Super Smash Bros. Ultimate

Mario (SSBU): Difference between revisions

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{{disambig2|Mario's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Mario}}
{{Disambig2|Mario's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Mario}}
{{Infobox Character
{{Infobox Character
|name = Mario
|name = Mario
|image = {{tabber|title1=Normal|tab1=[[File:Mario SSBU.png|250px]]|title2=Builder|tab2=[[File:Mario-Alt6 SSBU.png|250px]]|title3=Wedding|tab3=[[File:Mario-Alt7 SSBU.png|250px]]}}
|image = {{tabber|title1=Default|content1=[[File:Mario SSBU.png|250px]]|title2=Builder|content2=[[File:Mario-Alt6 SSBU.png|250px]]|title3=Wedding|content3=[[File:Mario-Alt7 SSBU.png|250px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSB
|ssbgame1 = SSB
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|ssbgame4 = SSB4
|ssbgame4 = SSB4
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = A
|ranking = 22
}}
}}
{{cquote|''Mario is an all-around fighter who uses his wide variety of techniques to respond to any situation. In Super Smash Bros. Ultimate, he shows up in his Wedding tux and his Builder outfit, and Cappy even makes an appearance!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''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 #01.


As was the case in ''[[Smash 4]]'', Charles Martinet's portrayal of Mario from ''[[Brawl]]'' was repurposed for ''Ultimate''.  
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.]]


==Attributes==
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.
Mario is a [[Weight|middleweight]] staying true to the majority a balanced character in terms of attributes, possessing average [[walking]], [[dash]]ing and [[falling speed]]s, [[air acceleration]], [[gravity]] and [[weight]]. However, he also has high [[air speed]] and [[jump]] power in exchange for poor range. These balanced stats do not give Mario the edge when it comes to overall movement, but they nevertheless make him adept at most situations where a key attribute is needed to gain the advantage, which when combined with his very quick frame data, grants Mario a very effective [[neutral game]]. As a result, despite his attributes implying a jack-of-all-trades type of character, Mario is more of a rushdown character in practice.


Thanks to his incredibly quick attack speed, Mario shines in close-quarters combat. His fast attack speed allows him to consistently apply pressure to the opponent, and he is capable of quickly racking up damage once he gets the momentum, which is easy to do so on characters that cannot match his attack speed without getting heavily punished for it. Excluding his forward smash, forward aerial and special moves, all of Mario's moves have fast startup and low ending and landing lag (the latter in the case of his aerial attacks). All of his grounded moves are prime examples of his quick frame data: his neutral attack is his fastest move and an overall effective way to rack up damage, along with handy combo capabilities, while his up and down tilts are effective combo starters that can help rack up plenty of damage, and the former chains into itself at low percentages. All of his smash attacks are excellent KO options, as they can reliably KO at high percentages without being endlag-heavy; his forward smash has the highest power of all of his smash attacks when sweetspotted, down smash is a [[semi-spike]], making it useful for forcing opponents offstage, and up smash is very hard to punish due to its speed, power and the fact it grants [[intangibility]] on his head.
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}}.


Mario's aerial attacks are also very useful in many cases. Neutral aerial is a [[sex kick]] that can be useful in [[edgeguarding]] or for breaking combos. Back aerial has the longest reach and the highest knockback of Mario's aerial moves, allowing it to [[space]] effectively and reliably KO offstage. Up aerial's extremely quick startup, vertical launch angle and lack of sourspots let it combo into itself or other moves, on top of letting it easily break combos and setup the aforementioned. [[Mario Tornado]], which is Mario's down aerial, is a great anti-[[juggling]] move that can also KO if used near the upper [[blast line]]. Finally, his forward aerial is a [[meteor smash]] with high base knockback for one, making it great for [[gimp]]ing all but the farthest-reaching of recoveries.
==Attributes==
Mario is a short [[Weight|middleweight]] with relatively balanced attributes, possessing slightly above average [[walking]] speed, [[air acceleration]], [[dash]]ing speed and [[weight]], whereas his [[falling speed]] and [[gravity]] are below average relative to the cast. He also has a very fast [[air speed]] (tied with {{SSBU|Sonic}}, {{SSBU|Donkey Kong}}, {{SSBU|Little Mac}} and {{SSBU|Inkling}} for the 12th fastest in the game) and excellent [[jump]]s, in exchange for poor attack range and moderately low [[traction]]. These balanced stats don't give Mario the edge when it comes to overall movement, but they nevertheless make him adept at most situations where a key attribute is needed to gain the advantage, which when combined with his very quick frame data, grants him a great [[neutral game]]. As a result, despite his attributes implying a jack-of-all-trades type of character, Mario is somewhat more of a rushdown character in practice.


His special moveset is highly varied and has plenty of uses. [[Fireball]] is a [[projectile]] with decently long range. It can be useful in the [[neutral game]] or in edgeguarding, thanks to its disruptive knockback, along with very useful chances to disrupt direct approaches. [[Super Jump Punch]] travels in a controllable diagonal direction and grants moderate distance, making it good at [[recovery]]. It also has intangibility upon startup, allowing it to be used [[out of shield]] very effectively. Due to its extremely quick startup, it is also a useful combo finisher, especially near the blast line. On the other hand, [[Cape]] [[reverse]]s opponents, with the induced disorientation often being enough to allow a free hit or efficiently gimp a recovery, which aids in edgeguarding opponents. It is also a powerful [[reflection|reflector]], making it highly useful in matchups against projectile-heavy characters, such as {{SSBU|Simon}} or {{SSBU|Young Link}}. [[F.L.U.D.D.]] is a mechanism that shoots [[water]], [[push]]ing opponents away, which compliments his Cape. Though situational, it can occasionally be used to give Mario some breathing space. As a result of his Cape, F.L.U.D.D. and his fast aerials, Mario also boasts a versatile edgeguarding game.
Thanks to his incredibly quick attack speed, Mario shines in close-quarters combat. His fast attack speed allows him to consistently apply pressure to the opponent, and he is capable of quickly racking up damage once he gets the momentum, which is easy to do so on characters that cannot match his attack speed without getting heavily punished for it. Excluding his [[forward smash]], [[forward aerial]], and [[special move]]s, all of Mario's moves have fast startup and low ending and landing lag (the latter in the case of his aerial attacks, except for his aforementioned forward aerial). All of his grounded moves are prime examples of his quick frame data: his [[neutral attack]] is his fastest move and an overall effective way to rack up damage, along with handy combo capabilities, while his [[up tilt|up]] and [[down tilt]]s are effective combo starters that can help rack up plenty of damage, and the former chains into itself at low percentages. All of his [[smash attack]]s are decent KO options, as they can reliably KO at high percentages and have low ending lag; his forward smash has a powerful sweetspot located on the fiery explosion that he emits from his palm and possesses the highest power of all of his smash attacks, down smash is a [[semi-spike]], making it useful for forcing opponents offstage, and up smash is very hard to punish due to its speed, power and slight disjoint due to the [[intangibility]] it grants on his head.


Another valuable strength of Mario is his grab game. Even though his grab reach is only average, his grabs are fairly quick, and his [[pummel]] can rack up some damage before throwing the opponent. His forward throw sends the opponent at a disadvantageous position, where Mario can capitalize on their mistakes. His up throw has been re-purposed into a very useful combo starter at lower percentages, comboing far more reliably into his up aerial or down aerial compared to the previous installment. His back throw is by far his strongest throw and can reliably KO at around 160% near the ledge on any character, and even earlier with [[rage]], killing at 107%. Finally, his down throw is a somewhat useful combo starter, though not as useful as before due to up tilt's decreased range.  
Mario's aerial attacks are also very useful in many cases. Neutral aerial is a [[sex kick]] that can be useful in [[edgeguarding]] or for breaking combos. Back aerial has the longest reach and the highest knockback of Mario's aerial moves, allowing it to [[space]] effectively and reliably KO offstage. Up aerial's extremely quick startup, vertical launch angle and lack of sourspots let it combo into itself or other moves, on top of letting it easily break or set up combos. [[Mario Tornado]], which is Mario's down aerial, is a great anti-[[juggling]] move that also has respectable power, especially if used near the upper [[blast line]]. Finally, his forward aerial is a [[meteor smash]] with high base knockback for one, making it great for [[gimp]]ing all but the farthest-reaching of recoveries and being an extremely effective KO option offstage.


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 percentages when needed; otherwise, Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process.
His special moveset is highly varied and has plenty of uses. [[Fireball]] is a [[projectile]] with a decently long range. It can be useful in the neutral game or in edgeguarding, thanks to its disruptive knockback and downward trajectory, and is very useful for disrupting direct approaches. [[Super Jump Punch]] travels in a controllable diagonal direction and grants moderate distance, making it good at [[recovery]]. It also has intangibility upon startup, allowing it to be used [[out of shield]] very effectively. Due to its extremely quick startup, it is also a useful combo finisher, especially near the blast line. [[Cape]] [[reverse]]s opponents, with the induced disorientation often being enough to allow a free hit or efficiently gimp a recovery, which aids in edgeguarding opponents. It is also a powerful [[reflection|reflector]], making it highly useful in matchups against projectile-heavy characters, such as {{SSBU|Simon}} or {{SSBU|Samus}}. [[F.L.U.D.D.]] is a mechanism that shoots [[water]], [[push]]ing opponents away, which compliments his Cape. Though situational, it can occasionally be used to give Mario some breathing space. As a result of his Cape, F.L.U.D.D. and his fast aerials, Mario also boasts a versatile edgeguarding game.


Despite Mario's numerous strengths, he is not flawless. Mario's attacks, while well-rounded, are not particularly exceptional, and most characters are able to outperform him in various areas: notable examples include {{SSBU|Snake}} having a more versatile edgeguarding game, {{SSBU|Joker}} having better comboing ability, {{SSBU|Hero}} having a superior camping game, {{SSBU|Zero Suit Samus}} having greater mobility, {{SSBU|Roy}} having higher attack power right off the bat and {{SSBU|Shulk}} having drastically larger reach. In particular, the latter is his main weaknesses: His reach is very poor.
Another valuable strength of Mario is his grab game. Though his grab reach is somewhat average, his dash and pivot grabs extend far past his hurtboxes, granting them unusually disjointed range for a character of his archetype. In addition, his grabs are tied for the fastest in the game, and his [[pummel]] is fairly quick. His forward throw sends the opponent at a disadvantageous position, where Mario can capitalize on their mistakes. His up throw is a useful combo starter at lower percentages, comboing into his up, down, and back aerials. His back throw is by far his strongest throw and one of the strongest of its type in the game as well, as it can reliably KO at around 160% near the ledge on any character, and even earlier with [[rage]], being capable of killing as early as 107% with it. Finally, his down throw is a great combo starter that can lead a vast amount of combo opportunities, most notably his up, back, and forward aerials.


His lack of reach prevents him from fighting at a safe distance and consistently forces Mario to approach characters on his own. This leads into having some difficulty against characters with large or [[disjointed]] reach, particularly swordfighters like Shulk and {{SSBU|Lucina}}. As such, he will need to rely on close-quarter combat in order to fight decently against characters with disjoints. This also means he will also need to rely on his back aerial for spacing, but that won’t be enough to space well against a swordfighter with disjoints.
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.


While strong, Mario can have some difficulty in landing his KO moves. Comparatively to {{SSBU|Kirby}} and {{SSBU|Fox}}, Mario is a strong character with a hefty amount of kill moves: forward smash, up smash, down smash, forward aerial, back aerial, down aerial, [[Super Jump Punch]], and back throw. These moves can kill, but Mario will have at least some difficulty in executing these. It’s further compounded by Mario’s poor reach, excluding forward smash and back aerial. His kill moves can have more difficulty when landing them except for its reach. For example, down aerial and Super Jump Punch will need to be effective at the upper-blast line, and Mario will need to juggle the enemy first. Back throw requires a grab, and Mario’s grab range is just average. This means Mario needs to use specific kill moves, which limits his KO power. As such, he cannot afford to get predictable, especially with the existence of [[stale-move negation]].
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.


Lastly, despite being known for his jumping ability, hence his 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 relatively safe, travels a mediocre amount of vertical and horizontal distance. This means that if Mario is knocked off stage without his double jump, he is extremely vulnerable to edge-guarding and one hit could end his stock. This also leaves Mario very vulnerable to semi-spikes, as at high percents it is actually not possible to get back on the stage if knocked far enough. To make matters worse, magnet hands were removed from the game, indicating Mario must always be in a closer distance from the ledge. Aside from Super Jump Punch, Mario has no other recovery options aside from utilizing [[Cape]]’s momentum cancel as a mix-up. Nevertheless, Super Jump Punch still offers a serviceable amount of recovery ability, and can get the job done if used properly.
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.


Overall, Mario has many clear strengths, and very few glaring weaknesses, resulting in his strengths outweighing his cons. Despite being intended as a jack-of-all-trades character, his very quick speed overall and largely reliable combo ability allows him to get the edge easily against most characters, as it is hard to escape from him once he gets to combo the opponent, while being easy for him to escape and regain the advantage. However, because of his low range, Mario must almost always fight in close quarters. Mario has to be very careful off-stage as well in spite of his viable edgeguarding game, as a single vent in his defenses can cause him to be unable to recover. Throughout the course of Ultimate's metagame, Mario has seen promising results. Despite dropping the character in favor for another fighter, {{Sm|Ally}} has received powerful results, winning [[Pound 2019]] while also using {{SSBU|Snake}}. Other Smashers like {{Sm|Dark Wizzy}}, {{Sm|ANTi}}, {{Sm|Zenyou}}, and more have amassed impressive results.
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.


==Changes from ''[[Super Smash Bros. 4]]''==
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.
Compared to other veterans, Mario has received very few major direct changes in his transition from ''SSB4'' to ''Ultimate'', possibly the least out of any returning veteran. However, the more drastic changes he has received stem from the universal changes made to the game's engine, which has inadvertently lead to a higher learning curve in between games. As a result, Mario has undergone a mix of buffs and nerfs in his transition to ''Ultimate'' - both direct and indirect - but has been slightly nerfed overall as a result of his former top-tier placement.  


One of the biggest detriments to Mario's toolkit was the universal nerfing of grabs; infamously known for his potentially devastating throw combos in ''SSB4'', the increased ending lag of all grabs have affected Mario more negatively compared to other fighters. Furthermore, [[up tilt]], one of his most pivotal moves previously, has had altered hitbox placements resulting in not only a range reduction, but it also significantly hinders its use as a reliable follow-up from his [[down throw]] at any percent against most characters. His [[dash attack]] can also no longer serve as a reliable [[2 frame punish]] that leads into a [[stage spike]], due to its late hit's angle being altered to send opponents away from Mario. On top of this, because of the changes to [[rage]], [[Super Jump Punch]] is much less effective for taking out stocks off the upper [[blast line]] below high percents.
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.


However, changes to ''Ultimate''{{'}}s mechanics have also benefited Mario; his already strong set of aerials has been improved even further as a result of the universal changes to the landing lag of aerials. This not only makes them safer on shield, but it also allows for more reliable combos and even devastating KO setups, such as [[up air]] into [[forward aerial]]. Mario also benefits from universal faster walking, dashing, and air speeds, since his higher mobility allows him to string attacks together more effectively and close in on opponents more effectively. Lastly, the added ability to [[dash-cancel]] with any ground attack has improved Mario's already incredible ground game further given his strong set of tilts, with [[up tilt]] and [[down tilt]] serving as reliable combo starters. The universal 3-frame [[jumpsquat]] and decreased [[landing lag]] across the cast also give him greater combo opportunities, with his [[up throw]] in particular becoming a much more effective combo starter.


Moreover, Mario has received a few direct noteworthy buffs as well. His special attacks - [[Fireball]] and [[F.L.U.D.D.]] - have improved significantly. Fireball has reduced endlag, a larger hitbox, and inflicts more hitlag on opponents, significantly 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 already oppressive edgeguarding has improved considerably. 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. Lastly, [[forward smash]] now deals consistent damage across all angles, and in the case of an upwards and downwards forward smash, has increased knockback scaling, improving its already impressive KO potential even further.
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.


Overall, Mario retains all of his strengths from ''SSB4'': His oppressive combo ability, impressive frame data, good camping ability with his Fireballs, serviceable recovery with a high jump height and air speed, and excellent optimization. However, his playstyle is fundamentally different due to ''Ultimate''{{'}}s reworked mechanics, requiring different strategies to achieve the same level of effectiveness that his previous incarnation was capable of. This results in a slightly higher learning curve (ironically for the series' traditional "basic" character) and a somewhat less potent competitive presence.
==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.


While he received a generally mediocre reception during the early metagame of ''Ultimate'', he has achieved increasingly strong results by notable players such as {{sm|Dark Wizzy}}, {{Sm|Prodigy}}, {{sm|Zenyou}}, {{sm|MastaMario}}, {{sm|ANTi}}, and {{sm|Teb}}, with notable placements including Dark Wizzy placing 13th at both {{Trn|Pound 2019}} and {{Trn|MomoCon 2019}}, ANTi placing 2nd at {{Trn|DreamHack Dallas 2019}}, Teb placing 17th at {{Trn|2GG: Prime Saga}}, and Prodigy placing 13th at both {{Trn|GENESIS 6}} and {{Trn|CEO 2019}} and 2nd at {{Trn|Crown}}. Due to this, Mario has earned a significantly stronger competitive reception over time; players such as {{Sm|ZeRo}}, {{Sm|Samsora}}, {{sm|Dabuz}}, {{sm|ESAM}}, and {{sm|VoiD}} all place him as a solid high tier character with long-term potential, with {{Sm|Mew2King}} going as far as claiming that Mario is a top tier as in the previous game. This is largely up for debate, though, as many lower-ranked characters in ''Smash 4'' have received more drastic improvements, such as {{SSBU|Roy}}, {{SSBU|Pikachu}}, and {{SSBU|Wario}}. Regardless, Mario is one of the few ''SSB4'' top tier characters alongside {{SSBU|Fox}} and {{SSBU|Zero Suit Samus}} to consistently place well at tournaments overall, albeit with a slightly less dominating presence.
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.


