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{{disambig2|Mario's appearance in ''Super Smash Bros.''|the [[clone]] of Mario, see [[Luigi (SSB)]]; and for the character in other contexts|Mario}}
{{Disambig2|Mario's appearance in ''Super Smash Bros''|the character in other contexts|Mario}}
{{Infobox Character
{{Infobox Character
|name         = Mario
|name = Mario
|image       = [[File:Mario SSB.gif|Mario]]
|image = [[File:Mario SSB.png]]
|symbol       = preBrawl
|symbol = preBrawl
|game         = SSB
|game = SSB
|ssbgame1     = Melee
|ssbgame1 = SSBM
|ssbgame2     = Brawl
|ssbgame2 = SSBB
|ssbgame3     = SSB4
|ssbgame3 = SSB4
|ssbgame4 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier         = B
|tier = B
|ranking     = 5
|tierJP = ?
|ranking = 7
|rankingJP = 6
}}
}}
'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') appears as a [[starter character]] in ''[[Super Smash Bros.]]'' He is considered an "all-around" [[fighter]] (like in most games) due to his relatively balanced attributes, a trait that has carried on with him in subsequent games.


{{cquote|The internationally-famous, mustachioed superstar. Mario's jumping ability is the key to his success.|cite=''Super Smash Bros.''<nowiki>'</nowiki>s instruction manual}}
Mario is voiced by {{s|mariowiki|Charles Martinet}}, who reprises his role from ''Super Mario 64'' through re-purposed voice clips.


'''Mario''' ({{ja|マリオ}}, ''Mario'') appears as a [[starter character]] in ''[[Super Smash Bros.]]''. Mario is considered an "all-around" [[character]] (as in most games).
Mario ranks 7th on the [[tier list]], in the B tier. As an all-rounder character, Mario generally has a great balance of offensive and defensive capabilities. He has a strong [[combo]] game, including a versatile {{mvsub|Mario|SSB|down aerial}} (that can easily lead into an up aerial to continue the combo, an {{mvsub|Mario|SSB|up smash}} as a finisher, or itself offstage to drag opponents down) and his {{mvsub|Mario|SSB|up tilt}} (which can chain into itself at moderately low to moderate percentages), as well as among the best [[edgeguarding]] abilities, with powerful forward and back aerials that can also [[space]] against opponents easily, down aerial [[meteor smash]] with extremely low [[set knockback]], and a powerful {{mvsub|Mario|SSB|down smash}} that can easily cover [[edge]] options and [[roll]]s. To further compliment his offstage game, he also has one of the few good [[recover]]ies in the game; despite a moderate [[falling speed]] and low [[air speed]], his [[Super Jump Punch]] gains some good distance while being relatively quick, and he also has an additional option in his [[Mario Tornado]], which can even meteor smash a careless edgeguarder on the last hit. Mario has numerous additional tools, including a [[projectile]] in his [[Fireball]], a very powerful finisher in his up smash, and useful [[throw]]s, with his {{mvsub|Mario|SSB|back throw}} being especially powerful.


Mario is currently ranked in the B tier at 5th (lowest position in the high tier) on the [[tier list]], just above the middle; he generally has a great balance of offensive and defensive capabilities. He has a strong [[combo]] game, including a versatile {{mvsub|Mario|SSB|down aerial}} (that can easily lead into an up aerial to continue the combo, an {{mvsub|Mario|SSB|up smash}} as a finisher, or itself offstage to drag opponents down) and his {{mvsub|Mario|SSB|up tilt}} (which can chain into itself at moderately low to moderate percentages), as well as among the best [[edgeguarding]] abilities, with powerful forward and back aerials that can also [[space]] against opponents easily, down aerial [[meteor smash]] with extremely low [[set knockback]], and a powerful {{mvsub|Mario|SSB|down smash}} that can easily cover [[edge]] options and [[roll]]s. To further compliment his offstage game, he also has one of the few good [[recover]]ies in the game; despite a moderate [[falling speed]] and low [[air speed]], his [[Super Jump Punch]] gains some good distance while being relatively quick, and he also has an additional option in his [[Mario Tornado]], which can even meteor smash a careless edgeguarder on the last hit. Mario has numerous additional tools, including a [[projectile]] in his [[Fireball]], a very powerful finisher in his up smash, and useful [[throw]]s, with his {{mvsub|Mario|SSB|back throw}} being especially powerful. Mario, however, has limited [[range]] compared to characters tiered higher than him, with issues in the hitboxes of his tilts and aerials. He also has poor mobility, with subpar [[walking]] and [[dashing]] speeds, and a low air speed, also slightly limiting his combo ability. In addition to this, his recovery, despite being good, is on the more predictable side against most characters, with his Super Jump Punch and Mario Tornado traveling in a linear way that isn't too difficult to attack out of. Overall, however, Mario has the tools to take on any character.
Mario, however, has limited [[range]] compared to characters tiered higher than him, with issues in the [[hitbox]]es of his tilts and aerials. He also has poor mobility, with subpar [[walking]] and [[dashing]] speeds, and a low air speed, also slightly limiting his combo ability. In addition to this, his [[recovery]], despite being good, is on the more predictable side against most characters, with his Super Jump Punch and Mario Tornado traveling in a linear way that isn't too difficult to attack out of.  
 
Overall, Mario has the tools to take on any character. He is also considered to be slightly better in the Japanese version due to the changes to [[SDI]].


==Attributes==
==Attributes==
[[File:Marioending.jpg|thumb|230px|Mario's ending picture in Super Smash Bros.]]
[[File:SSB64 Congratulations Mario.png|thumb|230px|Mario's [[congratulations screen]].]]
Mario is considered to be the balanced character. His stats are overall average to slightly subpar, with average [[weight]], size, and falling speed, and below average walking, dashing, and air speeds. He overall has a good combination of low power and high power attacks, giving him a pretty strong combo ability with many options, yet a variety of KO moves and options. He also has a projectile in his Fireball, that is a decent way to prevent opponent [[approach]]es due to falling downward while moving forward if used in the air. On the ground, it travels too slowly (along with the move's [[ending lag]]) to be effective however.
[[File:Ssb64mario.jpg|thumb|Mario using Super Jump Punch in the ''Smash 64'' instruction booklet.]]
Mario is considered to be the balanced character. His stats are overall average to slightly subpar, with average [[weight]], size, falling speed, and traction and below average walking, dashing, and air speeds as well as a subpar jump. He overall has a good combination of low power and high power attacks, giving him a pretty strong combo ability with many options, yet a variety of KO moves and options. He also has a projectile in his Fireball, that is a decent way to prevent opponent [[approach]]es due to falling downward while moving forward if used in the air. On the ground, it travels too slowly (along with the move's [[ending lag]]) to be effective however.


