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{{Infobox Character | {{Infobox Character | ||
|name = Mario | |name = Mario | ||
|image = {{tabber|title1=Website| | |image = {{tabber|title1=Website|content1=[[File:Mario SSB4.png|x250px]]|title2=In-game|content2=[[File:Mario SSB4 Alt.png|x250px]]}} | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
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'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed on June 11th, 2013 during the E3 2013 Nintendo Direct.<ref name="trailer1">[http://www.youtube.com/watch?v=xvudMu-5kIU Super Smash Bros. for 3DS/Wii U 1st Trailer]</ref> He was also one of the main subjects of the Developer's Direct for ''Super Smash Bros.'' later during E3 2013.<ref name="devdirect">[http://www.youtube.com/watch?v=vQD1yJinzeQ Wii U & Nintendo 3DS Developer Direct - Super Smash Bros. for Nintendo 3DS and Wii U @E3 2013]</ref> He was among the first wave of [[amiibo]] figurines for ''Smash 4''. Charles Martinet's portrayal of Mario from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Smash 4''.<ref name="treehouseday2">[http://www.youtube.com/watch?v=edCQDRuL8Dk Nintendo Treehouse: Live @ E3 2014 -- Day 2: Super Smash Bros. for Wii U]</ref> | '''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed on June 11th, 2013 during the E3 2013 Nintendo Direct.<ref name="trailer1">[http://www.youtube.com/watch?v=xvudMu-5kIU Super Smash Bros. for 3DS/Wii U 1st Trailer]</ref> He was also one of the main subjects of the Developer's Direct for ''Super Smash Bros.'' later during E3 2013.<ref name="devdirect">[http://www.youtube.com/watch?v=vQD1yJinzeQ Wii U & Nintendo 3DS Developer Direct - Super Smash Bros. for Nintendo 3DS and Wii U @E3 2013]</ref> He was among the first wave of [[amiibo]] figurines for ''Smash 4''. Charles Martinet's portrayal of Mario from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Smash 4''.<ref name="treehouseday2">[http://www.youtube.com/watch?v=edCQDRuL8Dk Nintendo Treehouse: Live @ E3 2014 -- Day 2: Super Smash Bros. for Wii U]</ref> | ||
Mario is | Mario is ranked 9th out of 54 characters on the [[tier list]], in the A tier, which is at the lower end of the top tier, a huge improvement from his 31st out of 38 ranking in ''Brawl'' where he stood at the top of the bottom tier, rendering him as the veteran with the most improvement in the transition. Additionally, ''Smash 4'' is the first release in ''Super Smash Bros.'' where he is placed higher than a mid-tier, thus resulting in his best tier list placement yet. 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 down throw into multiple up tilts. 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 buffed significantly from ''Brawl'', Mario retains several weaknesses. | Despite being buffed significantly from ''Brawl'', Mario retains several weaknesses. His moves have short range, giving him trouble against characters with long [[disjointed]] range such as {{SSB4|Cloud}} and {{SSB4|Marth}}. Furthermore, he cannot effectively outcamp other characters, due to Fireball being relatively slow and small compared to some other projectiles in the game. Mario also suffers from a lack of consistent KO setups, as none of his options can reliably KO outside of his forward and up smashes, and alongside his short frame and relative floatiness for a middleweight, he is a target to [[rage]] setups. 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 two most notable being his overall range and mobility. | ||
Due to his lack of severe weaknesses, as well as one of the lowest technical curves in the game, Mario has had among the highest representation in tournaments, and has achieved excellent results at top level play. Owing to Mario's incredible tournament placings, especially during the summer of 2016, many smashers have viewed Mario as one of the best characters in the game and possibly deserving of an even higher ranking on the tier list; {{Sm|ESAM}}, for instance, has notably argued that Mario is the best character in ''Smash 4'', while others claim that Mario should be lower due to his not as dominant results and his glaring range issues. | Due to his lack of severe weaknesses, as well as one of the lowest technical curves in the game, Mario has had among the highest representation in tournaments, and has achieved excellent results at top level play. Owing to Mario's incredible tournament placings, especially during the summer of 2016, many smashers have viewed Mario as one of the best characters in the game and possibly deserving of an even higher ranking on the tier list; {{Sm|ESAM}}, for instance, has notably argued that Mario is the best character in ''Smash 4'', while others claim that Mario should be lower due to his not as dominant results and his glaring range issues. | ||
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Another valuable strength of Mario is his grab game. Even though his grab reach is only average, his grabs are among the fastest in the game, and his [[pummel]], while moderately slow, can rack up some damage before throwing the opponent. His forward and up throws have the same overall use: they send the opponent at a disadvantageous position, where Mario can capitalize on their mistake. His back throw is by far his strongest throw and can reliably KO below 150% near the ledge on any character, and even earlier with [[rage]]. Finally, his down throw is a notorious combo starter. It can repeatedly lead into up tilt at low percentages, or down tilts to regrab on fast fallers or heavyweights and rack up at least 20% in the process. Alternatively, it can lead into neutral attack, forward tilt, down tilt, up smash and down smash at low percentages, as well as neutral aerial, up aerial, down aerial and Super Jump Punch at medium percentages. 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 among the most reliable in the game, and it is also worth noting that seven of Mario's moves can [[lock]] (forward tilt, neutral attack's first two hits, [[Fireball]], down aerials landing hit, and neutral, forward and back aerials (the former and latter being usually effective when sourspotted, though a majority of them are only usable at low percents). This makes it almost always imperative for Mario's opponent to [[tech]] all attacks at low percentages when needed, otherwise Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process. | Another valuable strength of Mario is his grab game. Even though his grab reach is only average, his grabs are among the fastest in the game, and his [[pummel]], while moderately slow, can rack up some damage before throwing the opponent. His forward and up throws have the same overall use: they send the opponent at a disadvantageous position, where Mario can capitalize on their mistake. His back throw is by far his strongest throw and can reliably KO below 150% near the ledge on any character, and even earlier with [[rage]]. Finally, his down throw is a notorious combo starter. It can repeatedly lead into up tilt at low percentages, or down tilts to regrab on fast fallers or heavyweights and rack up at least 20% in the process. Alternatively, it can lead into neutral attack, forward tilt, down tilt, up smash and down smash at low percentages, as well as neutral aerial, up aerial, down aerial and Super Jump Punch at medium percentages. 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 among the most reliable in the game, and it is also worth noting that seven of Mario's moves can [[lock]] (forward tilt, neutral attack's first two hits, [[Fireball]], down aerials landing hit, and neutral, forward and back aerials (the former and latter being usually effective when sourspotted, though a majority of them are only usable at low percents). This makes it almost always imperative for Mario's opponent to [[tech]] all attacks at low percentages when needed, otherwise Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process. | ||
