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{{Infobox Character | {{Infobox Character | ||
|name = Mario | |name = Mario | ||
|image = {{tabber|title1=Default| | |image = {{tabber|title1=Default|tab1=[[File:Mario SSBU.png|250px]]|title2=Builder|tab2=[[File:Mario-Alt6 SSBU.png|250px]]|title3=Wedding|tab3=[[File:Mario-Alt7 SSBU.png|250px]]}} | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
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|ssbgame4 = SSB4 | |ssbgame4 = SSB4 | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = A | |tier = A+ | ||
|ranking = | |ranking = 21 | ||
}} | }} | ||
'''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 ''[[ | '''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 ''[[SSB]]'' [[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. | ||
Mario is currently ranked | Mario is currently ranked 21st out of 82 characters on the [[tier list]], in the A+ tier, which is at the top of high tier. This is a slight downgrade 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 effective 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, most notoriously with his up air ladders. 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.]]. | ||
Despite being fairly similar to his ''Smash 4'' counterpart, Mario retains several weaknesses. Mario's overall range is below average, giving him trouble against characters with long [[disjointed]] range such as {{SSBU|Shulk}} and {{SSBU|Cloud}}. 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. 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 | Overall, Mario has many clear strengths and a few glaring weaknesses, resulting in being ranked either a top or high tier character. Throughout the course of ''Ultimate''{{'}}s metagame, Mario has seen solid results from players like {{Sm|Kurama}}, {{Sm|Dark Wizzy}}, {{Sm|Nao|p=Hokkaido}}, and {{Sm|Zenyou}}. | ||
==Attributes== | ==Attributes== | ||
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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 | 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|Steve}} 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 | 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. | ||
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. | |||
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 | |||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Mario has undergone a mixture of buffs and nerfs in his transition to ''Ultimate'', but despite being directly nerfed | Mario has undergone a mixture of buffs and nerfs in his transition to ''Ultimate'', but despite being overall directly nerfed, the indirect changes to the game's engine drastically benefit his playstyle, plus the helpful buffs to his underwhelming moves causes him to be in a similar position overall. | ||
Mario has received a few direct noteworthy buffs. [[Fireball]] has reduced endlag, a slightly larger hitbox, and inflicts more hitlag on opponents, greatly improving its safety and follow-up potential. [[F.L.U.D.D.]] has reduced ending lag and a stronger pushback effect as a result of its increased set knockback, allowing Mario to disrupt and edgeguard opponents with it more effectively. As a result of his buffed specials, Mario's approach and already oppressive edgeguarding ability have been improved. A few of his standard attacks have received buffs as well; [[forward tilt]] is much more effective as a spacing option due to its higher base knockback, lower ending lag, and the increased [[shieldstun]] for [[tilt attack]]s. Additionally, his [[down aerial]] connects more reliably than before and deals increased damage and knockback, improving its damage-racking capabilities and KO potential. [[Forward smash]] also deals consistent damage across all angles, and when angled up or down, has increased knockback scaling, slightly improving its already impressive KO potential even further. | Mario has received a few direct noteworthy buffs. [[Fireball]] has reduced endlag, a slightly larger hitbox, and inflicts more hitlag on opponents, greatly improving its safety and follow-up potential. [[F.L.U.D.D.]] has reduced ending lag and a stronger pushback effect as a result of its increased set knockback, allowing Mario to disrupt and edgeguard opponents with it more effectively. As a result of his buffed specials, Mario's approach and already oppressive edgeguarding ability have been improved. A few of his standard attacks have received buffs as well; [[forward tilt]] is much more effective as a spacing option due to its higher base knockback, lower ending lag, and the increased [[shieldstun]] for [[tilt attack]]s. Additionally, his [[down aerial]] connects more reliably than before and deals increased damage and knockback, improving its damage-racking capabilities and KO potential. [[Forward smash]] also deals consistent damage across all angles, and when angled up or down, has increased knockback scaling, slightly improving its already-impressive KO potential even further. | ||
