead|Bowser Jr.|SSBU|hsize=20px}} ||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Fortress Boss - Super Mario Bros. 3}}''||Horde Battle (3 at a time).<br>The Koopalings are fought in the order they are fought in their debut of ''Super Mario Bros. 3''.
|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}} [[Bowser Jr. (SSBU)|Koopalings]] and {{CharHead|Bowser Jr.|SSBU|hsize=20px}} ||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Fortress Boss - Super Mario Bros. 3}}''||Horde Battle. The Koopalings are fought in the order they are fought in ''Super Mario Bros. 3''.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
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#{{SSBU|Olimar}}
#{{SSBU|Olimar}}


Each character can be unlocked by clearing Mario's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to {{SSBU|Donkey Kong}}'s character unlock tree, starting with {{SSBU|Bowser}}. Furthermore, Mario's tree can also be accessed by completing another starter character's unlock tree, then clearing Classic Mode with any character within, or with any [[Downloadable content (SSBU)#Fighters|DLC character]].
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 fear as Galeem unleashes a wave of light and is apparently vaporized with the rest of reality. If Dharkon defeats Galeem, Mario is seen lifelessly slumping over as the world is engulfed in darkness.
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}}


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|{{SpiritType|Neutral}} <center>{{color|#796581|Neutral}}</center>
|{{SpiritType|Neutral}} <center>{{color|#796581|Neutral}}</center>
|2,500
|2,500
|{{SSBU|Final Destination}}
|[[Final Destination]]
|''{{SSBUMusicLink|Super Smash Bros.|Final Destination}}''
|''{{SSBUMusicLink|Super Smash Bros.|Final Destination}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Mario's default fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Mario. It is also available periodically for purchase in the shop for 300 Gold. 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''.
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 spirit 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 primary and support spirits.
Additionally, Mario makes an appearance in various primary and support spirits.
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SSBU spirit Starship Mario.png|75. Starship Mario
SSBU spirit Starship Mario.png|75. Starship Mario
SSBU spirit Plessie.png|77. Plessie
SSBU spirit Plessie.png|77. Plessie
SSBU spirit Goo-Goo Buggy.png|81. Goo-Goo Buggy
SSBU spirit Goo-Goo Buggy.png|80. Goo-Goo Buggy
SSBU spirit Paper Mario.png|93. Paper Mario
SSBU spirit Paper Mario.png|93. Paper Mario
SSBU spirit Papercraft Mario.png|110. Papercraft Mario
SSBU spirit Papercraft Mario.png|110. Papercraft Mario
SSBU spirit Mini Mario.png|126. Mini Mario
SSBU spirit Mini Mario & Hammers.png|127. Mini Mario & Hammers
SSBU spirit Mario (Mario Tennis Aces).png|132. Mario (Mario Tennis Aces)
SSBU spirit Mario (Mario Tennis Aces).png|132. Mario (Mario Tennis Aces)
SSBU spirit Baby Mario.png| 299. Baby Mario
SSBU spirit Baby Mario.png| 299. Baby Mario
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SSBU spirit Stork.png|302. Stork
SSBU spirit Stork.png|302. Stork
SSBU spirit Mega Eggdozer.png|319. Mega Eggdozer
SSBU spirit Mega Eggdozer.png|319. Mega Eggdozer
SSBU spirit MONSTER.png|1,133. MONSTER
SSBU spirit MONSTER.png|1133. MONSTER
SSBU spirit Giga Cat Mario.png|1,472. Giga Cat Mario
SSBU spirit Giga Cat Mario.png|1472. Giga Cat Mario
SSBU spirit Mario (Mario Golf Super Rush).png|1,491. Mario (Mario Golf: Super Rush)
SSBU spirit Elephant Mario.png|1,526. Elephant Mario


