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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name         = Mario
|name = Mario
|image       = [[Image:Mario SSBB.jpg|250px]]
|image = {{tabber|title1=Mario (PM)|content1=[[File:Mario SSBB.jpg|250px]]|title2=Mario (P+)|content2=[[File:PPlus Mario.png|250x250px]]|title3=Dr. Mario (PM)|content3=[[File:PMMarioAlt.png|250px]]|title4=Dr. Mario (P+)|content4=[[File:PPlus Dr. Mario.png|250px]]|title5=Builder Mario (P+)|content5=[[File:PPlus Builder Mario.png|250px]]}}
|mod         = Project M
|mod = Project M
|base         = ssbb
|base = SSBB
|altcostume   = [[Dr. Mario]]
|altcostume = [[Dr. Mario]], [[supermariowiki:Builder Mario|Builder Mario]] (''[[Project+]]'')
|moveset1     = Mario (SSBM)
|moveset1 = Mario (SSBM)
|moveset2     = Dr. Mario (SSBM)
|moveset2 = Dr. Mario (SSBM)
|tier        = Top
|ranking      = 10
}}
}}
'''Mario''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]'', hailing from the self-titled ''[[Mario (universe)|Super Mario]]'' games. He is designed to be a mix of the best attributes of both his ''Melee'' version and {{SSBM|Dr. Mario}}. <!--tier position paragraph goes here-->
'''Mario''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He is designed to be a mix of the best attributes of both his ''Melee'' version and {{SSBM|Dr. Mario}}. He is currently considered a mid tier character, being ranked 20th in the latest [[Project M#Tier list|official]] [[tier list]] and in the middle of the B tier. This is a great improvement over his ''Brawl'' placement of 31st out of 38, and a slight improvement from his ''Melee'' placement, where Mario ranked 15th out of 26. In ''Project+'', Mario is ranked 16th on the official {{h2|Project+|tier list}} in the A tier, a further improvement over his ''Project M'' placement.
 
==Attributes==
==Attributes==
Mario is average in most respects and very well rounded. He has a straightforward [[combo]] game that can transition well from the ground to the air, many options out of his [[throw]]s, reliable [[approach]] options, and a solid ranged games with his [[fireball]]s and [[cape]]. While Mario is not the master of any one field, he is capable in all of them. Other characters may outclass him in speed or power, but Mario's overall well rounded set of attributes grants him versatility and the ability to take on most opponents.  
Mario is average in most respects and very well rounded. He has a straightforward [[combo]] game that can transition well from the ground to the air, many options out of his [[throw]]s, reliable [[approach]] options, and a solid ranged games with his [[fireball]]s and [[cape]]. While Mario is not the master of any one field, he is capable in all of them. Other characters may outclass him in speed or power, but Mario's overall well rounded set of attributes grants him versatility and the ability to take on most opponents.  
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Mario is endowed with a practical set of [[aerial attack]]s. His neutral aerial and down aerial serve as approaching tools, up and back can combo or [[gimp]] respectively, and his forward aerial is a great finisher. He is also capable off stage. His cape, quick aerials, and surprisingly good [[recovery]] allow him to head off stage and finish off opponents attempting returns of their own. On stage, Mario can be as much of a threat. His grab allows for [[chain throw]]s, can lead into his deadly aerial combos, or can put the opponent off stage to set up a gimp. He can zone or approach with his fireballs, and has great finishers in his forward and up smash.
Mario is endowed with a practical set of [[aerial attack]]s. His neutral aerial and down aerial serve as approaching tools, up and back can combo or [[gimp]] respectively, and his forward aerial is a great finisher. He is also capable off stage. His cape, quick aerials, and surprisingly good [[recovery]] allow him to head off stage and finish off opponents attempting returns of their own. On stage, Mario can be as much of a threat. His grab allows for [[chain throw]]s, can lead into his deadly aerial combos, or can put the opponent off stage to set up a gimp. He can zone or approach with his fireballs, and has great finishers in his forward and up smash.


Despite his strengths, Mario still must cope with his lack of range and limited recovery options.
Despite his strengths, Mario still must cope with his lack of range and limited recovery options. However, the latter may vary if one takes into account all of the different ways that Mario can recover with his specials.
 
==Changes from ''Melee'' to PM==
Mario was overall buffed from ''Melee'' to Project M, while still possessing balanced stats and average power attacks. Mario himself is now a slight mix between himself and {{SSBM|Dr. Mario}}, with increased air speed, and moves like forward aerial and up smash acting like Dr. Mario's.
 
===Aesthetics===
*{{buff|New down [[taunt]] acts like Dr. Mario's from ''Melee'' and also has a damaging hitbox that deals 3%.}}


===Changes from ''Melee'' to PM===
===Ground attacks===
[[Image:PMMarioAlt.png|thumb|Mario's alternate costume.]]
*{{buff|[[Dash attack]]'s hitbox has been moved to Mario's leg, improving it's range.}}
Mario was overall buffed from ''Melee'' to Project M, while still possessing balanced stats and average power attacks. Mario himself is now a slight mix between him and {{SSBM|Dr. Mario}}, with increased air speed, and moves like forward aerial and up smash acting like Dr. Mario's.  
*{{buff|[[Down tilt]] has less ending lag (IASA 35 → 29) and has increased base knockback (10 → 30), improving it combo ability and safety.}}
*{{buff|If [[up smash]] hits late (via in front of Mario as opposed to behind or above), it becomes more powerful and [[spike]]s grounded foes (also akin to Dr. Mario's), comboing better into aerial attacks. It also deals more damage than the doctor's version.}}
*{{buff|Down smash's second hit has a longer duration (1 frame → 2).}}


*{{buff|Greater air speed matching that of Dr. Mario, improving Mario's midair approach.}}
===Aerial attacks===
*{{buff|Beginning of [[forward aerial]] acts like Dr. Mario's, dealing higher damage with strong knockback and a standarized angle for KOs <!--please verify if this is the Sakurai angle-->, while the late hit acts like the original attack, greatly strengthening its use for [[approach]]ing and making it more reliable as a forward air.}}
*{{buff|Beginning of [[forward aerial]] acts like Dr. Mario's, dealing higher damage with strong knockback and a more favorable angle for KOs (60°), while the late hit acts like the original meteor smash hitbox, greatly strengthening its use for [[approach]]ing and making it more reliable as a forward air. It also has much less ending lag (IASA 60 → 45).}}
*{{buff|[[Back aerial]] still possesses its former power, but it now has a [[semi-spike]] angle like Dr. Mario's, being more useful at [[gimp]]ing recoveries.}}
*{{buff|[[Back aerial]] still possesses its former power, but it now has a [[semi-spike]] angle like Dr. Mario's, being more useful at [[gimp]]ing recoveries.}}
*{{buff|[[Down aerial]] inflicts higher damage for more consistent use. Its landing hitbox has also been shrunk, making less likely for opponents to be launched away by the move out of the range of Mario's attacks, and the first hit has higher base knockback so that it will almost always cause [[tumbling]] if the rest of the move whiffs.}}
*{{change|Up aerial now has a late hit that starts on frame 6, the hitbox behaves identically to Dr. Mario's Up-Air in ''Melee''.}}
*{{buff|If [[up smash]] hits late, it becomes more powerful and [[spike]]s grounded foes (also akin to Dr. Mario's), comboing better into aerial attacks.}}
*{{buff|Up aerial has less ending lag (IASA 30 → 28) and autocancels sooner (frame 16 → 15).}}
*{{buff|[[Fireball]]s have less [[ending lag]], so they can be acted out of sooner and are quicker for repeated use. They also act more like [[Megavitamin]]s, being stronger and having a bouncier trajectory}}
*{{buff|[[Down aerial]] inflicts higher damage for more consistent use, and now antocancels on short hop. Its landing hitbox has also been shrunk, making less likely for opponents to be launched away by the move out of the range of Mario's attacks, and the first hit has higher base knockback so that it will almost always cause [[tumbling]] if the rest of the move whiffs.}}
*{{buff|[[Super Jump Punch]] [[Super Jump Punch wall jump|can be cancelled by a wall jump]] at any time it is touching the wall, expanding recovery more easily on stages like [[Yoshi's Story]] and [[Hyrule Castle]]. It also hits less times while still dealing the same damage, making it easier to rack up damage with the move.}}
 
