Template:SSB4 to SSBU changelist/Mario: Difference between revisions

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(New Page: ===Aesthetics=== *{{change|Due to the aesthetic used in ''Ultimate'', Mario's model features a more subdued color scheme, and he has a slightly darker skin tone. His eyes and clothing f...)
 
 
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===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''Ultimate'', Mario's model features a more subdued color scheme, and he has a slightly darker skin tone. His eyes and clothing feature greater detailing, and his buttons have a more polished finish. Altogether, these changes make him appear virtually identical to his appearance as of ''{{s|mariowiki|Super Mario Odyssey}}''.}}
*{{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 ''{{s|mariowiki|Super Mario Odyssey}}''.}}
**{{change|Mario's standard cap has been replaced by {{b|Cappy|Mario}} from ''Super Mario Odyssey''.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**{{change|Mario's standard cap has been replaced by {{b|Cappy|Mario}} from ''Super Mario Odyssey''.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 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.}}
*{{change|Mario's Builder outfit from ''{{s|mariowiki|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 {{s|mariowiki|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'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|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]], [[helpless]], skidding, and ledge-hanging animations have changed. Additionally, Mario now faces the screen instead of away while [[sleeping]].}}
*{{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 has independent physics, as it moves during certain animations.}}
*{{change|Mario's mustache now moves during certain animations, such as while falling.}}
*{{change|Mario's [[on-screen appearance]] emits the {{s|mariowiki|Warp Pipe}} sound effect rather than the jump sound, similar to ''[[Smash 64]]''.}}
*{{change|Mario's [[on-screen appearance]] emits the {{s|mariowiki|Warp Pipe}} sound effect rather than the jump sound, similar to ''[[Smash 64]]''.}}
*{{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.}}
*{{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.}}
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*{{buff|Like all characters, Mario's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{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 walks slightly faster (1.1 → 1.155).}}
*{{buff|Mario [[run|runs]] faster (1.6 → 1.76).}}
*{{buff|Mario [[run]]s faster (1.6 → 1.76).}}
**{{buff|Mario's initial [[dash]] is significantly faster (1.6 → 1.936).}}
**{{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 [[air speed]] is faster (1.15 → 1.208).}}
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*{{nerf|Back roll has more startup with less intangibility (frames 4-16 → 5-16) and more ending lag ([[FAF]] 30 → 35).}}
*{{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|[[Spot dodge]] has less ending lag (FAF 27 → 26).}}
*{{buff|Air dodge grants more intangibility (frames 3-27 → 3-29).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-27 → 3-29).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 33 → 53).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 33 → 53).}}


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**{{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 [[lock]]ing ability, and causes it to connect more reliably with the farthest hitboxes, but less reliably with the closest hitboxes at high percents.}}
**{{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 [[lock]]ing ability, and causes it to connect more reliably with the farthest hitboxes, but less reliably with the closest hitboxes at high percents.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has a longer duration (5-6 → 5-7).}}
**{{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.}}
**{{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, but removes its ability to [[lock]], and reduces its KO potential unless the opponent is close to the edge.}}
**{{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]]:
*[[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.}}
**{{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 reversed, with Mario spinning towards the screen instead of away from it.}}
**{{change|Its animation has been flipped, with Mario spinning towards the screen instead of away from it.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt's sweetspot takes priority over the sourspot.}}
**{{buff|Down tilt's sweetspot takes priority over the sourspot.}}
**{{nerf|The sweetspot is slightly smaller (3.5u → 3.2u).}}
**{{nerf|The sweetspot is slightly smaller (3.5u → 3.2u).}}
**{{change|Its animation has been reversed, with Mario spinning towards the screen instead of away from it.}}
**{{change|Its animation has been flipped, with Mario spinning towards the screen instead of away from it.}}
*[[Dash attack]]:
*[[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|Dash attack's hitboxes are placed farther from Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.}}
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**{{buff|The clean hit launches at a lower angle (60° → 50°), allowing it to KO more effectively near edges.}}
**{{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).}}
**{{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 during the ending lag (before it's interruptible), he gets up instead of staying sit. Because of this, the new animation doesn't lower Mario's hurtbox as much, preventing him from sliding under certain attacks, and making him easier to hit both horizontally and vertically.}}
**{{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.}}
**{{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×).}}
**{{change|It has a higher hitlag multiplier (1× → 1.25×).}}
*[[Forward smash]]:
*[[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|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 slightly increased knockback scaling (103 → 105) for all angles, while the sweetspot does when angled up (99 → 101) and angled down (99 → 100). Combined with the increased damage, this slighty improves its KO potential.}}
**{{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]]:
*[[Up smash]]:
**{{change|Up smash's animation has been reversed, with Mario facing toward the screen rather than away from it.}}
**{{change|Up smash's animation has been flipped, with Mario facing toward the screen rather than away from it.}}
<!--Do not add other changes about up smash. Comparing between Smash 4's (https://rubendal.github.io/Sm4sh-Calculator/scripts.html) and Ultimate's (https://rubendal.github.io/ssbu/#/Character/Mario) scripts prove its hitbox data is completely unchanged.-->
<!--Do not add other changes about up smash. Comparing between Smash 4's (https://rubendal.github.io/Sm4sh-Calculator/scripts.html) and Ultimate's (https://rubendal.github.io/ssbu/#/Character/Mario) scripts prove its hitbox data is completely unchanged.-->
*[[Down smash]]:
*[[Down smash]]:
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*{{buff|All aerials have less landing lag (10 frames → 6 (neutral), 26 → 17 (forward), 12 → 6 (back, up), 19 → 15 (down)).}}
*{{buff|All aerials have less landing lag (10 frames → 6 (neutral), 26 → 17 (forward), 12 → 6 (back, up), 19 → 15 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{nerf|Neutral aerial [[auto-cancel|auto-cancels]] later (frame 34 → 39), although it still auto-cancels in a short hop.}}
**{{nerf|Neutral aerial [[auto-cancel]]s 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).}}
**{{nerf|The hitbox on the late hit is slightly smaller (3u → 2.8u).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
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**{{buff|Up aerial has less ending lag (FAF 32 → 31), marginally improving its combo potential.}}
**{{buff|Up aerial has less ending lag (FAF 32 → 31), marginally improving its combo potential.}}
**{{buff|It auto-cancels earlier (frame 18 → 17).}}
**{{buff|It auto-cancels earlier (frame 18 → 17).}}
**{{nerf|Its hitboxes have a shorter duration (frames 4-8 → 4-7).}}
**{{nerf|It has a shorter hitbox duration (frames 4-8 → 4-7).}}
*[[Down aerial]]:
*[[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.}}
**{{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.}}
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**{{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 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.}}
**{{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 cancel|frame canceled]].}}
**{{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).}}
**{{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.}}
**{{change|The final hit has an altered animation, and the vortex emitted around Mario is larger.}}