===Aesthetics===
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]].
*{{change|As with all [[veteran]]s returning from ''SSB4'', Mario's model features a more subdued color scheme. His clothing and hair now feature simple detailing, akin to his design in ''Brawl''.}}
*{{change|Mario's standard cap has been replaced by {{b|Cappy|Mario}} from ''{{s|mariowiki|Super Mario Odyssey}}''. Cappy's eyes appear during his side taunt and, on occasion, [[Super Jump Punch]], but he otherwise has no effect on gameplay.}}
*{{change|Mario's idle animation is altered slightly; his head is turned more towards the screen, but he still looks toward his front.}}
*{{change|Mario, like many other characters, has been made much more expressive in this game, to an even greater degree than its predecessor. In particular, he will sometimes smile and appear whimsical or happy in battle, in line with his canon depiction, although he still looks serious and with angry brows most of the time. In contrast, Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.}}
*{{change|Many of Mario's animations have been slightly altered, such as his [[walking]], helpless, skidding, and ledge-hanging animations.}}
*{{change|Mario has a slightly different pose during [[air dodge]], and has an angry expression on his face.}}
*{{change|Mario's mustache now moves during certain animations.}}
*{{change|Mario's attacks, especially ones involving fire, have been given brighter, flashier particle effects.}}
*{{change|Mario has two new [[taunt]]s: one where he turns his back to the camera and gives a thumbs-up while smiling, and another where he happily throws Cappy around in a circle. They replace his previous up and side taunts, respectively.}}
**{{buff|Up taunt no longer massively increases Mario's hurtbox, which when combined with its much faster speed and the introduction of taunt canceling makes it much harder to punish.}}
*{{change|Mario performs his down taunt much faster.}}
*{{change|Mario's Builder outfit from the ''{{s|mariowiki|Super Mario Maker}}'' series and his Wedding tuxedo and top hat from ''Super Mario Odyssey'' are present as alternate costumes. They replace his [[Wario]]-inspired costume and his {{s|mariowiki|Fire Mario}} costume, respectively.}}
*{{change|Mario's spin jump [[victory animation]] has been altered slightly; he jumps much higher, spins around only once, and has a more joyful expression after landing.}}
*{{change|Mario now smiles when applauding the winner after a match.}}
*{{change|Mario's sleeping animation is mirrored. He now faces the screen instead of away.}}


===Attributes===
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.
*{{buff|Like all characters, Mario's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Mario walks slightly faster (1.1 → 1.155).}}
*{{buff|Mario [[run]]s much faster (1.6 → 1.76).}}
**{{buff|Mario's initial [[dash]] is significantly faster (1.6 → 1.936).}}
*{{buff|Mario's [[air speed]] is faster (1.15 → 1.208).}}
*{{buff|Mario's [[traction]] is much higher (0.045 → 0.102), allowing him to punish [[out of shield]] more easily.}}
*{{change|Mario's [[gravity]] is slightly lower (0.08715 → 0.087).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag ([[FAF]] 30 → 35).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 27 → 26).}}
*{{buff|Neutral air dodge grants more intangibility (frames 3-27 → 3-29).}}
*{{nerf|Neutral air dodge has significantly more ending lag (FAF 33 → 53).}}
*{{buff|Neutral air dodge has less landing lag (22 frames → 10).}}


===Ground attacks===
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''.
*[[Neutral attack]]:
**{{buff|Consecutive uses of the first hit of neutral attack are faster (9 → 6 frames).}}
**{{buff|The first two hits transition into the subsequent hits faster (frame 8 → 5 (hit 1), frame 7 → 6 (hit 2)).}}
**{{buff|The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.}}
***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}}
**{{buff|The third hit has increased base knockback (45 → 60).}}
**{{nerf|All hits have a higher [[hitlag]] multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to [[SDI]] each hit and [[DI]] the last hit.}}
**{{nerf|The first two hits have altered damage values (2.5% → 2.2% (hit 1), 1.5% → 1.7% (hit 2)), resulting in the move dealing slightly less damage in total (8% → 7.9%).}}
**{{nerf|The first and third hits have smaller hitboxes (3u/1.5u/4u → 1.2u/1.5u/1.8u (hit 1), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).}}
**{{change|The first two hits no longer use [[set knockback]] (15/10/15 set/100 scaling → 20/15 base/50/33/20 scaling (hit 1), 18/15/25 set/100 scaling → 20/15 base/30/15 scaling (hit 2)), and have altered angles (361°/80° → 361°/180° (hit 1), 361° (hit 2)). At high percents, this gives them [[jab cancel]] setups, but causes them to connect less reliably.}}
*[[Forward tilt]]:
**{{buff|Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased [[shieldstun]] for ground attacks, this makes it much safer on shield.}}
**{{change|It has much more base knockback (8 → 55), but less knockback scaling (100 → 70). This makes it significantly safer on hit at low percents, but removes its ability to [[lock]], and reduces its KO potential unless the opponent is close to the edge.}}
*[[Up tilt]]:
**{{nerf|Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, reducing its grounded and horizontal range.}}
**{{change|Its animation has been reversed, with Mario spinning toward the screen rather than away from it.}}
*[[Down tilt]]:
**{{buff|Down tilt's sweetspot takes priority over the sourspot.}}
**{{nerf|The sweetspot is slightly smaller (3.5u → 3.2u).}}
**{{change|Its animation has been reversed, with Mario spinning toward the screen rather than away from it.}}
*[[Dash attack]]:
**{{buff|Dash attack's hitboxes are placed farther from Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.}}
**{{buff|It has gained a shieldstun multiplier of 1.875×, which combined with the increased shieldstun for ground attacks makes it safer on shield.}}
**{{buff|The clean hit launches at a lower angle (60° → 50°), allowing it to set up edgeguards more effectively.}}
**{{buff|The late hit has a slightly bigger hitbox (2.6u → 2.7u).}}
**{{nerf|It has an altered animation that lowers Mario's hurtbox less, which prevents him from sliding under certain attacks.}}
**{{nerf|The late hit launches opponents away from Mario rather than towards him (110° → 48°), hindering its combo potential despite its lower knockback scaling (43 → 30), and preventing it from [[stage spiking]] opponents below edges.}}
**{{change|It has a higher hitlag multiplier (1× → 1.25×).}}
*[[Forward smash]]:
**{{buff|Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall.}}
**{{buff|The sourspot has slightly increased knockback scaling (103 → 105) for all angles, while the sweetspot does when angled up (99 → 101) and angled down (99 → 100).}}
*[[Up smash]]:
**{{change|Up smash's animation has been reversed, with Mario facing toward the screen rather than away from it.}}
<!--Do not add that up smash deals less knockback or KOs later. The games' scripts prove its hitbox data is completely unchanged.-->
*[[Down smash]]:
**{{change|Down smash's animation has been altered, resembling both the {{s|mariowiki|Sweep Kick}} move from ''{{s|mariowiki|Super Mario 64}}'', and the break dance Mario performs on the cover of ''{{s|mariowiki|Dance Dance Revolution: Mario Mix}}''.}}


===Aerial attacks===
{{SSB4 to SSBU changelist|char=Mario}}
*{{buff|All aerials have less landing lag (10 frames → 6 (neutral), 26 → 17 (forward), 12 → 6 (back, up), 19 → 15 (down)).}}
*[[Neutral aerial]]:
**{{nerf|Neutral aerial [[auto-cancel]]s later (frame 34 → 39).}}
**{{nerf|The hitbox on the late hit is slightly smaller (3u → 2.8u).}}
*[[Forward aerial]]:
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.}}
**{{change|It has a different animation, with Mario punching downward with his opposite hand and twisting around afterwards instead of flipping.}}
*[[Up aerial]]:
**{{buff|Up aerial has less ending lag (FAF 32 → 31), marginally improving its combo potential.}}
**{{buff|It auto-cancels earlier (frame 18 → 17).}}
**{{nerf|Its hitboxes have a shorter duration (frames 4-8 → 4-7).}}
*[[Down aerial]]:
**{{buff|Down aerial's last hit comes out faster (frame 25 → 23), allowing it to connect better and preventing opponents from [[air dodging]] out of it.}}
***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}}
**{{buff|The move deals more damage (1% → 1.4% (hits 1-5), 5% → 5.5% (hit 6); 10% → 12.5% (total)), with knockback not compensated on the last hit, improving its KO potential.}}
**{{buff|The looping hits are [[weight-independent]], and no longer use set knockback, instead having minimal knockback scaling (10 set/100 scaling → 50/25 base/15 scaling), allowing them to connect more reliably at higher percents.}}
**{{nerf|It can no longer be [[frame cancel]]ed.}}
**{{nerf|The size of the looping hits' vertically lowest hitbox has been reduced, with the hitbox in between the top and low hitboxes having been removed altogether (7u/5u/5u → 7u/4u). The landing hitbox is also very slightly smaller (4.32u → 4.3u).}}
**{{change|The final hit has an altered animation, and the vortex emitted around Mario is larger.}}


===Throws and other attacks===
==Update history==
*[[Grab]]s:
With only one nerf to Fireball, Mario was slightly buffed overall in ''Ultimate's'' game updates, most of them being quality-of-life updates to his [[Final Smash]], Mario Finale.  
**{{nerf|All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).}}
**{{nerf|Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).}}
**{{nerf|Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).}}
*[[Pummel]]:
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.}}
**{{nerf|It deals much less damage (3.25% → 1.3%).}}
**{{change|It has a slightly different animation: Mario uses one hand during it instead of both of his hands like in previous installments, to maintain consistency with his grab animation.}}
*{{change|All of Mario's [[throw]]s have been altered with more exaggerated animations.}}
*{{change|The speed of Mario's throws is no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.}}
*[[Forward throw]]:
**{{buff|Forward throw has gained slight combo potential at low percents due to Mario's faster initial dash speed.}}
*[[Up throw]]:
**{{buff|Up throw has increased combo ability due to Mario's faster jumpsquat and jump speed.}}
**{{change|Mario faces horizontally rather than facing the screen.}}
***{{change|The throw closely resembles the Upward Cap Throw from Super Mario Odyssey.}}
*[[Down throw]]:
**{{nerf|Down throw can no longer combo into up tilt except against certain large or tall characters due to the latter's altered hitbox placements, hindering its damage racking potential at low to mid percents.}}
**{{change|Mario no longer spins after throwing the opponent.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


===Special moves===
Update 2.0.0 made his dash attack send opponents at a lower angle, improving its edgeguarding ability and gave the Final Smash Meter version of Mario Finale a slightly higher knockback multiplier. Update 3.0.0 brought the aforementioned nerf to Fireball, making it deal less shield damage, but also made it so that opponents close to Mario Finale were slowed down more. And finally, 8.0.0, made Mario Finale deal more damage and have more vertically stretched hitboxes, increasing its range and making the move harder to escape.
*[[Fireball]]:
**{{buff|Fireball has less ending lag (FAF 53 → 50), improving its safety.}}
<!--Do not add that Fireball has a longer duration. Its listed duration in Kurogane Hammer's Smash 4 Mario page is incorrect.-->
**{{buff|It has larger hitboxes (2u (early)/1.8u (clean)/1.6u (late) → 2.4u/2.2u/2u).}}
**{{buff|It has an increased hitlag multiplier (0.3× → 0.6×), giving Mario more time to follow up.}}
**{{nerf|It has received negative [[shield damage]] (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.}}
**{{change|Mario no longer opens his mouth when using Fireball on the ground.}}
*[[Cape]]:
**{{buff|Cape no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo ability.}}
**{{buff|It no longer gives the opponent [[super armor]] on hit.}}
**{{change|It always forces opponents to show their backside while they are using their moves; this even works to characters with mirrored stances, such as another Mario, causing them to turn away from the screen.}}
**{{change|It is worn around Mario's neck when used, akin to its appearance in ''[[Super Mario World]]''.}}
*[[Super Jump Punch]]:
**{{buff|Super Jump Punch's second through fourth hits have two frames in between them as opposed to one, resulting in the move having a slightly longer duration (frame 3/7/8/9/10/12/14 → 3/7/9/11/13/15/17).}}
**{{buff|The looping hits are weight-independent, and can no longer be SDIed, allowing them to connect more reliably.}}
**{{nerf|It [[Edge sweet spot|sweetspots edges]] later (frame 10 → 13).}}
**{{nerf|Due to [[rage]] being changed to not affect [[set knockback]], the linking hits can no longer KO off the top [[blast line]] as easily, removing Mario's low percent KO setups.}}
**{{nerf|The second through sixth hits deal less damage (1% → 0.6%).}}
**{{nerf|Its hitboxes are smaller (7u/6u → 2.5u/4u (hit 1), 6u/5u → 3u/3.8u (hits 2-4), 5.5u/4.2u → 3u/3.8u (hits 5-6), 10u → 9u (hit 7)).}}
**{{nerf|The final hit has slightly less base knockback (52 → 50).}}
**{{change|The window to reverse the move is shorter, no longer being reversible during the first hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.}}
**{{change|The {{s|mariowiki|coin}}s spawned by the move have reverted to their ''Super Mario 64'' design, instead of the {{s|mariowiki|Star Coin}} design used in ''Smash 4''. Occasionally, they'll appear as {{s|mariowiki|regional coin}}s found in the {{s|mariowiki|Metro Kingdom}} from ''Super Mario Odyssey''. Cappy's eyes appear when this occurs.}}
**{{change|Super Jump Punch has an altered landing animation where Mario lands on his feet as opposed to his back.}}
*[[F.L.U.D.D.]]:
**{{buff|F.L.U.D.D. has greater range, and reduced ending lag (FAF 75 → 68).}}
**{{buff|It has increased set knockback (50 → 70).}}
**{{buff|It can be [[charge-cancel]]ed by jumping or spot dodging.}}
**{{change|It has an altered charging animation.}}
*[[Mario Finale]]:
**{{buff|At the start of Mario Finale, nearby opponents will be slowed down more, and for longer.}}
**{{nerf|Mario Finale has less knockback than it did before, where it used to drag opponents far to the side at low percents or KO opponents at around 30%. Because of this change, it KOs later than before, requiring the opponent to be at 55% or higher.}}
**{{change|Mario sports an angrier expression than in previous games when unleashing the move.}}
**{{change|Damage from each hit is dealt solely based on how long the attack has been out, with the fireballs becoming more powerful as the attack continues. This makes the front fireball weaker early during the Final Smash, but the back fireball stronger later during it.}}


==Update History==
As a result, competitively speaking, Mario has remained mostly the same since launch, but nonetheless has remained a very successful character in competitive play.
Mario received a mix of buffs and nerfs, but he was buffed overall via game updates. His dash attack’s launch angle is lowered, which means it is essentially better for edgeguarding, further supplementing his already excellent edgeguarding that’s among the best. Though slightly nerfed from [[Smash 4]], his already remarkable combo ability has slightly improved thanks to Cape no longer putting enemies into hitstun in ledge return vulnerability. Being considered as one of the worst final smashes in the game, [[Mario Finale]] has seen some buffs as well. Mario has only received one nerf, but it doesn’t affect his status as a viable character. The universal nerf of projectiles affects Mario possibly the least of any fighter, as [[Fireball]] wasn’t meant to destroy shields.
 
It is currently unknown how these changes will affect Mario, as he is still considered a high tier from most professionals.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|Dash attack's launch angle has been lowered (60° (clean)/58° (late) → 50°/48°). This makes the move more effective for edgeguarding.}}
{{UpdateList (SSBU)/2.0.0|char=Mario}}
*{{buff|[[Mario Finale]]'s [[Final Smash Meter]] has a higher knockback multiplier (0.9× → 0.91×).}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{nerf|Fireball has received negative [[shield damage]] (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.}}
{{UpdateList (SSBU)/3.0.0|char=Mario}}
*{{buff|Cape no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo potential.}}
*{{buff|At the start of Mario Finale, nearby opponents will be slowed more and for longer.}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
*{{buff|Mario has less endlag when waking up from sleep to match other fighters.}}
{{UpdateList (SSBU)/4.0.0|char=Mario}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Mario}}


==Moveset==
==Moveset==
*Mario can [[wall jump]].
*Mario can [[wall jump]].
''For a gallery of Mario's hitboxes, see [[Mario (SSBU)/Hitboxes|here]].''