===Grabs and throws===
*{{buff|[[Back throw]] retains its power from Dr. Mario's back throw.}}
*{{change|[[Down throw]] has higher knockback growth (30 → 50), this hinders it's chaingrabbing ability, but makes it slightly easier to follow up into other attacks against fast-fallers.}}
 
===Special Moves===
*{{buff|[[Fireball]]s have less [[ending lag]], so they can be acted out of sooner and are quicker for repeated use. They also act more like [[Megavitamin]]s, being stronger and having a bouncier trajectory.}}
*{{change|Mario uses SFX from ''Melee'' for his [[Fireball]]s and retained down aerial.}}
*{{buff|[[Cape glide]] from ''Brawl'' has been retained giving [[Cape]] more utility.}}
*{{buff|[[Super Jump Punch]] [[Super Jump Punch wall jump|can be cancelled by a wall jump]] during the first 6 frames it is touching the wall, instead of just the first frame. It also hits less times while still dealing the same damage, making it easier to rack up damage with the move.}}
*{{nerf|Super Jump Punch has less base knockback on the last hit, and can only be canceled once in its [[wall jump]] technique until landing.}}
*{{buff|[[Mario Tornado]] creates more vertical distance, aiding Mario's recovery.}}
*{{buff|[[Mario Tornado]] creates more vertical distance, aiding Mario's recovery.}}
*{{nerf|Super Jump Punch has less base knockback on the last hit, and can only be canceled once in its [[wall jump]] technique, until landing or grabbing a ledge.}}
**{{change|Before 3.5, Mario Tornado had a wind vector with star graphics, in a reference to the Star Spin from ''{{s|mariowiki|Super Mario Galaxy}}''}}, which were later then removed when 3.5 was released, leaving Mario with only his wind vector.
*{{change|Mario Tornado has star graphics, in a reference to the Star Spin from ''{{s|mariowiki|Super Mario Galaxy}}''.}}
 
*{{change|Mario uses SFX from ''Melee'' for his [[Fireball]]s and retained down aerial.}}
==Changes from ''Brawl'' to PM==
*{{change|New down [[taunt]] acts like Dr. Mario's from ''Melee'' and also has a damaging hitbox that deals 3%}}
===Aesthetics===
*{{change|Mario now has a new alternate costume, Dr. Mario, who throws Megavitamins instead of fireballs and uses an electric effect for his forward smash instead of fire.}}
*{{change|Mario now says "hoh" when doing his first jump.}}
*{{buff|Mario's down taunt has been changed to act like that of Dr. Mario in ''Melee'', however it now has a damaging hitbox on the fireball/Megavitamin that does 3%.}}
 
===Ground attacks===
*{{buff|Mario's smash attacks are all much stronger, dealing anywhere from 2-5% more damage.}}
*{{change|The damage values of the first two hits of Mario's neutral attack have swapped, with the first hit doing 2% and the second doing 3%.}}
**{{buff|The last hit of the neutral attack does 1% more damage.}}
 
===Aerial attacks===
*{{buff|Neutral aerial does 2% more damage on the late hitbox.}}
*{{buff|Forward aerial has an additional hitbox that sends the opponent flying upwards instead of meteor smashing them.}}
*{{change|Mario's down aerial is now a drill kick like the one from ''Melee'', and uses SFX from Melee as well.}}
*{{nerf|Back aerial does 1% less damage on the clean hit.}}
**{{buff|However, it does 2% more damage on the late hit.}}
**{{change|Mario's back aerial also uses its animation from ''Melee''.}}
 
===Special attacks===
*{{buff|Fireballs do 2% more damage.}}
**{{change|Mario's fireballs use their ''Melee'' sound effects.}}
*{{buff|Cape does 2% more damage.}}
**{{buff|Cape does not deal less damage when used in the air.}}
**{{nerf|Cape no longer reverses opponents' controls.}}
***{{buff|However, Project M's different ledge mechanics counter this, since Mario can turn opponents around from the ledge and stop them from grabbing it.}}
*{{buff|Mario can utilize the Super Jump Punch wall jump technique.}}
*{{buff|Mario Tornado replaces F.L.U.D.D as down special, which improves Mario's recovery potential.}}
*{{nerf|Mario's edgeguarding abilities have been slightly degraded with the removal of F.L.U.D.D.}}
*{{nerf|Super Jump Punch only hits six times and does 1% less damage overall.}}
 
==Changes from PM to P+==
===v2.0===
Ground attacks:
*{{change|The angle on down tilt's tip hitbox was raised slightly, from 80 to 85 degrees.}}
*{{buff|Forward smash's arm sour spot has more knockback.}}
*{{change|Dr. Mario's forward smash has electric gfx but has regular on-hit properties}}
*{{buff|Up smash now deals 1% more damage, from 15% → 16%.}}
 
Aerial attacks:
*{{buff|The strong hitbox on neutral aerial is slightly bigger.}}
*{{nerf|Forward aerial's strong hitbox has less knockback.}}
 
Special attacks:
*{{nerf|The reflect hitbox on Cape is active for three fewer frames.}}
*{{nerf|Up Special (Jump Punch) intangibility lasts for three fewer frames, now only lasting until frame 6.}}
*{{change|Up Special can no longer reverse hit.}}
*{{change|Mashing on Down Special (Tornado) made easier but maximum height reduced slightly}}
 
Grab and throws:
*{{buff|Back throw has stronger knockback.}}
 
===v2.1 - v2.4===
No changes.
 