Mario also benefits heavily from the changes to ''Ultimate''{{'}}s mechanics. His already strong set of aerials has been improved even further as a result of the universal reduction to [[landing lag]]; this not only makes them safer on shield despite the reduced shieldstun on aerial attacks, but it allows for more reliable combos and even devastating KO setups, such as [[up aerial]] into [[forward aerial]]. This is complemented by the universal 3-frame [[jumpsquat]], with his [[up throw]] in particular becoming a much more effective combo starter as well. The universal increase to mobility further improves Mario's approach and allows him to string attacks together more effectively and close in on opponents more effectively. Lastly, the changes to [[air dodging]] further improve his excellent edgeguarding ability, and give him a situational recovery alternative to his predictable [[Super Jump Punch]]. | Mario also benefits heavily from the changes to ''Ultimate''{{'}}s mechanics. His already strong set of aerials has been improved even further as a result of the universal reduction to [[landing lag]]; this not only makes them safer on shield despite the reduced shieldstun on aerial attacks, but it allows for more reliable combos and even devastating KO setups, such as [[up aerial]] into [[forward aerial]]. This is complemented by the universal 3-frame [[jumpsquat]], with his [[up throw]] in particular becoming a much more effective combo starter as well. The universal increase to mobility further improves Mario's approach and allows him to string attacks together more effectively and close in on opponents more effectively. Lastly, the changes to [[air dodging]] further improve his excellent edgeguarding ability, and give him a situational recovery alternative to his predictable [[Super Jump Punch]]. | ||
However, Mario has also received noteworthy nerfs. A notable detriment to his toolkit is the universal nerfing of [[grab]]s; while his throws' excellent utility and his potentially devastating throw combos from ''SSB4'' remain, the increased startup on his dash and pivot grabs, the increased ending lag of all of his grabs and the reduced range on his dash grab make it harder for Mario to make use of his 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 | 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 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]] sweet spots edges 3 frames later, 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; while they still make him efficient at edgeguarding, these changes render it more effective for other characters to edgeguard Mario. | ||
Overall, Mario retains all of his strengths from ''SSB4'' | Overall, Mario retains all of his strengths from ''SSB4'': his extreme combo ability, impressive frame data, serviceable recovery with a high jump height and air speed, and excellent edgeguarding ability. However, his playstyle is fundamentally different due to ''Ultimate''{{'}}s reworked mechanics, requiring different strategies to achieve the same level of effectiveness that his previous incarnation was capable of, which combined with the higher playstyle diversity among the cast, results in a slightly higher learning curve and cerebral 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|Kurama}}, {{sm|MastaMario}}, {{sm|Teb}}, and {{sm|Zenyou}}, and his perception has remained very positive since launch, with the majority of top players agreeing that Mario is a solid top-tier character. | ||
{{SSB4 to SSBU changelist|char=Mario}} | {{SSB4 to SSBU changelist|char=Mario}} | ||
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|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}}) | |utiltname=Uppercut ({{ja|アッパーカット|Appākatto}}) | ||
|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}}'' | |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}}''. | ||
|dtiltname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}}) | |dtiltname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}}) | ||
|dtiltdmg=5% (foot), 7% (leg) | |dtiltdmg=5% (foot), 7% (leg) | ||
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|fsmashname=Fire Palm Heel ({{ja|ファイア掌底|Faia Shōtei}}) | |fsmashname=Fire Palm Heel ({{ja|ファイア掌底|Faia Shōtei}}) | ||
|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 | |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, 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 ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'') | ||
|usmashdmg={{ChargedSmashDmgSSBU|14}} | |usmashdmg={{ChargedSmashDmgSSBU|14}} | ||
|usmashdesc=An upward arcing headbutt. One of Mario's most reliable KO options | |usmashdesc=An upward arcing headbutt. One of Mario's most reliable KO options. Its quick startup at frame 9 makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range. Its hitboxes reach behind Mario a good distance but do not reach as far in front of him, thus having trouble hitting short or crouching opponents in front of him. It has very fast interruptibility for its strength, at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield. | ||