Despite Mario's numerous strengths, he is not flawless. Most characters are able to outperform him in various areas: notable examples include {{SSB4|Bayonetta}} having a more versatile combo ability, {{SSB4|Sonic}} having better mobility, {{SSB4|Donkey Kong}} having higher power right off the bat and {{SSB4|Cloud}} having larger reach. In particular, the latter two are his main weaknesses: his KOing ability is largely inconsistent, with very few guaranteed KO set-ups, and all of them being hard to confirm. While much of his moveset can get the job done, there is a noticeable gap in power between his strongest moves and his other ones, with this meaning he'll usually have to rely on his sweetspotted forward smash, up smash, down smash's back hit, or back throw to score kills, which are all | Despite Mario's numerous strengths, he is not flawless. Most characters are able to outperform him in various areas: notable examples include {{SSB4|Bayonetta}} having a more versatile combo ability, {{SSB4|Sonic}} having better mobility, {{SSB4|Donkey Kong}} having higher power right off the bat and {{SSB4|Cloud}} having larger reach. In particular, the latter two are his main weaknesses: his KOing ability is largely inconsistent, with very few guaranteed KO set-ups, and all of them being hard to confirm. While much of his moveset can get the job done, there is a noticeable gap in power between his strongest moves and his other ones, with this meaning he'll usually have to rely on his sweetspotted forward smash, up smash, down smash's back hit, or back throw to score kills if he fails to secure an early kill, which are all compounded by the poor reach of his attacks. As such, he cannot afford to get predictable, especially with the existence of [[stale-move negation]]. His lack of reach also prevents him from fighting at a safe distance and consistently forces Mario to approach characters. This leads into having some difficulty against characters with large or [[disjointed]] reach, though fortunately, these types of characters tend to have significantly slower startups on their attacks than Mario, meaning that this tends to be the least of his worries. | ||
Lastly, his recovery is rather limited. He has fast air speed, a high jump, and a very fast and safe up special in [[Super Jump Punch]]. However, Super Jump Punch does not travel a very long distance and is fairly linear, making it easy to predict. His other options also are unreliable, as Cape and F.L.U.D.D. each travel very little momentum and are extremely easy to edgeguard, F.L.U.D.D. being useful only to substitute for his air speed, and Cape only to guard break edgeguarders or wait them out. This necessitates that Mario returns to the stage quickly, as a single opening offstage may be fatal for him. Nevertheless, Mario's recovery provides serviceable distance, but caution must be exercised when offstage. | Lastly, his recovery is rather limited. He has fast air speed, a high jump, and a very fast and safe up special in [[Super Jump Punch]]. However, Super Jump Punch does not travel a very long distance and is fairly linear, making it easy to predict. His other options also are unreliable, as Cape and F.L.U.D.D. each travel very little momentum and are extremely easy to edgeguard, F.L.U.D.D. being useful only to substitute for his air speed, and Cape only to guard break edgeguarders or wait them out. This necessitates that Mario returns to the stage quickly and do so with his double jump saved, as a single opening offstage may be fatal for him. Nevertheless, Mario's recovery provides serviceable distance, but caution must be exercised when offstage, especially when he doesn’t have a double jump on him. | ||
Mario's [[custom moves]] define the fundamentals of customization, with all of them following an "X over Y" pattern. Fast Fireball deals less damage and barely causes flinching, but covers more range at a much faster pace and can further improve his already above average [[camping]] abilities as well as disrupt most attacks. Fire Orb has less range and is much slower, but deals repeated damage and lingers after being shot, allowing for potential follow-ups. Shocking Cape is [[electric]] and has actual KO power, but cannot stall in the air as much as its other variants or reflect projectiles. Gust Cape pushes opponents away, especially at point-blank range, but it deals less damage and possesses more ending lag. Super Jump grants almost twice as much distance, but is unable to hit opponents. Explosive Punch deals high [[flame]] damage, but travels a short distance at a fixed direction. Scalding F.L.U.D.D. hits multiple times and can disrupt an opponent's [[approach]] better, but is not as useful in edgeguarding and has less reach. High-Pressure F.L.U.D.D. takes much longer to charge, but its push effect is greatly amplified. | Mario's [[custom moves]] define the fundamentals of customization, with all of them following an "X over Y" pattern. Fast Fireball deals less damage and barely causes flinching, but covers more range at a much faster pace and can further improve his already above average [[camping]] abilities as well as disrupt most attacks. Fire Orb has less range and is much slower, but deals repeated damage and lingers after being shot, allowing for potential follow-ups. Shocking Cape is [[electric]] and has actual KO power, but cannot stall in the air as much as its other variants or reflect projectiles. Gust Cape pushes opponents away, especially at point-blank range, but it deals less damage and possesses more ending lag. Super Jump grants almost twice as much distance, but is unable to hit opponents. Explosive Punch deals high [[flame]] damage, but travels a short distance at a fixed direction. Scalding F.L.U.D.D. hits multiple times and can disrupt an opponent's [[approach]] better, but is not as useful in edgeguarding and has less reach. High-Pressure F.L.U.D.D. takes much longer to charge, but its push effect is greatly amplified. | ||
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In ''Super Smash Bros Brawl'', Mario was regarded as an unviable low tier, as while he had very solid frame data, decent edgeguarding, an effective projectile and a powerful and versatile tool in the form of his [[Cape]], he also suffered from having poor range, limited/difficult to land KO moves and a poor recovery, which was very linear, did not cover much distance, and could be easily [[edge hog]]ged. As a result, Mario struggled against a majority of the cast and despite the developer's intention to design him as a beginner friendly all arounder, he still ended being an unpopular choice due to his poor relative strength to the cast. | In ''Super Smash Bros Brawl'', Mario was regarded as an unviable low tier, as while he had very solid frame data, decent edgeguarding, an effective projectile and a powerful and versatile tool in the form of his [[Cape]], he also suffered from having poor range, limited/difficult to land KO moves and a poor recovery, which was very linear, did not cover much distance, and could be easily [[edge hog]]ged. As a result, Mario struggled against a majority of the cast and despite the developer's intention to design him as a beginner friendly all arounder, he still ended being an unpopular choice due to his poor relative strength to the cast. | ||