===v2.4.1===
Ledge roll:
*{{change|Ledge roll occupancy matched to cast (40 > 45).}}
 
===v3.0===
Attributes:
*{{buff|Weight 100 > 95}}
*{{buff|Run Speed 1.5 > 1.55}}
 
Down Throw:
*{{buff|BKB 75 > 82}}
*{{nerf|KBG 50 > 41}}


===Dr. Mario===
Up Special (Super Jump Punch):
'''Dr. Mario''' appears as Mario's alternate costume. Players may switch between Mario and Dr. Mario costumes, similarly to Wario's alternate costume sets for his Wario Land and WarioWare appearances. When wearing a Dr. Mario costume, Mario's Fireballs and their related sound effects in his neutral special and down taunt change to Megavitamins, and his [[forward smash]] also comes to have an [[electric]]al effect, though there is no difference in gameplay other than these effects and aesthetics. Dr. Mario's cape color also fits to match his colors.
*{{nerf|Landing Lag 20 > 25}}
*{{nerf|Ledge Grab Box Height reduced}}


==Revisions==
Down B (Tornado):
*{{change|Considered used on frame 9}}
*{{nerf|Maximum Horizontal distance Reduced by -0.3}}
*{{change|Animation adjusted to better match 64 / Melee Animation}}


===2.1===
===v3.0.1===
No changes


==Revisions==
===v2.1===
*{{buff|Adjusted Mario's tornado mashing to gain more height.}}
*{{buff|Adjusted Mario's tornado mashing to gain more height.}}
*{{change|Replaced down taunt with that of Dr. Mario in ''Melee'', except Mario uses a fireball instead of a pill (from 3.0 onward, he would use a pill for his Dr. Mario costumes as usual).}}
*{{change|Replaced down taunt with that of Dr. Mario in ''Melee'', except Mario uses a fireball instead of a pill (from 3.0 onward, he would use a pill for his Dr. Mario costumes as usual).}}


===2.5b===
===v2.5b===
*{{buff|Mario's Super Jump Punch wall jump no longer has additional decay.}}
*{{buff|Mario's Super Jump Punch wall jump no longer has additional decay.}}
**{{nerf|Mario's Super Jump Punch can no longer be wall jumped out of infinitely when touching a wall at the apex of the move, leaving just the single use unconditional method of wall jumping out of it.}}
*{{buff|Mario Tornado no longer causes Mario to plummet down when used directly after [[hitstun]].}}
*{{buff|Mario Tornado no longer causes Mario to plummet down when used directly after [[hitstun]].}}
*{{nerf|Mario's Super Jump Punch can no longer be wall jumped out of infinitely when touching a wall at the apex of the move, leaving just the single use unconditional method of wall jumping out of it.}}
*{{nerf|Down throw was increased slightly in knockback growth.}}
*{{nerf|Down throw was increased slightly in knockback growth.}}
*{{change|Mario's aerial vertical momentum with [[Cape]] was adjusted.}}
*{{change|Mario's aerial vertical momentum with [[Cape]] was adjusted.}}
*{{change|Mario now has his "Hoo" voice clip (otherwise an unused voice clip from ''Brawl''{{'}}s Sound Test) displayed for his grounded jump.}}
*{{change|Mario now uses his "hoh" voice clip (otherwise only used for teching) displayed for his grounded jump.}}
 
===2.6b===


===v2.6b===
*{{buff|Down tilt can be interrupted sooner, and its lower leg portion was given short invincibility during the first attack frames.}}
*{{buff|Down tilt can be interrupted sooner, and its lower leg portion was given short invincibility during the first attack frames.}}
*{{buff|Fireballs no longer degrades in hitstun, size and knockback as they bounce; they now use consistent values of said characteristics for their entire duration. They can also be interrupted sooner.}}
*{{buff|Fireballs no longer degrades in hitstun, size and knockback as they bounce; they now use consistent values of said characteristics for their entire duration. They can also be interrupted sooner.}}
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*{{change|Fireballs were slightly increased in damage, though their knockback growth was decreased as well for compensation.}}
*{{change|Fireballs were slightly increased in damage, though their knockback growth was decreased as well for compensation.}}


===3.0===
===v3.0===
*{{nerf|Forward smash's hitlag modifier has been reduced slightly to be normalized.}}
 
===v3.5===
*{{buff|Wall jump window increased to 6 frames from 4.}}
*{{buff|Cape damage increased|8|10}}
**{{nerf|However, it no longer damages shielding opponents.}}
*{{nerf|Down Tilt no longer has lower leg invulnerability.}}
*{{nerf|Now checks on frame 1 for touching wall as required for Super Jump Punch wall jump. Touching wall was not required before.}}
*{{nerf|Down smash deals less damage (Does 16% front and 12% back).}}
*{{nerf|Down air's hitbox sizes decreased.}}
*{{nerf|Fireballs/Megavitamins's damage|8|7}}
**{{nerf|Ending lag on Fireballs/Megavitamins has been increased (IASA 35 → 41).}}
**{{change|Fireballs have a small fiery burst, while Megavitamins have a small smoke puff.}}
*{{change|Down Throw has more knockback growth|44|50.}}
*{{nerf|Dr. Mario's forward smash now uses Project M's new Light element, which is essentially an [[Effect|electric hitbox]], but with the same hitlag for both the attacker and the attacked character. This hurts the Doc variant; previously Doc had less hitlag than the attacked character and could possibly act out of the move before the attacked character could. Mario's variant is unaffected. This element is Effect 13 for moveset editing purposes. }}


*{{nerf|Forward smash's hitlag modifier has been reduced slightly to be normalized.}}
===v3.6===
*{{change|Dr. Mario's cape matches his outfit.}}<ref name="beta">Not featured in the beta version</ref>
*{{change|Down tilt angle standardized to 80, and its knockback growth has been increased at the cost of base knockback.}}
**{{nerf|Down tilt IASA|frame 27|29}}
*{{change|Dr. Mario's forward smash sound effect modified to be consistent with other attacks.}}<ref name="beta"></ref>
**{{change|Dr. Mario's forward smash type accidentally reverted to electric effect from light effect, causing the hitlag of the move to be different for this skin}}
*{{buff|Forward air meteor hit (Mario) start|frame 20|18}}
**{{nerf|Forward air outward strike (Dr. Mario) hitbox removal|frame 19|17}}
*{{change|Up air angle (late)|65°|55°}}
*{{nerf|Down air SDI multiplier|0.75|1}}
<references/>


==Moveset==
==Moveset==
Up to date as of version 3.0.
Up to date as of version 3.6.