Mario's down aerial, a [[drill kick]], is an excellent damage racker, being able to combo straight into an up aerial or itself (if offstage or high enough). It, being a meteor smash with consistently low knockback, is a rather effective way to [[gimp]] opponent's recoveries, and isn't of very high risk to use offstage due to Mario's good recovery. Mario's [[short hop]]ped down aerial to up aerial combos are usually considered the best way to rack damage at base to low percentages, when his up tilt has too much [[ending lag]] to combo efficiently. His up tilt can chain into itself easily at moderate or close to moderate percentages, can combo into aerials, and is an effective move to use for [[juggling]] along with his up aerial. Mario's up smash and back throw are very powerful KO move, with the former being able to KO on [[Dream Land]] as low as 73%, and being able to be combo'd into with a short hopped [[Z-cancel]]led down aerial, and the latter easily being able to garner KOs or at least set up edgeguards when used near the edge. His down smash is also a powerful move, with its two hits being spread out over a somewhat long duration, allowing it to easily read defensive options such as rolls, and also being able to hit characters on the [[edge]]. Even his forward throw and forward smash, weaker than his main KO moves, are strong enough to be able to KO near the edge.
Mario's down aerial, a drill kick, is an excellent damage racker, being able to combo straight into an up aerial or itself (if offstage or high enough). It, being a meteor smash with consistently low knockback, is a rather effective way to [[gimp]] opponent's recoveries, and isn't of very high risk to use offstage due to Mario's good recovery. Mario's [[short hop]]ped down aerial to up aerial combos are usually considered the best way to rack damage at base to low percentages, when his up tilt has too much [[ending lag]] to combo efficiently. His up tilt can chain into itself easily at moderate or close to moderate percentages, can combo into aerials, and is an effective move to use for [[juggling]] along with his up aerial. Mario's up smash and back throw are very powerful KO moves, with the former being able to KO on {{SSB|Dream Land}} as low as 73%, and being able to be combo'd into with a short hopped [[Z-cancel]]led down aerial, and the latter easily being able to garner KOs or at least set up edgeguards when used near the edge. His down smash is also a powerful move, with its two hits being spread out over a somewhat long duration, allowing it to easily read defensive options such as rolls, and also being able to hit characters on the [[edge]]. Even his forward throw and forward smash, weaker than his main KO moves, are strong enough to be able to KO near the edge.


Mario also has one of the best offstage games. His forward aerial consists of multiple hits, with the last few being able to [[semi-spike]], while his back aerial is a solid KO move. Both can also be used for spacing efficiently. His down aerial can drag opponents down if used repeatedly, as it is a meteor smash with extremely low set knockback, though it isn't very fast, meaning characters with better recoveries (mostly {{SSB|Pikachu}}, other Marios to a lesser extent) are able to escape. His neutral aerial, while inferior to back aerial in terms of power, may be used to edgeguard whenever Mario is in the situational position to use it after a combo. [[Super Jump Punch]] and [[Mario Tornado]] also grant Mario a good recovery (though the latter requires quick [[button mashing]]), especially vertically, and while both moves travel in a linear way, Mario Tornado can be used at different times to mix up his options and make his recovery more unpredictable.
Mario also has one of the best offstage games. His forward aerial consists of multiple hitboxes, with the last few being able to [[semi-spike]], while it and his back aerial are solid KO moves due to their speed, range, and power. Both can also be used for spacing efficiently. His down aerial can drag opponents down if used repeatedly, as it is a meteor smash with extremely low set knockback, though it isn't very fast, meaning characters with better recoveries (mostly {{SSB|Pikachu}}, other Marios to a lesser extent) are able to escape. His neutral aerial, while inferior to back and forward aerials in terms of power, may be used to edgeguard whenever Mario is in the situational position to use it after a combo. [[Fireball]], his neutral special, can also be used to gimp opponents with linear recoveries. [[Super Jump Punch]] and [[Mario Tornado]] also grant Mario a good recovery (though the latter requires quick [[button mashing]]), especially vertically, and while both moves travel in a linear way, Mario Tornado can be used at different times to mix up his options and make his recovery less predictable. It can also add to Mario's incredible edgeguarding prowess, being capable of very powerfully meteor smashing, which can be used effectively against foes recovering high.


Despite his advantages which compensate for his disadvantages, Mario still has some weaknesses that prevent him from being in the higher tiers. His attacks generally have short [[range]], allowing many characters to outspace and out[[camp]] him easily, particularly ones with some [[disjointed]] moves (most notably {{SSB|Kirby}}, Pikachu, and maybe {{SSB|Fox}}). He also lacks a reliable way to deal with projectiles, which combined with his poor mobility, gives him difficulty approaching characters such as Fox. Mario's attacks also aren't very fast, with his best finisher (up smash) having major ending lag, and only very few of his moves (such as up aerial) having notably fast [[startup]]. Mario also isn't too good at dealing with [[pressure]] due to his poor mobility, though his [[OoS]] options are pretty decent.
Despite his advantages which compensate for his disadvantages, Mario still has some weaknesses that prevent him from being in the higher tiers. His attacks generally have short [[range]], allowing many characters to outspace and out[[camp]] him easily, particularly ones with some [[disjointed]] moves (most notably {{SSB|Kirby}}, Pikachu, and maybe {{SSB|Fox}}). He also lacks a reliable way to deal with projectiles, which combined with his poor mobility, gives him difficulty approaching characters such as Fox. Mario's attacks also aren't very fast, with his best finisher (up smash) having major ending lag, and only very few of his moves (such as up aerial) having notably fast [[startup]]. Mario also isn't too good at dealing with [[pressure]] due to his poor mobility, though he has good [[OoS]] options.


Mario, overall, has above average [[matchup]]s. His only disadvantageous matchups are Pikachu on Dream Land and Fox on [[Hyrule Castle]], with a handful of his matchups being even.
==Differences between game versions==
In his transition to the NTSC-U version, Mario got a mix of buffs and nerfs, but was slightly nerfed overall due to the higher SDI presence. Nevertheless, he is still considered to be viable in competitive play.
 