{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=&nbsp;
|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=2.2%
|neutral1dmg=2.2%
|neutral2dmg=1.7%
|neutral2dmg=1.7%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}''. The first and second hits can [[lock]], and the general speed of the move makes it good as a grounded combo breaker or quick punish tool, as the first hit comes out on frame 2.
|neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}''. The first and second hits can [[lock]], and the general speed of the move makes it good as a grounded combo breaker or quick punish tool, as the first hit comes out on frame 2.
|ftiltname=&nbsp;
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltdmg=7%
|ftiltdmg=7%
|ftiltdesc=A wheel kick. It can be angled. Good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs.
|ftiltdesc=A wheel kick. It can be angled. Very quick and good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs, but it's weak and situational, as it cannot KO until 200% or even lock.
|utiltname=&nbsp;
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltdmg=5.5%
|utiltdmg=5.5%
|utiltdesc=A spinning uppercut. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents; however, the former combo can be escaped with the proper combination of [[DI]] and [[SDI]], and can be punished on hit at very low percents. Unlike in ''SSB4'', the move's altered animation results in the hitbox being positioned fairly high to the ground on the first frame it is active, making it fairly difficult or even impossible to hit shorter or crouching characters with the move. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''.
|utiltdesc=A spinning uppercut. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents; however, the former combo can be escaped with the proper combination of [[DI]] and [[SDI]], and can be punished on hit at very low percents. Unlike in ''SSB4'', the move's altered animation results in the hitbox being positioned fairly high to the ground on the first frame it is active, creating a blind spot and making it fairly difficult or even impossible to hit shorter or crouching characters with the move. It vaguely resembles the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''{{s|mariowiki|Super Mario RPG: Legend of the Seven Stars}}''. KOs at 160%.
|dtiltname=&nbsp;
|dtiltname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dtiltdmg=5% (foot), 7% (leg)
|dtiltdmg=5% (foot), 7% (leg)
|dtiltdesc=A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively. Can also hit ledge hangs and combo off from ledge as well.
|dtiltdesc=A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively. It can also hit ledge hangs and combo off from ledge as well.
|dashname=&nbsp;
|dashname=Sliding ({{ja|スライディング|Suraidingu}})
|dashdmg=8% (clean), 6% (late)
|dashdmg=8% (clean), 6% (late)
|dashdesc=A [[wikipedia:Slide (baseball)|baseball slide]]. Has a vertical knockback angle, although its moderate endlag makes it subpar for starting combos. Its lingering hitbox is useful for [[2 frame punish|2-framing]] certain opponents and punishing spotdodges. Very similar to the Slide Kick from ''Super Mario 64''.
|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=&nbsp;
|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=Steps back and does a palm thrust that produces a small explosion. Though it is Mario's slowest ground attack, coming out on frame 15, it is considered among the best forward smashes in the game for several reasons: It is Mario's most powerful KO move when sweetspotted, KOing as low as 65% by the ledge, the fireball itself is disjointed, can be angled downwards or upwards to hit ledge hangs, and the start-up animation has Mario pull back his hurtbox deceptively far, inadvertently allowing him to avoid several attacks.
|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.
|usmashname=Lead Headbutt
|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashdmg={{ChargedSmashDmgSSBU|14}}
|usmashdmg={{ChargedSmashDmgSSBU|14}}
|usmashdesc=An upward arcing headbutt. One of Mario's most reliable KO options. 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. Its hitboxes reach behind Mario a good distance, but do not reach as far in front of him. Has very fast interruptibility for its strength at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield.
|usmashdesc=An upward arcing headbutt. One of Mario's most reliable KO options, being able to KO most middleweights at around 120%. Its quick startup at frame 9 makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range. Its hitboxes reach behind Mario a good distance but do not reach as far in front of him, thus having trouble hitting short or crouching opponents in front of him. It has very fast interruptibility for its strength, at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield.
|dsmashname=&nbsp;
|dsmashname=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}})
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back)
|dsmashdesc=The Sweep Kick from ''Super Mario 64''. Mario does a breakdance kick that hits both sides. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits [[semi-spike]] opponents, though the frontal hit is rather weak in comparison to the back hit. Also capable of hitting ledge hangs. The animation in ''Ultimate'' more closely resembles Mario's breakdance from ''Dance Dance Revolution: Mario Mix''.
|dsmashdesc=A breakdancing variation of the {{s|mariowiki|Sweep Kick}} from ''Super Mario 64''. It hits in front of and behind Mario, and both hits [[semi-spike]] opponents, though the front hit is rather weak in comparison to the back hit. Mario's fastest smash attack, coming out as fast as all his tilts. Also capable of hitting ledge hangs. The first hit KOs at 153%, whereas the second KOs at 126%.
|nairname=&nbsp;
|nairname=Mario Kick ({{ja|マリオキック|Mario Kikku}})
|nairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdesc=A flying kick. As a [[sex kick]], it loses its already below-average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), and as a versatile horizontal combo extender, as well as for locking opponents. [[Autocancel]]s in a [[short hop]]. Can combo into a tilt attack or grab at low percents if landing on the ground shortly after the hit. Very similar to the Jump Kick from ''Super Mario 64''.
|nairdesc=A flying kick. As a [[sex kick]], it loses its average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), and as a versatile horizontal combo extender, as well as for locking opponents. [[Autocancel]]s in a [[short hop]]. Can combo into a tilt attack, up aerial, or grab at low percents if landing on the ground shortly after the hit, as well as boasting numerous KO confirms off the late hit at high percents. This move bears resemblance to the Jump Kick animation from ''Super Mario 64''.
|fairname=Meteor Knuckle
|fairname=Meteor Knuckle ({{ja|メテオナックル|Meteo Nakkuru}})
|fairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|fairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|fairdesc=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. It has the slowest startup of his standard moveset (frame 16), high ending lag, and is Mario's only aerial that doesn't autocancel in a short hop.
|fairdesc=An {{iw|wikipedia|overhand|boxing}}. When hit clean, it is a [[meteor smash]] with enough knockback to KO under 45% offstage and has deceptively high combo potential. It has the slowest startup of his standard moveset (frame 16), high ending lag, and is Mario's only aerial that doesn't autocancel in a short hop. Other than lacking combo potential, the early and late hits are too weak to KO reliably unless near the ledge.
|bairname=&nbsp;
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairdmg={{ShortHopDmgSSBU|10.5}} (clean), {{ShortHopDmgSSBU|7}} (late)
|bairdmg={{ShortHopDmgSSBU|10.5}} (clean), {{ShortHopDmgSSBU|7}} (late)
|bairdesc=A {{s|wikipedia|dropkick}} behind Mario. Has decent knockback, fast startup with low ending and landing lag, and more range than most of Mario's other aerials, making it an effective [[spacing]] tool and horizontal combo extender at low percents, as well as having the ability to pseudo [[Wall of Pain]] off stage. Also capable of killing at higher percents, and can be used twice in a short hop, or with neutral, up and down airs.
|bairdesc=A {{s|wikipedia|dropkick}}. Has fast startup with low ending and landing lag, and more range than most of Mario's other aerials, making it an effective [[spacing]] tool and horizontal combo extender at low percents, as well as having the ability to pseudo [[Wall of Pain]] off stage. Also capable of KOing at higher percents near the ledge, and can be used twice in a short hop, or with neutral, up and down airs.
|uairname=&nbsp;
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdesc=A flipkick. Has extremely fast startup (frame 4), consistent strength throughout the move and very low ending and landing lag, making it one of Mario's most versatile combo starters and extenders in his moveset. Can combo into itself easily until higher percents, and can kill off the top at high percents when close to the upper blast line.
|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.
|dairname=[[Mario Tornado]]
|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. It can combo at low percents with the final hit, and kill at higher percents, whilst possessing very low endlag, making the move rather safe to use, barring its low range. It also has a landing hitbox that combos reliably into tilts or grab. It resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''Super Mario World''. Useful as a combo starter and damage-racking option.
|dairdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. Possesses a rather low startup and ending lag, making the move reasonably safe to use barring its short range and lack of disjointed hitboxes. It also has a landing hitbox that combos reliably into tilts or a grab. However, opponents will occasionally break out of the move before the final hit, especially when Mario is moving quickly through the air. Useful as a combo finisher, combo breaker, and general damage-racking option, and can KO opponents deceptively well at high percentages. Resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''Super Mario World''.
|grabname=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out. Mario's overall grab range is somewhat short.
|grabdesc=Reaches out. Mario's overall grab range is average, but tied for the fastest in the game.
|pummelname=&nbsp;
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Headbutts the opponent.
|pummeldesc=A headbutt. Average power and speed.
|fthrowname=&nbsp;
|fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}})
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=Spins the opponent around once and throws them forward. Can be followed up with dash attack at lower percents, or be used to set up tech situations and mixups, or edgeguards. It fails to kill at very high percents, even at ledge.
|fthrowdesc=Spins the opponent around once and throws them forward. Can be followed up with dash attack at lower percents, or be used to set up tech situations and mixups, or edge guards. It can KO at around 200% at the ledge. It is based on the throw that he uses against [[Bowser]] in ''Super Mario 64''.
|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=Spins the opponent by their legs three times before throwing them backward. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of [[rage]], but can KO middleweights as early as 120% if they fail to DI. Also has some use in matches with more than one player, as the collateral hit has large range and high knockback. Due to its slow speed, it is easy to DI, causing it to KO only above 160%. It is based on the throw that he uses against [[Bowser]] in ''Super Mario 64''.
|bthrowdesc= A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. Mario grabs the opponent by the feet, making them fall to the ground and spins three times while holding them by the legs before throwing them backward. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of [[rage]], but can KO middleweights as early as 120% if they fail to DI. It also has solid use in matches with more than one player, as the collateral hit has a large range and high knockback. Due to its slow speed, it is easy to DI, causing it to KO only above 160%. It is based on the throw that he uses against [[Bowser]] in ''Super Mario 64''.
|uthrowname=&nbsp;
|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 at low to medium percentages, comboing into all aerials except forward air. Very similar animation to the Upward Cap Throw from ''Super Mario Odyssey''.
|uthrowdesc=Heaves the opponent upward. An effective combo throw at low to medium percents, comboing into all aerials except forward air. Due to its new animation, it heavily resembles the Upward {{s|mariowiki|Cap Throw}} from ''{{s|mariowiki|Super Mario Odyssey}}''.
|dthrowname=&nbsp;
|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]]. It can be followed up with several options, including up tilt on certain characters at varying percents, Super Jump Punch, neutral attack, and up aerial at mid percents on most characters. Effective for starting ladder combos on platform stages.
|dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. It can be followed up with several options, including but not limited to up tilt on certain characters at varying percents, Super Jump Punch, neutral attack, and up aerial at mid percents on most characters. Effective for starting ladder combos on platform stages.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Performs a modified version of the Sweep Kick from ''Super Mario 64'' before getting up.
|floorfdesc=Punches behind himself and then in front of himself while getting up.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Punches behind himself and then in front of himself while getting up.
|floorbdesc=Performs a modified version of the Sweep Kick from ''Super Mario 64'' before getting up.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
Line 296: Line 158:
|nsname=Fireball
|nsname=Fireball
|nsdmg=5% (early), 4% (late)
|nsdmg=5% (early), 4% (late)
|nsdesc=Throws a {{s|mariowiki|Fireball}}. The fireball bounces along the ground several times before disappearing. Has a lot of endlag for how weak it is, but Mario retains full control over his aerial mobility while using it, allowing him to continue drifting unpredictably while controlling space. Because the fireball is subject to gravity, it can be used to cover Mario while recovering high, and can combo into quick attacks if Mario is close enough.
|nsdesc=Throws a {{s|mariowiki|Fireball}}. The Fireball bounces along the ground several times before disappearing. Despite its low damage, it is good for controlling space when performed in the air because Mario retains full aerial mobility throughout the move. Because the Fireball is subject to gravity, it can be used to cover Mario while recovering high, and can combo into quick attacks if Mario is close enough.
|ssname=Cape
|ssname=Cape
|ssdmg=7%, 1.5x times the reflected projectile
|ssdmg=7%, 1.5× (reflection)
|ssdesc=Dons a {{s|mariowiki|Cape}} and waves it in front of himself. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. In the air, it stalls Mario for a short period of time, allowing for timing mixups in juggle and recovery situations. Useful for gimping opponents who are trying to recover.
|ssdesc=Dons a {{s|mariowiki|Cape}} around his neck and waves it in front of himself. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. In the air, it causes a [[Fall Break]] by stalling Mario in the air, allowing for timing mixups in juggle and recovery situations. Useful for gimping opponents who are trying to recover.
|usname=Super Jump Punch
|usname=Super Jump Punch
|usdmg=5% (hit 1), 0.6% (hits 2-6), 3% (hit 7)
|usdmg=5% (hit 1), 0.6% (hits 2-6), 3% (hit 7)
|usdesc=A jumping uppercut that produces {{s|mariowiki|Star Coin}}s or {{s|mariowiki|Metro Kingdom}} {{s|mariowiki|regional coin}}s on contact. Mario's only recovery move. Its extremely fast startup (frame 3) and intangibility frames on startup make it useful as an [[out of shield]] option. Can KO near the upper blast line at high percents.
|usdesc=A jumping uppercut that produces {{s|mariowiki|Star Coin}}s or {{s|mariowiki|Metro Kingdom}} {{s|mariowiki|regional coin}}s on contact. Mario's only recovery move, but it leaves him helpless. Its extremely fast startup (frame 3) and intangibility frames on startup make it useful as an [[out of shield]] option. Can KO near the upper blast line, making it a good combo finisher out of a ladder. Can be angled to slightly change the direction it travels in.
|dsname=F.L.U.D.D.
|dsname=F.L.U.D.D.
|dsdmg=0%
|dsdmg=0%
|dsdesc=Wields {{s|mariowiki|F.L.U.D.D.}} and charges up water to launch a stream at the opponent. The charge time is rather fast, and it can be [[charge cancel]]ed and stored for later. The water pushes opponents, but does not damage them. Mario can change the angle of the stream upwards or downwards. Useful for disrupting an approach and creating space, which can help alleviate pressure and potentially put his opponent in a vulnerable position. It also slightly pushes Mario backward if charged enough. Can also be used as an edgeguarding tool.
|dsdesc=Wields {{s|mariowiki|F.L.U.D.D.}} to launch a stream of water in front of himself. F.L.U.D.D. can be charged to create a larger stream and its charge time is rather fast. It can also be [[charge cancel]]ed and stored for later. The water pushes opponents, but does not damage them. Mario can change the angle of the stream upwards or downwards. Useful for edgeguarding, disrupting an approach and creating space, which can help alleviate pressure and potentially put his opponent in a vulnerable position. It also slightly pushes Mario backward if charged sufficiently, which further supplements its utility for creating space.
|fsname=Mario Finale
|fsname=Mario Finale
|fsdmg=2% (early), 2.5% (clean), 3% (late)
|fsdmg=2% (early), 2.5% (clean), 3% (late)
|fsdesc=Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but has decent damage and can carry opponents off the side of the stage when near the ledge.
|fsdesc=Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but has decent damage and can carry opponents off the side of the stage when near the ledge.
}}
}}
===Stats===
{{Attributes
|cast      = 89
|weight    = 98
|rweight    = 33-36
|dash      = 1.936
|rdash      = 38-42
|run        = 1.76
|rrun      = 37-40
|walk      = 1.155
|rwalk      = 34-36
|trac      = 0.102
|rtrac      = 57-58
|airfric    = 0.015
|rairfric  = 9-29
|air        = 1.208
|rair      = 12-16
|baseaccel  = 0.01
|rbaseaccel = 31-41
|addaccel  = 0.07
|raddaccel  = 31-41
|gravity    = 0.087
|rgravity  = 50-52
|fall      = 1.5
|rfall      = 54-56
|ff        = 2.4
|rff        = 52-54
|jumpsquat  = 3
|rjumpsquat = 1-88
|jumpheight = 36.33
|rjumpheight= 16
|shorthop  = 17.54
|rshorthop  = 16-18
|djump      = 36.33
|rdjump    = 20
|ellag      = 4
|rellag    = 2-75
}}
===[[Announcer]] calls===
<gallery>
Mario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Mario Dutch Announcer SSBU.wav|Dutch
Mario French Announcer SSBU.wav|French
Mario German Announcer SSBU.wav|German
Mario Italian Announcer SSBU.wav|Italian
Mario Russian Announcer SSBU.wav|Russian
Mario Spanish Announcer SSBU.wav|Spanish
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
Jumps out of a {{s|mariowiki|Warp Pipe}} punching his right fist in the air while shouting "Let's-a go!".
*Jumps out of a {{s|mariowiki|Warp Pipe}} and punches his right fist in the air while shouting "Let's-a go!"
<gallery>
MarioOnScreenAppearanceSSBU.gif|Mario's on-screen appearance
</gallery>


===[[Taunts]]===
===[[Taunt]]s===
*'''Up taunt''': Turns his back to the camera and gives a thumbs-up, while smiling. The pose Mario strikes resembles a piece of [[mariowiki:File:Mario thumbs-up.png|promotional artwork]] first released for {{s|mariowiki|Club Nintendo}}, but without the wink.
*'''Up taunt''': Turns his back to the camera and gives a thumbs-up while smiling. The pose he strikes resembles a piece of [[mariowiki:File:Mario thumbs-up.png|promotional artwork]] first released for {{s|mariowiki|Club Nintendo}}, but without the wink.
*'''Side taunt''': Cheerfully tosses {{s|mariowiki|Cappy}} in a circle, saying "Hoohoo!", then grabs him out of midair and puts him back on his head. Based on the {{s|mariowiki|Cap Throw}} from ''Super Mario Odyssey''.
*'''Side taunt''': Cheerfully tosses {{s|mariowiki|Cappy}} in a circle, saying "Woohoo!", then grabs him out of midair and puts him back on his head. Based on the {{s|mariowiki|Cap Throw}} from ''Super Mario Odyssey''.
*'''Down taunt''': Spins in the air and falls to the ground with his legs in the air. This is a reference to his dying animation from ''[[Donkey Kong (game)|Donkey Kong]]''.
*'''Down taunt''': Spins in the air and falls to the ground with his legs in the air. This is a reference to his dying animation from ''{{b|Donkey Kong|game}}''.
<gallery>
<gallery>
SSBUMarioTaunt1.gif|Mario's up taunt.
SSBUMarioTaunt1.gif|Mario's up taunt.
Line 327: Line 243:
*Moves his head from left to right and holds his fist in front of his face.
*Moves his head from left to right and holds his fist in front of his face.
<gallery>
<gallery>
SSBUMarioIdle1.gif|Mario's first idle pose
SSBUMarioIdle1.gif|Mario's first idle pose.
SSBUMarioIdle2.gif|Mario's second idle pose
SSBUMarioIdle2.gif|Mario's second idle pose.
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! 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]]
|-
! scope="row"|Description
|Ma - ri - o! || Ma - ri - o! || Ma - ri - o! || Ma - ri - o! || Maaari - o!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! 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]]
|-
! scope="row"|Description
|Ma - ri - o! || Maaaari - o! || Ma - ri - o! *claps 3 times* || Ma - ri - o!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Winds up for a punch and steps forward while punching in front of the screen.
*'''Left:''' Winds up for a punch and steps forward while punching in front of the screen.
*'''Up:''' Makes fire explode from his palm and strikes a pose. This pose is somewhat similar to his ''Super Smash Bros. 4'' artwork.
*'''Up:''' Makes fire explode from his palm and strikes a pose. The pose is somewhat similar to his ''Super Smash Bros. 4'' artwork.
*'''Right:''' Does a spin as he jumps high in the air and lands in a strongman pose. It originates from his "character chosen" animation in ''Super Smash Bros.''
*'''Right:''' Does a spin as he jumps high in the air and lands in a strongman pose. It originates from his "character chosen" animation in ''[[Super Smash Bros.]]''
[[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A flourished remix of the Course Clear Fanfare used in ''{{s|mariowiki|Super Mario Bros.}}'', slightly sped up.]]
[[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A shortened version of the Course Clear Fanfare remix used in ''{{s|mariowiki|Super Mario Bros.}}'']]
<gallery>
<gallery>
MarioVictoryPose1SSBU.gif
MarioVictoryPose1SSBU.gif
Line 342: Line 295:
</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
Upon the release of ''Ultimate'', Mario was seen and regarded as simply an average mid-tiered character. This was seen through his poor range, which was impacted more in the game due to swordfighters or any other character with disjoints being reworked. Swordfighters were among the best characters in the early meta, especially {{SSBU|Chrom}}, who was considered one of the best characters in the game. This caused a mediocre reception for Mario. Players also looked at his nerfs, noting that it ultimately impacted Mario in the long run. The nerf to his combo game made it seem to affect Mario, as that was his best toolkit in his arsenal.  
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


However, Mario has grown more results from professionals below. This caused a significantly better reception among professionals, as he’s regarded as a high-tier character. Due to his better reception, Mario’s nerfs weren’t so drastic anymore, and all his great tools from ''Smash 4'' were retained, such as his excellent combo game, fantastic frame data, good camping ability, good recovery, and great optimization. He has seen to grow more success overtime, which resulted in almost every professional calling him a solid high-tier that is viable.
''See also: [[:Category:Mario players (SSBU)]]''


===Notable players===
*{{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.
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''
*{{Sm|Kurama|USA}} - The best Mario player of all-time who was the uncontested best from mid-2022 to early 2024. He was ranked as high as 11th on the [[UltRank 2022]]. His runner-up placement at {{Trn|Port Priority 7}} and 3rd placement at the {{Trn|Ludwig Smash Invitational}} remain his best performances.
*{{Sm|Ludo|USA}} - One of the best Mario players in North America in the post-online metagame. He has been a consistent regional threat and has made several waves at larger events, including placing 9th at the major {{Trn|MAJOR UPSET}} and 33rd at the supermajors {{Trn|Crown the Third}} and {{Trn|Get On My Level 2023}}.
*{{Sm|Lui$|USA}} - Although more known for his {{SSBU|Fox}} in the early metagame, he also co-mained Mario, using the character to place 7th at the supermajor {{Trn|Super Smash Con 2019}} and 17th at the supermajor {{Trn|Glitch 7 - Minus World}}. He dropped both characters during the online metagame in favor of {{SSBU|Palutena}}.
*{{Sm|MastaMario|USA}} - One of the best Mario players in the United States in the early metagame, where he regularly placed in or around the top 8 at events in his region. He has also seen several notable major placements, including 13th at the major {{Trn|2GG: SwitchFest 2019}} and 33rd at the supermajors {{Trn|EVO 2019}} and {{Trn|The Big House 9}}.
*{{Sm|Nao|Japan|p=Hokkaido}} - The uncontested best Mario player in Japan from 2021 to mid-2023. Although he isn't as consistent as other notable Mario players, he has racked up several top 16 placement at majors, including placing 5th at the supermajor {{Trn|Kagaribi 9}} and 13th at the supermajor {{Trn|GENESIS 9}}.
*{{Sm|Snow|Japan|p=Japan}} - Began competing offline in mid-2022 and eventually became the best Mario player in Japan in 2023, with his best runs during this time including placing 2nd at {{Trn|Maesuma TOP 13.5 "U-22"}} and 5th at {{Trn|Maesuma TOP 14}}. He also eventually became the best Mario player in the world in 2024 and one of the best Mario players of all-time. He has placed in the top 8 of Premier tournaments, getting Mario's best performance of the year with his 3rd place at {{Trn|Umebura SP 11}}, and he also defeated most of the top 5 players of the season, including {{Sm|acola}}, {{Sm|Miya|p=Honshu}}, {{Sm|Sonix}}, and {{Sm|Hurt}}.