{|class="wikitable"
{|class="wikitable"
! !!Name!!Damage!!Description
! colspan=2 | !!Name!!Damage!!Description
|-
! colspan="2" rowspan="3" | Neutral attack
| rowspan=3 | || 2% || rowspan=3| Two weak punches followed by a stronger forward kick. Originates from Mario's standard combo in ''[[Super Mario 64]]''.
|-
|-
!Neutral attack
| 3%
| Left Jab, Right Cross, Toe Kick || 3%, 2% then 5% (10% total) || Punches twice and kicks with right foot.
|-
|-
!Forward tilt
| 5%
| Plumber / Dr. Kick || 8%, 9%, 10% || Kicks straight forward. Can be [[Angling|angled]]; deals more damage if angled upwards, and less if angled downwards.
|-
|-
!Up tilt
! rowspan="3" | Forward tilt || ↗
| Glove Uppercut || 8% || Punches straight upward.
| rowspan="3" | || 10% || rowspan="3" | Kicks straight forward in a back-turning roundhouse kick. This move can be [[Angling|angled]] up or down, dealing more damage angled upwards and less angled downwards.
|-
|-
!Down tilt
!
| Leg Sweep / Reflex Test || 9% close, 8% far || Sweeps leg low to the ground.
|9%
|-
!↘
|8%
|-
! colspan="2" | Up tilt
| || 8% || Punches straight upward in a spiraling stationary uppercut. A good [[juggling]] move.
|-
! colspan="2" | Down tilt
| || 9% (close), 8% (far) || Sweeps one leg low to the ground. Often a good combo starter and [[spacing]] tool.
<!--Crawl attack-->
<!--Crawl attack-->
|-
|-
!Dash attack
! colspan="2" | Dash attack
| Slope Slide || 9% clean, 8% late || Slides forward with leg extended.
| || 9% (clean), 8% (late) || Slides low on the ground forward with his left leg extended. Sends foes upwards. Originates from the Slide Kick in ''[[Super Mario 64]]''.
|-
|-
!Forward smash
! rowspan="3" | Forward smash || ↗
| Fire Glove / Defibrillator || {{ChargedSmashDmgSSBM|19}} (sweetspot), {{ChargedSmashDmgSSBM|14}} (sourspot) || Extends palm forward with a blast of fire (electricity in Dr. Mario's case) coming from his hand. Can be angled; becomes stronger if angled upwards. Mario's version has a bit more reach than Dr. Mario's, and for the former the sweetspot tends to be further away, while the latter has it closer to the palm.
| rowspan="3" | || {{ChargedSmashDmgSSBM|20}} (fire), {{ChargedSmashDmgSSBM|15}} (left arm), {{ChargedSmashDmgSSBM|11}} (right arm) || rowspan="3" | Rears back with hands cupped together and then extends palm forward with a blast of fire (electricity in Dr. Mario's case) coming from his left hand. This move can be angled; being stronger if angled upwards.  
|-
|-
!Up smash
!
| Lead Headbutt / Ear, Nose and Throat || {{ChargedSmashDmgSSBM|15}} (early), {{ChargedSmashDmgSSBM|16}} (late) || Headbutts upward and forward in one huge step. Can hit behind Mario.
|{{ChargedSmashDmgSSBM|19}} (fire), {{ChargedSmashDmgSSBM|14}} (left arm), {{ChargedSmashDmgSSBM|10}} (right arm)
|-
|-
!Down smash
!
| Breakdance / Surgical Sweep || {{ChargedSmashDmgSSBM|18}} (front), {{ChargedSmashDmgSSBM|15}} (back) || Breakdance kick that can hit on both sides.
|{{ChargedSmashDmgSSBM|18}} (fire), {{ChargedSmashDmgSSBM|13}} (left arm), {{ChargedSmashDmgSSBM|9}} (right arm)
|-
|-
!Neutral aerial
! colspan="2" | Up smash
| Plumber's Boot / Dr. Kick || 12% (clean) 9% (late) || Extends leg forward. A standard [[sex kick]].
| || {{ChargedSmashDmgSSBM|15}}, {{ChargedSmashDmgSSBM|16}} (spike) || Headbutts upward. This move can hit enemies behind Mario. An excellent finishing move at around 110%. If the attack connects in front of Mario on a grounded opponent, the opponent will be [[spike]]d. Interestingly, Mario's head does not gain [[intangibility]] frames when performing the headbutt.
|-
|-
!Forward aerial
! colspan="2" | Down smash
| Plunger || 17% (sweetspot) 16% (sourspot) 15% (late) || Punches in front of him. Is a hybrid of both Dr. Mario's, and Mario's respective forward aerials in ''Melee''. Contacting the opponent with Mario's fist during the earlier frames will result in Dr. Mario's version, playing the role of a powerful vertical finisher. The latter works as Mario's forward aerial, a basic [[meteor smash]], which can set up aerial follow ups if used on grounded opponents. A brutish, slow, but versatile tool.
| || {{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|12}} (back feet), {{ChargedSmashDmgSSBM|10}} (back legs) || Mario performs a break-dancing sweep kick that can hit on both sides. A decent knockback tool. Originates from the Sweep Kick in ''[[Super Mario 64]]''.
|-
|-
!Back aerial
! colspan="2" | Neutral aerial
| Drop Kick / Drop Kick, M.D. || 11% || Kicks backwards with both feet.
| || 12% (clean), 9% (late) || Mario extends one foot forward. A standard [[sex kick]].
|-
|-
!Up aerial
! colspan="2" | Forward aerial
| Bicycle Kick || 11% || Kicks upwards in a somersault.
| || 17% (early fist), 16% (early arm), 15% (late) || Mario winds up his arm and punches downwards. This move is a hybrid of both Mario's, and Dr. Mario's respective forward aerials in ''Melee''. Contacting the enemy with Mario's fist during the earlier frames will result in Dr. Mario's version, playing the role of a powerful vertical finisher. The latter works as Mario's forward aerial, a basic [[meteor smash]], which can set up aerial follow-ups if used on grounded enemy. A slow, but versatile tool.
|-
|-
!Down aerial
! colspan="2" | Back aerial
| Drill Kick / Bone Drill || 17% total || Spins around, hitting the opponent multiple times.
| || 11% (clean), 9% (late) || Mario kicks backwards with both feet. One of Mario's main [[gimping]] and combo tools. This move uses its ''Melee'' animation.
|-
! colspan="2" | Up aerial
| || 11% (clean), 10% (late) || Does a flipkick upwards. A good midair juggling tool.
|-
! colspan="2" | Down aerial
| || 3% (hits 1-3), 2% (hit 4-7 & landing) || Spins around via a drill kick aimed downward, hitting the opponent multiple times.
<!--Grab aerial-->
<!--Grab aerial-->
<!--Glide attack-->
<!--Glide attack-->
|-
|-
!Grab
! colspan="2" | Grab
| Grab ||&mdash;|| Grabs the opponent.
| || &mdash; ||
|-
|-
!Pummel
! colspan="2" | Pummel
| Clutch Headbutt / Eye Exam || 3% || Headbutts the opponent.
| || 3% || Headbutts opponent.
|-
|-
!Forward throw
! colspan="2" | Forward throw
| Heave-Ho / Routine Physical || 9% || Spins once and throws opponent forward.
| || 9% || Throws the opponent forward in a single turning fling.
|-
|-
!Back throw
! colspan="2" | Back throw
| Airplane Swing / Traction || 12% || Spins around three times and swings the opponent backwards.
| || 12% (throw), 8% (collateral) || Spins around three times and swings the opponent backwards in a giant swing throw. One of his stronger throws and can hit nearby enemies with the grabbed target. This is similar to how Mario throws Bowser during the boss battles in ''[[Super Mario 64]]''.
|-
|-
!Up throw
! colspan="2" | Up throw
| Mario Launch/Check Up || 8% || Throws opponent upwards.
| || 8% || Throws his opponent upward with both hands. Can lead into an aerial combo.  
|-
|-
!Down throw
! colspan="2" | Down throw
| Down the Drain / Hospital Bed || 6% || Throws opponents down to the floor.
| || 6% || Slams his opponent on the ground. Has a lot of [[hitstun]], which makes it easier to combo opponents out of this throw and follow up with a forward aerial at higher percentages.
|-
|-
!Floor attack (front)
! colspan="2" | Floor attack (front)
| Double Punch || 6% || Punches to both sides.
| || 6% || Gets up and punches behind him, then in front.
|-
|-
!Floor attack (back)
! colspan="2" | Floor attack (back)
| Sweep Kick || 6% || Kicks in a circle, then gets up.
| || 6% || Gets up and does a sweep kicks in a similar fashion to his down smash.
|-
|-
!Floor attack (trip)
! colspan="2" | Floor attack (trip)
| Double Kick || 5% || Kicks backward and forward.
| || 5% || Gets up and kicks backward and forward.
|-
|-
!Edge attack (fast)
! colspan="2" | Edge attack (fast)
| Quick Kick || 8% || Does a somersault and kicks with both feet.
| || 6% (body), 8% (legs) || Does a somersault and kicks with both feet.
|-
|-
!Edge attack (slow)
! colspan="2" | Edge attack (slow)
| Slow Kick || 10% || Slowly gets up and kicks with one leg.
| || 10% || Slowly gets up and kicks with one leg.
|-
|-
!Neutral special
! colspan="2" | Down taunt
| Fireball / Megavitamins || 8% || Shoots a fireball (or a pill) from his hand as a projectile. Bounces after hitting a surface, with its speed and duration decreasing per bounce.
| || 3% || Mario pulls out a fireball (pill when using Dr. Mario costume), rolls it down his arm, uses his shoulder to toss it into the air, then catches it. The fireball/pill can damage nearby enemies.
|-
|-
!Side special
! colspan="2" | Neutral special
| Cape / Super Sheet || 8% || Flicks his cape forward. It [[Reflection|reflects]] projectiles and turns opponents the other way, making it a useful edgeguarding technique, especially against linear recovery moves such as [[Fox Illusion]].
| [[Fireball]] / [[Megavitamins]] || 7% || Shoots a fireball (or a pill) from his hand as a projectile. Bounces after hitting a surface, with its speed and duration decreasing per bounce.
|-
|-
!Up special
! colspan="2" | Side special
| Super Jump Punch || 12% maximum || Jumps upward, fist extended, at a diagonal angle, spawning 2D coin sprites when hitting opponents. Can be slightly angled sideways.
| [[Cape]] / [[Super Sheet]] || 10% (close), 9% (tip) || Mario flicks his cape forward. The cape can [[Reflection|reflect]] projectiles and turns the opponent the other way, making it a useful edgeguarding technique, especially against characters with linear recovery moves such as [[Fox Illusion]] and [[Quick Draw]].
|-
|-
!Down special
! colspan="2" | Up special
| Mario / Dr. Tornado || 13% total || Spins around hitting the opponent multiple times. Mario can rise with the move by [[Button mashing|mashing]] the special button, though this can only be used once before reaching the ground.
| [[Super Jump Punch]] || 5% (hit 1), 1% (hits 2-5), 3% (hit 6) || Mario does a jumping uppercut diagonally upward, being a multi-hit attack that causes 2D coins sprites to fly out any opponents who come in his path. Considered Mario's main recovery move. Additionally, if this move is used while Mario is directly next to a wall and the [[control stick]] is flicked backward at the apex of the jump, the move will be cancelled into a [[wall jump]] that does not cause Mario to become [[helpless]], making him free to use the same move again without landing. The trajectory of the move can be aimed by tilting the control stick forward or backward.
|-
|-
!Final Smash
! colspan="2" | Down special
| Mario Finale || 2% each hit || Mario fires two giant fireballs that intertwine with each other and engulf the stage, hitting consecutively. Oddly enough, this doesn't change when he's Dr. Mario.
| [[Mario Tornado|Mario]] / [[Dr. Tornado]] || 2% (hit 1), 1% (hits 2-7), 5% (hit 8) || Mario performs a multi-hit spinning attack with his fists outstretched that traps opponents before knocking them away. Mario can rise in the air with this move by [[Button mashing|mashing]] the special button, though this can only be used once before touching the ground. Originates from the Spin Jump in ''[[Super Mario World]]''.
|-
! colspan="2" | Final Smash
| [[Mario Finale]] || 3% (big fireball), 2% (small fireball) || Mario fires two giant fireballs that intertwine with each other and engulf the stage, hitting consecutively. Oddly enough, when using Dr. Mario, he still shoots out fireballs instead of pills.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
*{{sm|Boss|USA}}
<!--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|DJ Nintendo|USA}}
 