===Attributes===
*{{change|Mario is bigger (1.0x → 1.12x). This improves his range but makes him easier to hit.}}
*{{buff|Mario's head is skinnier (Y stretch: 160 → 140), making his head hurtbox a bit smaller. However, he is still slightly taller overall due to his larger model size.}}
*{{buff|Rolls travel farther due to Mario's larger size.}}
 
===Special attacks===
*{{buff|Fireballs do more damage (6% → 7%).}}
*{{buff|Fireballs travel a longer distance.}}
*{{nerf|Fireballs have less knockback (22 (base), 50 (scaling) → 10/25).}}
*{{buff|Super Jump Punch covers more distance due to Mario's larger size.}}


==Moveset==
==Moveset==
For visualization's on Mario's hitboxes, click [[Mario (SSB)/Hitboxes|here]].
[[File:SSB64 Mario.gif|right]]
[[File:SSB64 Mario.gif|right]]
<imagemap>File:Mario air attacks ssb.gif|thumb|Mario's aerial attacks. Click on one of them to see their respective subpage.
[[File:Mario air attacks ssb.gif|thumb|Mario's aerial attacks.]]
rect 60 0 127 60 [[Mario (SSB)/Up aerial]]
rect 0 64 60 121 [[Mario (SSB)/Back aerial]]
rect 63 61 124 119 [[Mario (SSB)/Neutral aerial]]
rect 120 61 192 119 [[Mario (SSB)/Forward aerial]]
rect 63 123 127 180 [[Mario (SSB)/Down aerial]]
</imagemap>
[[File:Ssb64mario.jpg|thumb|right|Mario in the ''Smash 64'' instruction booklet.]]
{{MovesetTable
{{MovesetTable
|game=SSB
|game=SSB
|neutralcount=3
|neutralcount=3
|neutral1name=Jab
|neutralname=Left Punch ({{ja|左パンチ|Hidari Panchi}}) / Right Punch ({{ja|右パンチ|Migi Panchi}}) / Kick ({{ja|キック|Kikku}})
|neutral1dmg=2%
|neutral1dmg=2%
|neutral1desc=A jab, leads to the easiest [[jab grab]] in the game in terms of how early it can be cancelled and how much range it has.
|neutral2dmg=2%
|neutral2name=Punch
|neutral3dmg=4%
|neutral2dmg=4%
|neutraldesc=Mario performs two quick jabs followed by a kick. Due to the speed of his first jab, Mario can perform a [[jab grab]]. This combo is taken directly from ''[[Super Mario 64]]''.
|neutral2desc=A punch.
|ftiltangles=3
|neutral3name=Kick
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|neutral3dmg=5%
|ftiltupdmg=14%
|neutral3desc=A kick. This combo is taken directly from ''[[Super Mario 64]]''.
|ftiltsidedmg=13%
|ftiltname=Roundhouse Kick
|ftiltdowndmg=12%
|ftiltdmg=13%
|ftiltdesc=Kicks straight forward. Can be angled up or down and it can used for spacing but rarely used due to Mario having better options. Comes out fast with decent range and power, although it has high ending lag.
|ftiltdesc=Kick straight forward. An okay move for spacing but rarely used due to Mario having better options. Comes out fast with decent range.
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltname=Spin Punch
|utiltdmg=10%
|utiltdmg=10%
|utiltdesc=High spin punch, Mario twirls and punches upwards. Above average knockback scaling for a tilt attack, can KO at extremely high percentages. It does have low base knockback, meaning it can easily chain into itself at around moderate percentages, though its ending lag is usually too much at base to low percentages for this to be performed efficiently. Can also combo into aerials.
|utiltdesc=Performs a spinning uppercut. Mario twirls and punches upwards. Above average knockback scaling for a tilt attack, allowing it to KO at extremely high percentages. It does have low base knockback, meaning it can easily chain into itself or combo into other aerials at around moderate percentages. The move has high ending lag however, which makes the move punishable on hit at lower percents when combined with its low base knockback.
|dtiltname=Spin Kick
|dtiltname=Spinning Kick ({{ja|スピニングキック|Supiningu Kikku}})
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=Sweep kick forward. Not many uses in general outside of gimping recoveries in very specific situations.
|dtiltdesc=Does a sweep kick forward. Has decent power and surprisingly great range, although it has fairly high ending lag, limiting its effectiveness outside of gimping recoveries in very specific situations.
|dashname=Slide
|dashname=Slide ({{ja|滑り台|Suberidai}})
|dashdmg=12%
|dashdmg=12% (clean), 10% (late)
|dashdesc=Does a sliding tackle, taken from ''Super Mario 64''. Above average ending lag and not many followup options.
|dashdesc=Does a sliding tackle, taken from ''Super Mario 64''. Above average ending lag and not many followup options. If Mario does this move while holding a battering item, he will instead do a body slide, also from ''Super Mario 64''.
|fsmashname=Mega Punch
|fsmashangles=3
|fsmashdmg=17%
|fsmashname=Smash Punch ({{ja|スマッシュパンチ|Sumasshu Panchi}})
|fsmashdesc=Punches in front of him, his fist enlarging as he does so. Medium speed and good power, though inferior to his up and down smashes and back throw in terms of KO power.
|fsmashupdmg=18%
|usmashname=Headbutt Up
|fsmashsidedmg=17%
|fsmashdowndmg=16%
|fsmashdesc=Punches in front of him, his fist enlarging as he does so. Medium speed and average power for a forward smash, though it is slower than his up and down smashes and back throw.
|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashdmg=19%
|usmashdmg=19%
|usmashdesc=Headbutts upwards. His whole head becomes a very large disjointed hitbox, and it's a very powerful vertical finisher, being the strongest up smash in the game (tied with {{SSB|Luigi}}'s and {{SSB|Jigglypuff}}'s). Its ending lag and somewhat short range horizontally limits its effectiveness however.
|usmashdesc=Headbutts upwards. His whole head becomes intangible for a period of time and it has a very large disjointed hitbox, with extremely high vertical knockback, being one of the strongest up smashes in the game (tied with {{SSB|Luigi}}'s {{SSB|Donkey Kong}}'s and {{SSB|Jigglypuff}}'s). Its high ending lag and somewhat short range horizontally limits its effectiveness however.
|dsmashname=Breakdance Kick
|dsmashname=Double Kick ({{ja|ダブルキック|Daburu Kikku}})
|dsmashdmg=17%
|dsmashdmg=17%
|dsmashdesc=Twirls around while breakdancing on both sides. A good KO/edgeguard move, also a decent way to space. Usually used to [[punish]] [[tech]]s/rolls.
|dsmashdesc=Twirls around while breakdancing on both sides. A good KO/edgeguard move, also a decent way to space. Usually used to [[punish]] [[tech]]s/rolls.
|nairname=Air Kick
|nairname=Mario Kick ({{ja|マリオキック|Mario Kikku}})
|nairdmg=14%
|nairdmg=14% (clean), 11% (late)
|nairdesc=A [[sex kick]]. It gets weaker the longer it's out, though when it first comes out it's a good finisher (though inferior to back aerial). One of the better neutral aerials overall in the game.