As a result of this, Mario has received a fair share of buffs and nerfs in ''Super Smash Bros. 4'' | As a result of this, Mario has received a fair share of buffs and nerfs in ''Super Smash Bros. 4'', but has been significantly [[buff]]ed overall. Mario's mobility is overall better especially in the air; with his jumps and up special being higher and his air speed being much higher, which along with his faster [[air dodge]] and the removal of [[edge hogging]], significantly improves his recovery. | ||
Mario is overall more capable of comboing and KOing both due to universal changes and changes to some of his moves. Mario's forward and up smash which were already his main KO moves have been made stronger. The changes to [[hitstun canceling]] and [[directional influence]] have significantly improved Mario's combo potential and two of his moves have been altered to further enforce this. Mario's down throw has significantly reduced base knockback which has made it a much better combo tool at low percents while still being a much more reliable combo tool at higher percents due to the changes to hitstun canceling/DI. Mario's grabs are also faster; making it easier for him to start his powerful grab game. | Mario is overall more capable of comboing and KOing both due to universal changes and changes to some of his moves. Mario's forward and up smash which were already his main KO moves have been made stronger. The changes to [[hitstun canceling]] and [[directional influence]] have significantly improved Mario's combo potential and two of his moves have been altered to further enforce this. Mario's down throw has significantly reduced base knockback which has made it a much better combo tool at low percents while still being a much more reliable combo tool at higher percents due to the changes to hitstun canceling/DI. Mario's grabs are also faster and have more range; making it easier for him to start his powerful grab game. | ||
Mario's up aerial now launches opponents vertically like its ''Smash 64'' counterpart which has made Mario's already decent juggling potential much more potent especially with the afforementioned changes to hitstun canceling/DI. The move can very easily chain into itself and lead into a [[Super Jump Punch]] making it a very powerful juggling tool. Mario's forward aerial is also noticeably more effective. The move is not only stronger and naturally benefits from the removal of [[meteor canceling]], but it can also be comboed into due to the afforementioned changes to hitstun canceling/DI as well as his altered down throw/up aerial. | Mario's up aerial now launches opponents vertically like its ''Smash 64'' counterpart which has made Mario's already decent juggling potential much more potent especially with the afforementioned changes to hitstun canceling/DI. The move can very easily chain into itself and lead into a [[Super Jump Punch]] making it a very powerful juggling tool. Mario's forward aerial is also noticeably more effective. The move is not only stronger and naturally benefits from the removal of [[meteor canceling]], but it can also be comboed into due to the afforementioned changes to hitstun canceling/DI as well as his altered down throw/up aerial. | ||
Mario also greatly benefits from the introduction of [[rage]] as it not only allows him to KO earlier as well as allowing his combos to work sooner but it also enables him to KO opponents at insanely low percents with his Super Jump Punch; | Mario also greatly benefits from the introduction of [[rage]] as it not only allows him to KO earlier as well as allowing his combos to work sooner but it also enables him to KO opponents at insanely low percents with his Super Jump Punch; which when combined to the lower ceiling changes of ''Smash 4'', gives him a cheesy KO option which can occasionally allow Mario to score vertical KOes at disproportionately early percents. Mario's solid weight also means that he is capable of building up a decent amount of rage before getting KOed. | ||
Mario has received some nerfs however. Mario's damage output has now been decreased noticeably even relative to the cast, now being average. This makes it harder for Mario to rack up damage although his more consistent combo game somewhat alleviates this. This also means that quite a few of Mario's more situational KO moves (such as the front hit of down smash, neutral aerial and back throw) are weaker than they were before meaning that Mario still has to rely on landing a forward or an up smash to secure a KO if he does not score an early KO from an edgeguard | Despite the plethora of buffs, Mario has received some nerfs however. Mario's damage output has now been decreased noticeably even relative to the cast, now being average. This makes it harder for Mario to rack up damage although his more consistent combo game somewhat alleviates this. This also means that quite a few of Mario's more situational KO moves (such as the front hit of down smash, neutral aerial and back throw) are weaker than they were before, meaning that Mario still has to rely on landing a forward or an up smash to secure a KO if he does not score an early KO from an edgeguard, Super Jump Punch or Ladder Combo. Mario's frame data, while still solid is also worse with multiple moves having increased ending lag as well as some moves having shorter hitbox durations. | ||
Mario's [[Fireball]]s and [[Cape]] have also seen some nerfs. Fireballs; while travelling further are laggier and weaker making them a worse camping tool overall. Cape's reflection period has been reduced and the removal of [[edge momentum shifting]] has hindered Cape more than almost any other special significantly | Mario's [[Fireball]]s and [[Cape]] have also seen some nerfs. Fireballs; while travelling further, are laggier and weaker making them a worse camping tool overall. Cape's reflection period has been reduced and the removal of [[edge momentum shifting]] has hindered Cape more than almost any other special, as it significantly hinders its edgeguarding and approach potential. Even before edge momentum shifting was removed in patch [[1.0.8]], Cape did not gain as much momentum when used off an edge. Cape is also hindered by some of the game’s universal changes such as the removal of edge hogging and the speeding up of air dodges. Although Mario still overall benefits from these changes. | ||
Mario's traction is also lower which hinders his ability to punish out of shield despite still possessing excellent out of shield options. Mario can also no longer use a pivoted forward smash to make it cover a lot more distance which considerably hinders Mario's ability to whiff punish moves while being on the ground. | Mario's traction is also lower which hinders his ability to punish out of shield despite still possessing excellent out of shield options. Mario can also no longer use a pivoted forward smash to make it cover a lot more distance which considerably hinders Mario's ability to whiff punish moves while being on the ground. | ||
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*{{nerf|[[Spot dodge]] has a shorter duration (frames 2-20 → 2-17) and has more ending lag (FAF 26 → 27).}} | *{{nerf|[[Spot dodge]] has a shorter duration (frames 2-20 → 2-17) and has more ending lag (FAF 26 → 27).}} | ||