*{{sm|Gallo|USA}}
''See also: [[:Category:Mario players (PM)]]''
*{{sm|Hungrybox|USA}}
*{{Sm|AssTAStic|USA}} - Placed 17th at {{Trn|Undertow}} with a win over {{Sm|Malachi}}. Primarily plays Ness currently.
*{{sm|JCaesar|USA}}
*{{Sm|Gallo|USA}} - Formerly the best Mario player in the world from 2016-2017. Placed 1st at [[The True King]], 2nd at [[Do or DI]], and 3rd at [[Olympus]]. Formerly ranked 24th on the [[PMRank 2017]].
*{{sm|Mew2King|USA}}
*{{Sm|LoyaL|USA}} - Honorable mention on [[PMRank 2022]] and formerly ranked 47th on the [[PMRank 2017]].
*{{sm|PikaChad|USA}}
*{{Sm|Stoks|USA}} - New England Mario player, formerly ranked 1st on the [[Massachusetts Power Rankings]].
*{{sm|PewPewU|USA}}
*{{Sm|The Doctor|USA}} - The best Mario player in the world. Placed 1st at {{Trn|Undertow}}, {{Trn|Jailbreak}}, and {{Trn|Blacklisted 7}}. Ranked 5th on the [[PMRank 2023]].
*{{sm|Strong Bad|USA}}
 
*{{sm|Zinoto|USA}}
==Alternate costumes==
===Project M===
The Wario alt was cut in ''Project M'' due to costume slot limitations at the time, making space for Dr. Mario, appearing as Mario's alternate costume. Players may switch between Mario and Dr. Mario costumes, similarly to Wario's alternate costume sets for his ''Wario Land'' and ''WarioWare'' appearances. This costume provides many aesthetic changes; Mario's Fireballs and their related sound effects in his neutral special and down taunt changed to that of the Megavitamins, his [[forward smash]] sports an electric effect and Dr. Mario's cape color matches the color used. No differences apply in regular gameplay from these aesthetic changes, but the changed elements will affect [[The Subspace Emissary]] and [[Boss Battles]] enemies.
 
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=8|[[File:Mario Palette (PM).png|frame|center|Mario's alternate costumes in PM]]
|-
|[[File:MarioHeadSSBB.png]]
|[[File:MarioHeadWhiteSSBB.png]]
|[[File:MarioHeadBlueSSBB.png]]
|[[File:MarioHeadGreenSSBB.png]]
|[[File:MarioHeadBlackSSBB.png]]
|-
|[[File:DrMarioHeadPM.png]]
|[[File:DrMarioHeadBlackPM.png]]
|[[File:DrMarioHeadRedPM.png]]
|[[File:DrMarioHeadGreenPM.png]]
|[[File:DrMarioHeadBluePM.png]]
|}
 
===Project+===
In ''[[Project+]]'', Mario's Wario-inspired color returns, and the Dr. Mario costume gets a new purple variant. Builder Mario from ''Super Mario Maker'' also appears as a third alternate costume, with two extra alternate colors.
 
[[File:Mario Palette (P+).png|800px|thumb|center|Mario's alternate costumes in P+]]
 
'''Secret costumes:'''
 
[[File:Mario Z.png|160px]] [[File:Mario_R_P+.png|160px]]
 
'''Z-Secret Costume:''' Cowboy Mario: Based on Mario's appearance in ''{{s|mariowiki|Mario Party 2}}'' when participating on the {{s|mariowiki|Western Land}} board, with the plaid pattern on the shirt being nearly identical to that of the Cowboy Outfit from ''{{s|mariowiki|Super Mario Odyssey}}''.