<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
===Tier placement and history===
====Active====
Upon the release of ''Ultimate'', Mario was received lukewarmly and was regarded as an average mid-tiered character. This was seen through his poor range, which was impacted more in the game due to swordfighters and character with disjoints being reworked; swordfighters especially were among the best characters in the early metagame. However, this perception quickly changed thanks to his sizeable playerbase, with many Mario players placing highly at major events. Mario's representation was largely spearheaded by {{Sm|Dark Wizzy}} and {{Sm|Prodigy}}: Dark Wizzy saw a streak of top 8 finishes at majors -- ignoring full disqualifications -- that lasted from {{Trn|Shine 2019}} in August 2019 to {{Trn|GENESIS 7}} 5 months later, while Prodigy 3-0'd {{Sm|MkLeo}} at {{Trn|Frostbite 2020}}. Both players showcased how Mario's combo game, while nerfed from the previous game, was still pretty strong and had the potential to zero-to-death opponents. As a result of these strong results, many players agreed that Mario was a top-tier character.
*{{Sm|ANTi|USA}} - One of the best Mario players in the United States. Placed 2nd at {{Trn|DreamHack Dallas 2019}}, 25th at both {{Trn|Pound 2019}} and {{Trn|Get On My Level 2019}}, and 49th at {{Trn|CEO 2019}}.
*{{Sm|Dark Wizzy|USA}} (#31) - The best Mario player in the world. Placed 4th at {{Trn|Suplex City Smash}}, 5th at {{Trn|Shine 2019}}, 9th at {{Trn|Smash Conference United}}, 13th at both {{Trn|Pound 2019}} and {{Trn|MomoCon 2019}}, and 17th at {{Trn|GENESIS 6}}. Has wins over {{Sm|Light|p=Connecticut}}, {{Sm|Mr.R}}, {{Sm|Nietono}}, {{Sm|ZD}}, and {{Sm|Manny}}.
*{{Sm|MastaMario|USA}} - One of the best Mario players in the United States. Placed 7th at {{Trn|SIEGE 2019}}, 9th at both {{Trn|Ascension V}} and {{Trn|Ultimate Nimbus}}, 17th at {{Trn|Heart of Battle}}, and 25th at {{Trn|SoCal Chronicles}}. Has wins over {{Sm|NAKAT}}, {{Sm|Armando}}, Zenyou, {{Sm|Charlie}}, {{Sm|Rich Brown}}, and {{Sm|Slither2Hunter}}. Ranked 14th on the [[SoCal Power Rankings#Super Smash Bros. Ultimate|SoCal Ultimate Power Rankings]].
*{{Sm|Perkinips|USA}} - Placed 2nd at both {{Trn|Steel City Showdown}} and {{Trn|Replay FX Gaming Arena 2019}}. Ranked 1st on the [[Pittsburgh Power Rankings#Ultimate|Pittsburgh Ultimate Power Rankings]].
*{{Sm|Prodigy|USA}} (#37) - One of the best Mario players in the world. Placed 2nd at {{Trn|Crown}}, 13th at both {{Trn|GENESIS 6}} and {{Trn|CEO 2019}} with wins over {{Sm|FOW}}, {{Sm|Abadango}}, {{Sm|Myran}}, {{Sm|Cosmos}}, Dark Wizzy, and {{Sm|ImHip}}.
*{{Sm|Ron|Japan}} - Co-mains {{SSBU|Yoshi}} with Mario and is considered the best Mario player in Japan. Placed 3rd at both {{Trn|Sumabato SP 3}} and {{Trn|Sumabato SP 6}}.
*{{Sm|Shido|France}} - Placed 7th at {{Trn|Regen 2019}} and 33rd at {{Trn|Albion 4}}, has wins over {{Sm|Scr7}} and {{Sm|Aperture}}.
*{{Sm|SilentRain|USA}} - Placed 2nd at {{Trn|Ascension III}}, 7th at {{Trn|Ascension IV}}, 9th at {{Trn|Ascension II}}, and 13th at {{Trn|Ascension VI}}. Ranked 4th on the [[Arizona Power Rankings#Super Smash Bros. Ultimate|Arizona Ultimate Power Rankings]].
*{{Sm|Stroder|USA}} (#29) - Tri-mains {{SSBU|Greninja}}, Mario, {{SSBU|Joker}} and is considered one of the best Mario players in the world. Placed 1st at both {{Trn|Smashpoint}} and {{Trn|Ascension V}}, 5th at {{Trn|Goodwill of Orange County's Charity Invitational}}, and 13th at {{Trn|2GG: Prime Saga}}. Ranked 1st on the [[Arizona Power Rankings#Super Smash Bros. Ultimate|Arizona Ultimate Power Rankings]].
*{{Sm|Super Dan|USA}} - Placed 4th at {{Trn|Retro Arena 64}} and 13th at {{Trn|Midwest Arena}}. Ranked 4th on the [[Chicago Power Rankings]].
*{{Sm|Tatsutsuyo|Japan}} - Placed 13th at {{Trn|Sumabato SP}} and 17th at {{Trn|KVOxTSB 2019}}.
*{{Sm|Teb|USA}} - Placed 7th at {{Trn|Super Splat Bros}} and 17th at {{Trn|2GG: Prime Saga}}.
*{{Sm|Zenyou|USA}} - One of the best Mario players in [[SoCal]]. Placed 5th at {{Trn|SoCal Chronicles}}, 17th at {{Trn|Ultimate Nimbus}}, and 33rd at {{Trn|GENESIS 6}}. Has wins over {{Sm|Larry Lurr}}, {{Sm|Razo}}, Rich Brown, Slither2Hunter, and {{Sm|Nicko}}. Ranked 20th on the [[SoCal Power Rankings#Super Smash Bros. Ultimate|SoCal Ultimate Power Rankings]].


====Inactive====
However, the post-pandemic metagame brought about metagame shifts that hurt Mario in the long run. First, some of the new DLC characters introduced during the pandemic period either outranged Mario -- abusing one of his worst weaknesses -- or had a better time fighting him up close. In addition, players began adapting to Mario's zero-to-death combos, making them less deadly. Finally, Dark Wizzy performed notably worse than he did prior to the pandemic, while Mario's overall representation declined as well, going from 9th by the end of 2019<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1AJs-mj5TTdkmkl7nhj4twJymVPTLTUdT0MBToL1cxDs/edit#gid=342014565|title=OrionRank character data for July-December 2019}}</ref> to 21st by the end of 2021.<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1zTKrF1HOv70Pp8xdJKrRQy3QiMYKLTCstoVNgxymt0o/edit#gid=0|title=OrionRank character data for July-December 2021}}</ref> These setbacks mellowed out opinions on Mario, with players now considering him as only a high-tier character.
*{{Sm|Ally|Canada}} (#6) - The best Mario player in Canada. Plays Mario as a secondary. Placed 1st at {{Trn|Pound 2019}}, 2nd at {{Trn|Battle of BC 3}}, and 3rd at {{Trn|CEO 2019}} with wins over {{Sm|MVD}}, {{Sm|ESAM}}, {{Sm|Pelca}}, and {{Sm|Nurse}}. Ranked 1st on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]]. Has since retired from competitive play.
 
Fortunately, Mario's representation saw a rebound in 2022 thanks to Mario's best players remaining dedicated to the character. For one, Prodigy, now going by Kurama, began seeing a streak of strong performances on-par with what Dark Wizzy had pre-pandemic. In addition, although he never regained his former glory, Dark Wizzy still saw strong performances once in a while. Finally, new Mario players began making their marks on the scene, most notably {{Sm|Nao|p=Hokkaido}} and {{Sm|Snow|p=Japan}} in Japan. These positive results helped reverse Mario's declining representation in the metagame as well as opinions on the character. As it stands, Mario is ranked 22nd on the current tier list solidifying his status as a viable high tier, with some players arguing he should be considered a top tier.


=={{SSBU|Classic Mode}}: Let's-a Go!==
=={{SSBU|Classic Mode}}: Let's-a Go!==
[[File:SSBU Congratulations Mario.png|thumb|Mario's congratulations screen.]]
[[File:SSBU Congratulations Mario.png|thumb|Mario's congratulations screen.]]
In a similar fashion to the Classic Modes of past games, Mario's opponents are groups of fighters from various [[universe]]s fought on a [[home stage]] from that universe. The overall concept is also similar to ''Super Mario Odyssey'', where Mario would travel to different kingdoms; this is reflected by the Japanese title ({{ja|世界をまたにかけて|Sekai o matani kakete}}), which roughly translates to "Go Around the World".
In a similar fashion to the Classic Modes of past games, Mario's opponents are groups of fighters from various [[universe]]s fought on a [[home stage]] from that universe. The overall concept is also similar to ''Super Mario Odyssey'', where Mario would travel to different kingdoms; this is reflected by the Japanese title ({{ja|世界をまたにかけて|Sekai o matani kakete}}), which roughly translates to "Go Around the World". In this case, Mario's route emulates the idea of him traveling to different lands and meeting their local denizens, as in ''Odyssey''.


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px}} and {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (Brawl)}}''||
|1||{{CharHead|Link|SSBU|hsize=20px}} and {{CharHead|Zelda|SSBU|hsize=20px}} ||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (Brawl)}}''||
|-
|-
|2||{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px}}, {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px}}, and {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px}}||[[Green Greens]]||''{{SSBUMusicLink|Kirby|Green Greens (Melee)}}''||Free-for-All
|2||{{CharHead|Kirby|SSBU|hsize=20px}}, {{CharHead|Meta Knight|SSBU|hsize=20px}}, and {{CharHead|King Dedede|SSBU|hsize=20px}}||[[Green Greens]]||''{{SSBUMusicLink|Kirby|Green Greens (Melee)}}''||Free-for-All
|-
|-
|3||{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px}} and {{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=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||{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px}}, {{SSBU|Ivysaur}} {{Head|Ivysaur|g=SSBU|s=20px}}, {{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px}}, and {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Blue (Brawl)}}''||{{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 (2 at a time). {{SSBU|Pokémon Trainer}} is absent.
|-
|-
|5||{{SSBU|Marth}} {{Head|Marth|g=SSBU|s=20px}}, {{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px}}, and {{SSBU|Ike}} {{Head|Ike|g=SSBU|s=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||The [[Koopalings]] {{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}} and {{SSBU|Bowser Jr.}} {{Head|Bowser Jr.|g=SSBU|s=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Fortress Boss - Super Mario Bros. 3}}''||The Koopalings are fought in the order they are fought in ''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 (3 at a time).<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]]
|-
|-
|Final||{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}}, then [[Giga Bowser]]||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}'' <small>(Against Bowser)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Giga Bowser}}'' <small>(Against Giga Bowser)</small>||A [[Maxim Tomato]] spawns on the stage after Bowser is KO'd.  
|Final|| {{CharHead|Bowser|SSBU|hsize=20px}}, then [[Giga Bowser]]||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}'' <small>(Against Bowser)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Giga Bowser}}'' <small>(Against Giga Bowser)</small>||A [[Maxim Tomato]] spawns on the stage after Bowser is KO'd.
|}
|}


Line 396: Line 343:
{{clr}}
{{clr}}
===Character unlock tree===
===Character unlock tree===
Mario's Classic Mode character unlock tree includes the following characters in order:  
Mario's Classic Mode character unlock tree includes the following characters in order:
#{{SSBU|Sonic}}
#{{SSBU|Sonic}}
#{{SSBU|Bayonetta}}
#{{SSBU|Bayonetta}}
Line 406: Line 353:
#{{SSBU|Olimar}}
#{{SSBU|Olimar}}


Each character can be unlocked by clearing Mario's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to {{SSBU|Donkey Kong}}'s character unlock tree, starting with {{SSBU|Bowser}}. Furthermore, Mario's tree can also be accessed by completing another starter character's unlock tree, then clearing Classic Mode with any character within, or with any [[Downloadable content|DLC character]].
Each character can be unlocked by clearing Mario's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to {{SSBU|Donkey Kong}}'s character unlock tree, starting with {{SSBU|Bowser}}. Furthermore, Mario's tree can also be accessed by completing another starter character's unlock tree, then clearing Classic Mode with any character within, or with any [[Downloadable content (SSBU)#Fighters|DLC character]].


==Role in [[World of Light]]==
==Role in [[World of Light]]==
Line 415: Line 362:
During the opening cutscene, Mario was present on the cliffside when [[Galeem]] unleashed his beams of light. Mario was then destroyed by Galeem's light attack offscreen and imprisoned alongside the rest of the fighters, with the exception of {{SSBU|Kirby}}.
During the opening cutscene, Mario was present on the cliffside when [[Galeem]] unleashed his beams of light. Mario was then destroyed by Galeem's light attack offscreen and imprisoned alongside the rest of the fighters, with the exception of {{SSBU|Kirby}}.


Mario is later seen under Galeem's imprisonment during the opening cutscene, where a puppet fighter of him is cloned from him to contain the spirit of a Smoky Progg. He is always the first character to be unlocked in this mode.
Mario is later seen under Galeem's imprisonment during the opening cutscene, where a puppet fighter of him is cloned from him to contain the spirit of a [[List of spirits (Pikmin series)|Smoky Progg]]. He is always the first character to be unlocked in this mode.


When the fighters make their last stand against Galeem and [[Dharkon]], Mario is seen leading the charge. He is also prominently featured in both of the bad endings. If Galeem defeats Dharkon, Mario watches in trepidation as Galeem unleashes a wave of light and is ostensibly vaporized with the rest of reality. If Dharkon defeats Galeem, Mario is seen lifelessly slumping over as the world is engulfed in darkness.
If Galeem defeats Dharkon, Mario watches in fear as Galeem unleashes a wave of light and is apparently vaporized with the rest of reality. If Dharkon defeats Galeem, Mario is seen lifelessly slumping over as the world is engulfed in darkness.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 01
|01
| [[File:Mario SSBU.png|center|108x108px]]
|[[File:Mario SSBU.png|center|108x108px]]
| {{SSBU|Mario}}
|Mario
| {{color|#796581|Neutral}}
|{{SpiritType|Neutral}} <center>{{color|#796581|Neutral}}</center>
| 2,500
|2,500
| [[Final Destination]]
|{{SSBU|Final Destination}}
| ''{{SSBUMusicLink|Super Smash Bros.|Final Destination}}''
|''{{SSBUMusicLink|Super Smash Bros.|Final Destination}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]s==
Mario's Fighter Spirits can be obtained by completing [[Classic Mode]]. They are also available periodically for purchase in the shop for 300 coins. Unlocking Mario in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. 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.


<center>
<center>
<gallery>
<gallery>
Mario Spirit.png|1. '''''Mario'''''
SSBU spirit Mario.png|1. '''''Mario'''''
Mario Builder Spirit.png|2. '''Builder Mario'''
SSBU spirit Builder Mario.png|2. '''Builder Mario'''
Mario Wedding Spirit.png|3. '''Mario (Wedding)'''
SSBU spirit Mario (Wedding).png|3. '''Mario (Wedding)'''
Metal_Mario_Spirit.png|21. Metal Mario
SSBU spirit Metal Mario.png|21. Metal Mario
Boo_Mario.png|22. Boo Mario  
SSBU spirit Boo Mario.png|22. Boo Mario
Rock_mario.png|23. Rock Mario  
SSBU spirit Rock Mario.png|23. Rock Mario
Gold_Mario_Spirit.png|24. Gold Mario  
SSBU spirit Gold Mario.png|24. Gold Mario
Starship Mario Spirit.png|75. Starship Mario  
SSBU spirit Starship Mario.png|75. Starship Mario
Plessie.png|77. Plessie  
SSBU spirit Plessie.png|77. Plessie
Goo Goo Buggy Spirit.png|80. Goo-Goo Buggy  
SSBU spirit Goo-Goo Buggy.png|81. Goo-Goo Buggy
Papermario.png|93. Paper Mario  
SSBU spirit Paper Mario.png|93. Paper Mario
Papercraft_Mario_Spirit.png|110. Papercraft Mario  
SSBU spirit Papercraft Mario.png|110. Papercraft Mario
Mini_Mario_Spirit.png|126. Mini Mario  
SSBU spirit Mario (Mario Tennis Aces).png|132. Mario (Mario Tennis Aces)
Mini_Mario_Hammer_Spirit.png|127. Mini Mario & Hammers
SSBU spirit Baby Mario.png| 299. Baby Mario
Mario_Tennis_Spirit.png|132. Mario (Mario Tennis Aces)  
SSBU spirit Baby Mario (Superstar Mario).png |300. Baby Mario (Superstar Mario)
Babymario.png| 299. Baby Mario  
SSBU spirit Stork.png|302. Stork
Superstar_Mario_Spirit.png |300. Baby Mario (Superstar Mario)  
SSBU spirit Mega Eggdozer.png|319. Mega Eggdozer
Stork.png|302. Stork  
SSBU spirit MONSTER.png|1,133. MONSTER
Yoshi and Baby Mario.png|319. Mega Eggdozer  
SSBU spirit Giga Cat Mario.png|1,472. Giga Cat Mario
Monster_Spirit.png|1133. MONSTER
SSBU spirit Mario (Mario Golf Super Rush).png|1,491. Mario (Mario Golf: Super Rush)
SSBU spirit Elephant Mario.png|1,526. Elephant Mario
 