*{{buff|The changes to [[hitstun canceling]] and [[directional influence]] greatly improve Mario's combo potential.}} | *{{buff|The changes to [[hitstun canceling]] and [[directional influence]] greatly improve Mario's combo potential.}} | ||
*{{buff|The removal of [[chain grab]]bing significantly improves Mario's endurance against certain characters.}} | |||
*{{buff|The removal of [[edge hogging]], combined with Mario’s faster air speed and air dodge, drastically improve his recovery, remedying one of his main weaknesses from the previous game.}} | *{{buff|The removal of [[edge hogging]], combined with Mario’s faster air speed and air dodge, drastically improve his recovery, remedying one of his main weaknesses from the previous game.}} | ||
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*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{nerf|Dash attack deals less damage (9% (clean)/7% (late) → 8%/6%).}} | **{{nerf|Dash attack deals less damage (9% (clean)/7% (late) → 8%/6%).}} | ||
**{{buff|It has more favorable hitbox placements, giving it more range.}} | **{{buff|It has more favorable hitbox placements, giving it more range and no longer having a blindspot on Mario's feet.}} | ||
**{{buff|It deals more knockback (70 (base)/50 (scaling) (clean), 45/30 (late) → 100/43 (both)) and both its clean and late hits have consistent angles (110°/80° → 60° (clean), 120°/70° → 110° (late)). }} | **{{buff|It deals more knockback (70 (base)/50 (scaling) (clean), 45/30 (late) → 100/43 (both)) and both its clean and late hits have consistent angles (110°/80° → 60° (clean), 120°/70° → 110° (late)). }} | ||
**{{buff|The changes to hitstun canceling grants the late hit follow-ups when combined with the move's higher base knockback.}} | **{{buff|The changes to hitstun canceling grants the late hit follow-ups when combined with the move's higher base knockback.}} | ||
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*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial now launches opponents vertically (45° → 75°), similar to its ''Smash 64'' counterpart. When combined with the changes to hitstun canceling/DI, this makes it a much better combo move and allowing it to KO more reliably near the upper [[blast line]] especially if it leads into Super Jump Punch.}} | **{{buff|Up aerial now launches opponents vertically (45° → 75°), similar to its ''Smash 64'' counterpart. When combined with the changes to hitstun canceling/DI, this makes it a much better combo move and allowing it to KO more reliably near the upper [[blast line]] especially if it leads into Super Jump Punch.}} | ||
***{{nerf| | ***{{nerf|However, its new angle does remove the edgeguarding potential it previously had.}} | ||
**{{buff|The hitbox on Mario's foot is positioned higher (Y-offset: 2.2 → 3.8), increasing its range.}} | **{{buff|The hitbox on Mario's foot is positioned higher (Y-offset: 2.2 → 3.8), increasing its range.}} | ||
**{{nerf|It deals less damage (11% → 7%) without full compensation on its knockback (9 (base)/100 (scaling) → 10/135).}} | **{{nerf|It deals less damage (11% → 7%) without full compensation on its knockback (9 (base)/100 (scaling) → 10/135).}} | ||
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**{{change|Mario Finale no longer has the small damage burst during the very beginning of the attack before the actual hitbox comes out which stops the opponent from being pushed far enough to possibly avoid the blast. However, this also means Mario is forced to rely on the looping hits in order to get reliable KOs with the move.}} | **{{change|Mario Finale no longer has the small damage burst during the very beginning of the attack before the actual hitbox comes out which stops the opponent from being pushed far enough to possibly avoid the blast. However, this also means Mario is forced to rely on the looping hits in order to get reliable KOs with the move.}} | ||
**{{change|It has a higher hitlag multiplier (0.2x → 0.3x) but it has a lower SDI multiplier (0.7x → 0.6x).}} | **{{change|It has a higher hitlag multiplier (0.2x → 0.3x) but it has a lower SDI multiplier (0.7x → 0.6x).}} | ||
**{{buff|Its angles have been altered (32° → 28°/26°) with its hits being sharper semi-spikes.}} | **{{buff|Its angles have been altered (32° → 28°/26°) with its hits being sharper semi-spikes.}} | ||
**{{nerf|It has more startup lag with a shorter duration (frames 9-243 → 11-210).}} | **{{nerf|It has more startup lag with a shorter duration (frames 9-243 → 11-210).}} | ||
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==Update history== | ==Update history== | ||
Compared to other top/high tier characters, Mario only received a few minor changes in updates, receiving some subtle improvements to forward smash and [[F.L.U.D.D.]] But while Mario remains mostly the same in the final game as his initial incarnation, Mario did receive a rather significant universal buff early on. | |||
Update 1.0.4 removed the ability to [[LSI]] moves which launched between 65°-115° and 245°-295° which in Mario's case, benefitted him significantly. Mario has a vast array of vertical launching moves, with most of them being vital to his combo game. In early 3DS versions, the presence of vertical LSI meant that Mario's combo potential was much more limited and inconsistent. The opponent could utilise LSI on Mario's vertical launching moves to escape his combos much sooner which overall gave Mario significantly less damage racking potential. This also meant that it was significantly harder for Mario to score a KO from a combo or even a simple confirm, forcing Mario to rely on his raw KO moves or his edgeguarding more to score KOes, with most of Mario's raw KO moves being rather weak knockback wise. | |||
With LSI on vertical launching moves being removed in 1.0.4, this helped Mario rather significantly. Mario's combos became a lot more consistent, flexible and damaging since there was less counterplay to avoid them. Mario could get significantly longer/damaging combos more reliably, which could even lead into a KO in the right scenarios. This also benefitted Mario's vertical KO moves, mainly up smash and forward aerial, with the latter also becoming a significantly more practical combo ender. All of these factors combined considerably improved Mario's damage racking and KO potential and while Mario did also become easier to combo due to the LSI changes, his greater combo game more than made up for it. | |||
The changes to shield mechanics in [[1.1.1]] were a mixed bag for Mario. The higher [[shieldstun]] increased the safety of Mario's moves, with neutral aerial and back aerial in particular now becoming completely safe on shield against a vast majority of the cast, naturally improving Mario's shield pressuring potential. On the negative side however, the higher shieldstun also make it harder for Mario to punish [[out of shield]], especially with his grab due to his low traction. These changes however inadvertedly made Mario's [[Super Jump Punch]] stand out even more as an out shield option as there were numerous moves in the game which were no longer grab punishable but could still be punished by Super Jump Punch, giving Mario a more flexible out of shield game relative to the cast. | |||