==Palette swaps==
'''R-Secret Costume:''' Beach Mario: Based on the sunglasses and {{s|mariowiki|Shine Sprite}}-patterned shirt Mario can wear in ''{{s|mariowiki|Super Mario Sunshine}}'', which only darkens the screen and does nothing else beyond that. The former can be obtained from the {{s|mariowiki|sunglasses vendor}} after 30 Shine Sprites have been obtained, and the latter can be obtained by the same yellow {{s|mariowiki|Pianta}} character after defeating Bowser, causing both to be equipped at the same time after speaking to him.
[[Image:Mario Palette (PM).png|frame|center|Mario's palette swaps in PM]]


==Trivia==
==Trivia==
*The "RSBE-01" written on the Megavitamins of the Dr. Mario render is a reference to ''Brawl''{{'}}s NTSC game identification code.
*The "RSBE-01" written on the Megavitamins of the Dr. Mario render is a reference to ''Brawl''{{'}}s NTSC game identification code.
*Mario's Wario-coloured costume was removed to give Doctor Mario room for his black color, making him one of the only two characters from ''Brawl'' to lose a costume (the other being Marth and his bright blue costume).
*In ''Project M'', Mario's Wario-coloured costume was removed; likely because of its slight redundancy (due to Wario becoming playable in ''Brawl'' and having the same outfit selectable). This gave room for Dr. Mario to have his black color, making him one of only five characters from ''Brawl'' to lose a costume (the others being Marth's light blue costume, Ganondorf's brown costume, Snake's blue costume and all of Sonic's costumes sans default). This colour was brought back in ''Project+''.
*In Dr. Mario's default costume he has light-blue gloves instead of the white gloves from his Melee incarnation.


==External links==
==External links==
*[http://projectmgame.com/en/characters/mario Project M character page]
*[https://www.reddit.com/r/SSBPM/comments/9yn2dz/labbing_discord_results_mario_30_clips/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Mario]]
[[Category:Mario]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

Latest revision as of 22:24, August 16, 2024

Mario
in Project M and Project+
Mario SSBB.jpg
PPlus Mario.png
PMMarioAlt.png
PPlus Dr. Mario.png
PPlus Builder Mario.png

MarioSymbol.svg
Universe Mario
Base game appearance Brawl
Moveset inspiration Mario (SSBM), Dr. Mario (SSBM)
Alternate costume Dr. Mario, Builder Mario (Project+)
Mario (SSBB)

Mario is a playable character in the Brawl mod Project M. He is designed to be a mix of the best attributes of both his Melee version and Dr. Mario. He is currently considered a mid tier character, being ranked 20th in the latest official tier list and in the middle of the B tier. This is a great improvement over his Brawl placement of 31st out of 38, and a slight improvement from his Melee placement, where Mario ranked 15th out of 26. In Project+, Mario is ranked 16th on the official tier list in the A tier, a further improvement over his Project M placement.

Attributes[edit]

Mario is average in most respects and very well rounded. He has a straightforward combo game that can transition well from the ground to the air, many options out of his throws, reliable approach options, and a solid ranged games with his fireballs and cape. While Mario is not the master of any one field, he is capable in all of them. Other characters may outclass him in speed or power, but Mario's overall well rounded set of attributes grants him versatility and the ability to take on most opponents.

Mario is endowed with a practical set of aerial attacks. His neutral aerial and down aerial serve as approaching tools, up and back can combo or gimp respectively, and his forward aerial is a great finisher. He is also capable off stage. His cape, quick aerials, and surprisingly good recovery allow him to head off stage and finish off opponents attempting returns of their own. On stage, Mario can be as much of a threat. His grab allows for chain throws, can lead into his deadly aerial combos, or can put the opponent off stage to set up a gimp. He can zone or approach with his fireballs, and has great finishers in his forward and up smash.

Despite his strengths, Mario still must cope with his lack of range and limited recovery options. However, the latter may vary if one takes into account all of the different ways that Mario can recover with his specials.

Changes from Melee to PM[edit]

Mario was overall buffed from Melee to Project M, while still possessing balanced stats and average power attacks. Mario himself is now a slight mix between himself and Dr. Mario, with increased air speed, and moves like forward aerial and up smash acting like Dr. Mario's.

Aesthetics[edit]

  • Buff New down taunt acts like Dr. Mario's from Melee and also has a damaging hitbox that deals 3%.

Ground attacks[edit]

  • Buff Dash attack's hitbox has been moved to Mario's leg, improving it's range.
  • Buff Down tilt has less ending lag (IASA 35 → 29) and has increased base knockback (10 → 30), improving it combo ability and safety.
  • Buff If up smash hits late (via in front of Mario as opposed to behind or above), it becomes more powerful and spikes grounded foes (also akin to Dr. Mario's), comboing better into aerial attacks. It also deals more damage than the doctor's version.
  • Buff Down smash's second hit has a longer duration (1 frame → 2).

Aerial attacks[edit]

  • Buff Beginning of forward aerial acts like Dr. Mario's, dealing higher damage with strong knockback and a more favorable angle for KOs (60°), while the late hit acts like the original meteor smash hitbox, greatly strengthening its use for approaching and making it more reliable as a forward air. It also has much less ending lag (IASA 60 → 45).
  • Buff Back aerial still possesses its former power, but it now has a semi-spike angle like Dr. Mario's, being more useful at gimping recoveries.
  • Change Up aerial now has a late hit that starts on frame 6, the hitbox behaves identically to Dr. Mario's Up-Air in Melee.
  • Buff Up aerial has less ending lag (IASA 30 → 28) and autocancels sooner (frame 16 → 15).
  • Buff Down aerial inflicts higher damage for more consistent use, and now antocancels on short hop. Its landing hitbox has also been shrunk, making less likely for opponents to be launched away by the move out of the range of Mario's attacks, and the first hit has higher base knockback so that it will almost always cause tumbling if the rest of the move whiffs.

Grabs and throws[edit]

  • Buff Back throw retains its power from Dr. Mario's back throw.
  • Change Down throw has higher knockback growth (30 → 50), this hinders it's chaingrabbing ability, but makes it slightly easier to follow up into other attacks against fast-fallers.

Special Moves[edit]

  • Buff Fireballs have less ending lag, so they can be acted out of sooner and are quicker for repeated use. They also act more like Megavitamins, being stronger and having a bouncier trajectory.
  • Change Mario uses SFX from Melee for his Fireballs and retained down aerial.
  • Buff Cape glide from Brawl has been retained giving Cape more utility.
  • Buff Super Jump Punch can be cancelled by a wall jump during the first 6 frames it is touching the wall, instead of just the first frame. It also hits less times while still dealing the same damage, making it easier to rack up damage with the move.
  • Nerf Super Jump Punch has less base knockback on the last hit, and can only be canceled once in its wall jump technique until landing.
  • Buff Mario Tornado creates more vertical distance, aiding Mario's recovery.
    • Change Before 3.5, Mario Tornado had a wind vector with star graphics, in a reference to the Star Spin from Super Mario Galaxy, which were later then removed when 3.5 was released, leaving Mario with only his wind vector.

Changes from Brawl to PM[edit]

Aesthetics[edit]

  • Change Mario now has a new alternate costume, Dr. Mario, who throws Megavitamins instead of fireballs and uses an electric effect for his forward smash instead of fire.
  • Change Mario now says "hoh" when doing his first jump.
  • Buff Mario's down taunt has been changed to act like that of Dr. Mario in Melee, however it now has a damaging hitbox on the fireball/Megavitamin that does 3%.