</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
''Conditions in italics aren't listed on the Spirit Battle preview screen.''
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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|-
|-
|34
|34
|{{SpiritTableName|Toadsworth|iw=mariowiki|size=64}}
|{{SpiritTableName|Toadsworth|link=y|size=64}}
|''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}}
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|-
|-
|75
|75
|{{SpiritTableName|Starship Mario|iw=mariowiki|size=64}}
|{{SpiritTableName|Starship Mario|size=64}}
|''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}}
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|•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]]
|Mario
|-
|-
|81
|81
|{{SpiritTableName|Goo-Goo Buggy|iw=mariowiki|size=64}}
|{{SpiritTableName|Goo-Goo Buggy|size=64}}
|''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}}
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|-
|-
|85
|85
|{{SpiritTableName|B Dasher|iw=mariowiki|size=64}}
|{{SpiritTableName|B Dasher|size=64}}
|''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
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|-
|-
|119
|119
|{{SpiritTableName|Kid|iw=mariowiki|size=64}}
|{{SpiritTableName|Kid|size=64}}
|''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
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|-
|-
|128
|128
|{{SpiritTableName|MC Ballyhoo & Big Top|customname={{iw|mariowiki|MC Ballyhoo}} & {{iw|mariowiki|Big Top}}|size=64}}
|{{SpiritTableName|MC Ballyhoo & Big Top|size=64}}
|''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}}
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|•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}}
|[[Mario]]
|Mario
|-
|-
|130
|130
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|-
|-
|132
|132
|{{SpiritTableName|Mario (Mario Tennis Aces)|customname=[[Mario]] (Mario Tennis Aces)|size=64}}
|{{SpiritTableName|Mario (Mario Tennis Aces)|size=64}}
|''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}}
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|-
|-
|299
|299
|{{SpiritTableName|Baby Mario|iw=mariowiki|size=64}}
|{{SpiritTableName|Baby Mario|size=64}}
|''Yoshi'' Series
|''Yoshi'' Series
|•Tiny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Yoshi}} Team {{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}}
|•Tiny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Yoshi}} Team {{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}}
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|•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]]
|Mario
|-
|1,491
|{{SpiritTableName|Mario (Mario Golf: Super Rush)|customname=[[Mario]] (Mario Golf: Super Rush)|size=64}}
|''Mario Golf: Super Rush''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}
|{{SpiritType|Attack}}
|9,600
|{{SSBM|Yoshi's Island}} (Melee) ([[Ω form]])
|•Temporary Invincibility<br>•Item: Balls
|•The enemy will occasionally be invincible after a little while<br>•The enemy starts the battle with an [[Ore Club]]
|{{SSBUMusicLink|Super Mario Bros.|World Tour}}
|
|-
|1,526
|{{SpiritTableName|Elephant Mario|size=64|link=y|iw=supermariowiki}}
|''Super Mario'' Series
|•Giant {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|8,200
|[[Fountain of Dreams]]
|N/A
|•The enemy has super armor but moves slower<br>•The enemy favors down specials<br>•The enemy is giant
|{{SSBUMusicLink|Super Mario Bros.|Ricco Harbor}}
|
|}
|}


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|-
|-
|27
|27
|{{SpiritTableName|Baby Peach|iw=mariowiki|size=64}}
|{{SpiritTableName|Baby Peach|link=y|size=64}}
|''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}}
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|•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)}}
|[[Mario]]
|{{s|mariowiki|Baby Mario}}
|-
|-
|29
|29
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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)}}
|[[Mario]]
|{{s|mariowiki|Mario}}
|-
|-
|79
|79
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|•Defeat the main fighter to win<br>•You have reduced jump power<br>•Reinforcements will appear during the battle<br>•''The enemy tends to avoid conflict''
|•Defeat the main fighter to win<br>•You have reduced jump power<br>•Reinforcements will appear during the battle<br>•''The enemy tends to avoid conflict''
|{{SSBUMusicLink|Super Mario Bros.|Jump Up, Super Star!}}
|{{SSBUMusicLink|Super Mario Bros.|Jump Up, Super Star!}}
|Jumpman ([[Mario]])
|Jumpman ({{s|mariowiki|Mario}})
|-
|-
|104
|104
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|•Defeat the main fighter to win<br>•Timed battle (2:30)<br>•The enemy's FS Meter charges quickly
|•Defeat the main fighter to win<br>•Timed battle (2:30)<br>•The enemy's FS Meter charges quickly
|{{SSBUMusicLink|Mario Kart|Rainbow Road Medley}}
|{{SSBUMusicLink|Mario Kart|Rainbow Road Medley}}
|[[Mario]]
|{{s|mariowiki|Mario}}
|-
|-
|108
|108
|{{SpiritTableName|Starlow|iw=mariowiki|size=64}}
|{{SpiritTableName|Starlow|size=64}}
|''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}}
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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!}}
|[[Mario]]
|{{s|mariowiki|Mario}}
|-
|-
|118
|118
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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}}
|[[Mario]]
|{{s|mariowiki|Mario}}
|-
|-
|1,107
|1,107
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|•All fighters are easy to launch<br>•Timed battle (1:00)<br>•Gravity is reduced
|•All fighters are easy to launch<br>•Timed battle (1:00)<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}}
|[[Mario]]
|{{s|mariowiki|Mario}}
|-
|-
|1,426
|1,426
|{{SpiritTableName|Olivia|iw=mariowiki|size=64}}
|{{SpiritTableName|Olivia|size=64}}
|''Paper Mario'' Series
|''Paper Mario'' Series
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}}<br>•Tiny {{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}}
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}}<br>•Tiny {{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}}
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|•The enemy has increased attack power when the enemy's at high damage<br>•The enemy has increased defense when the enemy's at high damage<br>•The enemy favors air attacks<br>''•Reinforcements will appear after an enemy is KO'd''
|•The enemy has increased attack power when the enemy's at high damage<br>•The enemy has increased defense when the enemy's at high damage<br>•The enemy favors air attacks<br>''•Reinforcements will appear after an enemy is KO'd''
|{{SSBUMusicLink|Super Mario Bros.|Battle! - Paper Mario: Color Splash}}
|{{SSBUMusicLink|Super Mario Bros.|Battle! - Paper Mario: Color Splash}}
|[[Mario]] <!-- Do not change the link to Paper Mario; Super Mario Wiki considers Paper Mario in Mario & Luigi: Paper Jam and the Mario in the Paper Mario series as two separate characters -->
|{{s|mariowiki|Mario}} <!-- Do not change the link to Paper Mario; Super Mario Wiki considers Paper Mario in Mario & Luigi: Paper Jam and due Mario in Paper Mario series as two separate characters -->
|}
|}