|nairdesc=Performs a [[sex kick]]. It gets weaker the longer it's out, though when it first comes out, it is a good finisher (though weaker than his forward and back aerials). One of the better neutral aerials overall in the game due to its frame 3 startup and long lasting hitbox.
|fairname=Spin Drill
|fairname=Forward Dropkick ({{ja|前方ドロップキック|Zenpō Doroppukikku}})
|fairdmg=16%
|fairdmg=16% (clean), 10% (late)
|fairdesc=Forwards spin kick. Last few hitboxes can [[semi-spike]], so it can be used for a gimp. Highly useful against the majority of recoveries in the game. Can combo easily at moderate percentages.
|fairdesc=Performs a forwards spin kick. Has slow startup lag but it has a decently powerful hitbox when it first comes out. Highly useful against the majority of recoveries in the game. Can combo easily at moderate percentages.
|bairname=Back Kick
|bairname=Backward Dropkick ({{ja|バックワードキック|Bakkuwādo Kikku}})
|bairdmg=16%
|bairdmg=16% (clean), 10% (late)
|bairdesc=Backwards kick. Good for edgeguarding, and has good power.
|bairdesc=Performs a backwards kick. Similar to forward aerial except it has slightly lower startup and a shorter lasting hitbox. Good for edgeguarding, and has good power.
|uairname=Flip Kick
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairdmg=12%
|uairdmg=12% (clean), 9% (late)
|uairdesc=Flip kick. Knockback direction depends on which angle the foe was hit on. Lower power than most of his moves, but an effective juggling and combo move.
|uairdesc=Performs a flip kick. It comes out on frame 2, making it the fastest aerial in the game in terms of startup lag (along with {{mvsub|Luigi|SSB|up aerial|poss=y}}). Knockback direction depends on which angle the foe was hit on. Lower power than most of his moves, but an effective juggling and combo move.
|dairname=Drill Kick
|dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|dairdmg=24% if all hits connect
|dairdmg=3% (hits 1-8), 24% (total)
|dairdesc=Spin kick, 3%/hit, up to 8 hits. A useful [[meteor smash]]; Similar to {{mvsub|Kirby|SSB|down aerial|poss=y}}, it can be used multiple times to ensure that the foe is unable to recover. Can combo into itself and up aerial easily. Like other [[drill]]s, it is heavily [[SDI]]able however.
|dairdesc=Performs a downward drill kick, 3%/hit, up to 8 hits for a total of 24%. A useful [[meteor smash]]; Similar to {{mvsub|Jigglypuff|SSB|down aerial|poss=y}}, it can be used multiple times to ensure that the foe is unable to recover. It has slow startup lag but minimal ending lag compared to other drill kills. Can combo into itself and up aerial easily. It also has solid shield pressuring potential due to its low ending lag. Like other drills, it is heavily SDIable, however.
|grabname=
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=
|fthrowname=Spin Throw
|fthrowname=Forward Spin Throw ({{ja|前方スピンスロー|Zenpō supinsurō}})
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Spin throw forward. He quickly swings the foe once and tosses them in front of him. A good throw in terms of power, though back throw is better for KOs. Can easily get opponents offstage. Also usable to [[chaingrab]] in the "tent" portion of Hyrule Castle.
|fthrowdesc=Performs a Spin throw forward. He quickly swings the foe once and tosses them in front of him. A standard forward throw with decent knockback, though back throw is usually better for KOs. Can easily get opponents offstage. Also usable to [[chaingrab]] in the "tent" portion of Hyrule Castle.
|bthrowname=64 Throw
|bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowdmg=16%
|bthrowdmg=16% (throw), 10% (collateral)
|bthrowdesc=''Super Mario 64'' throw; grabs opponent by the legs and swings them until release. One of the most powerful back throws in the game, a very reliable finisher.
|bthrowdesc=Grabs opponent by the legs and swings them until release (similar to his ''Super Mario 64'' [[Bowser]] throw). It has standard knockback for a back throw, being a very reliable finisher. The throw is slow, although Mario's opponent has a hitbox while he spins them around.
|floorbname=
|floorbname=
|floorbdmg=6%
|floorbdmg=6%
Line 110: Line 125:
|edgesdmg=6%
|edgesdmg=6%
|edgesdesc=Slowly gets up and punches.
|edgesdesc=Slowly gets up and punches.
|nsname=Fireball
|nsname=Fire Ball
|nsdmg=7%
|nspage=Fireball
|nsdmg=7%, 6% (NTSC-J)
|nsdesc=Throws a fireball, which travels forward and loses momentum with each bounce. Because of this, they are best used in the air, and at higher locations. They can be spammed, though with some difficulty (and at a slower rate of fire than {{SSB|Luigi}}'s), and are a decent approaching tactic. The move can be more efficient when used in the air, falling to meet the enemy at ground level, while still moving, and negating [[lag]].
|nsdesc=Throws a fireball, which travels forward and loses momentum with each bounce. Because of this, they are best used in the air, and at higher locations. They can be spammed, though with some difficulty (and at a slower rate of fire than {{SSB|Luigi}}'s), and are a decent approaching tactic. The move can be more efficient when used in the air, falling to meet the enemy at ground level, while still moving, and negating [[lag]].
|usname=Super Jump Punch
|usname=Super Jump Punch
|usdmg=15% if all hits connect
|usdmg=5% (hit 1), 1% (hits 2-8), 3% (hit 9), 15% (total)
|usdesc=Does a jumping uppercut, which causes damage and makes coins fly out of the opponent. Can rack up damage. Mainly used for recovery, with great vertical range and decent horizontal range if aimed forward.
|usdesc=Does a jumping uppercut, which causes damage and makes coins fly out of the opponent. Can rack up damage. Mainly used for recovery, with great vertical range and decent horizontal range if aimed forward. Can also be used [[OoS]] and as a combo breaker due to its frame 2 startup lag (where Mario is also [[intangible]]).
|dsname=Mario Tornado
|dsname=Mario Tornado
|dsdmg=14% if all hits connect
|dsdmg=1% (hits 1-14), 14% (total)
|dsdesc=Does a spinning tornado attack, resembling the Spin Jump from [[Super Mario World]]. Has set knockback. If the lower segment of the final hitbox lands successfully, the move is a [[meteor smash]]. If the B button is pressed repeatedly in midair, Mario will rise upwards.
|dsdesc=Does a spinning tornado attack, resembling the Spin Jump from [[Super Mario World]]. Has set knockback. If the lower segment of the final hitbox lands successfully, the move is a [[meteor smash]]. If the B button is pressed repeatedly in midair, Mario will rise upwards. Has no startup lag, although the opponent can easily escape the move.  
}}
}}


