Mario (SSBU): Difference between revisions

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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 great difficulty against characters with large or [[disjointed]] range, particularly weapon users like {{SSBU|Lucina}} and {{SSBU|Cloud}}. While back air is Mario's most effective spacing tool, it too suffers from a mediocre range that limits its utility against disjointed attacks, and fireball, while an overall solid projectile, is slow and lacks [[transcendent priority]], which means it can easily be beaten by any attack with a large hitbox, making it mostly an unreliable tool for [[camping]]. While Mario's pressuring capabilities are formidable, his susceptibility to getting spaced out is among the worst in the game due to his moves possessing very stubby and small-sized hitboxes, this results in Mario having a lot of difficulty in approaching and getting his combo game started if his opponents space him properly, as even a character with a slightly disproportionate disjoint can severely limit his ability to get in. In such cases, he will often be forced to rely on reads and make good for what he has when he gets an opening.


Another notable weakness is that Mario can also have some difficulty scoring KOs, as he has few strong and reliable finishers and can have difficulty landing them, especially at high percents, which are further compounded by his short range, which limits his options. Outside of his forward and up smashes, none of his other KO moves are very reliable and consistently effective for doing what they're supposed to: his down smash can only KO reliably with its back hit and is unsafe on shield, Super Jump Punch can only KO at very high percentages or close to the blast zones, his back aerial has short range and is unsafe against disjoints, his down aerial has even shorter range and can sometimes have trouble connecting, his back throw is very slow and very susceptible to [[DI]], and his forward aerial is slow and must be sweetspotted (mid hit) in order to meteor smash, while the early hit and late hit (first and last active frame, respectively) have too much ending lag to be used as a combo extender while still being unreliable for killing due to their rather low knockback. Because of this, Mario tends to rely too much on his forward and up smashes or reads to score a KO, and his inconsistent KO potential is further worsened by the changes to rage, which hinders him more than other characters, as it doesn't increase knockback as much as in ''SSB4''. Since it also no longer affects set knockback, he can't use his Super Jump Punch’s connecting hits as a KO confirm at low percents anymore if he has high rage, similarly to {{SSBU|Samus}}'s [[Screw Attack]] and [[Peach Parasol]]. Because of this, he must keep his forward and up smashes fresh and be careful to not get predictable  especially with the existence of [[stale-move negation]]. While his forward and up smashes are considered among the best of their type, they have their flaws too: the former has noticeable endlag and a sourspot located on Mario's arm, which, while very difficult to hit with, outprioritizes the sweetspot and has rather mediocre power, while the latter has poor range in front of him, to the point where it will sometimes miss completely against short or crouching characters.
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.


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.
Despite being known for his jumping ability (hence his original nickname, Jumpman), Mario's recovery is easy to gimp and is quite predictable. Despite his fast air speed and high double jump, Super Jump Punch, while fast and relatively safe, travels a merely average amount of distance altogether. This means that if Mario is knocked off stage without his double jump, he is extremely vulnerable to edgeguarding, and one hit could be all it takes to kill him. This also leaves Mario very vulnerable to semi-spikes, as they will likely launch him too far to recover at high percentages. Aside from Super Jump Punch, Mario has no other recovery options aside from utilizing [[Cape]]'s momentum stalling as a mix-up. Nevertheless, Super Jump Punch still offers a serviceable amount of recovery ability and can get the job done, should it be used properly.


Overall, Mario has many clear strengths and very few 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.
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 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]]''==
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|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Kick Up ({{ja|けりあげ|Keri Age}})
|neutralname=Jab ({{ja|ジャブ|Jabu}})<br>Straight ({{ja|ストレート|Sutorēto}})<br>Kick Up ({{ja|けりあげ|Keri Age}}, ''Kicking Lift'')
|neutral1dmg=2.2%
|neutral1dmg=2.2%
|neutral2dmg=1.7%
|neutral2dmg=1.7%
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|dashdmg=8% (clean), 6% (late)
|dashdmg=8% (clean), 6% (late)
|dashdesc=The {{s|mariowiki|Slide Kick}} from ''Super Mario 64''. Has a diagonal knockback angle, making its lingering hitbox useful for [[2 frame punish]]ing certain opponents and punishing spot dodges. The new animation is more unfavorable in terms of hitbox placements.
|dashdesc=The {{s|mariowiki|Slide Kick}} from ''Super Mario 64''. Has a diagonal knockback angle, making its lingering hitbox useful for [[2 frame punish]]ing certain opponents and punishing spot dodges. The new animation is more unfavorable in terms of hitbox placements.
|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}}, ''Fire Palm Heel/Sole'')
|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.
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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
|{{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]]
|[[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]]
|-
|-
! 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 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 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]]
|-
|-
! 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. 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|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|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 best performance remains his 3rd placement at the {{Trn|Ludwig Smash Invitational}}.
*{{Sm|Kurama|USA}} - The best Mario player of all-time who was the uncontested best from mid-2022 to early 2024. He was ranked as high as 11th on the [[UltRank 2022]]. His runner-up placement at {{Trn|Port Priority 7}} and 3rd placement at the {{Trn|Ludwig Smash Invitational}} remain his best performances.
*{{Sm|Ludo|USA}} - One of the best Mario players in North America in the post-online metagame. He has been a consistent regional threat and has made several waves at larger events, including placing 9th at the major {{Trn|MAJOR UPSET}} and 33rd at the supermajors {{Trn|Crown the Third}} and {{Trn|Get On My Level 2023}}.
*{{Sm|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 2024 and one of the best Mario players of all-time, and has placed in the top 8 of Premier tournaments, getting 3rd at {{Trn|Umebura SP 11}} and 5th at {{Trn|DELTA 8}}, and has wins over {{Sm|acola}}, {{Sm|Miya|p=Honshu}}, {{Sm|Sonix}} and {{Sm|Hurt}}.
*{{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}}, as well as having wins on {{Sm|acola}}, {{Sm|Miya|p=Honshu}} and {{Sm|Sonix}} throughout 2024.


===Tier placement and history===
===Tier placement and history===
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==[[Spirit]]s==
==[[Spirit]]s==
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''.
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''.


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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==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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*Looking underneath Mario's Wedding costume reveals a gap between his shirt and pants.<ref>[https://imgur.com/Ri57BPY]</ref>
*Looking underneath Mario's Wedding costume reveals a gap between his shirt and pants.<ref>[https://imgur.com/Ri57BPY]</ref>
*Whenever Mario grabs onto an edge, his hat briefly shifts upward, revealing that his hair is missing and exposing a gap.
*Whenever Mario grabs onto an edge, his hat briefly shifts upward, revealing that his hair is missing and exposing a gap.
*When the player starts [[Adventure Mode: World of Light]], Mario is the first character to be in a spirit battle, which is Smoky Progg.
**He is also the first character to be unlocked (besides {{SSBU|Kirby}}) in World of Light.
**He is the first character to be in a spirit battle as a minion, which is Baby Peach.


==References==
==References==
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