Overall, Mario significantly benefitted from the transition from 3DS to Wii U but since then, Mario has stayed relatively the same. Mario's powerful punish game has largely remained the same since the launch of the Wii U version and Mario has overall remained a potent character in the game. Mario's exact stance relative to the cast has overall fluctuated as the game received more patches. Mario's exact placement in the original 3DS version is hard to determine but Mario was around the lower end of top tier in early Wii U versions. Things initially looked positive for Mario in earlier patches as the other top tier characters were nerfed but by later patches, new top tiers started to emerge (through DLC and/or buffs) with many of these new top tiers having strong matchups against Mario. This ultimately resulted in Mario struggling more and more as the meta progressed with Mario ending up as a character teetering between top and high tier by the end of the game's main competitive life. | |||
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
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|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Kick Up ({{ja|けりあげ|Keri Age}}) | ||
|neutral1dmg=2.5% | |neutral1dmg=2.5% | ||
|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}''. The hitboxes closest to his body in the first and second hits can [[lock]]; the second hit has less practical use for this purpose, as its damage output is lower, and the close hitbox is more difficult to connect after the first hit. | |neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}''. The hitboxes closest to his body in the first and second hits can [[lock]]; the second hit has less practical use for this purpose, as its damage output is lower, and the close hitbox is more difficult to connect after the first hit. | ||
|ftiltname= | |ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}}) | ||
|ftiltdmg=7% | |ftiltdmg=7% | ||
|ftiltdesc=A wheel kick. It can be angled. Can lock at very low percents, but due to its higher knockback and endlag, cannot be used repeatedly for this purpose. | |ftiltdesc=A wheel kick. It can be angled. Can lock at very low percents, but due to its higher knockback and endlag, cannot be used repeatedly for this purpose. | ||
|utiltname= | |utiltname=Uppercut ({{ja|アッパーカット|Appākatto}}) | ||
|utiltdmg=5.5% | |utiltdmg=5.5% | ||
|utiltdesc=A spinning uppercut. Infamous for effectively comboing into itself at low percents; however, this can be escaped with the proper combination of DI and SDI, and can be punished on hit at very low percents. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''. | |utiltdesc=A spinning uppercut. Infamous for effectively comboing into itself at low percents; however, this can be escaped with the proper combination of DI and SDI, and can be punished on hit at very low percents. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''. | ||
|dtiltname= | |dtiltname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}}) | ||
|dtiltdmg=5% (foot), 7% (body) | |dtiltdmg=5% (foot), 7% (body) | ||
|dtiltdesc=A legsweep. Unsafe on hit until around 60% on most of the cast, but combos into aerials at later percents than down-throw or up-tilt. | |dtiltdesc=A legsweep. Unsafe on hit until around 60% on most of the cast, but combos into aerials at later percents than down-throw or up-tilt. | ||
|dashname= | |dashname=Sliding ({{ja|スライディング|Suraidingu}}) | ||
|dashdmg=8% (clean), 6% (late) | |dashdmg=8% (clean), 6% (late) | ||
|dashdesc=The {{s|mariowiki|Slide Kick}}. Its hitbox lingers for a long time, making it useful for [[2 frame punish|2-framing]] certain opponents and punishing spot dodges. If the opponent does not DI correctly, it can combo into the last hits of [[Super Jump Punch]] or a back air at low percents. | |dashdesc=The {{s|mariowiki|Slide Kick}}. Its hitbox lingers for a long time, making it useful for [[2 frame punish|2-framing]] certain opponents and punishing spot dodges. If the opponent does not DI correctly, it can combo into the last hits of [[Super Jump Punch]] or a back air at low percents. | ||
|fsmashname= | |fsmashname=Fire Palm Heel ({{ja|ファイア掌底|Faia Shōtei}}) | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashupdmg={{ChargedSmashDmgSSB4|17.85}} (fire), {{ChargedSmashDmgSSB4|14.7}} (arm) | |fsmashupdmg={{ChargedSmashDmgSSB4|17.85}} (fire), {{ChargedSmashDmgSSB4|14.7}} (arm) | ||
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|fsmashdowndmg={{ChargedSmashDmgSSB4|17.51}} (fire), {{ChargedSmashDmgSSB4|14.42}} (arm) | |fsmashdowndmg={{ChargedSmashDmgSSB4|17.51}} (fire), {{ChargedSmashDmgSSB4|14.42}} (arm) | ||
|fsmashdesc=Steps back and does a palm thrust that produces a small explosion. Mario's strongest smash attack: it KOs at 99% sweetspotted and 118% sourspotted when angled up, at 105% sweetspotted and 124% sourspotted when unangled, and at 101% sweetspotted and 120% sourspotted when angled down. Despite being his smash attack with the highest amount of ending lag, it has relatively fast interruptibility (frame 48) compared to other smash attacks of its power, making it difficult to punish [[out of shield]] if sweetspotted. | |fsmashdesc=Steps back and does a palm thrust that produces a small explosion. Mario's strongest smash attack: it KOs at 99% sweetspotted and 118% sourspotted when angled up, at 105% sweetspotted and 124% sourspotted when unangled, and at 101% sweetspotted and 120% sourspotted when angled down. Despite being his smash attack with the highest amount of ending lag, it has relatively fast interruptibility (frame 48) compared to other smash attacks of its power, making it difficult to punish [[out of shield]] if sweetspotted. | ||
|usmashname=Lead Headbutt | |usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'') | ||
|usmashdmg={{ChargedSmashDmgSSB4|14}} | |usmashdmg={{ChargedSmashDmgSSB4|14}} | ||
|usmashdesc=An upward arcing headbutt. This is Mario's most infamous and reliable KO option due to several factors: its quick startup makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range, and its hitboxes reach behind Mario pretty well, though they don't reach forward as well. Lastly, 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. Altogether, this makes it a very useful KO move. It KOs at 117% from the middle of [[Final Destination]]. | |usmashdesc=An upward arcing headbutt. This is Mario's most infamous and reliable KO option due to several factors: its quick startup makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range, and its hitboxes reach behind Mario pretty well, though they don't reach forward as well. Lastly, 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. Altogether, this makes it a very useful KO move. It KOs at 117% from the middle of [[Final Destination]]. | ||
|dsmashname= | |dsmashname=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}}) | ||
|dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back) | |dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back) | ||
|dsmashdesc=The {{s|mariowiki|Sweep Kick}}. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits [[semi-spike]] opponents, though the front hit is rather weak. Front hit KOs at 162% and up, whereas the back hit KOs at 133% and up, both from the middle of Final Destination. | |dsmashdesc=The {{s|mariowiki|Sweep Kick}}. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits [[semi-spike]] opponents, though the front hit is rather weak. Front hit KOs at 162% and up, whereas the back hit KOs at 133% and up, both from the middle of Final Destination. | ||
|nairname= | |nairname=Mario Kick ({{ja|マリオキック|Mario Kikku}}) | ||