===Taunt===
===[[Announcer]] call===
*Puts his arms by his sides and grows, as if receiving a Super Mushroom. He shrinks shortly after. A very long taunt, so it is often used sparingly. Mario's taunt can be immediately canceled when he starts to shrink by using the Z button.
<gallery>
File: Mario SSB64.ogg|English/Japanese/Chinese
File: Mario French Announcer SSB.wav|French
File: Mario German Announcer SSB.wav|German
</gallery>


==In [[Competitive play]]==
===[[On-screen appearance]]===
===Matchups===
{{Appearance
{{SSB64MatchupTable|mario=yes}}
|desc=Jumps out of a Warp Pipe, similar to his entrance from the beginning of ''Super Mario 64''.
|char=Mario
|game=SSB}}


===Notable players===
===[[Taunt]]===
:''See also: [[:Category:Mario professionals]]''
{{Taunt/SSB|char=Mario|desc=Puts his arms by his sides and grows, as if receiving a Super Mushroom. He shrinks shortly after. It is a rather long taunt (the longest in the game), so it is often used sparingly. Mario's taunt can be immediately canceled when he starts to shrink by using the Z button.}}
*{{Sm|Isai}}
 
*{{Sm|Nintendude}}
===[[Crowd cheer]]===
*{{Sm|NTA}}
{{Crowd
*{{Sm|SuPeRbOoMfAn}}
|char=Mario
|game=SSB
|desc-us=Mario! *claps three times*
|desc-jp=Ma - *clap* ri - o! *clap*
|pitch-us=Group chant
|pitch-jp=Group chant}}
 
===[[Victory pose]]s===
{{Victory/SSB
|victory-theme=MushroomKingdomTheme64.ogg
|victory-desc=A cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]''
|desc-1=Jumps and turns around simultaneously with one arm in the air (also his character selection animation).
|desc-2=Spins one arm and punches the screen, saying "Here we go!".
|desc-3=Hops thrice to the right then stops in front of the screen.
|char=Mario}}
 
==In [[competitive play]]==
===Most historically significant players===
 
:''See also: [[:Category:Mario players (SSB)]]''
<!--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 -->
 
*{{Sm|Czar|USA}} - One of the most prominent Mario players in all of ''Smash 64''. He notably placed 5th at {{Trn|Super Smash Con 2015}}, defeating {{Sm|Josh Brody}} and {{Sm|Mercy}} with Mario. He additionally marked some of the highest major placements while solely using Mario, with 7th at {{Trn|Keystoned V}} and 13th at {{Trn|Boss Battle 3}}. He is commonly ranked as the best Mario player in recent years, peaking at 34th on the [[2019-2020 Smash 64 Power Rankings]].
*{{Sm|FAUST|Japan}} - The best Mario player from Japan, but has since been inactive. Has done well playing Mario at events such as 4th at {{Trn|Kanto 2016}} where he beat {{Sm|Shizuku}}, and two other top 12 placements at {{Trn|Kanto 2014}} and {{Trn|Kanto 2017}}.
*{{Sm|Fireblaster|USA}} - A high-level {{SSB|Yoshi}} player who previously used Mario as a co-main. He played both characters in sets shown with his wins against Mercy and {{Sm|LD}} at {{Trn|Super Smash Con 2015}} where he placed 5th. He has also made other top 8s such as 5th at {{Trn|Shine 2017}} and 7th at {{Trn|Apex 2015}} using both characters. He was previously ranked 36th on the [[2019-2020 Smash 64 Power Rankings]].
*{{Sm|Fruity|Spain}} - One of the most notable European ''Smash 64'' players. Placed 7th at {{Trn|B.E.A.S.T 7}} with solo Mario, as well as 2nd at {{Trn|Vivaldi Autumn}} and {{Trn|Brussels Smash 64 Meetup}} using him as a secondary. He is also active in online weeklies, being ranked 2nd on the February 2023 Online All-Time [[European Smash 64 Power Rankings]].
*{{Sm|Hydra|USA}} - One of the best solo Mario players in the United States alongside Kimimaru. Most notably placed 5th at {{Trn|Snosa IV}} where his tournament run included wins over {{Sm|Darkhorse}}, {{Sm|SOMBRERO}}, and {{Sm|cobr}}. He also made major placements with 13th at {{Trn|Snosa III}} and 17th at {{Trn|GENESIS 5}}. Previously ranked 59th on the [[2017 64 League Rankings]] before becoming mainly inactive since early 2019.
*{{Sm|Isai|USA}} - One of the best ''Smash 64'' players of all time who is efficient with the entire cast. Notably placed 2nd at {{Trn|Apex 2013}} with solo Mario, beating {{Sm|KeroKeroppi}}, {{Sm|Kikoushi}}, and {{Sm|Ruoka Dancho}} at the tournament. His Apex run remains the highest Mario result seen in the history of ''Smash 64''. He has used the character again at many tournaments such as his 1st at {{Trn|Keystoned V}} and 5th at {{Trn|Snosa 5}}.
*{{Sm|Kimimaru|USA}} - One of the best solo Mario players in the United States alongside Hydra. Placed 9th at both {{Trn|Snosa III}} and {{Trn|GENESIS 5}}, and 17th at {{Trn|GENESIS 3}} with overall wins over {{Sm|Shihman}}, {{Sm|SotoH}}, and {{Sm|NaCl}}. Previously ranked 41st on the [[2017 64 League Rankings]] before becoming mainly inactive since early 2018.
*{{Sm|Nintendude|USA}} - Considered one of the best Mario players in the United States before switching to {{SSB|Fox}}. He notably went solo Mario at 9th at {{Trn|Apex 2013}}, as well as 4th at {{Trn|Zenith 2013}} and 13th at {{Trn|Apex 2014}} as one of his characters. He took sets over LD and Josh Brody back when he mained the character.
 
===Tier placement and history===
Mario was originally seen as a decent character in the early metagame, where he was ranked at 7th of middle tier on the first list. However, as the metagame progressed, Mario's strengths and how well he was doing in matchups was called into question where he was seen to do well against higher tiered characters. He was seen as being able to go even with Kirby and Captain Falcon, two strong high tier characters who were used in tournaments frequently. He would rise up to 5th of A tier on the second tier list, where he was seen as a high tier character. On the third list, he would remain as 5th but would move to B tier along with Falcon. 
 
In the years since the third tier list, Mario's presence in tournaments would start to drop. This would be due to players either not showing up as much as in the case of Czar, use him as a secondary as in the case of Alvin and Fireblaster or drop him completely as in the case of Nintendude, who dropped him for Fox. This was not helped by the growing presence of Yoshi and Jigglypuff players who were showing how well their characters were against the higher tiered characters, even having better matchups against them then Mario. This would result in Mario dropping back down to 7th in B tier, a spot he has not been in since the first tier list. However, Mario still has a presence in tournaments, so it is unknown how well he will do in the future.
 
==Techniques==
===Tornado recovery===
Mario can gain vertical distance during the Mario Tornado if the special button is mashed often enough during the attack animation, similarly to the [[Luigi Cyclone]]. However, the button must be mashed much faster than with {{SSB|Luigi}} due to Mario's faster [[falling speed]] and slightly lower maximum height that can be reached from his down special.
 
===Mario Bros. "pseudo-spike"===
Both Mario and Luigi can "spike" an opponent by repeatedly using their [[down aerial]]s on the opponent when off the edge and then taking advantage of their huge vertical [[recover]]ies to get back to the stage. This does not work against {{SSB|Pikachu}}, who has a much longer and faster vertical recovery than either Mario or Luigi.
 