</gallery>
</gallery>
</center>
</center>


==In Spirit battles==
==In Spirit Battles==
''Conditions in italics aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 489: Line 439:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|21
|21
|[[File:Metal Mario Spirit.png|center|64x64px]]
|{{SpiritTableName|Metal Mario|link=y|size=64}}
|{{anchor|Metal Mario}}[[Metal Mario]]
|''Super Mario'' Series
| ''Super Mario series''
|•Metal {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}}
|•Metal {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|9,600
|9,600
|[[The Great Cave Offensive]] ([[Battlefield form]])
|[[The Great Cave Offensive]] ([[Battlefield form]])
|N/A
|N/A
|•The enemy is slow but has increased defense and attack<br>•The enemy is metal
|•The enemy is slow but has increased defense and attack<br>•The enemy is metal
|{{SSBUMusicLink|Super Smash Bros.|Meta Crystal}}
|{{SSBUMusicLink|Super Smash Bros.|Metal Battle}}
|
|-
|-
|22
|22
|[[File:Boo Mario.png|center|64x64px]]
|{{SpiritTableName|Boo Mario|customname=Boo [[Mario]]|size=64}}
|{{anchor|Boo Mario}}Boo [[Mario]]
|''Super Mario'' Series
| ''Super Mario series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|1,900
|1,900
|[[Dracula's Castle]] (hazards off)
|[[Dracula's Castle]] (hazards off)
Line 513: Line 463:
|•The enemy is invisible<br>•Your jumping power decreases when the enemy's at high damage<br>•The enemy is less affected by gravity
|•The enemy is invisible<br>•Your jumping power decreases when the enemy's at high damage<br>•The enemy is less affected by gravity
|{{SSBUMusicLink|Super Mario Bros.|Castle / Boss Fortress - Super Mario World / SMB 3}}
|{{SSBUMusicLink|Super Mario Bros.|Castle / Boss Fortress - Super Mario World / SMB 3}}
|
|-
|-
|34
|34
|[[File:Toadsworth Spirit.png|center|64x64px]]
|{{SpiritTableName|Toadsworth|iw=mariowiki|size=64}}
|{{anchor|Toadsworth}}[[Toadsworth]]
|''Super Mario'' Series
| ''Super Mario series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|1,900
|1,900
|[[Princess Peach's Castle]]
|[[Princess Peach's Castle]]
Line 525: Line 475:
|•Take your strongest team into this no-frills battle
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Super Mario Bros.|Ricco Harbor}}
|{{SSBUMusicLink|Super Mario Bros.|Ricco Harbor}}
|
|-
|-
|75
|75
|[[File:Starship Mario Spirit.png|center|64x64px]]
|{{SpiritTableName|Starship Mario|iw=mariowiki|size=64}}
|{{anchor|Starship Mario}}Starship Mario
|''Super Mario'' Series
| ''Super Mario series''
|•Giant {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Green}}
|•Giant {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|4,100
|4,100
|[[Mario Galaxy]] ([[Battlefield form]])
|[[Mario Galaxy]] ([[Battlefield form]])
Line 537: Line 487:
|•Gravity is reduced<br>•The enemy is giant
|•Gravity is reduced<br>•The enemy is giant
|{{SSBUMusicLink|Super Mario Bros.|The Starship Sails}}
|{{SSBUMusicLink|Super Mario Bros.|The Starship Sails}}
|
|-
|-
|78
|78
|[[File:Cappy spirit.png|center|64x64px]]
|{{SpiritTableName|Cappy|link=y|size=64}}
|{{anchor|Cappy}}[[Cappy (Mario)|Cappy]]
|''Super Mario'' Series
| ''Super Mario series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|3,600
|3,600
|[[Rainbow Cruise]]
|[[Rainbow Cruise]] (hazards off)
|•Invisibility<br>•Item: [[Boomerang]]
|•Invisibility<br>•Item: [[Boomerang]]
|•The enemy is invisible<br>•The enemy is easily distracted by items
|•The enemy is invisible<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Mario Bros.|Jump Up, Super Star!}}
|{{SSBUMusicLink|Super Mario Bros.|Jump Up, Super Star!}}
|[[Mario]]
|-
|-
|81
|81
|[[File:Goo Goo Buggy Spirit.png|center|64x64px]]
|{{SpiritTableName|Goo-Goo Buggy|iw=mariowiki|size=64}}
|{{anchor|Goo-Goo Buggy}}Goo-Goo Buggy
|''Mario Kart'' Series
| ''Mario Kart series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|3,400
|3,400
|{{SSB4|Mario Circuit}}
|[[Figure-8 Circuit]]
|•Assist Trophy Enemies (Chain Chomp)
|•Assist Trophy Enemies ([[Chain Chomp]])
|•Hostile assist trophies will appear<br>•The enemy has increased move speed
|•Hostile assist trophies will appear<br>•The enemy has increased move speed
|{{SSBUMusicLink|Mario Kart|Mushroom Gorge - Mario Kart Wii}}
|{{SSBUMusicLink|Mario Kart|Mushroom Gorge - Mario Kart Wii}}
|{{s|mariowiki|Baby Mario}}
|-
|-
|85
|85
|[[File:B-dasher.png|center|64x64px]]
|{{SpiritTableName|B Dasher|iw=mariowiki|size=64}}
|{{anchor|B Dasher}}B Dasher
|''Mario Kart'' Series
| ''Mario Kart series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}×3
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}} (x3)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,400
|9,400
|[[Figure-8 Circuit]]
|[[Figure-8 Circuit]]
Line 573: Line 523:
|•All fighters move faster and can't stop quickly<br>•The enemy can deal damage by dashing into you
|•All fighters move faster and can't stop quickly<br>•The enemy can deal damage by dashing into you
|{{SSBUMusicLink|Mario Kart|Circuit - Mario Kart 7}}
|{{SSBUMusicLink|Mario Kart|Circuit - Mario Kart 7}}
|
|-
|-
|119
|119
|[[File:Kid Spirit.png|center|64x64px]]
|{{SpiritTableName|Kid|iw=mariowiki|size=64}}
|{{anchor|Kid}}Kid
|''Mario Golf'' Series
| ''Mario Golf series''
|•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Black}}×4
|•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Black}} (×4)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|2,500
|2,500
|[[Golden Plains]] ([[Battlefield form]])
|[[Golden Plains]] ([[Battlefield form]])
Line 585: Line 535:
|•Dangerously high winds are in effect<br>•The enemy is easily distracted by items
|•Dangerously high winds are in effect<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Mario Bros.|World Tour}}
|{{SSBUMusicLink|Super Mario Bros.|World Tour}}
|
|-
|-
|128
|128
|[[File:MC Ballyhoo Big Top.png|center|64x64px]]
|{{SpiritTableName|MC Ballyhoo & Big Top|customname={{iw|mariowiki|MC Ballyhoo}} & {{iw|mariowiki|Big Top}}|size=64}}
|{{anchor|MC Ballyhoo & Big Top}}MC [[Ballyhoo & Big Top]]
|''Mario Party'' Series
| ''Mario Party series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|1,600
|1,600
|[[Mario Circuit]]
|{{SSB4|Mario Circuit}}
|•Item Tidal Wave
|•Item Tidal Wave
|•Certain items will appear in large numbers after a little while
|•Certain items will appear in large numbers after a little while
|{{SSBUMusicLink|Super Mario Bros.|Pandemonium}}
|{{SSBUMusicLink|Super Mario Bros.|Pandemonium}}
|[[Mario]]
|-
|-
|130
|130
|[[File:Rabbid Mario.png|center|64x64px]]
|{{SpiritTableName|Rabbid Mario|iw=mariowiki|size=64}}
|{{anchor|Rabbid Mario}}Rabbid [[Mario]]
|''Mario + Rabbids Kingdom Battle''
| ''Mario + Rabbids Kingdom Battle''
|•Bunny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}
|•Bunny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|3,400
|3,400
|[[3D Land]]
|[[3D Land]]
|•Item: Shooting Types
|•Item: Shooting Types
|•The enemy starts the battle with a [[Ray Gun]]
|•The enemy starts the battle with a [[Ray Gun]]
|{{SSBUMusicLink|Nintendo|Arcade Bunny's Theme}}
|{{SSBUMusicLink|Other|Arcade Bunny's Theme}}
|
|-
|-
|132
|132
|[[File:Mario Tennis Spirit.png|center|64x64px]]
|{{SpiritTableName|Mario (Mario Tennis Aces)|customname=[[Mario]] (Mario Tennis Aces)|size=64}}
|{{anchor|Mario (Mario Tennis Aces)}}Mario (Mario Tennis Aces)
|''Mario Tennis Aces''
| ''Mario Tennis Aces''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Fire}}
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Fire}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|8,800
|8,800
|[[Wuhu Island]]<br>(Swordplay Colosseum)
|[[Wuhu Island]]<br>(Swordplay Colosseum)
|•[[Assist Trophy]] Enemies ([[Color TV-Game 15]])
|•Assist Trophy Enemies ([[Color TV-Game 15]])
|•Hostile assist trophies will appear<br>•The enemy favors smash attacks
|•Hostile assist trophies will appear<br>•The enemy favors smash attacks
|{{SSBUMusicLink|Super Mario Bros.|Title Theme - Mario Tennis Aces}}
|{{SSBUMusicLink|Super Mario Bros.|Title Theme - Mario Tennis Aces}}
|
|-
|-
|299
|299
|[[File:Babymario.png|center|64x64px]]
|{{SpiritTableName|Baby Mario|iw=mariowiki|size=64}}
|{{anchor|Baby Mario}}Baby Mario
|''Yoshi'' Series
| ''Yoshi series''
|•Tiny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Yoshi}} Team {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}{{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}{{Head|Yoshi|g=SSBU|s=20px|cl=Cyan}}{{Head|Yoshi|g=SSBU|s=20px|cl=Purple}}{{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}{{Head|Yoshi|g=SSBU|s=20px}}
|•Tiny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Yoshi}} (×8) ({{Head|Yoshi|g=SSBU|s=20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}{{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}{{Head|Yoshi|g=SSBU|s=20px|cl=Cyan}}{{Head|Yoshi|g=SSBU|s=20px|cl=Purple}}{{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}{{Head|Yoshi|g=SSBU|s=20px}})
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|8,800
|8,800
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
Line 633: Line 583:
|•Defeat the main fighter to win<br>•The enemy shields often
|•Defeat the main fighter to win<br>•The enemy shields often
|{{SSBUMusicLink|Yoshi|Yoshi's Island (Brawl)}}
|{{SSBUMusicLink|Yoshi|Yoshi's Island (Brawl)}}
|
|-
|-
|816
|816
|[[File:Smoky Progg Spirit.png|center|64x64px]]
|{{SpiritTableName|Smoky Progg|iw=pikipedia|size=64}}
|{{anchor|Smoky Progg}}{{s|pikipedia|Smoky Progg}}
|''Pikmin'' Series
| ''Pikmin series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|1,600
|1,600
|[[Distant Planet]] ([[Battlefield form]])
|[[Distant Planet]] ([[Battlefield form]])
Line 645: Line 595:
|•The enemy will occasionally turn metal
|•The enemy will occasionally turn metal
|{{SSBUMusicLink|Pikmin|Stage Select - Pikmin 2}}
|{{SSBUMusicLink|Pikmin|Stage Select - Pikmin 2}}
|
|-
|-
|941
|941
|[[File:Vonkaiser.png|center|64x64px]]
|{{SpiritTableName|Von Kaiser|size=64}}
|Von Kaiser
|''Punch-Out!!'' Series
| ''Punch-Out!! series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Green}} (120 HP)
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,800
|1,800
|[[Boxing Ring]]
|[[Boxing Ring]]
Line 657: Line 607:
|•The enemy's punches and elbow strikes have increased power<br>•[[Stamina battle]]<br>•The enemy favors side smash attacks
|•The enemy's punches and elbow strikes have increased power<br>•[[Stamina battle]]<br>•The enemy favors side smash attacks
|{{SSBUMusicLink|Punch-Out!!|Minor Circuit (Original)}}
|{{SSBUMusicLink|Punch-Out!!|Minor Circuit (Original)}}
|
|-
|-
|1,147
|1,147
|{{anchor|Maruhige Shop Owner}}[[File:Maruo.png|center|64x64px]]
|{{SpiritTableName|Maruhige Shop Owner|size=64}}
|Maruhige Shop Owner
|''Trade & Battle: Card Hero'' Series
| ''Trade & Battle: Card Hero series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} (140 HP)
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,700
|3,700
|[[Pac-Land]] ([[Battlefield form]])
|[[Pac-Land]] ([[Battlefield form]])
|•Item: [[Assist Trophy]]
|•Item: [[Assist Trophy]]
|•[[Stamina battle]]<br>•The enemy is easily distracted by items
|•[[Stamina battle]]<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Nintendo|Welcome Center}}
|{{SSBUMusicLink|Other|Welcome Center}}
|
|-
|-
|1,300
|1,300
|[[File:Dice Block Spirit.png|center|64x64px]]
|{{SpiritTableName|Dice Block|iw=mariowiki|size=64}}
|{{anchor|Dice Block}} Dice Block
|''Super Mario'' Series
| ''Super Mario series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|1,900
|1,900
|[[Princess Peach's Castle]]
|[[Princess Peach's Castle]]
Line 681: Line 631:
|•Items will be pulled toward the enemy<br>•Certain items will appear in large numbers
|•Items will be pulled toward the enemy<br>•Certain items will appear in large numbers
|{{SSBUMusicLink|Super Mario Bros.|Pandemonium}}
|{{SSBUMusicLink|Super Mario Bros.|Pandemonium}}
|[[Mario]]
|-
|1,491
|{{SpiritTableName|Mario (Mario Golf: Super Rush)|customname=[[Mario]] (Mario Golf: Super Rush)|size=64}}
|''Mario Golf: Super Rush''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}
|{{SpiritType|Attack}}
|9,600
|{{SSBM|Yoshi's Island}} (Melee) ([[Ω form]])
|•Temporary Invincibility<br>•Item: Balls
|•The enemy will occasionally be invincible after a little while<br>•The enemy starts the battle with an [[Ore Club]]
|{{SSBUMusicLink|Super Mario Bros.|World Tour}}
|
|-
|1,526
|{{SpiritTableName|Elephant Mario|size=64|link=y|iw=supermariowiki}}
|''Super Mario'' Series
|•Giant {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|8,200
|[[Fountain of Dreams]]
|N/A
|•The enemy has super armor but moves slower<br>•The enemy favors down specials<br>•The enemy is giant
|{{SSBUMusicLink|Super Mario Bros.|Ricco Harbor}}
|
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 704: Line 678:
|-
|-
|27
|27
|[[File:Baby Peach Spirit.png|center|64x64px]]
|{{SpiritTableName|Baby Peach|iw=mariowiki|size=64}}
|{{anchor|Baby Peach}}[[Baby Peach]]
|''Super Mario'' Series
| ''Super Mario series''
|•Tiny {{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}
|•Tiny {{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|3,600
|3,600
|[[Peach's Castle]]
|[[Princess Peach's Castle]]
|N/A
|N/A
|•Defeat the main fighter to win<br>•The enemy favors dash attacks<br>•The enemy has increased move speed
|•Defeat the main fighter to win<br>•The enemy favors dash attacks<br>•The enemy has increased move speed
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros (Melee)}}
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. (Melee)}}
|Either {{s|mariowiki|Mario}} or {{s|mariowiki|Baby Mario}}
|[[Mario]]
|-
|-
|29
|29
|[[File:Peach Wedding Spirit.png|center|64x64px]]
|{{SpiritTableName|Peach (Wedding)|customname=[[Peach]] (Wedding)|size=64}}
|{{anchor|Peach (Wedding)}}[[Peach]] (Wedding)
|''Super Mario'' Series
| ''Super Mario series''
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|9,900
|9,900
|[[New Donk City Hall]]
|[[New Donk City Hall]]
Line 727: Line 699:
|•Defeat the main fighter to win<br>•You constantly take minor damage<br>•The enemy tends to avoid conflict
|•Defeat the main fighter to win<br>•You constantly take minor damage<br>•The enemy tends to avoid conflict
|{{SSBUMusicLink|Super Mario Bros.|Break Free (Lead The Way)}}
|{{SSBUMusicLink|Super Mario Bros.|Break Free (Lead The Way)}}
|{{s|mariowiki|Mario}}
|[[Mario]]
|-
|-
|79
|79
|[[File:Pauline spirit.png|center|64x64px]]
|{{SpiritTableName|Pauline|link=y|size=64}}
|{{anchor|Pauline}}[[Pauline]]
|''Super Mario'' Series
| ''Super Mario series''
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}<br>•Giant {{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}<br>•Giant {{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|13,700
|13,700
|[[75m]]
|[[75m]] (hazards off)
|•Jump Power ↓
|•Jump Power ↓
|•Defeat the main fighter to win<br>•You have reduced jump power<br>•Reinforcements will appear during the battle
|•Defeat the main fighter to win<br>•You have reduced jump power<br>•Reinforcements will appear during the battle<br>•''The enemy tends to avoid conflict''
|{{SSBUMusicLink|Super Mario Bros.|Jump Up, Super Star!}}
|{{SSBUMusicLink|Super Mario Bros.|Jump Up, Super Star!}}
|Jumpman ({{s|mariowiki|Mario}})
|Jumpman ([[Mario]])
|-
|-
|104
|104
|[[File:Genosmrpg.png|center|64x64px]]
|{{SpiritTableName|Geno|link=y|size=64}}
|{{anchor|Geno}}[[Geno]]
|''Super Mario RPG: Legend of the Seven Stars''
| ''Super Mario RPG: Legend of the Seven Stars''
|•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Indigo}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Indigo}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|13,700
|13,700
|[[Mario Galaxy]] ([[Battlefield form]])
|[[Mario Galaxy]] ([[Battlefield form]])
|N/A
|N/A
|•Defeat the main fighter to win<br>•Timed battle<br>•The enemy's FS Meter charges quickly
|•Defeat the main fighter to win<br>•Timed battle (2:30)<br>•The enemy's FS Meter charges quickly
|{{SSBUMusicLink|Mario Kart|Rainbow Road Medley}}
|{{SSBUMusicLink|Mario Kart|Rainbow Road Medley}}
|{{s|mariowiki|Mario}}
|[[Mario]]
|-
|-
|108
|108
|[[File:Starlow Spirit.png|center|64x64px]]
|{{SpiritTableName|Starlow|iw=mariowiki|size=64}}
|{{anchor|Starlow}}Starlow
|''Mario & Luigi'' Series
| ''Mario & Luigi series''
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|3,300
|3,300
|[[Brinstar]] ([[Battlefield form]])
|[[Brinstar]] ([[Battlefield form]])
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|•The enemy is giant<br>•The enemy is tiny after a little while
|•The enemy is giant<br>•The enemy is tiny after a little while
|{{SSBUMusicLink|Super Mario Bros.|Tough Guy Alert!}}
|{{SSBUMusicLink|Super Mario Bros.|Tough Guy Alert!}}
|{{s|mariowiki|Mario}}
|[[Mario]]
|-
|-
|118
|118
|[[File:Wanda Spirit.png|center|64x64px]]
|{{SpiritTableName|Wanda|iw=mariowiki|size=64}}
|{{anchor|Wanda}}Wanda
|''Super Mario'' Series
| ''Super Mario series''
|•Tiny {{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}
|•Tiny {{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|1,500
|1,500
|[[Green Greens]] ([[Battlefield form]])
|[[Green Greens]] ([[Battlefield form]])
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|•Defeat the main fighter to win<br>•Reinforcements will appear after an enemy is KO'd
|•Defeat the main fighter to win<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Super Mario Bros.|Mario Paint Medley}}
|{{SSBUMusicLink|Super Mario Bros.|Mario Paint Medley}}
|{{s|mariowiki|Mario}}
|[[Mario]]
|-
|-
|1,107
|1,107
|[[File:SPI-Fighting Alloy Team.png|center|64x64px]]
|{{SpiritTableName|Fighting Alloy Team|link=y|size=64}}
|{{anchor|Fighting Alloy Team}}[[Fighting Alloy Team]]
|''Super Smash Bros.'' Series
| ''Super Smash Bros. series''
|•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}}×4<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}×4<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}×4<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}}×4
|•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} (×4)<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (×4)<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} (×4)<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}} (×4)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,300
|3,300
|{{SSBU|Final Destination}} ([[Battlefield form]])
|{{SSBU|Final Destination}} ([[Battlefield form]])
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|-
|-
|1,321
|1,321
|[[File:Peachette Spirit.png|center|64x64px]]
|{{SpiritTableName|Peachette|iw=mariowiki|size=64}}
|Peachette
|''Super Mario'' Series
|''Super Mario series''
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Head-On Assault|1]], Super Mushroom Hat, Yellow Toad Outfit, High Voice Type 7)<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}}
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Toad Hat, Yellow Toad Outfit)<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|10,000
|10,000
|[[Mushroom Kingdom U]]
|[[Mushroom Kingdom U]] (hazards off)
|•Easy to Launch<br>•Low Gravity
|•Easy to Launch<br>•Hazard: Low Gravity
|•All fighters are easy to launch<br>•Timed battle<br>•Gravity is reduced
|•All fighters are easy to launch<br>•Timed battle (1:00)<br>•Gravity is reduced
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - New Super Mario Bros. U}}
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - New Super Mario Bros. U}}
|{{s|mariowiki|Mario}}
|[[Mario]]
|-
|1,426
|{{SpiritTableName|Olivia|iw=mariowiki|size=64}}
|''Paper Mario'' Series
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}}<br>•Tiny {{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}}
|{{SpiritType|Shield}}
|3,700
|[[Paper Mario]]
|•Defense ↑<br>•Attack Power ↑<br>•Item: [[Bob-omb]]
|•The enemy has increased attack power when the enemy's at high damage<br>•The enemy has increased defense when the enemy's at high damage<br>•The enemy favors air attacks<br>''•Reinforcements will appear after an enemy is KO'd''
|{{SSBUMusicLink|Super Mario Bros.|Battle! - Paper Mario: Color Splash}}
|[[Mario]] <!-- Do not change the link to Paper Mario; Super Mario Wiki considers Paper Mario in Mario & Luigi: Paper Jam and the Mario in the Paper Mario series as two separate characters -->
|}
|}