|nairdmg=8% (clean), 5% (late) | |nairdmg=8% (clean), 5% (late) | ||
|nairdesc=A flying kick. A standard [[sex kick]], it loses much of its already below-average power after the first few frames. It is useful for breaking out of combos due to its very fast startup (frame 3), has use as a versatile horizontal combo extender, can set up techchases and locks on fastfallers, and the late hit can lock opponents. [[Autocancel]]s in a [[short hop]]. | |nairdesc=A flying kick. A standard [[sex kick]], it loses much of its already below-average power after the first few frames. It is useful for breaking out of combos due to its very fast startup (frame 3), has use as a versatile horizontal combo extender, can set up techchases and locks on fastfallers, and the late hit can lock opponents. [[Autocancel]]s in a [[short hop]]. | ||
|fairname=Meteor Knuckle | |fairname=Meteor Knuckle ({{ja|メテオナックル|Meteo Nakkuru}}) | ||
|fairdmg=12% (early), 14% (clean), 10% (late) | |fairdmg=12% (early), 14% (clean), 10% (late) | ||
|fairdesc=Rears back his fist and then throws an [[wikipedia:Overhand (boxing)|overhand]]. When hit clean, it is a [[meteor smash]] with enough knockback to KO under 45% offstage. When hit early, while not possessing this feature, it can still KO at around 130% near the edge. However, it has the slowest startup of his standard moveset (frame 16), high ending lag, high landing lag (26 frames) and is Mario's only aerial that doesn't autocancel in a short hop. | |fairdesc=Rears back his fist and then throws an [[wikipedia:Overhand (boxing)|overhand]]. When hit clean, it is a [[meteor smash]] with enough knockback to KO under 45% offstage. When hit early, while not possessing this feature, it can still KO at around 130% near the edge. However, it has the slowest startup of his standard moveset (frame 16), high ending lag, high landing lag (26 frames) and is Mario's only aerial that doesn't autocancel in a short hop. | ||
|bairname= | |bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}}) | ||
|bairdmg=10.5% (clean), 7% (late) | |bairdmg=10.5% (clean), 7% (late) | ||
|bairdesc=A {{s|wikipedia|dropkick}}. Has fast startup with low ending and landing lag, making it an effective [[spacing]] tool and horizontal combo extender at low percents. KOs starting from 124% near the edge, but will KO much later if the opponent uses proper DI. | |bairdesc=A {{s|wikipedia|dropkick}}. Has fast startup with low ending and landing lag, making it an effective [[spacing]] tool and horizontal combo extender at low percents. KOs starting from 124% near the edge, but will KO much later if the opponent uses proper DI. | ||
|uairname= | |uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}}) | ||
|uairdmg=7% | |uairdmg=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 serve as an emergency KO move near the upper blast line at percentages past 140%. | |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 serve as an emergency KO move near the upper blast line at percentages past 140%. | ||
|dairname=[[Mario Tornado]] | |dairname=[[Mario Tornado]] ({{ja|マリオトルネード|Mario Torunēdo}}) | ||
|dairdmg=1% (hits 1-5), 5% (hit 6), 2% (landing) | |dairdmg=1% (hits 1-5), 5% (hit 6), 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. A useful combo, approach and anti-juggling move that can also KO near the upper blast line above 120%. However, the last hit can be avoided by any action with hitboxes or invincibility active on or sooner than frame 3, if Mario has little or no rage. As a result, combos off down air when Mario has no rage are 50/50s on most of the cast, unsafe on others, and guaranteed on {{SSB4|Bowser}}, {{SSB4|Ganondorf}}, and {{SSB4|King Dedede}}. It resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''{{s|mariowiki|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. A useful combo, approach and anti-juggling move that can also KO near the upper blast line above 120%. However, the last hit can be avoided by any action with hitboxes or invincibility active on or sooner than frame 3, if Mario has little or no rage. As a result, combos off down air when Mario has no rage are 50/50s on most of the cast, unsafe on others, and guaranteed on {{SSB4|Bowser}}, {{SSB4|Ganondorf}}, and {{SSB4|King Dedede}}. It resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''{{s|mariowiki|Super Mario World}}''. | ||
|grabname= | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out. Mario's overall grab range is average. | |grabdesc=Reaches out. Mario's overall grab range is average. | ||
|pummelname= | |pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}) | ||
|pummeldmg=3.25% | |pummeldmg=3.25% | ||
|pummeldesc=A headbutt. A moderately slow pummel, but tied with {{SSB4|Pac-Man}}'s for second-most damaging pummel in the game. | |pummeldesc=A headbutt. A moderately slow pummel, but tied with {{SSB4|Pac-Man}}'s for second-most damaging pummel in the game. | ||
|fthrowname= | |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 set up tech situations on fastfallers, and mixups on floaties at low percents. | |fthrowdesc=Spins the opponent around once and throws them forward. Can set up tech situations on fastfallers, and mixups on floaties at low percents. | ||
|bthrowname=Airplane 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) | ||
|bthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. Mario grabs the opponent's feet and swings them before throwing backwards. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of [[rage]], but can KO middleweights as early as 120% if they fail to DI. It is based on his throw that he uses against [[Bowser]] in ''Super Mario 64''. | |bthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. Mario grabs the opponent's feet and swings them before throwing backwards. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of [[rage]], but can KO middleweights as early as 120% if they fail to DI. It is based on his throw that he uses against [[Bowser]] in ''Super Mario 64''. | ||
|uthrowname= | |uthrowname=Throw Up ({{ja|スルーアップ|Surū Appu}}) | ||
|uthrowdmg=7% | |uthrowdmg=7% | ||
|uthrowdesc=Heaves the opponent directly overhead with both hands. An effective combo throw on fastfallers at low percentages. It can also KO floaty characters above 180% without rage. | |uthrowdesc=Heaves the opponent directly overhead with both hands. An effective combo throw on fastfallers at low percentages. It can also KO floaty characters above 180% without rage. | ||
|dthrowname= | |dthrowname=Throw Down ({{ja|スルーダウン|Surū Daun}}) | ||
|dthrowdmg=5% | |dthrowdmg=5% | ||
|dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. Mario's primary combo starter, it can be followed up with several options, including Super Jump Punch, neutral attack, up smash, and most notably his up tilt. At higher percentages, it can be followed up with an up aerial or forward aerial, the latter which is a deadly KO setup at the edge if failed to DI properly. | |dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. Mario's primary combo starter, it can be followed up with several options, including Super Jump Punch, neutral attack, up smash, and most notably his up tilt. At higher percentages, it can be followed up with an up aerial or forward aerial, the latter which is a deadly KO setup at the edge if failed to DI properly. | ||
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|fsdmg=3% (Front fireball), 2% (Back fireball) | |fsdmg=3% (Front fireball), 2% (Back fireball) | ||