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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.
Sora Trailer.png|Shaking {{SSBU|Sora}}'s hand in his reveal trailer.
SSBU Mario Number.png|Mario's fighter card.
SSBU Mario Number.png|Mario's fighter card.
Mario unlock notice SSBU.jpg|Mario's unlock notice when obtaining him in [[World of Light]].
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]].
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SSBUWebsiteIsabelle5.jpg|Mario crouching near {{SSBU|Isabelle}} on [[Tomodachi Life]].
SSBUWebsiteIsabelle5.jpg|Mario crouching near {{SSBU|Isabelle}} on [[Tomodachi Life]].
SSBUWebsiteIsabelle8.jpg|Mario using his [[Fireball]] on Isabelle on Skyworld.
SSBUWebsiteIsabelle8.jpg|Mario using his [[Fireball]] on Isabelle on Skyworld.
SSBUWebsiteOlimar2.jpg|With {{SSBU|Olimar}}, {{SSBU|Pac-Man}} and {{SSBU|Sonic}} on [[Gaur Plain]].
SSBUWebsiteOlimar2.jpg|With {{SSBU|Olimar}}, {{SSBU|Pac-Man}}, and {{SSBU|Sonic}} on [[Gaur Plain]].
SSBUWebsitePikachu3.jpg|With a giant {{SSBU|Pikachu}} on [[Tortimer Island]].
SSBUWebsitePikachu3.jpg|With a giant {{SSBU|Pikachu}} on [[Tortimer Island]].
SSBUWebsiteWario5.jpg|[[Taunting]] in his [[Waluigi]]-inspired costume with {{SSBU|Wario}} on [[Big Blue]].
SSBUWebsiteWario5.jpg|[[Taunting]] in his [[Waluigi]]-inspired costume with {{SSBU|Wario}} on [[Big Blue]].
Line 827: Line 757:
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.
KazuyaTW2.jpg|With {{SSBU|Kazuya}} on [[Mishima Dojo]].
SSBUSoraMario.jpg|With {{SSBU|Sora}} on [[Hollow Bastion]].
SSBUSoraFiveManParty.jpg|With Donkey Kong, Pikachu, Kirby and Sora in [[Mushroom Kingdom U]].
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>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=INk1W8OujQI|width=640|height=360}}
{{#widget:YouTube|id=INk1W8OujQI|width=640|height=360}}


==Trivia==
==Trivia==
*''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.
[[File:Mario eaten by darkness.png|thumb|200px|Mario "dies" in the dark ending of World of Light.]]
*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'' marks the first time since ''Melee'' where Mario is depicted smiling in his official render.
*''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 used his in-game model as opposed to his official render. This was also the case with {{SSBU|Link}}, {{SSBU|Pikachu}}, and {{SSBU|Villager}}.
*In the E3 demo of the game, Mario's portrait used his in-game model as opposed to his official render. This was also the case with {{SSBU|Link}}, {{SSBU|Pikachu}}, and {{SSBU|Villager}}.
**Coincidentally, all four of these characters were playable in the ''Smash 3DS'' demo.
**Coincidentally, all four of these characters were playable in the ''Super Smash Bros. for 3DS'' demo.
*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.''
*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.
*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 appear to be a little inwards as for the Default or the other alts. With the Builder and the Wedding, the eyebrows noticeably go more outwards when zooming in.
**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 dark 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.
*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.
*A running meme in the ''Smash'' community is how Mario always seems to "die" (or have a situation similar to death) in a lot of character reveal trailers, including when {{SSBU|Ridley}} snatched him and crushed his neck with his claws in Ridley’s reveal trailer, when he was punched by {{SSBU|Sonic}} into the ''Minecraft'' universe which resulted in him being blown up by a [[Creeper]] in {{SSBU|Steve}}'s trailer, and when he was seemingly impaled by {{SSBU|Sephiroth}}'s sword in Sephiroth's trailer. This also includes minor deaths like being blown up by a [[Bob-omb]] in the [[Vault Boy]] Mii Costume trailer.
**Furthermore, Mario is also seen "dying" in the dark ending of World of Light.


==References==
==References==

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