Ground attacks[edit]

  • Buff Mario's smash attacks are all much stronger, dealing anywhere from 2-5% more damage.
  • Change The damage values of the first two hits of Mario's neutral attack have swapped, with the first hit doing 2% and the second doing 3%.
    • Buff The last hit of the neutral attack does 1% more damage.

Aerial attacks[edit]

  • Buff Neutral aerial does 2% more damage on the late hitbox.
  • Buff Forward aerial has an additional hitbox that sends the opponent flying upwards instead of meteor smashing them.
  • Change Mario's down aerial is now a drill kick like the one from Melee, and uses SFX from Melee as well.
  • Nerf Back aerial does 1% less damage on the clean hit.
    • Buff However, it does 2% more damage on the late hit.
    • Change Mario's back aerial also uses its animation from Melee.

Special attacks[edit]

  • Buff Fireballs do 2% more damage.
    • Change Mario's fireballs use their Melee sound effects.
  • Buff Cape does 2% more damage.
    • Buff Cape does not deal less damage when used in the air.
    • Nerf Cape no longer reverses opponents' controls.
      • Buff However, Project M's different ledge mechanics counter this, since Mario can turn opponents around from the ledge and stop them from grabbing it.
  • Buff Mario can utilize the Super Jump Punch wall jump technique.
  • Buff Mario Tornado replaces F.L.U.D.D as down special, which improves Mario's recovery potential.
  • Nerf Mario's edgeguarding abilities have been slightly degraded with the removal of F.L.U.D.D.
  • Nerf Super Jump Punch only hits six times and does 1% less damage overall.

Changes from PM to P+[edit]

v2.0[edit]

Ground attacks:

  • Change The angle on down tilt's tip hitbox was raised slightly, from 80 to 85 degrees.
  • Buff Forward smash's arm sour spot has more knockback.
  • Change Dr. Mario's forward smash has electric gfx but has regular on-hit properties
  • Buff Up smash now deals 1% more damage, from 15% → 16%.

Aerial attacks:

  • Buff The strong hitbox on neutral aerial is slightly bigger.
  • Nerf Forward aerial's strong hitbox has less knockback.

Special attacks:

  • Nerf The reflect hitbox on Cape is active for three fewer frames.
  • Nerf Up Special (Jump Punch) intangibility lasts for three fewer frames, now only lasting until frame 6.
  • Change Up Special can no longer reverse hit.
  • Change Mashing on Down Special (Tornado) made easier but maximum height reduced slightly

Grab and throws:

  • Buff Back throw has stronger knockback.

v2.1 - v2.4[edit]

No changes.

v2.4.1[edit]

Ledge roll:

  • Change Ledge roll occupancy matched to cast (40 > 45).

v3.0[edit]

Attributes:

  • Buff Weight 100 > 95
  • Buff Run Speed 1.5 > 1.55

Down Throw:

  • Buff BKB 75 > 82
  • Nerf KBG 50 > 41

Up Special (Super Jump Punch):

  • Nerf Landing Lag 20 > 25
  • Nerf Ledge Grab Box Height reduced

Down B (Tornado):

  • Change Considered used on frame 9
  • Nerf Maximum Horizontal distance Reduced by -0.3
  • Change Animation adjusted to better match 64 / Melee Animation

v3.0.1[edit]

No changes

Revisions[edit]

v2.1[edit]

  • Buff Adjusted Mario's tornado mashing to gain more height.
  • Change Replaced down taunt with that of Dr. Mario in Melee, except Mario uses a fireball instead of a pill (from 3.0 onward, he would use a pill for his Dr. Mario costumes as usual).

v2.5b[edit]

  • Buff Mario's Super Jump Punch wall jump no longer has additional decay.
    • Nerf Mario's Super Jump Punch can no longer be wall jumped out of infinitely when touching a wall at the apex of the move, leaving just the single use unconditional method of wall jumping out of it.
  • Buff Mario Tornado no longer causes Mario to plummet down when used directly after hitstun.
  • Nerf Down throw was increased slightly in knockback growth.
  • Change Mario's aerial vertical momentum with Cape was adjusted.
  • Change Mario now uses his "hoh" voice clip (otherwise only used for teching) displayed for his grounded jump.

v2.6b[edit]

  • Buff Down tilt can be interrupted sooner, and its lower leg portion was given short invincibility during the first attack frames.
  • Buff Fireballs no longer degrades in hitstun, size and knockback as they bounce; they now use consistent values of said characteristics for their entire duration. They can also be interrupted sooner.
  • Buff Cape doesn't reverse controls/momentum for as long.
  • Buff Standing grab's hitbox shifted outward slightly for more range.
  • Buff Up smash functions like Melee Mario's up smash at the beginning, but then changes back to Dr. Mario's as he brings his head down -- thus spiking grounded opponents hit by the latter portion of the move, leaving them open for aerial combos.
  • Change Down tilt's base knockback was slightly increased, while its knockback growth was slightly decreased. The toe part of the leg sends at a straight upward angle, while other parts more inwards on the leg send at lower angles.
  • Change Forward aerial has a tweaked flash graphical effect over the fist.
  • Change Down aerial's lowest hitbox placement adjusted more towards the center.
  • Change Fireballs were slightly increased in damage, though their knockback growth was decreased as well for compensation.

v3.0[edit]

  • Nerf Forward smash's hitlag modifier has been reduced slightly to be normalized.

v3.5[edit]

  • Buff Wall jump window increased to 6 frames from 4.
  • Buff Cape damage increased: 8 → 10
    • Nerf However, it no longer damages shielding opponents.
  • Nerf Down Tilt no longer has lower leg invulnerability.
  • Nerf Now checks on frame 1 for touching wall as required for Super Jump Punch wall jump. Touching wall was not required before.
  • Nerf Down smash deals less damage (Does 16% front and 12% back).
  • Nerf Down air's hitbox sizes decreased.
  • Nerf Fireballs/Megavitamins's damage: 8 → 7
    • Nerf Ending lag on Fireballs/Megavitamins has been increased (IASA 35 → 41).
    • Change Fireballs have a small fiery burst, while Megavitamins have a small smoke puff.
  • Change Down Throw has more knockback growth: 44 → 50.
  • Nerf Dr. Mario's forward smash now uses Project M's new Light element, which is essentially an electric hitbox, but with the same hitlag for both the attacker and the attacked character. This hurts the Doc variant; previously Doc had less hitlag than the attacked character and could possibly act out of the move before the attacked character could. Mario's variant is unaffected. This element is Effect 13 for moveset editing purposes.

v3.6[edit]

  • Change Dr. Mario's cape matches his outfit.[1]
  • Change Down tilt angle standardized to 80, and its knockback growth has been increased at the cost of base knockback.
    • Nerf Down tilt IASA: frame 27 → 29
  • Change Dr. Mario's forward smash sound effect modified to be consistent with other attacks.[1]
    • Change Dr. Mario's forward smash type accidentally reverted to electric effect from light effect, causing the hitlag of the move to be different for this skin
  • Buff Forward air meteor hit (Mario) start: frame 20 → 18
    • Nerf Forward air outward strike (Dr. Mario) hitbox removal: frame 19 → 17
  • Change Up air angle (late): 65° → 55°
  • Nerf Down air SDI multiplier: 0.75 → 1
  1. ^ a b Not featured in the beta version

Moveset[edit]

Up to date as of version 3.6.