===Jab grab===
{{main|Jab grab}}
 
Mario is one of four characters (along with {{SSB|Pikachu}}, {{SSB|Ness}}, and {{SSB|Luigi}}) that can perform the jab grab, an exploit that allows increased shield [[pressure]]. Mario can exploit the high [[shield stun]] by jabbing, then immediately [[jab cancel]]ling using a grab.


==In 1P Game==
==In 1P Game==
In the game's single-player mode, a player and a randomly chosen ally fight against Mario and {{SSB|Luigi}} in a team battle on [[Peach's Castle]]. Later on in the single-player mode, [[Metal Mario]], a metallic incarnation of Mario (introduced in ''Super Mario 64''), is featured as a "boss character"  in [[Meta Crystal]]. He is not merely a heavier texture-swap of Mario; his weight is drastically higher than Mario's, and his attacks deal much more knockback as well. He can take many, many hits before being KO'd.
In the game's single-player mode, a player and a randomly chosen ally fight against Mario and {{SSB|Luigi}} in a team battle on [[Peach's Castle]]. If the player hasn't dealt any damage to Mario before defeating Luigi, the player will be awarded with the [[List of bonuses|Bros. Calamity]] bonus, which is worth 25,000 points.
 
Later on in the single-player mode, [[Metal Mario]], a metallic incarnation of Mario (introduced in ''Super Mario 64''), is featured as a "boss character"  in [[Meta Crystal]]. He is not merely a heavier texture-swap of Mario, as his attacks also deal much more knockback.


==Description==
==Description==
Line 147: Line 217:
*Mario Kart 64 ([[N64]])
*Mario Kart 64 ([[N64]])


==[[Palette swap (SSB)#Mario|Costumes]]==
==[[Alternate costume (SSB)#Mario|Alternate costumes]]==
[[File:alt-mario.jpg|frame|center|Mario's changeable clothing in ''Smash 64'']]
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=5|[[File:Mario Palette (SSB).png]]
|-
|{{Head|Mario|g=SSB|s=25px}}
|{{Head|Mario|g=SSB|s=25px|cl=Yellow}}
|{{Head|Mario|g=SSB|s=25px|cl=Brown}}
|{{Head|Mario|g=SSB|s=25px|cl=Blue}}
|{{Head|Mario|g=SSB|s=25px|cl=Green}}
|}


==Trivia==
*Mario's artwork pose has him holding up a {{s|wikipedia|V sign}}, as he did in several older games such as ''[[Super Mario World]]''; the pose is similar to [[mariowiki:File:SMB2_Mario_V-Sign_Artwork.png|a piece of official artwork]] from ''[[Super Mario Bros. 2]]''.
*Mario's portrait on the [[character selection screen]] is based [[mariowiki:File:Mario_smiling_SM64_artwork.png|on one of his renders]] from ''{{s|mariowiki|Super Mario 64}}''.
*Mario is the only character who speaks in one of his victory poses (the line being "Here we go!").
*In several images on the Japanese ''Super Smash Bros.'' website, Mario's default costume's overalls seem to have a tint of purple to them, similarly to Luigi's. This was changed in the final game.
*in the game's system debug menu, FGM 437 is an unused voice clip of Mario saying "Let’s-a go!", which is recycled from ''Super Mario 64''.
{{SSBCharacters}}
{{SSBCharacters}}
{{Mario universe}}
{{Mario universe}}
[[Category:Characters (SSB)]]
 
[[Category:Mario universe]]
[[Category:Mario (SSB)| ]]
[[Category:Mario (SSB)]]
[[es:Mario (SSB)]]

Latest revision as of 21:28, November 9, 2024

This article is about Mario's appearance in Super Smash Bros. For the character in other contexts, see Mario.
Mario
in Super Smash Bros.
Mario SSB.png
MarioSymbol(preBrawl).svg
Universe Mario
Other playable appearances in Melee
in Brawl
in SSB4
in Ultimate
Availability Starter
Tier B (7) (North America)
? (6) (Japan)
Mario (SSB)

Mario (マリオ, Mario) appears as a starter character in Super Smash Bros. He is considered an "all-around" fighter (like in most games) due to his relatively balanced attributes, a trait that has carried on with him in subsequent games.

Mario is voiced by Charles Martinet, who reprises his role from Super Mario 64 through re-purposed voice clips.

Mario ranks 7th on the tier list, in the B tier. As an all-rounder character, Mario generally has a great balance of offensive and defensive capabilities. He has a strong combo game, including a versatile down aerial (that can easily lead into an up aerial to continue the combo, an up smash as a finisher, or itself offstage to drag opponents down) and his up tilt (which can chain into itself at moderately low to moderate percentages), as well as among the best edgeguarding abilities, with powerful forward and back aerials that can also space against opponents easily, down aerial meteor smash with extremely low set knockback, and a powerful down smash that can easily cover edge options and rolls. To further compliment his offstage game, he also has one of the few good recoveries in the game; despite a moderate falling speed and low air speed, his Super Jump Punch gains some good distance while being relatively quick, and he also has an additional option in his Mario Tornado, which can even meteor smash a careless edgeguarder on the last hit. Mario has numerous additional tools, including a projectile in his Fireball, a very powerful finisher in his up smash, and useful throws, with his back throw being especially powerful.

Mario, however, has limited range compared to characters tiered higher than him, with issues in the hitboxes of his tilts and aerials. He also has poor mobility, with subpar walking and dashing speeds, and a low air speed, also slightly limiting his combo ability. In addition to this, his recovery, despite being good, is on the more predictable side against most characters, with his Super Jump Punch and Mario Tornado traveling in a linear way that isn't too difficult to attack out of.

Overall, Mario has the tools to take on any character. He is also considered to be slightly better in the Japanese version due to the changes to SDI.

Attributes[edit]

Mario using Super Jump Punch in the Smash 64 instruction booklet.

Mario is considered to be the balanced character. His stats are overall average to slightly subpar, with average weight, size, falling speed, and traction and below average walking, dashing, and air speeds as well as a subpar jump. He overall has a good combination of low power and high power attacks, giving him a pretty strong combo ability with many options, yet a variety of KO moves and options. He also has a projectile in his Fireball, that is a decent way to prevent opponent approaches due to falling downward while moving forward if used in the air. On the ground, it travels too slowly (along with the move's ending lag) to be effective however.

Mario's down aerial, a drill kick, is an excellent damage racker, being able to combo straight into an up aerial or itself (if offstage or high enough). It, being a meteor smash with consistently low knockback, is a rather effective way to gimp opponent's recoveries, and isn't of very high risk to use offstage due to Mario's good recovery. Mario's short hopped down aerial to up aerial combos are usually considered the best way to rack damage at base to low percentages, when his up tilt has too much ending lag to combo efficiently. His up tilt can chain into itself easily at moderate or close to moderate percentages, can combo into aerials, and is an effective move to use for juggling along with his up aerial. Mario's up smash and back throw are very powerful KO moves, with the former being able to KO on Dream Land as low as 73%, and being able to be combo'd into with a short hopped Z-cancelled down aerial, and the latter easily being able to garner KOs or at least set up edgeguards when used near the edge. His down smash is also a powerful move, with its two hits being spread out over a somewhat long duration, allowing it to easily read defensive options such as rolls, and also being able to hit characters on the edge. Even his forward throw and forward smash, weaker than his main KO moves, are strong enough to be able to KO near the edge.