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*[[Grab]]s:
*[[Grab]]s:
**{{nerf|All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).}}
**{{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 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).}}
**{{nerf|Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).}}
*[[Pummel]]:
*[[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.}}
**{{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%).}}
**{{nerf|It deals much less damage (3.25% → 1.3%).}}
**{{change|It has a slightly different animation: when Mario hits with the headbutt, he holds the opponent still with one hand instead of both of his hands like in previous installments, to maintain consistency with his grab animation.}}
**{{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 [[throw]]s have been altered with more forceful animations. For example, when he launches the opponent away in all of his throws, his arms move more exaggeratedly.}}
*{{change|All of Mario's [[throw]]s 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.}}
*{{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]]:
*[[Forward throw]]:
**{{buff|Forward throw has gained slight combo potential at low percents due to Mario's faster initial dash speed.}}
**{{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 forcefully and exaggerately.}}  
*{{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]]:
*[[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.}}
**{{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 {{s|wikipedia|giant swing}}.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw has increased combo ability due to Mario's faster jumpsquat and jump speed.}}
**{{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 the chest instead of lifting them on their back before throwing, more closely resembling the Upward Cap Throw from ''Super Mario Odyssey''.}}
**{{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]]:
*[[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.}}
**{{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.}}
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**{{buff|Fireball has less ending lag (FAF 53 → 50), improving its safety.}}
**{{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.-->  
<!--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), with the early hit's hitboxes matching [[Luigi (SSBU)|his younger brother]]'s Fireballs.}}
**{{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 [[Luigi (SSBU)|his younger brother]]'s Fireballs.}}
**{{buff|It has an increased hitlag multiplier (0.3× → 0.6×), giving Mario more time to follow up.}}
**{{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.}}
**{{nerf|It has received negative [[shield damage]] (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.}}
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*[[Cape]]:
*[[Cape]]:
**{{buff|Cape no longer gives the opponent [[super armor]] on hit.}}
**{{buff|Cape no longer gives the opponent [[super armor]] on hit.}}
**{{nerf|The reflective hitbox has more startup with a shorter duration (frame 6-20 → 9-20), although it will start two frames earlier (frame 7) if a projectile is very close to Mario at the time. This slightly reduces its safety.}}
**{{buff|It now inflicts knockback if it's used while they're grabbing the ledge.}}
***{{buff|In the same circumstances, the offensive hitbox will also come out two frames earlier, reducing its startup lag and allowing it to hit on frame 10.}}
**{{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 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]]''.}}
**{{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]]:
*[[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|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.}}
**{{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|It [[Edge sweet spot|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|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% → 11.5%).}}
**{{nerf|The second through sixth hits deal less damage (1% → 0.6%), causing the move to deal less damage overall (13% → 11%).}}
**{{nerf|Its hitboxes are much smaller, especially on the first hit (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 last hit has slightly less base knockback (52 → 50).}}
**{{nerf|The final 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|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 {{s|mariowiki|coin}}s produced from Super Jump Punch will 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|Occasionally, the {{s|mariowiki|coin}}s produced from Super Jump Punch will 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. These coins also have a different sound originating from ''Super Mario Odyssey''.}}
***{{change|Additionally, the Metro Kingdom coins have an altered sound originating from the regional coins collected in ''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.}}
**{{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.]]:
*[[F.L.U.D.D.]]:
**{{buff|F.L.U.D.D. has more range and less ending lag (FAF 75 → 68).}}
**{{buff|F.L.U.D.D. has increased set knockback (50 → 70), allowing it to push back opponents farther.}}
**{{buff|It has increased set knockback (50 → 70).}}
**{{buff|It can be [[charge-cancel]]ed by jumping or spot dodging.}}
**{{buff|It can be [[charge-cancel]]ed by jumping or spot dodging.}}
**{{nerf|It fires fewer shots (8 → 7), increasing its ending lag.}}
**{{change|It has an altered charging animation.}}
**{{change|It has an altered charging animation.}}
*[[Mario Finale]]:
*[[Mario Finale]]:
**{{buff|At the start of Mario Finale, nearby opponents will be slowed down more, and for longer.}}
**{{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|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|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.}}
**{{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.}}

Latest revision as of 10:59, March 3, 2023

Aesthetics

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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.