|dsmashname=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}}) | |dsmashname=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}}) | ||
|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 | |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. | ||
|nairname=Mario Kick ({{ja|マリオキック|Mario Kikku}}) | |nairname=Mario Kick ({{ja|マリオキック|Mario Kikku}}) | ||
|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. | |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. 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 ({{ja|メテオナックル|Meteo Nakkuru}}) | ||
|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 | |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. | ||
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}}) | |bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}}) | ||
|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 | |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, 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=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}}) | ||
|uairdmg={{ShortHopDmgSSBU|7}} | |uairdmg={{ShortHopDmgSSBU|7}} | ||
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|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}) | |pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A headbutt | |pummeldesc=A headbutt. | ||
|fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}}) | |fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}}) | ||
|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 | |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 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 ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'') | ||
|bthrowdmg=11% (throw), 8% (collateral) | |bthrowdmg=11% (throw), 8% (collateral) | ||
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|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. | ||
}} | }} | ||
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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 | |{{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 | |[[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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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Tier placement and history=== | ||
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. | |||
Despite this, Mario always had solid representation thanks to players such as {{Sm|Dark Wizzy}}, {{Sm|Kurama}}, {{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, Kurama 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. Furthermore, some of his hardest matchups, such as {{SSBU|Sonic}}, {{SSBU|Marth}}, and {{SSBU|Cloud}}, were considerably nerfed, and were less of a problem to deal with. | |||
'' | 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|Zero Suit Samus}}. As such, he was commonly seen as a top-tier character by most professionals. | ||
Since the return to offline play, however, Mario had seen a noticeable decline in results as of late with many of his top players not seeing as much success as they had prior to the pandemic. Mario would also gain far more troublesome matchups with the addition of fighter's pass 2 such as {{SSBU|Min Min}}, {{SSBU|Sephiroth}}, {{SSBU|Steve}}, and {{SSBU|Kazuya}} who would all become popular picks in tournament play. Due to his decline in results and harder matchup spread, many top players such as {{Sm|Tweek}} would address Mario as a high tier instead of a top tier, with him ranking 21st on the first and current tier list. Regardless, Mario is still considered as a viable threat in tournaments and a popular choice in competitive play. | |||
=== | ===Most historically significant players=== | ||
<!--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 professionals (SSBU)]]'' | |||
*{{Sm|ChillyChilli|USA}} - Placed 3rd at {{Trn|Blastoff}}, 17th at {{Trn|InfinityCON Tally 2021}}, and 33rd at both {{Trn|Super Smash Con 2019}} and {{Trn|DreamHack Atlanta 2019}} with wins over players such as {{Sm|Abadango}}, {{Sm|Captain L}}, and {{Sm|Ned}}. Currently ranked 1st on the [[Alabama Power Rankings]]. | |||
*{{Sm|Dark Wizzy|USA}} - One of the best Mario players in the world. Placed 1st at {{Trn|Mexican Gaming Championship}} and {{Trn|Phantom 2020}}, 2nd at {{Trn|Glitch 8}}, and 5th at both {{Trn|Shine 2019}} and {{Trn|GENESIS 7}} with wins over players such as {{Sm|Dabuz}}, {{sm|Light|p=Connecticut}}, and {{Sm|Tweek}}. Ranked 47th on the [[PGRU v3 NA]]. | |||
*{{Sm|Kurama|USA}} - The best Mario player in the world. Placed 1st at {{Trn|Super Ascension}}, 2nd at {{Trn|Crown}} and {{Trn|Port Priority 7}}, 3rd at {{Trn|Ludwig Smash Invitational}}, 5th at {{Trn|Crown 2}} and {{Trn|Mainstage 2022}}, 7th at {{Trn|Riptide 2022}} and 13th at {{Trn|Double Down 2022}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Glutonny}}, and {{Sm|Sparg0}}. Ranked 2nd on the [[NorCal Power Rankings]]. | |||