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<gallery>
<gallery>
Mario and Rathalos artwork.jpg|Mario and Rathalos artwork, as posted on the official Japanese Monster Hunter Twitter account.
Mario and Rathalos artwork.jpg|Mario and Rathalos artwork, as posted on the official Japanese Monster Hunter Twitter account.
Link Kirby Mario and Cloud artwork.png|Link, Kirby, Mario, and Cloud artwork, as posted by Tetsuya Nomura's official Twitter account.
Link Kirby Mario and Cloud artwork.png|Link, Kirby, Mario and Cloud artwork, as posted by Tetsuya Nomura's official Twitter account.
Sora Trailer.png|Shaking {{SSBU|Sora}}'s hand in his reveal trailer.
SSBU Mario Number.png|Mario's fighter card.
SSBU Mario Number.png|Mario's fighter card.
Mario unlock notice SSBU.jpg|Mario's unlock notice when obtaining him in [[World of Light]].
SSBUWebsiteMario1.jpg|Mario's [[grab]] animation on [[Onett]].
SSBUWebsiteMario1.jpg|Mario's [[grab]] animation on [[Onett]].
SSBUWebsiteMario2.jpg|Up [[Taunting]] on [[3D Land]].
SSBUWebsiteMario2.jpg|Up [[Taunting]] on [[3D Land]].
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SSBUWebsiteIsabelle5.jpg|Mario crouching near {{SSBU|Isabelle}} on [[Tomodachi Life]].
SSBUWebsiteIsabelle5.jpg|Mario crouching near {{SSBU|Isabelle}} on [[Tomodachi Life]].
SSBUWebsiteIsabelle8.jpg|Mario using his [[Fireball]] on Isabelle on Skyworld.
SSBUWebsiteIsabelle8.jpg|Mario using his [[Fireball]] on Isabelle on Skyworld.
SSBUWebsiteOlimar2.jpg|With {{SSBU|Olimar}}, {{SSBU|Pac-Man}}, and {{SSBU|Sonic}} on [[Gaur Plain]].
SSBUWebsiteOlimar2.jpg|With {{SSBU|Olimar}}, {{SSBU|Pac-Man}} and {{SSBU|Sonic}} on [[Gaur Plain]].
SSBUWebsitePikachu3.jpg|With a giant {{SSBU|Pikachu}} on [[Tortimer Island]].
SSBUWebsitePikachu3.jpg|With a giant {{SSBU|Pikachu}} on [[Tortimer Island]].
SSBUWebsiteWario5.jpg|[[Taunting]] in his [[Waluigi]]-inspired costume with {{SSBU|Wario}} on [[Big Blue]].
SSBUWebsiteWario5.jpg|[[Taunting]] in his [[Waluigi]]-inspired costume with {{SSBU|Wario}} on [[Big Blue]].
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SSBUKirbyJPTwitter2.jpg|With {{SSBU|Kirby}}, Link, Inkling, {{SSBU|Marth}}, Pit, {{SSBU|Ridley}} and Villager on Battlefield.
SSBUKirbyJPTwitter2.jpg|With {{SSBU|Kirby}}, Link, Inkling, {{SSBU|Marth}}, Pit, {{SSBU|Ridley}} and Villager on Battlefield.
SSBUMarioJPTwitter2.jpg|With Peach and {{SSBU|Bowser}} on Princess Peach's Castle.
SSBUMarioJPTwitter2.jpg|With Peach and {{SSBU|Bowser}} on Princess Peach's Castle.
PiranhaPlantVictoryPose2.gif|Mario in {{SSBU|Piranha Plant}}'s victory pose.
SSBUWebsiteTerry5.jpg|Taunting with {{SSBU|Terry}} on Princess Peach's Castle.
KazuyaTW2.jpg|With {{SSBU|Kazuya}} on [[Mishima Dojo]].
SSBUSoraMario.jpg|With {{SSBU|Sora}} on [[Hollow Bastion]].
SSBUSoraFiveManParty.jpg|With Donkey Kong, Pikachu, Kirby and Sora in [[Mushroom Kingdom U]].
PiranhaPlantVictoryPose2.gif|Mario getting bitten twice by {{SSBU|Piranha Plant}} in its victory pose.
</gallery>
</gallery>


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


==Trivia==
==Trivia==
[[File:Mario eaten by darkness.png|thumb|200px|Mario "dies" in the bad ending.]]
*''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.
*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.
*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, strangely, used his in-game model as opposed to the render made for him in the game. This was also the case with {{SSBU|Link}}, {{SSBU|Pikachu}} and {{SSBU|Villager}}. This has since been fixed.
**Coincidentally, all four of these characters were playable in the ''Smash 3DS'' demo.
**Coincidentally, all four of these characters were playable in the ''Super Smash Bros. for 3DS'' demo.
*Coincidentally, five of his alternate costumes (his default, Golf, [[Waluigi]], Builder, and Wedding outfits) also appeared in ''Super Mario Odyssey.'' Dr. Mario (portrayed here as his own character) also appeared in ''Odyssey'' as an outfit. Only his cyan/pink, white/black, and green/brown costumes do not appear in ''Odyssey.''
*Mario's trailer is the only one that uses a background song with English lyrics; in this case, ''"{{s|mariowiki|Jump Up, Super Star!}}"'', the main theme of ''{{s|mariowiki|Super Mario Odyssey}}''.
*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.
**Mario is also the only character to vocalize at all in their character trailers (shouting “oh yeah!”), whereas every other character's trailer has their voices muted.
**The eyebrows of Mario appear to be a little inwards as for the Default or the other alts. With the Builder and the Wedding, the eyebrows noticeably go more outwards when zooming in.
**Additionally, Mario and {{SSBU|Yoshi}} are the only characters to vocalize in the "Everyone Is Here!" trailer.
**The eye can obtrusively have different vibes depending on the eye colors. The Wedding Mario has a bit darker eye color than the Builder and the Default. The change in the colors is mostly due to the more slight irregularities in the render on Mario.
*This is the first game where Mario no longer has his Wario-based alternate costume since the first game, and the first since ''Melee'' where Mario no longer has a Fire Flower-based alternate costume, possibly to make room for his Builder and Wedding Tuxedo-based outfits.
*Coincidentally enough, five of his alternate costumes (besides his Builder and Wedding outfits, also his default, Golf, and Waluigi-based outfits) also appeared in ''Super Mario Odyssey.'' Dr. Mario (portrayed here as his own character) also appeared in ''Odyssey'' as well. Only his cyan/pink, white/black, and green/brown costumes do not appear in ''Odyssey.''
*Mario is the only character in World of Light that appears in every cutscene featuring the presence of a fighter, and is also the only character to appear in the bad ending where Dharkon emerges victorious.
**Due to his presence in every cutscene, as well as his status as the first character unlocked in World of Light, Mario loosely fills the role of co-protagonist or deuteragonist in the mode. This reflects [[The Subspace Emissary]], where Mario and Kirby were the first characters to be playable, with Mario being attacked and removed and Kirby being more prominent during the early portions of the mode.
*Mario, {{SSBU|Ken}}, and {{SSBU|Bowser}} are the only characters that possess the Neutral typing when unlocking them in World of Light.
*Mario and {{SSBU|Chrom}} are the only characters to appear in another character's victory pose (in this case, {{SSBU|Piranha Plant}}).
*Mario and {{SSBU|Chrom}} are the only characters to appear in another character's victory pose (in this case, {{SSBU|Piranha Plant}}).
*When KO'd by reaching 0 HP in [[Stamina Mode]], Mario uses his heavy knockback scream rather than the standard KO scream. This also applies to {{SSBU|Dr. Mario}} and {{SSBU|Hero}}.
*Mario's Wedding costume is the only alt to change his glove pallet both in the render and in-game.
*Looking underneath Mario's Wedding costume reveals a gap between his shirt and pants.<ref>[https://imgur.com/Ri57BPY]</ref>
*Looking underneath Mario's Wedding costume reveals a gap between his shirt and pants.<ref>[https://imgur.com/Ri57BPY]</ref>
*Whenever Mario grabs onto an edge, his hat briefly shifts upward, revealing that his hair is missing and exposing a gap.
*Whenever Mario grabs onto an edge, his hat briefly shifts upward, revealing that his hair is missing and exposing a gap.
*Mario is the only {{uv|Mario}} character (sub-universes included) to face Giga Bowser as his final boss in his Classic Mode route.
**In addition, both he and {{SSBU|Captain Falcon}} are the only characters to face Giga Bowser as their final boss in Classic Mode. Coincidentally, both are ''Smash 64'' veterans and have fire-based abilities.
**Mario fights more playable opponents in his Classic Mode route than any other character, 23 in total, including Bowser before his transformation into Giga Bowser.
*If Mario gets hit hard in the head, there's a chance his face will flatten. This is the same expression used whenever he gets [[Screen KO]]'d. This also happens with {{SSBU|Dr. Mario}}.
*Mario's official artwork is based on the [[sex kick]] in his neutral aerial.
*With the addition of the Peachette Spirit, Mario is now one of the few characters who can appear in their default costume as a puppet in Spirit battles. The other ten are {{SSBU|Mr. Game & Watch}}, {{SSBU|Bowser Jr.}}, {{SSBU|Yoshi}}, {{SSBU|Peach}}, {{SSBU|Luigi}}, {{SSBU|R.O.B.}}, {{SSBU|Inkling}}, {{SSBU|Robin}}, {{SSBU|Joker}} and {{SSBU|Hero}}.
**This is not counting {{SSBU|Alph}} and female {{SSBU|Corrin}}, who use their main colors in a few spirit battles, but themselves are alternate costumes.
*''Ultimate'' marks the first time since ''Melee'' in which Mario's official artwork depicts him smiling.


==References==
==References==

Latest revision as of 17:29, December 19, 2024

This article is about Mario's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Mario.
Mario
in Super Smash Bros. Ultimate
Mario SSBU.png
Mario-Alt6 SSBU.png
Mario-Alt7 SSBU.png

MarioSymbol.svg
Universe Mario
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
Final Smash Mario Finale
Tier A (22)
Mario (SSBU)

Mario (マリオ, Mario) is a playable character in Super Smash Bros. Ultimate. He was suggested to appear in the then unnamed Ultimate in its first teaser trailer at the end of the March 8th, 2018 Nintendo Direct, and officially announced in Ultimate's E3 2018 trailer on June 12th, 2018 alongside the rest of the returning roster. Mario is classified as Fighter #01, the first fighter number of the Super Smash Bros. veterans and the overall roster. As in Super Smash Bros. 4, Charles Martinet's portrayal of Mario from Brawl was repurposed for Ultimate in all regions.

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 edgeguarding 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.

Overall, Mario's strengths outweigh his weaknesses, and he has seen strong results in competitive play thanks to the efforts of players such as Dark Wizzy, Kurama, and Snow.

Attributes[edit]

Mario is a short middleweight with relatively balanced attributes, possessing slightly above average walking speed, air acceleration, dashing speed and weight, whereas his falling speed and gravity are below average relative to the cast. He also has a very fast air speed (tied with Sonic, Donkey Kong, Little Mac and Inkling for the 12th fastest in the game) and excellent jumps, in exchange for poor attack range and moderately low traction. These balanced stats don't give Mario the edge when it comes to overall movement, but they nevertheless make him adept at most situations where a key attribute is needed to gain the advantage, which when combined with his very quick frame data, grants him a great neutral game. As a result, despite his attributes implying a jack-of-all-trades type of character, Mario is somewhat more of a rushdown character in practice.

Thanks to his incredibly quick attack speed, Mario shines in close-quarters combat. His fast attack speed allows him to consistently apply pressure to the opponent, and he is capable of quickly racking up damage once he gets the momentum, which is easy to do so on characters that cannot match his attack speed without getting heavily punished for it. Excluding his forward smash, forward aerial, and special moves, all of Mario's moves have fast startup and low ending and landing lag (the latter in the case of his aerial attacks, except for his aforementioned forward aerial). All of his grounded moves are prime examples of his quick frame data: his neutral attack is his fastest move and an overall effective way to rack up damage, along with handy combo capabilities, while his up and down tilts are effective combo starters that can help rack up plenty of damage, and the former chains into itself at low percentages. All of his smash attacks are decent KO options, as they can reliably KO at high percentages and have low ending lag; his forward smash has a powerful sweetspot located on the fiery explosion that he emits from his palm and possesses the highest power of all of his smash attacks, down smash is a semi-spike, making it useful for forcing opponents offstage, and up smash is very hard to punish due to its speed, power and slight disjoint due to the intangibility it grants on his head.

Mario's aerial attacks are also very useful in many cases. Neutral aerial is a sex kick that can be useful in edgeguarding or for breaking combos. Back aerial has the longest reach and the highest knockback of Mario's aerial moves, allowing it to space effectively and reliably KO offstage. Up aerial's extremely quick startup, vertical launch angle and lack of sourspots let it combo into itself or other moves, on top of letting it easily break or set up combos. Mario Tornado, which is Mario's down aerial, is a great anti-juggling move that also has respectable power, especially if used near the upper blast line. Finally, his forward aerial is a meteor smash with high base knockback for one, making it great for gimping all but the farthest-reaching of recoveries and being an extremely effective KO option offstage.

His special moveset is highly varied and has plenty of uses. Fireball is a projectile with a decently long range. It can be useful in the neutral game or in edgeguarding, thanks to its disruptive knockback and downward trajectory, and is very useful for disrupting direct approaches. Super Jump Punch travels in a controllable diagonal direction and grants moderate distance, making it good at recovery. It also has intangibility upon startup, allowing it to be used out of shield very effectively. Due to its extremely quick startup, it is also a useful combo finisher, especially near the blast line. Cape reverses opponents, with the induced disorientation often being enough to allow a free hit or efficiently gimp a recovery, which aids in edgeguarding opponents. It is also a powerful reflector, making it highly useful in matchups against projectile-heavy characters, such as Simon or Samus. F.L.U.D.D. is a mechanism that shoots water, pushing opponents away, which compliments his Cape. Though situational, it can occasionally be used to give Mario some breathing space. As a result of his Cape, F.L.U.D.D. and his fast aerials, Mario also boasts a versatile edgeguarding game.

Another valuable strength of Mario is his grab game. Though his grab reach is somewhat average, his dash and pivot grabs extend far past his hurtboxes, granting them unusually disjointed range for a character of his archetype. In addition, his grabs are tied for the fastest in the game, and his pummel is fairly quick. His forward throw sends the opponent at a disadvantageous position, where Mario can capitalize on their mistakes. His up throw is a useful combo starter at lower percentages, comboing into his up, down, and back aerials. His back throw is by far his strongest throw and one of the strongest of its type in the game as well, as it can reliably KO at around 160% near the ledge on any character, and even earlier with rage, being capable of killing as early as 107% with it. Finally, his down throw is a great combo starter that can lead a vast amount of combo opportunities, most notably his up, back, and forward aerials.

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 Pikachu having a more versatile edgeguarding game, Luigi and Kazuya having better combo potential, Steve having a superior camping game, Sonic having substantially faster mobility, Bowser having significantly stronger attacks, Snake and Sora having a much more effective recovery, and Shulk and Min Min 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 Lucina and 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 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.

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 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 reads 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[edit]

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 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 attacks. 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.

However, Mario has also received noteworthy nerfs. A notable detriment to his toolkit is the universal nerfing of grabs; 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 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.

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.

Aesthetics[edit]

  • Change Due to the aesthetic used in Ultimate, Mario's model features a more subdued color scheme. His eyes and clothing feature greater detailing; the seams on his overalls are more accentuated, and his buttons have a more polished finish. He also has a slightly darker skin tone. Altogether, these changes make him appear virtually identical to his appearance as of Super Mario Odyssey.
    • Change Mario's standard cap has been replaced by Cappy from Super Mario Odyssey. Cappy's eyes appear during his side taunt and, on occasion, Super Jump Punch, but he otherwise has no effect on gameplay.
  • Change Mario's Builder outfit from Super Mario Maker and his Wedding tuxedo and top hat from Super Mario Odyssey are present as alternate costumes. They replace his Wario-inspired costume and his Fire Mario costume.
  • Change Mario's idle animation is altered slightly; his head is turned more towards the screen, but he still looks toward his front. This has translated into his moveset, with many of his moves having tweaked animations.
  • Change Mario has become drastically more expressive in this game, to an even greater degree than its predecessor, or the rest of the cast. In particular, he will sometimes smile and appear whimsical or happy in battle or when applauding the winner of a match, in line with his canon depiction, although he still looks serious and with angry brows most of the time. In contrast, Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.
  • Change Walking, air dodge, shielding, helpless, skidding, and ledge-hanging animations have changed. Additionally, Mario now faces the screen instead of away while sleeping.
  • Change Mario's mustache now moves during certain animations, such as while falling.
  • Change Mario's on-screen appearance emits the Warp Pipe sound effect rather than the jump sound, similar to Smash 64.
  • Change Mario has two new taunts: one where he turns his back to the camera and gives a thumbs-up while smiling, and another where he happily throws Cappy around in a circle. They replace his previous up and side taunts.
    • Change Mario performs his down taunt much faster.
  • Change Mario's right-inputted victory pose has been slightly altered; he jumps much higher, spins around only once, and has a more joyful expression after landing on the ground.

Attributes[edit]

  • Buff Like all characters, Mario's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Mario walks slightly faster (1.1 → 1.155).
  • Buff Mario runs faster (1.6 → 1.76).
    • Buff Mario's initial dash is significantly faster (1.6 → 1.936).
  • Buff Mario's air speed is faster (1.15 → 1.208).
  • Buff Mario's traction is much higher (0.045 → 0.102), allowing him to punish out of shield more easily.
  • Change Mario's gravity is slightly lower (0.08715 → 0.087).
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16) and more ending lag (FAF 30 → 35).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 53).