Mario also has one of the best offstage games. His forward aerial consists of multiple hitboxes, with the last few being able to semi-spike, while it and his back aerial are solid KO moves due to their speed, range, and power. Both can also be used for spacing efficiently. His down aerial can drag opponents down if used repeatedly, as it is a meteor smash with extremely low set knockback, though it isn't very fast, meaning characters with better recoveries (mostly Pikachu, other Marios to a lesser extent) are able to escape. His neutral aerial, while inferior to back and forward aerials in terms of power, may be used to edgeguard whenever Mario is in the situational position to use it after a combo. Fireball, his neutral special, can also be used to gimp opponents with linear recoveries. Super Jump Punch and Mario Tornado also grant Mario a good recovery (though the latter requires quick button mashing), especially vertically, and while both moves travel in a linear way, Mario Tornado can be used at different times to mix up his options and make his recovery less predictable. It can also add to Mario's incredible edgeguarding prowess, being capable of very powerfully meteor smashing, which can be used effectively against foes recovering high.

Despite his advantages which compensate for his disadvantages, Mario still has some weaknesses that prevent him from being in the higher tiers. His attacks generally have short range, allowing many characters to outspace and outcamp him easily, particularly ones with some disjointed moves (most notably Kirby, Pikachu, and maybe Fox). He also lacks a reliable way to deal with projectiles, which combined with his poor mobility, gives him difficulty approaching characters such as Fox. Mario's attacks also aren't very fast, with his best finisher (up smash) having major ending lag, and only very few of his moves (such as up aerial) having notably fast startup. Mario also isn't too good at dealing with pressure due to his poor mobility, though he has good OoS options.

Differences between game versions[edit]

In his transition to the NTSC-U version, Mario got a mix of buffs and nerfs, but was slightly nerfed overall due to the higher SDI presence. Nevertheless, he is still considered to be viable in competitive play.

Attributes[edit]

  • Change Mario is bigger (1.0x → 1.12x). This improves his range but makes him easier to hit.
  • Buff Mario's head is skinnier (Y stretch: 160 → 140), making his head hurtbox a bit smaller. However, he is still slightly taller overall due to his larger model size.
  • Buff Rolls travel farther due to Mario's larger size.

Special attacks[edit]

  • Buff Fireballs do more damage (6% → 7%).
  • Buff Fireballs travel a longer distance.
  • Nerf Fireballs have less knockback (22 (base), 50 (scaling) → 10/25).
  • Buff Super Jump Punch covers more distance due to Mario's larger size.

Moveset[edit]

For visualization's on Mario's hitboxes, click here.

SSB64 Mario.gif
Mario's aerial attacks.
  Name Damage Description
Neutral attack Left Punch (左パンチ) / Right Punch (右パンチ) / Kick (キック) 2% Mario performs two quick jabs followed by a kick. Due to the speed of his first jab, Mario can perform a jab grab. This combo is taken directly from Super Mario 64.
2%
4%
Forward tilt Middle Kick (ミドルキック) 14% Kicks straight forward. Can be angled up or down and it can used for spacing but rarely used due to Mario having better options. Comes out fast with decent range and power, although it has high ending lag.
13%
12%
Up tilt Uppercut (アッパーカット) 10% Performs a spinning uppercut. Mario twirls and punches upwards. Above average knockback scaling for a tilt attack, allowing it to KO at extremely high percentages. It does have low base knockback, meaning it can easily chain into itself or combo into other aerials at around moderate percentages. The move has high ending lag however, which makes the move punishable on hit at lower percents when combined with its low base knockback.
Down tilt Spinning Kick (スピニングキック) 12% Does a sweep kick forward. Has decent power and surprisingly great range, although it has fairly high ending lag, limiting its effectiveness outside of gimping recoveries in very specific situations.
Dash attack Slide (滑り台) 12% (clean), 10% (late) Does a sliding tackle, taken from Super Mario 64. Above average ending lag and not many followup options. If Mario does this move while holding a battering item, he will instead do a body slide, also from Super Mario 64.
Forward smash Smash Punch (スマッシュパンチ) 18% Punches in front of him, his fist enlarging as he does so. Medium speed and average power for a forward smash, though it is slower than his up and down smashes and back throw.
17%
16%
Up smash Lead Headbutt (スマッシュヘッドバット, Smash Headbutt) 19% Headbutts upwards. His whole head becomes intangible for a period of time and it has a very large disjointed hitbox, with extremely high vertical knockback, being one of the strongest up smashes in the game (tied with Luigi's Donkey Kong's and Jigglypuff's). Its high ending lag and somewhat short range horizontally limits its effectiveness however.
Down smash Double Kick (ダブルキック) 17% Twirls around while breakdancing on both sides. A good KO/edgeguard move, also a decent way to space. Usually used to punish techs/rolls.
Neutral aerial Mario Kick (マリオキック) 14% (clean), 11% (late) Performs a sex kick. It gets weaker the longer it's out, though when it first comes out, it is a good finisher (though weaker than his forward and back aerials). One of the better neutral aerials overall in the game due to its frame 3 startup and long lasting hitbox.
Forward aerial Forward Dropkick (前方ドロップキック) 16% (clean), 10% (late) Performs a forwards spin kick. Has slow startup lag but it has a decently powerful hitbox when it first comes out. Highly useful against the majority of recoveries in the game. Can combo easily at moderate percentages.
Back aerial Backward Dropkick (バックワードキック) 16% (clean), 10% (late) Performs a backwards kick. Similar to forward aerial except it has slightly lower startup and a shorter lasting hitbox. Good for edgeguarding, and has good power.
Up aerial Air Slash (エアスラッシュ) 12% (clean), 9% (late) Performs a flip kick. It comes out on frame 2, making it the fastest aerial in the game in terms of startup lag (along with Luigi's up aerial). Knockback direction depends on which angle the foe was hit on. Lower power than most of his moves, but an effective juggling and combo move.
Down aerial Drill Kick (ドリルキック) 3% (hits 1-8), 24% (total) Performs a downward drill kick, 3%/hit, up to 8 hits for a total of 24%. A useful meteor smash; Similar to Jigglypuff's down aerial, it can be used multiple times to ensure that the foe is unable to recover. It has slow startup lag but minimal ending lag compared to other drill kills. Can combo into itself and up aerial easily. It also has solid shield pressuring potential due to its low ending lag. Like other drills, it is heavily SDIable, however.
Grab Grab (つかみ)
Forward throw Forward Spin Throw (前方スピンスロー) 12% Performs a Spin throw forward. He quickly swings the foe once and tosses them in front of him. A standard forward throw with decent knockback, though back throw is usually better for KOs. Can easily get opponents offstage. Also usable to chaingrab in the "tent" portion of Hyrule Castle.
Back throw Airplane Swing (ジャイアントスイング, Giant Swing) 16% (throw), 10% (collateral) Grabs opponent by the legs and swings them until release (similar to his Super Mario 64 Bowser throw). It has standard knockback for a back throw, being a very reliable finisher. The throw is slow, although Mario's opponent has a hitbox while he spins them around.
Forward roll
Back roll
Techs
Floor attack (front)
Floor getups (front)
6% Gets up and spins.
Floor attack (back)
Floor getups (back)
6% Gets up and spins.
Edge attack (fast)
Edge getups (fast)
6% Gets up and flips.
Edge attack (slow)
Edge getups (slow)
6% Slowly gets up and punches.
Neutral special Fire Ball 7%, 6% (NTSC-J) Throws a fireball, which travels forward and loses momentum with each bounce. Because of this, they are best used in the air, and at higher locations. They can be spammed, though with some difficulty (and at a slower rate of fire than Luigi's), and are a decent approaching tactic. The move can be more efficient when used in the air, falling to meet the enemy at ground level, while still moving, and negating lag.
Up special Super Jump Punch 5% (hit 1), 1% (hits 2-8), 3% (hit 9), 15% (total) Does a jumping uppercut, which causes damage and makes coins fly out of the opponent. Can rack up damage. Mainly used for recovery, with great vertical range and decent horizontal range if aimed forward. Can also be used OoS and as a combo breaker due to its frame 2 startup lag (where Mario is also intangible).
Down special Mario Tornado 1% (hits 1-14), 14% (total) Does a spinning tornado attack, resembling the Spin Jump from Super Mario World. Has set knockback. If the lower segment of the final hitbox lands successfully, the move is a meteor smash. If the B button is pressed repeatedly in midair, Mario will rise upwards. Has no startup lag, although the opponent can easily escape the move.