*{{Sm|Ludo|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 {{Trn|Play With Heart}}, and 33rd at {{Trn|Shine 2019}} with wins over players such as {{Sm|Biggymouth}}, {{Sm|Smokk}}, and {{Sm|Pandarian}}. Ranked 7th on the [[Washington Power Rankings]]. | |||
*{{Sm|Lui$|USA}} - Co-mained Mario with {{SSBU|Fox}} and was considered one of the best Mario players in the United States in the early metagame. Placed 7th at {{Trn|Super Smash Con 2019}}, 17th at {{Trn|Glitch 7 - Minus World}}, and 25th at {{Trn|Shine 2019}}, {{Trn|GENESIS 7}}, and {{Trn|Let's Make Big Moves}} with wins over players such as {{Sm|WaDi}} and {{Sm|ESAM}}. | |||
*{{Sm|MastaMario|USA}} - One of the best Mario players in the United States. Placed 3rd at {{Trn|Super Smash Fight Club 2|Ultimate}}, 4th at {{Trn|LVL Up Expo 2019}}, 9th at {{Trn|2GG: SoCal Chronicles 2020}}, 13th at {{Trn|2GG: SwitchFest 2019}}, and 33rd at {{Trn|EVO 2019}} with wins over players such as {{Sm|Dark Wizzy}}, {{Sm|Fatality}}, and {{Sm|NAKAT}}. Ranked as high as 4th on the [[SoCal Power Rankings#Super Smash Bros. Ultimate|SoCal Ultimate Power Rankings]]. | |||
*{{Sm|Nao|Japan|p=Hokkaido}} - The best Mario player in Japan. Placed 5th at {{Trn|Kagaribi 9}}, 9th at {{Trn|Maesuma TOP 10}}, 13th at both {{Trn|Maesuma TOP 9}} and {{Trn|GENESIS 9}}, and 25th at {{Trn|Maesuma TOP 2}} with wins over players such as {{Sm|Hero|p=Japan}}, {{Sm|sisqui}}, and {{Sm|Gackt}}. He is also the best Mario player on Smashmate, winning {{Trn|Voyage Qualifier 3}} and {{Trn|Maesuma Champion Series 12}}. | |||
*{{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 {{Trn|Sumabato SP 11}}, and 17th at both {{Trn|Maesuma TOP 1}} and {{Trn|Sumabato SP 12}} with wins over players such as {{Sm|Abadango}}, {{Sm|Kuro}}, and {{Sm|Umeki}}. Ranked 55th on the [[Japan Player Rankings]]. | |||
=={{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 | |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 | |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.<br>The Koopalings are fought in the order they are fought in their debut of ''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 | 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 | 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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==[[Spirit]]s== | ==[[Spirit]]s== | ||
Mario's default fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | Mario's default fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. 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 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| | 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 | ||
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SSBU spirit Giga Cat Mario.png|1,472. Giga Cat Mario | SSBU spirit Giga Cat Mario.png|1,472. Giga Cat Mario | ||
SSBU spirit Mario (Mario Golf Super Rush).png|1,491. Mario (Mario Golf: Super Rush) | SSBU spirit Mario (Mario Golf Super Rush).png|1,491. Mario (Mario Golf: Super Rush) | ||
</gallery> | </gallery> | ||
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|•The enemy will occasionally be invincible after a little while<br>•The enemy starts the battle with an [[Ore Club]] | |•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}} | |{{SSBUMusicLink|Super Mario Bros.|World Tour}} | ||
| | | | ||
|} | |} | ||
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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 | Sora Trailer.png|Shaking {{SSBU|Sora}}'s hand in Sora's 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 | 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]]. | ||
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==Trivia== | ==Trivia== | ||
[[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'' is the 100th game where Charles Martinet voiced Mario, and as a result, he won the Guinness World Record for the highest number of performances as the same character. | *''Ultimate'' 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 ''Smash 3DS'' demo. | ||
*Mario's trailer is the only one that uses a background song with English lyrics; in this case, ''"{{s|mariowiki|Jump Up, Super Star!}}"'', the main theme of ''{{s|mariowiki|Super Mario Odyssey}}''. | |||
**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.'' | *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 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 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}}). | ||
*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. | |||
*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 Dharkon's ending of World of Light. | |||
*When KO'd by reaching 0 HP during his final stock in [[Stamina Mode]], Mario uses one of his heavy knockback voice clips rather than his standard KO voice clip. He shares this trait with {{SSBU|Dr. Mario}} and all vocal DLC fighters except for {{SSBU|Joker}}, {{SSBU|Banjo & Kazooie}}, and {{SSBU|Byleth}}'s Japanese voice. | |||
==References== | ==References== |