Ground attacks[edit]

  • Neutral attack:
    • Buff Consecutive uses of the first hit of neutral attack are faster (9 → 6 frames).
    • Buff The first two hits transition into the subsequent hits faster (frame 8 → 5 (hit 1), frame 7 → 6 (hit 2)).
    • Buff The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.
      • Nerf However, its total duration remains unchanged, giving it more ending lag.
    • Buff The third hit has increased base knockback (45 → 60).
    • Nerf All hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
    • Nerf The first two hits have altered damage values (2.5% → 2.2% (hit 1), 1.5% → 1.7% (hit 2)), resulting in the move dealing slightly less damage in total (8% → 7.9%).
    • Nerf The first and third hits have smaller hitboxes (3u/1.5u/4u → 1.2u/1.5u/1.8u (hit 1), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).
    • Change The first two hits no longer use set knockback (15/10/15 set/100 scaling → 20/15 base/50/33/20 scaling (hit 1), 18/15/25 set/100 scaling → 20/15 base/30/15 scaling (hit 2)) and have altered angles (361°/80° → 361°/180° (hit 1), 361° (hit 2)). This improves its locking ability, and causes it to connect more reliably with the farthest hitboxes, but less reliably with the closest hitboxes at high percents.
  • Forward tilt:
    • Buff Forward tilt has a longer hitbox duration (frames 5-6 → 5-7).
    • Buff It has less ending lag (FAF 31 → 26). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
    • Change It has much more base knockback (8 → 55), but less knockback scaling (100 → 70). This makes it significantly safer on hit at low percents, and grants it slightly improved KO potential near the ledge but removes its ability to lock.
  • Up tilt:
    • Nerf Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, noticeably reducing its range in front of Mario, to the point it can no longer hit most characters on the ground unless they are very close.
    • Change Its animation has been flipped, with Mario spinning towards the screen instead of away from it.
  • Down tilt:
    • Buff Down tilt's sweetspot takes priority over the sourspot.
    • Nerf The sweetspot is slightly smaller (3.5u → 3.2u).
    • Change Its animation has been flipped, with Mario spinning towards the screen instead of away from it.
  • Dash attack:
    • Buff Dash attack's hitboxes are placed farther from Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.
    • Buff It has gained a shieldstun multiplier of 1.875×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
    • Buff The clean hit launches at a lower angle (60° → 50°), allowing it to KO more effectively near edges.
    • Buff The late hit has a slightly bigger hitbox (2.6u → 2.7u).
    • Nerf It has a different animation where Mario's head is positioned higher, his legs extend farther from him, and he gets up during the ending lag instead of staying sit. This prevents him from sliding under certain attacks, and makes him easier to hit overall.
    • Nerf The late hit launches opponents away from Mario rather than towards him (110° → 48°), hindering its combo potential despite its lower knockback scaling (43 → 30), and preventing it from stage spiking opponents below edges.
    • Change It has a higher hitlag multiplier (1× → 1.25×).
  • Forward smash:
    • Buff Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), slightly increasing it overall.
    • Buff The sourspot has increased knockback scaling (103 → 105) across all angles, while the sweetspot does when angled up (99 → 101) and angled down (99 → 100). Combined with the increased damage, this slightly improves its KO potential.
  • Up smash:
    • Change Up smash's animation has been flipped, with Mario facing toward the screen rather than away from it.
  • Down smash:

Aerial attacks[edit]

  • Buff All aerials have less landing lag (10 frames → 6 (neutral), 26 → 17 (forward), 12 → 6 (back, up), 19 → 15 (down)).
  • Neutral aerial:
    • Nerf Neutral aerial auto-cancels later (frame 34 → 39), although it still auto-cancels in a short hop.
    • Nerf The late hit has a shorter duration (frames 6-29 → 6-27).
    • Nerf The hitbox on the late hit is slightly smaller (3u → 2.8u).
  • Forward aerial:
    • Buff The removal of teching for grounded meteor smashes improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.
    • Change It has a different animation, with Mario punching downward with his opposite hand and twisting around afterwards instead of flipping.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 32 → 31), marginally improving its combo potential.
    • Buff It auto-cancels earlier (frame 18 → 17).
    • Nerf It has a shorter hitbox duration (frames 4-8 → 4-7).
  • Down aerial:
    • Buff Down aerial's last hit comes out faster (frame 25 → 23), allowing it to connect better and preventing opponents from air dodging out of it.
      • Nerf However, its total duration remains unchanged, giving it more ending lag.
    • Buff The move deals more damage (1% → 1.4% (hits 1-5), 5% → 5.5% (hit 6); 10% → 12.5% (total)), with knockback not compensated on the last hit, improving its KO potential.
    • Buff The looping hits are weight-independent, and no longer use set knockback, instead having more base knockback with minimal knockback scaling (10 set/100 scaling → 50/25 base/15 scaling). This allows for all hits to connect more reliably, preventing opponents from air dodging the last hit.
    • Nerf It can no longer be frame canceled.
    • Nerf The looping hits' vertically lowest hitbox is smaller (5u → 4u). The landing hitbox is also very slightly smaller (4.32u → 4.3u).
    • Change The looping hits' middle hitbox has been removed. However, since it didn't cover any more space than the top and low hitboxes together, this makes no practical difference.
    • Change The final hit has an altered animation, and the vortex emitted around Mario is larger.

Throws and other attacks[edit]

  • Grabs:
    • Nerf All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).
    • Nerf Dash and pivot grab have slightly more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
    • Nerf Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
    • Nerf It deals much less damage (3.25% → 1.3%).
    • Change It has a slightly different animation: Mario holds the opponent with one hand, instead of both like in previous installments, maintaining consistency with his grab animation.
  • Change All of Mario's throws have been altered with more forceful animations.
  • Change The speed of Mario's throws is no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
  • Forward throw:
    • Buff Forward throw has gained slight combo potential at low percents due to Mario's faster initial dash speed.
  • Change Its animation has been altered, with Mario turning on the opposite direction faster, but the second half of the spin is slower and he tosses the opponent more exaggeratedly.
  • Back throw:
    • Change It has an altered animation before the throw: Mario no longer briefly lets go of the opponent before swinging them. Instead, to make the opponent fall, he lifts them by the feet and positions their legs closer to his chest, and then he swings the oppponent before throwing them away. This altered animation more closely represents a real-life giant swing.
  • Up throw:
    • Buff Up throw has increased combo ability due to Mario's faster jumpsquat and jump speed.
    • Change It has a different animation where Mario faces horizontally rather than towards the screen, and holds the opponent by their chest instead of lifting them on their back before throwing, more closely resembling the Upward Cap Throw from Super Mario Odyssey.
  • Down throw:
    • Nerf Down throw can no longer combo into up tilt except against certain large or tall characters due to the latter's altered hitbox placements, hindering its damage racking potential at low to mid percents.
    • Change Mario no longer performs a front flip after throwing the opponent. He also slams the opponent more forcefully and with a single arm instead of two.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves[edit]

  • Fireball:
    • Buff Fireball has less ending lag (FAF 53 → 50), improving its safety.
    • Buff It has larger hitboxes (2u (early)/1.8u (clean)/1.6u (late) → 2.4u/2.2u/2u), regaining its hitbox sizes from Brawl and with the early hit's hitboxes matching his younger brother's Fireballs.
    • Buff It has an increased hitlag multiplier (0.3× → 0.6×), giving Mario more time to follow up.
    • Nerf It has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
    • Change Mario no longer opens his mouth when using Fireball on the ground.
  • Cape:
    • Buff Cape no longer gives the opponent super armor on hit.
    • Buff It now inflicts knockback if it's used while they're grabbing the ledge.
    • Nerf The reflective hitbox is smaller (9u → 6.5u), and has been moved forward (Z offset: 2 → 8). As such, it can no longer cover behind Mario, making it less safe to use.
      • Buff Although, it is easier to reflect projectiles that otherwise would have stopped short of Mario.
    • Nerf The reflective hitbox has more startup with a shorter duration (frame 6-20 → 9-20), although it has a new function causing it to start two frames earlier (frame 7) if a projectile is very close to Mario at the time. This slightly reduces its safety.
      • Buff In the same circumstances, the entire move loses two frames of startup, allowing the offensive hitbox to come out earlier (on frame 10) and reducing the move's total duration.
    • Nerf The move's animation length is much longer (41 frames → 58). In the air, this means Mario's air mobility is restricted for much longer, forcing the player to have to interrupt the move with an aerial or special to regain mobility within a reasonable time frame.
    • Change It always forces opponents to show their backside while they are using their moves; this even works to characters with mirrored stances, such as another Mario, causing them to turn away from the screen.
    • Change It has a new animation where Mario wears the Cape around his neck while using it, akin to its appearance in Super Mario World.
  • Super Jump Punch:
    • Buff Super Jump Punch's second through fourth hits have two frames in between them as opposed to one, resulting in the move having a slightly longer duration (frame 3/7/8/9/10/12/14 → 3/7/9/11/13/15/17).
    • Buff The looping hits are weight-independent and can no longer be SDIed, allowing them to connect more reliably.
    • Nerf It sweetspots edges later (frame 11 → 14).
    • Nerf Its trajectory cannot be angled as much (18° → 12°).
    • Nerf Due to rage being changed to not affect set knockback, the linking hits can no longer KO off the top blast line as easily, removing Mario's low percent KO setups.
    • Nerf The second through sixth hits deal less damage (1% → 0.6%), causing the move to deal less damage overall (13% → 11%).
    • Nerf The last hit has slightly less base knockback (52 → 50).
    • Change It has much smaller hitboxes, especially on the first hit, but has more hitboxes overall (7u/6u → 2.5u/4u (hit 1), 6u/5u → 3u/3.8u (hits 2-4), 5.5u/4.2u → 3u/3.8u (hits 5-6), 10u → 9u (hit 7)). This slightly reduces the move's horizontal range but gives it more vertical range.
    • Change The window to reverse the move is shorter, no longer being reversible during the first hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.
    • Change Occasionally, the coins produced from Super Jump Punch will appear as regional coins found in the Metro Kingdom from Super Mario Odyssey. Cappy's eyes appear when this occurs. These coins also have a different sound originating from Super Mario Odyssey.
    • Change Super Jump Punch has an altered landing animation where Mario lands on his feet like in Smash 64 and Melee as opposed to his back.
  • F.L.U.D.D.:
    • Buff F.L.U.D.D. has increased set knockback (50 → 70), allowing it to push back opponents farther.
    • Buff It can be charge-canceled by jumping or spot dodging.
    • Nerf It fires fewer shots (8 → 7), increasing its ending lag.
    • Change It has an altered charging animation.
  • Mario Finale:
    • Buff At the start of Mario Finale, opponents are slowed down more and for longer.
    • Nerf Mario Finale has less knockback than it did before, where it used to drag opponents far to the side at low percents or KO opponents at around 30%. Because of this change, it KOs later than before, requiring the opponent to be at 55% or higher.
    • Nerf The fireballs have a shorter duration (260 frames → 220) and travel faster, making them more likely to drop opponents, and worse at timing out recovering opponents.
    • Change Mario sports an angrier expression than in previous games when unleashing the move.
    • Change Damage from each hit is dealt solely based on how long the attack has been out, with the fireballs becoming more powerful as the attack continues. This makes the front fireball weaker early during the Final Smash, but the back fireball stronger later during it.

Update history[edit]

With only one nerf to Fireball, Mario was slightly buffed overall in Ultimate's game updates, most of them being quality-of-life updates to his Final Smash, Mario Finale.

Update 2.0.0 made his dash attack send opponents at a lower angle, improving its edgeguarding ability and gave the Final Smash Meter version of Mario Finale a slightly higher knockback multiplier. Update 3.0.0 brought the aforementioned nerf to Fireball, making it deal less shield damage, but also made it so that opponents close to Mario Finale were slowed down more. And finally, 8.0.0, made Mario Finale deal more damage and have more vertically stretched hitboxes, increasing its range and making the move harder to escape.

As a result, competitively speaking, Mario has remained mostly the same since launch, but nonetheless has remained a very successful character in competitive play.

Super Smash Bros. Ultimate 2.0.0

  • Buff Dash attack launches at a lower angle (60° (clean)/58° (late) → 50°/48°), improving its ability to setup edgeguards.
  • Buff Mario Finale's Final Smash Meter version has a higher knockback multiplier (0.9× → 0.91×).

Super Smash Bros. Ultimate 3.0.0

  • Nerf Fireball deals less shield damage (0 → -2.5/-2 (clean/late).
  • Buff At the start of Mario Finale, nearby opponents will be slowed down more (10 → 20) for a longer period (60 frames → 75).

Super Smash Bros. Ultimate 4.0.0

  • Change The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.

Super Smash Bros. Ultimate 8.0.0

  • Mario Finale:
    • Buff Mario Finale deals more damage per hit (2% (early)/2.5% (clean)/3% (late) → 2.5%/3%/3.5%).
    • Buff The fireballs' hitboxes stretch vertically (Y offset: 0u, -3u—3u), increasing their range and making the Final Smash harder to escape.

Moveset[edit]

For a gallery of Mario's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Jab (ジャブ) / Straight (ストレート) / Kick Up (けりあげ) 2.2% The Punch + Punch + Kick combo from Super Mario 64. The first and second hits can lock, and the general speed of the move makes it good as a grounded combo breaker or quick punish tool, as the first hit comes out on frame 2.
1.7%
4%
Forward tilt Middle Kick (ミドルキック) 7% A wheel kick. It can be angled. Very quick and good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs, but it's weak and situational, as it cannot KO until 200% or even lock.
Up tilt Uppercut (アッパーカット) 5.5% A spinning uppercut. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents; however, the former combo can be escaped with the proper combination of DI and SDI, and can be punished on hit at very low percents. Unlike in SSB4, the move's altered animation results in the hitbox being positioned fairly high to the ground on the first frame it is active, creating a blind spot and making it fairly difficult or even impossible to hit shorter or crouching characters with the move. It vaguely resembles the second hit of the Mega Glove's combo from Super Mario RPG: Legend of the Seven Stars. KOs at 160%.
Down tilt Spinning Low Kick (スピニングローキック) 5% (foot), 7% (leg) A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively. It can also hit ledge hangs and combo off from ledge as well.
Dash attack Sliding (スライディング) 8% (clean), 6% (late) The Slide Kick from Super Mario 64. Has a diagonal knockback angle, making its lingering hitbox useful for 2 frame punishing certain opponents and punishing spot dodges. The new animation is more unfavorable in terms of hitbox placements.
Forward smash Fire Palm Heel (ファイア掌底) 17.8% (fire), 14.7% (arm) 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.
Up smash Lead Headbutt (スマッシュヘッドバット, Smash Headbutt) 14% An upward arcing headbutt. One of Mario's most reliable KO options, being able to KO most middleweights at around 120%. Its quick startup at frame 9 makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range. Its hitboxes reach behind Mario a good distance but do not reach as far in front of him, thus having trouble hitting short or crouching opponents in front of him. It has very fast interruptibility for its strength, at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield.
Down smash Break Spin (ブレイクスピン) 10% (front), 12% (back) A breakdancing variation of the Sweep Kick from Super Mario 64. It hits in front of and behind Mario, and both hits semi-spike opponents, though the front hit is rather weak in comparison to the back hit. Mario's fastest smash attack, coming out as fast as all his tilts. Also capable of hitting ledge hangs. The first hit KOs at 153%, whereas the second KOs at 126%.
Neutral aerial Mario Kick (マリオキック) 8% (clean), 5% (late) A flying kick. As a sex kick, it loses its average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), and as a versatile horizontal combo extender, as well as for locking opponents. Autocancels in a short hop. Can combo into a tilt attack, up aerial, or grab at low percents if landing on the ground shortly after the hit, as well as boasting numerous KO confirms off the late hit at high percents. This move bears resemblance to the Jump Kick animation from Super Mario 64.
Forward aerial Meteor Knuckle (メテオナックル) 12% (early), 14% (clean), 10% (late) An overhand. When hit clean, it is a meteor smash with enough knockback to KO under 45% offstage and has deceptively high combo potential. It has the slowest startup of his standard moveset (frame 16), high ending lag, and is Mario's only aerial that doesn't autocancel in a short hop. Other than lacking combo potential, the early and late hits are too weak to KO reliably unless near the ledge.
Back aerial Drop Kick (ドロップキック) 10.5% (clean), 7% (late) A dropkick. Has fast startup with low ending and landing lag, and more range than most of Mario's other aerials, making it an effective spacing tool and horizontal combo extender at low percents, as well as having the ability to pseudo Wall of Pain off stage. Also capable of KOing at higher percents near the ledge, and can be used twice in a short hop, or with neutral, up and down airs.
Up aerial Air Slash (エアスラッシュ) 7% 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.
Down aerial Mario Tornado (マリオトルネード) 1.4% (hits 1-5), 5.5% (hit 6), 2% (landing) Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before assuming a 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 Spin Jump, a technique that first appeared in Super Mario World.
Grab Grab (つかみ) Reaches out. Mario's overall grab range is average, but tied for the fastest in the game.
Pummel Grab Headbutt (つかみヘッドバット) 1.3% A headbutt. Average power and speed.
Forward throw Swing-Around Throw (ふり抜き投げ) 8% Spins the opponent around once and throws them forward. Can be followed up with dash attack at lower percents, or be used to set up tech situations and mixups, or edge guards. It can KO at around 200% at the ledge. It is based on the throw that he uses against Bowser in Super Mario 64.
Back throw Airplane Swing (ジャイアントスイング, Giant Swing) 11% (throw), 8% (collateral) A giant swing. Mario grabs the opponent by the feet, making them fall to the ground and spins three times while holding them by the legs before throwing them backward. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of rage, but can KO middleweights as early as 120% if they fail to DI. It also has solid use in matches with more than one player, as the collateral hit has a large range and high knockback. Due to its slow speed, it is easy to DI, causing it to KO only above 160%. It is based on the throw that he uses against Bowser in Super Mario 64.
Up throw Throw Up (スルーアップ) 7% Heaves the opponent upward. An effective combo throw at low to medium percents, comboing into all aerials except forward air. Due to its new animation, it heavily resembles the Upward Cap Throw from Super Mario Odyssey.
Down throw Throw Down (スルーダウン) 5% A body slam. It can be followed up with several options, including but not limited to up tilt on certain characters at varying percents, Super Jump Punch, neutral attack, and up aerial at mid percents on most characters. Effective for starting ladder combos on platform stages.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Punches behind himself and then in front of himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Performs a modified version of the Sweep Kick from Super Mario 64 before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Performs a side kick behind himself and then in front of himself while getting up.
Edge attack
Edge getups
  9% Performs a dropkick while climbing up.
Neutral special Fireball 5% (early), 4% (late) Throws a Fireball. The Fireball bounces along the ground several times before disappearing. Despite its low damage, it is good for controlling space when performed in the air because Mario retains full aerial mobility throughout the move. Because the Fireball is subject to gravity, it can be used to cover Mario while recovering high, and can combo into quick attacks if Mario is close enough.
Side special Cape 7%, 1.5× (reflection) Dons a Cape around his neck and waves it in front of himself. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. In the air, it causes a Fall Break by stalling Mario in the air, allowing for timing mixups in juggle and recovery situations. Useful for gimping opponents who are trying to recover.
Up special Super Jump Punch 5% (hit 1), 0.6% (hits 2-6), 3% (hit 7) A jumping uppercut that produces Star Coins or Metro Kingdom regional coins on contact. Mario's only recovery move, but it leaves him helpless. Its extremely fast startup (frame 3) and intangibility frames on startup make it useful as an out of shield option. Can KO near the upper blast line, making it a good combo finisher out of a ladder. Can be angled to slightly change the direction it travels in.
Down special F.L.U.D.D. 0% Wields F.L.U.D.D. to launch a stream of water in front of himself. F.L.U.D.D. can be charged to create a larger stream and its charge time is rather fast. It can also be charge canceled and stored for later. The water pushes opponents, but does not damage them. Mario can change the angle of the stream upwards or downwards. Useful for edgeguarding, disrupting an approach and creating space, which can help alleviate pressure and potentially put his opponent in a vulnerable position. It also slightly pushes Mario backward if charged sufficiently, which further supplements its utility for creating space.
Final Smash Mario Finale 2% (early), 2.5% (clean), 3% (late) Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but has decent damage and can carry opponents off the side of the stage when near the ledge.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 98 1.936 – Initial dash
1.76 – Run
1.155 0.102 0.015 1.208 0.01 – Base
0.07 – Additional
0.087 1.5 – Base
2.4Fast-fall
3 36.33 - Base
17.54 - Short hop
36.33 4

Announcer calls[edit]

On-screen appearance[edit]

  • Jumps out of a Warp Pipe and punches his right fist in the air while shouting "Let's-a go!"