Announcer call[edit]

On-screen appearance[edit]

  • Jumps out of a Warp Pipe, similar to his entrance from the beginning of Super Mario 64.
MarioOnScreenAppearanceSSB.gif

Taunt[edit]

  • Puts his arms by his sides and grows, as if receiving a Super Mushroom. He shrinks shortly after. It is a rather long taunt (the longest in the game), so it is often used sparingly. Mario's taunt can be immediately canceled when he starts to shrink by using the Z button.
Taunts-SSB-Mario.gif

Crowd cheer[edit]

English Japanese
Cheer
Description Mario! *claps three times* Ma - *clap* ri - o! *clap*
Pitch Group chant Group chant

Victory poses[edit]

A cover of the iconic "Level Completed" music from Super Mario Bros.
  • Jumps and turns around simultaneously with one arm in the air (also his character selection animation).
  • Spins one arm and punches the screen, saying "Here we go!".
  • Hops thrice to the right then stops in front of the screen.
MarioPose1SSB.gif MarioPose2SSB.gif MarioPose3SSB.gif

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Mario players (SSB)

Tier placement and history[edit]

Mario was originally seen as a decent character in the early metagame, where he was ranked at 7th of middle tier on the first list. However, as the metagame progressed, Mario's strengths and how well he was doing in matchups was called into question where he was seen to do well against higher tiered characters. He was seen as being able to go even with Kirby and Captain Falcon, two strong high tier characters who were used in tournaments frequently. He would rise up to 5th of A tier on the second tier list, where he was seen as a high tier character. On the third list, he would remain as 5th but would move to B tier along with Falcon.

In the years since the third tier list, Mario's presence in tournaments would start to drop. This would be due to players either not showing up as much as in the case of Czar, use him as a secondary as in the case of Alvin and Fireblaster or drop him completely as in the case of Nintendude, who dropped him for Fox. This was not helped by the growing presence of Yoshi and Jigglypuff players who were showing how well their characters were against the higher tiered characters, even having better matchups against them then Mario. This would result in Mario dropping back down to 7th in B tier, a spot he has not been in since the first tier list. However, Mario still has a presence in tournaments, so it is unknown how well he will do in the future.

Techniques[edit]

Tornado recovery[edit]

Mario can gain vertical distance during the Mario Tornado if the special button is mashed often enough during the attack animation, similarly to the Luigi Cyclone. However, the button must be mashed much faster than with Luigi due to Mario's faster falling speed and slightly lower maximum height that can be reached from his down special.

Mario Bros. "pseudo-spike"[edit]

Both Mario and Luigi can "spike" an opponent by repeatedly using their down aerials on the opponent when off the edge and then taking advantage of their huge vertical recoveries to get back to the stage. This does not work against Pikachu, who has a much longer and faster vertical recovery than either Mario or Luigi.

Jab grab[edit]

Main article: Jab grab

Mario is one of four characters (along with Pikachu, Ness, and Luigi) that can perform the jab grab, an exploit that allows increased shield pressure. Mario can exploit the high shield stun by jabbing, then immediately jab cancelling using a grab.

In 1P Game[edit]

In the game's single-player mode, a player and a randomly chosen ally fight against Mario and Luigi in a team battle on Peach's Castle. If the player hasn't dealt any damage to Mario before defeating Luigi, the player will be awarded with the Bros. Calamity bonus, which is worth 25,000 points.

Later on in the single-player mode, Metal Mario, a metallic incarnation of Mario (introduced in Super Mario 64), is featured as a "boss character" in Meta Crystal. He is not merely a heavier texture-swap of Mario, as his attacks also deal much more knockback.

Description[edit]

From the Game[edit]

Although best known as the mustachioed plumber who battles the Turtle Tribe with his distinct jumping action, this internationally famous hero has also acted as a referee, a driver, and even a doctor! He's been linked to Princess Peach of the Mushroom Kingdom for years, but to this day their true relationship remains a mystery.

Works:

Alternate costumes[edit]

Mario Palette (SSB).png
Mario (SSB) Mario (SSB) Mario (SSB) Mario (SSB) Mario (SSB)

Trivia[edit]

  • Mario's artwork pose has him holding up a V sign, as he did in several older games such as Super Mario World; the pose is similar to a piece of official artwork from Super Mario Bros. 2.
  • Mario's portrait on the character selection screen is based on one of his renders from Super Mario 64.
  • Mario is the only character who speaks in one of his victory poses (the line being "Here we go!").
  • In several images on the Japanese Super Smash Bros. website, Mario's default costume's overalls seem to have a tint of purple to them, similarly to Luigi's. This was changed in the final game.
  • in the game's system debug menu, FGM 437 is an unused voice clip of Mario saying "Let’s-a go!", which is recycled from Super Mario 64.