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'''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]], 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 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.]]
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, 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.]]


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.
However, Mario also has some notable weaknesses. His moves have short range, giving him trouble against characters with long [[disjointed]] range. Mario’s short range is an exceptionally poor hindrance, as it makes him susceptible to [[spacing]]. 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 in KOing opponents in general, as he lacks 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}}.
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}}.
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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|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 relatively poor 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.
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 some 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 for the most part an unreliable camping tool. While Mario’s pressuring capabilities are formidable, his susceptibility to spacing and getting walled out is among the worst in the game due to his attacks' possessing very stubby and small-sized hitboxes, which often results in Mario having a lot of difficulty approaching and getting his combo game started if his opponents space him properly, as such, 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.
Another notable weakness is that 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 has even shorter range and 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’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 or crouching characters.


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.
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.


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.
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 in spite of his respectable edgeguarding game, as one exploit of his defenses can cause him to be unable to recover.
 
 
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 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 ''Smash 4'' incarnation. As a result, it's difficult to determine if he was buffed or nerfed 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 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 had altered hitbox placements with much shorter horizontal range, this not only further exacerbates his already bad range, but also 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 knockback angle being altered to send opponents away from Mario rather than towards him, and it’s new animation gives him less protection overall and forward tilt loses its locking potential. On top of this, [[Super Jump Punch]] sweetspots 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'', 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'', with his extreme combo and edgeguarding abilities benefitting 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 different strategies to achieve the same level of effectiveness that his previous incarnation was capable of, and 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''.


{{SSB4 to SSBU changelist|char=Mario}}
{{SSB4 to SSBU changelist|char=Mario}}
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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 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=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. The attack is similar to {{s|mariowiki|Firebrand}}, an ability that Mario can use in ''Mario & Luigi: Superstar Saga''.
|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}}
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|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}}
|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 KO off the top at high percents. The attack appears to be similar to when Mario performs the {{s|mariowiki|Backwards Somesault}} or the {{s|mariowiki|Side Somersault}} in ''Super Mario 64''.
|dairname=[[Mario Tornado]] ({{ja|マリオトルネード|Mario Torunēdo}})
|dairname=[[Mario Tornado]] ({{ja|マリオトルネード|Mario Torunēdo}})
|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'' and the {{s|mariowiki|Drill Spin}} from ''New Super Mario Bros''.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|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=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A headbutt. Average power and speed.
|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%
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|djump      = 36.33
|djump      = 36.33
|rdjump    = 20
|rdjump    = 20
|ellag      = 4
|rellag    = 2-75
}}
}}


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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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''See also: [[:Category:Mario players (SSBU)]]''
''See also: [[:Category:Mario players (SSBU)]]''


*{{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.  
*{{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. He was only Mario player who was ever ranked in the top 10 on a notable global ranking, ranking 9th on the [[OrionRank Pre-Quarantine]].
*{{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|Kurama|USA}} - One of the best Mario players of all-time who has been the uncontested best since mid-2022. He was ranked as high as 11th on the [[UltRank 2022]].  
*{{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|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$|USA}} - Although more known for his {{SSBU|Fox}} in the early metagame, he also co-mained Mario, using the character to place 7th at the supermajor {{Trn|Super Smash Con 2019}} and 17th at the supermajor {{Trn|Glitch 7 - Minus World}}. He dropped both characters during the online metagame in favor of {{SSBU|Palutena}}.
*{{Sm|Lui$|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|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|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}}.
*{{Sm|Snow|Japan|p=Japan}} - Although a more recent competitor compared to other Mario players, since 2023 he has established himself as one of the best Mario players in Japan, having regularly placed top 8 at {{Trn|Sumabato}} events and other superregionals, including 2nd at {{Trn|Maesuma TOP 13.5 "U-22"}}. He has also performed well at majors, including placing 5th at the major {{Trn|Maesuma TOP 14}} and 7th at the major {{Trn|Sumabato SP Ultimate}}.


===Tier placement and history===
===Tier placement and history===
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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.<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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==[[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 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 spirits of their own, available through the shop, and in the Wedding outfit's case, can be obtained by scanning the Wedding Mario amiibo or by completing a challenge (Games & More: ''As Luigi, play solo All-Star Smash and deal damage with a taunt 3 times''). Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, Mario makes an appearance in various primary and support spirits.
Additionally, Mario makes an appearance in various primary and support spirits.
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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.
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 notice when obtaining him in [[World of Light]].
Mario unlock notice SSBU.jpg|Mario's unlock notice when obtaining him in [[World of Light]].
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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.
*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.

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