|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. | |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. | ||
}} | |||
===Stats=== | |||
{{Attributes | |||
|cast = 58 | |||
|weight = 98 | |||
|rweight = 22-24 | |||
|dash = 1.6 | |||
|rdash = 15-23 | |||
|run = 1.6 | |||
|rrun = 28-30 | |||
|walk = 1.1 | |||
|rwalk = 30-32 | |||
|trac = 0.045 | |||
|rtrac = 44-52 | |||
|airfric = 0.015 | |||
|rairfric = 6-19 | |||
|air = 1.15 | |||
|rair = 9-11 | |||
|baseaccel = 0.01 | |||
|rbaseaccel = 10-54 | |||
|addaccel = 0.07 | |||
|raddaccel = 18-28 | |||
|gravity = 0.08715 | |||
|rgravity = 32-34 | |||
|fall = 1.5 | |||
|rfall = 31-35 | |||
|ff = 2.4 | |||
|rff = 30-34 | |||
|jumpsquat = 5 | |||
|rjumpsquat = 14-41 | |||
|jumpheight = 36.331814 | |||
|rjumpheight = 13 | |||
|shorthop = 17.539339 | |||
|rshorthop = 12-13 | |||
|djump = 36.331814 | |||
|rdjump = 16 | |||
}} | }} | ||
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Mario German Announcer SSBU.wav|German | Mario German Announcer SSBU.wav|German | ||
Mario Italian Announcer SSBU.wav|Italian | Mario Italian Announcer SSBU.wav|Italian | ||
Mario Spanish Announcer SSBU.wav|Spanish | Mario Spanish Announcer SSBU.wav|Spanish | ||
</gallery> | </gallery> | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
Upon the game's release, players immediately noticed the significant buffs Mario had received to his mobility, combo game, KO power, and reach. Meanwhile, although not a direct consequence, his tougher matchups from ''Brawl'' such as Marth, Meta Knight, and King Dedede were nerfed (especially with the former two's range reduced; the lack of range was Mario's critical flaw in ''Brawl''). These buffs and the less hostile environment caused Mario to be viewed as a viable character throughout the game’s lifespan. The result of these buffs was a character with the lowest learning curve of any character in the game, who provided high reward for low risk, with caveats including great all-around mobility, a powerful, yet easy combo game, an improved zoning tool in his Fireballs, outstanding frame data that, in some cases, can leave him near-unpunishable (letting him abuse otherwise unsafe moves like charged smash attacks), and a strong recovery aided by a Cape that also works as a reflector. While some of these strengths were not perceived until much later, these caused him to quickly gain good tournament representation in all levels of play, and was considered a mid to high-tier character. Despite this, opinions of Mario slowly began to rise due to the fact he remained stagnant in game updates, as well as the nerfs to {{SSB4|Diddy Kong}}, who was one of his most troublesome matchups. As a result of this, he started to gain much higher representation and results, especially by top players such as {{Sm|Ally}} and {{Sm|ANTi}}, both of whom have placed among the top 8 in large tournaments such as [[The Big House 5]], with ANTi also taking top player {{Sm|ZeRo}} through very close games in the former tournament. This resulted in Mario ranking 8th on the first ''4BR'' tier list. | |||
On the earlier half of 2016, Mario's already strong results would significantly improve. Game updates would nerf {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}, some of his most difficult matchups, while Mario himself remained unchanged. Although it was unknown how these nerfs to the top tiers would affect him at first, it later became clear many characters (and players themselves) started to have a hard time fighting even inexperienced Marios. Furthermore, Ally would go on to win multiple national-level tournaments such as [[Smash 'N' Splash 2]] and [[EVO 2016]] using Mario, while {{Sm|ANTi}} won [[CEO 2016]] using Mario for the majority of the tournament. Due to this streak of successes, players would commonly advocate that Mario was among the best characters in the game, which would be reflected in him rising to 5th place on the second tier list. On the third tier list, Mario suffered a very slight drop to 6th place and the A tier, as while he remained a very successful character, his results had dropped compared to 2016, and this drop also paved the way for Bayonetta to establish dominance. Despite this, many players argued that Mario still deserved a top 5 ranking due to his spectacular prior results. | |||
Towards the end of the game’s lifespan, however, Mario's top level results became noticeably worse than some top tier characters such as {{SSB4|Fox}}, {{SSB4|Marth}}, {{SSB4|Ryu}}, {{SSB4|Sonic}} and {{SSB4|Zero Suit Samus}}, all of which have achieved stronger tournament representative and placings. His even or disadvantageous matchups lurking in the lower tiers became more prominent, and characters exploiting Mario's below average range, such as {{SSB4|Corrin}}, {{SSB4|Donkey Kong}}, and {{SSB4|Lucina}} became more successful in tournaments. As a result, Mario's decline in tournament results saw him drop to 9th place on the fourth and current tier list. Regardless, Mario's significant improvements from ''Brawl'' ensured he would achieve excellent tournament success and results throughout the competitive metagame. | |||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | ''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | ||
''See also: [[:Category:Mario | ''See also: [[:Category:Mario players (SSB4)]]'' | ||
*{{Sm|Ally|Canada}} | *{{Sm|Ally|Canada}} - The best Mario player of all-time. He is the only solo-Mario player to win multiple majors with victories at {{Trn|EVO 2016}} and {{Trn|2GGC: Greninja Saga}}, the former being the largest ''Smash 4'' tournament of all-time. He maintained himself as a top 5 player throughout the game's competitive lifespan, placing 5th on the [[PGR 100]]. | ||
*{{Sm|ANTi|USA}} | *{{Sm|ANTi|USA}} - Co-mained Mario alongside {{SSB4|Zero Suit Samus}} and considered the second-best Mario player in the history of ''Smash 4''. Primarily used Mario in his major wins at {{Trn|Get On My Level 2017}} and {{Trn|CEO 2016}} and was runner-up at other significant tournaments such as {{Trn|The Big House 6}}. He was ranked 14th on the [[PGR 100]]. | ||
*{{Sm|bAhuto|Japan}} - One of the best Mario players in Japan. | *{{Sm|bAhuto|Japan}} - One of the best Mario players in Japan. His best results were mainly from Umebura tournaments, placing 4th at {{Trn|Umebura 30}}, 5th at {{Trn|Umebura 28}} with a notable win over {{Sm|Kirihara}}, and 7th at {{Trn|Umebura Smash 4 Final}} using Mario as his central character. At other events, he defeated other top 100 players residing in Japan such as {{Sm|T}} and {{Sm|Raito}}. | ||
*{{Sm| | *{{Sm|Dark Wizzy|USA}} - One of the best Mario players in the world during 2018. While present through most of the game's heyday, he successfully made top 8s at two major tournaments of that year with 7th at {{Trn|Shine 2018}} defeating {{Sm|CaptainZack}} and {{Trn|DreamHack Atlanta 2018}} defeating {{Sm|Fatality}}. He was ranked 95th on the [[PGR 100]]. | ||
*{{Sm|Ron|Japan}} -Tri-mained Mario alongside {{SSB4|Luigi}} and {{SSB4|Yoshi}} and considered the best Mario player in Japan. While he had sparse activity compared to other top Mario players, he won {{Trn|Sumabato 18}} and placed 2nd at both {{Trn|Sumabato 12}} and {{Trn|Sumabato 20}}, 3rd at {{Trn|Sumabato Tokaigi Qualifier 2}}. He was ranked 57th on the [[PGR 100]]. | |||
*{{Sm|Supahsemmie|Netherlands}} - The best Mario player in Europe and a top 15 player from Europe, peaking at 13th on the [[European Smash 4 Power Rankings]]. At some of the most notable PGR-ranked European events, he placed 4th at {{Trn|Albion 3}} and 5th at {{Trn|Albion 2}} and internationally placed 17th at {{Trn|Glitch 5}}. | |||