Taunts[edit]

  • Up taunt: Turns his back to the camera and gives a thumbs-up while smiling. The pose he strikes resembles a piece of promotional artwork first released for Club Nintendo, but without the wink.
  • Side taunt: Cheerfully tosses Cappy in a circle, saying "Woohoo!", then grabs him out of midair and puts him back on his head. Based on the Cap Throw from Super Mario Odyssey.
  • Down taunt: Spins in the air and falls to the ground with his legs in the air. This is a reference to his dying animation from Donkey Kong.

Idle poses[edit]

  • Adjusts his hat.
  • Moves his head from left to right and holds his fist in front of his face.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Ma - ri - o! Ma - ri - o! Ma - ri - o! Ma - ri - o! Maaari - o!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Ma - ri - o! Maaaari - o! Ma - ri - o! *claps 3 times* Ma - ri - o!

Victory poses[edit]

  • Left: Winds up for a punch and steps forward while punching in front of the screen.
  • Up: Makes fire explode from his palm and strikes a pose. The pose is somewhat similar to his Super Smash Bros. 4 artwork.
  • Right: Does a spin as he jumps high in the air and lands in a strongman pose. It originates from his "character chosen" animation in Super Smash Bros.
A shortened version of the Course Clear Fanfare remix used in Super Mario Bros.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Mario players (SSBU)

  • USA Dark Wizzy - 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.
  • USA Kurama - 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 Port Priority 7 and 3rd placement at the Ludwig Smash Invitational remain his best performances.
  • USA Ludo - 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 MAJOR UPSET and 33rd at the supermajors Crown the Third and Get On My Level 2023.
  • USA Lui$ - Although more known for his Fox in the early metagame, he also co-mained Mario, using the character to place 7th at the supermajor Super Smash Con 2019 and 17th at the supermajor Glitch 7 - Minus World. He dropped both characters during the online metagame in favor of Palutena.
  • USA MastaMario - 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 2GG: SwitchFest 2019 and 33rd at the supermajors EVO 2019 and The Big House 9.
  • Japan Nao - 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 Kagaribi 9 and 13th at the supermajor GENESIS 9.
  • Japan Snow - 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 Maesuma TOP 13.5 "U-22" and 5th at 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 Umebura SP 11, and he also defeated most of the top 5 players of the season, including acola, Miya, Sonix, and Hurt.

Tier placement and history[edit]

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

However, the post-pandemic metagame brought about metagame shifts that hurt Mario in the long run. First, some of the new DLC characters introduced during the pandemic period either outranged Mario -- abusing one of his worst weaknesses -- or had a better time fighting him up close. In addition, players began adapting to Mario's zero-to-death combos, making them less deadly. Finally, Dark Wizzy performed notably worse than he did prior to the pandemic, while Mario's overall representation declined as well, going from 9th by the end of 2019[1] to 21st by the end of 2021.[2] These setbacks mellowed out opinions on Mario, with players now considering him as only a high-tier character.

Fortunately, Mario's representation saw a rebound in 2022 thanks to Mario's best players remaining dedicated to the character. For one, Prodigy, now going by Kurama, began seeing a streak of strong performances on-par with what Dark Wizzy had pre-pandemic. In addition, although he never regained his former glory, Dark Wizzy still saw strong performances once in a while. Finally, new Mario players began making their marks on the scene, most notably Nao and Snow in Japan. These positive results helped reverse Mario's declining representation in the metagame as well as opinions on the character. As it stands, Mario is ranked 22nd on the current tier list solidifying his status as a viable high tier, with some players arguing he should be considered a top tier.

Classic Mode: Let's-a Go![edit]

Mario's congratulations screen.

In a similar fashion to the Classic Modes of past games, Mario's opponents are groups of fighters from various universes fought on a home stage from that universe. The overall concept is also similar to Super Mario Odyssey, where Mario would travel to different kingdoms; this is reflected by the Japanese title (世界をまたにかけて), which roughly translates to "Go Around the World". In this case, Mario's route emulates the idea of him traveling to different lands and meeting their local denizens, as in Odyssey.

Round Opponent Stage Music Notes
1 Link (SSBU) Link and Zelda (SSBU) Zelda Great Plateau Tower Overworld Theme - The Legend of Zelda (Brawl)
2 Kirby (SSBU) Kirby, Meta Knight (SSBU) Meta Knight, and King Dedede (SSBU) King Dedede Green Greens Green Greens (Melee) Free-for-All
3 Donkey Kong (SSBU) Donkey Kong and Diddy Kong (SSBU) Diddy Kong Kongo Falls Jungle Level (Melee)
4 Squirtle (SSBU) Squirtle, Ivysaur (SSBU) Ivysaur, Charizard (SSBU) Charizard, and Pikachu (SSBU) Pikachu Pokémon Stadium Main Theme - Pokémon Red & Blue (Brawl) Horde Battle (2 at a time). Pokémon Trainer is absent.
5 Marth (SSBU) Marth, Chrom (SSBU) Chrom, and Ike (SSBU) Ike Coliseum Story 5 Meeting
6 Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU) Koopalings and Bowser Jr. (SSBU) Bowser Jr. Princess Peach's Castle Fortress Boss - Super Mario Bros. 3 Horde Battle (3 at a time).
The Koopalings are fought in the order they are fought in their debut of Super Mario Bros. 3.
Bonus Stage
Final Bowser (SSBU) Bowser, then Giga Bowser Final Destination King Bowser - Super Mario Bros. 3 (Against Bowser)
Giga Bowser (Against Giga Bowser)
A Maxim Tomato spawns on the stage after Bowser is KO'd.

Credits roll after completing Classic Mode. Completing it as Mario has Super Mario Bros.: The Lost Levels Medley accompany the credits.

Character unlock tree[edit]

Mario's Classic Mode character unlock tree includes the following characters in order:

  1. Sonic
  2. Bayonetta
  3. Little Mac
  4. Ike
  5. Luigi
  6. Roy
  7. Dr. Mario
  8. Olimar

Each character can be unlocked by clearing Mario's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Donkey Kong's character unlock tree, starting with Bowser. Furthermore, Mario's tree can also be accessed by completing another starter character's unlock tree, then clearing Classic Mode with any character within, or with any DLC character.

Role in World of Light[edit]

False Mario along with the other Puppet Fighters.
Finding Mario in World of Light

Mario was among the fighters that were summoned to the cliffside to fight against the army of Master Hands.

During the opening cutscene, Mario was present on the cliffside when Galeem unleashed his beams of light. Mario was then destroyed by Galeem's light attack offscreen and imprisoned alongside the rest of the fighters, with the exception of Kirby.

Mario is later seen under Galeem's imprisonment during the opening cutscene, where a puppet fighter of him is cloned from him to contain the spirit of a Smoky Progg. He is always the first character to be unlocked in this mode.

If Galeem defeats Dharkon, Mario watches in fear as Galeem unleashes a wave of light and is apparently vaporized with the rest of reality. If Dharkon defeats Galeem, Mario is seen lifelessly slumping over as the world is engulfed in darkness.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
01
Mario SSBU.png
Mario
Neutral
Neutral
2,500 Final Destination Final Destination

Spirits[edit]

Mario's default fighter spirit can be obtained by completing 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.

In Spirit Battles[edit]

Conditions in italics aren't listed on the Spirit Battle preview screen.

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
21
SSBU spirit Metal Mario.png
Metal Mario Super Mario Series •Metal Mario Mario (SSBU)
Shield
9,600 The Great Cave Offensive (Battlefield form) N/A •The enemy is slow but has increased defense and attack
•The enemy is metal
Metal Battle
22
SSBU spirit Boo Mario.png
Boo Mario Super Mario Series Mario Mario (SSBU)
Shield
1,900 Dracula's Castle (hazards off) •Hazard: High Gravity
•Hazard: Low Gravity
•Invisibility
•The enemy is invisible
•Your jumping power decreases when the enemy's at high damage
•The enemy is less affected by gravity
Castle / Boss Fortress - Super Mario World / SMB 3
34
SSBU spirit Toadsworth.png
Toadsworth Super Mario Series Mario Mario (SSBU)
Shield
1,900 Princess Peach's Castle •Item: Mushrooms •Take your strongest team into this no-frills battle Ricco Harbor
75
SSBU spirit Starship Mario.png
Starship Mario Super Mario Series •Giant Mario Mario (SSBU)
Shield
4,100 Mario Galaxy (Battlefield form) •Hazard: Low Gravity •Gravity is reduced
•The enemy is giant
The Starship Sails
78
SSBU spirit Cappy.png
Cappy Super Mario Series Mario Mario (SSBU)
Neutral
3,600 Rainbow Cruise (hazards off) •Invisibility
•Item: Boomerang
•The enemy is invisible
•The enemy is easily distracted by items
Jump Up, Super Star! Mario
81
SSBU spirit Goo-Goo Buggy.png
Goo-Goo Buggy Mario Kart Series Mario Mario (SSBU)
Luigi Luigi (SSBU)
Attack
3,400 Figure-8 Circuit •Assist Trophy Enemies (Chain Chomp) •Hostile assist trophies will appear
•The enemy has increased move speed
Mushroom Gorge - Mario Kart Wii Baby Mario
85
SSBU spirit B Dasher.png
B Dasher Mario Kart Series Mario Mario (SSBU)×3
Attack
9,400 Figure-8 Circuit •Uncontrollable Speed •All fighters move faster and can't stop quickly
•The enemy can deal damage by dashing into you
Circuit - Mario Kart 7
119
SSBU spirit Kid.png
Kid Mario Golf Series Mario Team Mario (SSBU)×4
Attack
2,500 Golden Plains (Battlefield form) •Item: Beastball
•Hazard: Heavy Wind
•Dangerously high winds are in effect
•The enemy is easily distracted by items
World Tour
128
SSBU spirit MC Ballyhoo & Big Top.png
MC Ballyhoo & Big Top Mario Party Series Mario Mario (SSBU)
Yoshi Yoshi (SSBU)
Peach Peach (SSBU)
Luigi Luigi (SSBU)
Shield
1,600 Mario Circuit •Item Tidal Wave •Certain items will appear in large numbers after a little while Pandemonium Mario
130
SSBU spirit Rabbid Mario.png
Rabbid Mario Mario + Rabbids Kingdom Battle •Bunny Mario Mario (SSBU)
Attack
3,400 3D Land •Item: Shooting Types •The enemy starts the battle with a Ray Gun Arcade Bunny's Theme
132
SSBU spirit Mario (Mario Tennis Aces).png
Mario (Mario Tennis Aces) Mario Tennis Aces Mario Mario (SSBU)
Peach Peach (SSBU)
Neutral
8,800 Wuhu Island
(Swordplay Colosseum)
•Assist Trophy Enemies (Color TV-Game 15) •Hostile assist trophies will appear
•The enemy favors smash attacks
Title Theme - Mario Tennis Aces
299
babymario
Baby Mario Yoshi Series •Tiny Mario Mario (SSBU)
Yoshi Team Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)
Neutral
8,800 Yoshi's Island N/A •Defeat the main fighter to win
•The enemy shields often
Yoshi's Island (Brawl)
816
SSBU spirit Smoky Progg.png
Smoky Progg Pikmin Series Mario Mario (SSBU)
Neutral
1,600 Distant Planet (Battlefield form) •Metal Shift •The enemy will occasionally turn metal Stage Select - Pikmin 2
941
Von Kaiser
Von Kaiser Punch-Out!! Series Mario Mario (SSBU) (120 HP)
Attack
1,800 Boxing Ring N/A •The enemy's punches and elbow strikes have increased power
Stamina battle
•The enemy favors side smash attacks
Minor Circuit (Original)
1,147
Maruo
Maruhige Shop Owner Trade & Battle: Card Hero Series Mario Mario (SSBU) (140 HP)
Shield
3,700 Pac-Land (Battlefield form) •Item: Assist Trophy Stamina battle
•The enemy is easily distracted by items
Welcome Center
1,300
SSBU spirit Dice Block.png
Dice Block Super Mario Series Mario Mario (SSBU)
Peach Peach (SSBU)
Grab
1,900 Princess Peach's Castle •Item Tidal Wave •Items will be pulled toward the enemy
•Certain items will appear in large numbers
Pandemonium Mario
1,491
SSBU spirit Mario (Mario Golf Super Rush).png
Mario (Mario Golf: Super Rush) Mario Golf: Super Rush Mario Mario (SSBU)
Attack
9,600 Yoshi's Island (Melee) (Ω form) •Temporary Invincibility
•Item: Balls
•The enemy will occasionally be invincible after a little while
•The enemy starts the battle with an Ore Club
World Tour
1,526
SSBU spirit Elephant Mario.png
Elephant Mario Super Mario Series •Giant Mario Mario (SSBU)
Shield
8,200 Fountain of Dreams N/A •The enemy has super armor but moves slower
•The enemy favors down specials
•The enemy is giant
Ricco Harbor

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
27
SSBU spirit Baby Peach.png
Baby Peach Super Mario Series •Tiny Isabelle Isabelle (SSBU)
Mario Mario (SSBU)
Attack
3,600 Princess Peach's Castle N/A •Defeat the main fighter to win
•The enemy favors dash attacks
•The enemy has increased move speed
Ground Theme - Super Mario Bros. (Melee) Mario
29
SSBU spirit Peach (Wedding).png
Peach (Wedding) Super Mario Series Peach Peach (SSBU)
Mario Mario (SSBU)
Shield
9,900 New Donk City Hall •Flowery •Defeat the main fighter to win
•You constantly take minor damage
•The enemy tends to avoid conflict
Break Free (Lead The Way) Mario
79
SSBU spirit Pauline.png
Pauline Super Mario Series Peach Peach (SSBU)
Mario Mario (SSBU)
•Giant Donkey Kong Donkey Kong (SSBU)
Shield
13,700 75m (hazards off) •Jump Power ↓ •Defeat the main fighter to win
•You have reduced jump power
•Reinforcements will appear during the battle
The enemy tends to avoid conflict
Jump Up, Super Star! Jumpman (Mario)
104
SSBU spirit Geno.png
Geno Super Mario RPG: Legend of the Seven Stars Sheik Sheik (SSBU)
Peach Peach (SSBU)
Kirby Kirby (SSBU)
Bowser Bowser (SSBU)
Mario Mario (SSBU)
Attack
13,700 Mario Galaxy (Battlefield form) N/A •Defeat the main fighter to win
•Timed battle (2:30)
•The enemy's FS Meter charges quickly
Rainbow Road Medley Mario
108
SSBU spirit Starlow.png
Starlow Mario & Luigi Series Pac-Man Pac-Man (SSBU)
Luigi Luigi (SSBU)
Mario Mario (SSBU)
Attack
3,300 Brinstar (Battlefield form) •Tiny
•Giant
•The enemy is giant
•The enemy is tiny after a little while
Tough Guy Alert! Mario
118
SSBU spirit Wanda.png
Wanda Super Mario Series •Tiny Palutena Palutena (SSBU)
Yoshi Yoshi (SSBU)
Peach Peach (SSBU)
Mario Mario (SSBU)
Shield
1,500 Green Greens (Battlefield form) N/A •Defeat the main fighter to win
•Reinforcements will appear after an enemy is KO'd
Mario Paint Medley Mario
1,107
SSBU spirit Fighting Alloy Team.png
Fighting Alloy Team Super Smash Bros. Series Captain Falcon Team Captain Falcon (SSBU)×4
Zelda Team Zelda (SSBU)×4
Mario Team Mario (SSBU)×4
Kirby Team Kirby (SSBU)×4
Attack
3,300 Final Destination (Battlefield form) N/A •Take your strongest team into this no-frills battle Cruel Smash Yellow Alloy
1,321
SSBU spirit Peachette.png
Peachette Super Mario Series Peach Peach (SSBU)
Mii Brawler Mii Brawler (SSBU) (Moveset 2121, Super Mushroom Hat, Yellow Toad Outfit, High Voice Type 7)
Luigi Luigi (SSBU)
Mario Mario (SSBU)
Shield
10,000 Mushroom Kingdom U (hazards off) •Easy to Launch
•Hazard: Low Gravity
•All fighters are easy to launch
•Timed battle (1:00)
•Gravity is reduced
Ground Theme - New Super Mario Bros. U Mario
1,426
SSBU spirit Olivia.png
Olivia Paper Mario Series Pikachu Pikachu (SSBU)
Mario Mario (SSBU)
•Tiny Bowser Bowser (SSBU)
Shield
3,700 Paper Mario •Defense ↑
•Attack Power ↑
•Item: Bob-omb
•The enemy has increased attack power when the enemy's at high damage
•The enemy has increased defense when the enemy's at high damage
•The enemy favors air attacks
•Reinforcements will appear after an enemy is KO'd
Battle! - Paper Mario: Color Splash Mario

Alternate costumes[edit]

Palette swap (SSBU)
Mario (SSBU) Mario (SSBU) Mario (SSBU) Mario (SSBU) Mario (SSBU) Mario (SSBU) Mario (SSBU) Mario (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • 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 Link, Pikachu, and Villager.
    • Coincidentally, all four of these characters were playable in the Smash 3DS demo.
  • Coincidentally, five of his alternate costumes (his default, Golf, Waluigi, Builder, and Wedding outfits) also appeared in Super Mario Odyssey. Dr. Mario (portrayed here as his own character) also appeared in Odyssey as an outfit. Only his cyan/pink, white/black, and green/brown costumes do not appear in Odyssey.
  • Conspicuously, some of Mario's alternate costumes can be slightly changed depending on the facial expressions with the eyebrows and the eye color when comparing the Default, Builder, and Wedding as an example.
    • The eyebrows of Mario appear to be a little inwards as for the Default or the other alts. With the Builder and the Wedding, the eyebrows noticeably go more outwards when zooming in.
    • The eye can obtrusively have different vibes depending on the eye colors. The Wedding Mario has a bit darker eye color than the Builder and the Default. The change in the colors is mostly due to the more slight irregularities in the render on Mario.
  • Mario and Chrom are the only characters to appear in another character's victory pose (in this case, Piranha Plant).
  • Mario's Wedding costume is the only alt to change his glove pallet both in the render and in-game.
  • Looking underneath Mario's Wedding costume reveals a gap between his shirt and pants.[3]
  • Whenever Mario grabs onto an edge, his hat briefly shifts upward, revealing that his hair is missing and exposing a gap.

References[edit]