*{{Sm|Ron|Japan}} | *{{Sm|Zenyou|USA}} - The best solo Mario player in the United States. As a solo Mario player, he notably placed 5th at {{Trn|2GGC: GENESIS Saga}} and 7th at {{Trn|The Big House 5}} and defeated Ally in the Mario ditto at {{Trn|CEO 2016}}. He was ranked 61st on the [[PGR 100]], the highest of any player who exclusively used Mario besides Ally. | ||
*{{Sm|Supahsemmie|Netherlands}} - The best Mario player in Europe | |||
*{{Sm|Zenyou|USA}} | |||
=== | ==In Solo Modes== | ||
===[[All-Star Mode]]=== | |||
In All-Star Mode, Mario is fought in Stage 1 in the 3DS version or Stage 7 in the Wii U version alongside {{SSB4|Donkey Kong}}, {{SSB4|Luigi}}, {{SSB4|Mr. Game & Watch}}, {{SSB4|Little Mac}}, and {{SSB4|Pac-Man}}. | |||
==={{GameIcon|SSB4-U}}[[Event Match]]es=== | |||
====Solo Events==== | |||
* '''[[All-Star Battle: Regulars]]''': Mario is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]'' game. | |||
* '''[[Below the Belt]]''': Mario must protect a damaged {{SSB4|Little Mac}} from a giant Little Mac. | |||
* '''[[Family Ties]]''': The player controls {{SSB4|Bowser Jr.}}, who is aided by a giant {{SSB4|Bowser}}, and must defeat Mario and {{SSB4|Luigi}}. | |||
* '''[[Oh Yeah, Luigi Time!]]''': A giant Mario serves as an ally to {{SSB4|Luigi}}, who must defeat a giant {{SSB4|Wario}}. | |||
* '''[[Princess Punch-Up!]]''': Mario and {{SSB4|Peach}} are opponents in a stock battle against {{SSB4|Zelda}} and {{SSB4|Link}}. | |||
* '''[[The FINAL Final Battle]]''': The player must defeat Mario, alongside {{SSB4|Sonic}}, {{SSB4|Mega Man}}, and {{SSB4|Pac-Man}}. | |||
* '''[[The Original Heavyweights]]''': Mario must defeat {{SSB4|Bowser}} and {{SSB4|Donkey Kong}}. | |||
* '''[[Wrecking Mario]]''': Mario must destroy all of the building on [[Wrecking Crew]]. | |||
====Co-op Events==== | |||
* '''[[1988]]''': {{SSB4|Donkey Kong}} and {{SSB4|Diddy Kong}} must defeat 3 Marios, each one larger than the last. | |||
* '''[[A Lurking Menace]]''': Mario and {{SSB4|Luigi}} must defeat {{SSB4|Bowser Jr.}} After some time, a giant {{SSB4|Bowser}} will appear and the players must defeat him as well. | |||
* '''[[Flat Fracas]]''': A shadow Mario and a giant shadow {{SSB4|Donkey Kong}} are opponents fought by {{SSB4|Wario}} and {{SSB4|Mr. Game & Watch}}. | |||
* '''[[Solidarity]]''': {{SSB4|Olimar}} and {{SSB4|Rosalina & Luma}} must defeat Mario and {{SSB4|Luigi}}. When they are defeated, {{SSB4|Bowser}} and {{SSB4|Bowser Jr.}} must be defeated as well. | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
* '''[[Wrecking Bros.]]''': Mario and {{SSB4|Luigi}} must destroy all of the building on [[Wrecking Crew]]. {{SSB4|Wario}} and {{SSB4|King Dedede}} will try to stop the players. | |||
===[[Congratulations screen]]s=== | |||
<center> | |||
====3DS==== | |||
<gallery> | |||
SSB4-3DS Congratulations Classic Mario.png|Classic Mode | |||
SSB4-3DS Congratulations All-Star Mario.png|All-Star Mode | |||
</gallery> | |||
====Wii U==== | |||
<gallery> | |||
SSB4-Wii U Congratulations Classic Mario.png|Classic Mode | |||
SSB4-Wii U Congratulations All-Star Mario.png|All-Star Mode | |||
</gallery> | |||
</center> | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
Mario's default trophy is obtained by clearing Classic Mode as Mario. His alternate trophy is obtained by clearing All-Star Mode as Mario in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Mario Finale trophy is obtained only in the Wii U version by clearing All-Star Mode as Mario. | |||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Mario | |name=Mario | ||
|image-3ds=MarioTrophy3DS.png | |image-3ds=MarioTrophy3DS.png | ||
|image-wiiu=MarioTrophyWiiU.png | |image-wiiu=MarioTrophyWiiU.png | ||
|mode=Classic | |||
|desc-ntsc=As iconic as iconic gets, this gaming celebrity is known for saving the world from Bowser. He's got amazing jumping skills and makes use of a wide range of transformations. In his free time, he plays too many sports to count. In Smash Bros., he's a well-rounded fighter you can rely on. Say it with me: "It's-a me, Mario!" | |desc-ntsc=As iconic as iconic gets, this gaming celebrity is known for saving the world from Bowser. He's got amazing jumping skills and makes use of a wide range of transformations. In his free time, he plays too many sports to count. In Smash Bros., he's a well-rounded fighter you can rely on. Say it with me: "It's-a me, Mario!" | ||
|desc-pal=It's-a him! Maaario! Whether he's wearing one of his special outfits or just his normal blue dungarees, this running, jumping, Bowser-bashing, princess-saving hero is an all-round superstar. And in this game, he's got enough tricks up his sleeve to deal with anything. If you don't know which fighter to pick, Mario's a solid choice. | |desc-pal=It's-a him! Maaario! Whether he's wearing one of his special outfits or just his normal blue dungarees, this running, jumping, Bowser-bashing, princess-saving hero is an all-round superstar. And in this game, he's got enough tricks up his sleeve to deal with anything. If you don't know which fighter to pick, Mario's a solid choice. | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==[[Alternate costume (SSB4)#Mario|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Mario|Alternate costumes]]== | ||
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SSB4 - 3DS Gust Cape.png|Gust Cape. | SSB4 - 3DS Gust Cape.png|Gust Cape. | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
*While | *While Mario's artwork has him holding a fireball in his official artwork on the website, amiibo model, and trophy, his artwork on the [[character select screen]] and during a match shows him without it. | ||
**Because of this, there is no official artwork of any of Mario’s alternate costumes with said fireball. | **Because of this, there is no official artwork of any of Mario’s alternate costumes with said fireball. | ||
*A glitch from 1.0.7 shows when Mario performs his side taunt on Ω [[Gerudo Valley]], his hair is missing when taking off his cap, revealing the inside of his head. | *A glitch from 1.0.7 shows when Mario performs his side taunt on Ω [[Gerudo Valley]], his hair is missing when taking off his cap, revealing the inside of his head. | ||
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**Because of this, combined with Peach and Rosalina both obtaining their own Fire-based alternate costume, as well as how Luigi has a Fire-based costume in every game, ''SSB4'' is the only game where the playable cast of ''Super Mario 3D World'' (except for Toad, due to him simply being portrayed here as one of Peach's moves) has an alternate costume based on their Fire forms from that game. | **Because of this, combined with Peach and Rosalina both obtaining their own Fire-based alternate costume, as well as how Luigi has a Fire-based costume in every game, ''SSB4'' is the only game where the playable cast of ''Super Mario 3D World'' (except for Toad, due to him simply being portrayed here as one of Peach's moves) has an alternate costume based on their Fire forms from that game. | ||
*This also marks the final appearance of Mario's up taunt used since the original ''Super Smash Bros.'' to date. | *This also marks the final appearance of Mario's up taunt used since the original ''Super Smash Bros.'' to date. | ||
==References== | ==References== |
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