Name Damage Description
Neutral attack 2% Two weak punches followed by a stronger forward kick. Originates from Mario's standard combo in Super Mario 64.
3%
5%
Forward tilt 10% Kicks straight forward in a back-turning roundhouse kick. This move can be angled up or down, dealing more damage angled upwards and less angled downwards.
9%
8%
Up tilt 8% Punches straight upward in a spiraling stationary uppercut. A good juggling move.
Down tilt 9% (close), 8% (far) Sweeps one leg low to the ground. Often a good combo starter and spacing tool.
Dash attack 9% (clean), 8% (late) Slides low on the ground forward with his left leg extended. Sends foes upwards. Originates from the Slide Kick in Super Mario 64.
Forward smash 20% (fire), 15% (left arm), 11% (right arm) Rears back with hands cupped together and then extends palm forward with a blast of fire (electricity in Dr. Mario's case) coming from his left hand. This move can be angled; being stronger if angled upwards.
19% (fire), 14% (left arm), 10% (right arm)
18% (fire), 13% (left arm), 9% (right arm)
Up smash 15%, 16% (spike) Headbutts upward. This move can hit enemies behind Mario. An excellent finishing move at around 110%. If the attack connects in front of Mario on a grounded opponent, the opponent will be spiked. Interestingly, Mario's head does not gain intangibility frames when performing the headbutt.
Down smash 16% (front), 12% (back feet), 10% (back legs) Mario performs a break-dancing sweep kick that can hit on both sides. A decent knockback tool. Originates from the Sweep Kick in Super Mario 64.
Neutral aerial 12% (clean), 9% (late) Mario extends one foot forward. A standard sex kick.
Forward aerial 17% (early fist), 16% (early arm), 15% (late) Mario winds up his arm and punches downwards. This move is a hybrid of both Mario's, and Dr. Mario's respective forward aerials in Melee. Contacting the enemy with Mario's fist during the earlier frames will result in Dr. Mario's version, playing the role of a powerful vertical finisher. The latter works as Mario's forward aerial, a basic meteor smash, which can set up aerial follow-ups if used on grounded enemy. A slow, but versatile tool.
Back aerial 11% (clean), 9% (late) Mario kicks backwards with both feet. One of Mario's main gimping and combo tools. This move uses its Melee animation.
Up aerial 11% (clean), 10% (late) Does a flipkick upwards. A good midair juggling tool.
Down aerial 3% (hits 1-3), 2% (hit 4-7 & landing) Spins around via a drill kick aimed downward, hitting the opponent multiple times.
Grab
Pummel 3% Headbutts opponent.
Forward throw 9% Throws the opponent forward in a single turning fling.
Back throw 12% (throw), 8% (collateral) Spins around three times and swings the opponent backwards in a giant swing throw. One of his stronger throws and can hit nearby enemies with the grabbed target. This is similar to how Mario throws Bowser during the boss battles in Super Mario 64.
Up throw 8% Throws his opponent upward with both hands. Can lead into an aerial combo.
Down throw 6% Slams his opponent on the ground. Has a lot of hitstun, which makes it easier to combo opponents out of this throw and follow up with a forward aerial at higher percentages.
Floor attack (front) 6% Gets up and punches behind him, then in front.
Floor attack (back) 6% Gets up and does a sweep kicks in a similar fashion to his down smash.
Floor attack (trip) 5% Gets up and kicks backward and forward.
Edge attack (fast) 6% (body), 8% (legs) Does a somersault and kicks with both feet.
Edge attack (slow) 10% Slowly gets up and kicks with one leg.
Down taunt 3% Mario pulls out a fireball (pill when using Dr. Mario costume), rolls it down his arm, uses his shoulder to toss it into the air, then catches it. The fireball/pill can damage nearby enemies.
Neutral special Fireball / Megavitamins 7% Shoots a fireball (or a pill) from his hand as a projectile. Bounces after hitting a surface, with its speed and duration decreasing per bounce.
Side special Cape / Super Sheet 10% (close), 9% (tip) Mario flicks his cape forward. The cape can reflect projectiles and turns the opponent the other way, making it a useful edgeguarding technique, especially against characters with linear recovery moves such as Fox Illusion and Quick Draw.
Up special Super Jump Punch 5% (hit 1), 1% (hits 2-5), 3% (hit 6) Mario does a jumping uppercut diagonally upward, being a multi-hit attack that causes 2D coins sprites to fly out any opponents who come in his path. Considered Mario's main recovery move. Additionally, if this move is used while Mario is directly next to a wall and the control stick is flicked backward at the apex of the jump, the move will be cancelled into a wall jump that does not cause Mario to become helpless, making him free to use the same move again without landing. The trajectory of the move can be aimed by tilting the control stick forward or backward.
Down special Mario / Dr. Tornado 2% (hit 1), 1% (hits 2-7), 5% (hit 8) Mario performs a multi-hit spinning attack with his fists outstretched that traps opponents before knocking them away. Mario can rise in the air with this move by mashing the special button, though this can only be used once before touching the ground. Originates from the Spin Jump in Super Mario World.
Final Smash Mario Finale 3% (big fireball), 2% (small fireball) Mario fires two giant fireballs that intertwine with each other and engulf the stage, hitting consecutively. Oddly enough, when using Dr. Mario, he still shoots out fireballs instead of pills.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Mario players (PM)

Alternate costumes[edit]

Project M[edit]

The Wario alt was cut in Project M due to costume slot limitations at the time, making space for Dr. Mario, appearing as Mario's alternate costume. Players may switch between Mario and Dr. Mario costumes, similarly to Wario's alternate costume sets for his Wario Land and WarioWare appearances. This costume provides many aesthetic changes; Mario's Fireballs and their related sound effects in his neutral special and down taunt changed to that of the Megavitamins, his forward smash sports an electric effect and Dr. Mario's cape color matches the color used. No differences apply in regular gameplay from these aesthetic changes, but the changed elements will affect The Subspace Emissary and Boss Battles enemies.

Mario's alternate costumes in PM
MarioHeadSSBB.png MarioHeadWhiteSSBB.png MarioHeadBlueSSBB.png MarioHeadGreenSSBB.png MarioHeadBlackSSBB.png
DrMarioHeadPM.png DrMarioHeadBlackPM.png DrMarioHeadRedPM.png DrMarioHeadGreenPM.png DrMarioHeadBluePM.png

Project+[edit]

In Project+, Mario's Wario-inspired color returns, and the Dr. Mario costume gets a new purple variant. Builder Mario from Super Mario Maker also appears as a third alternate costume, with two extra alternate colors.

Mario's alternate costumes in P+

Secret costumes:

Mario Z.png Mario R P+.png

Z-Secret Costume: Cowboy Mario: Based on Mario's appearance in Mario Party 2 when participating on the Western Land board, with the plaid pattern on the shirt being nearly identical to that of the Cowboy Outfit from Super Mario Odyssey.

R-Secret Costume: Beach Mario: Based on the sunglasses and Shine Sprite-patterned shirt Mario can wear in Super Mario Sunshine, which only darkens the screen and does nothing else beyond that. The former can be obtained from the sunglasses vendor after 30 Shine Sprites have been obtained, and the latter can be obtained by the same yellow Pianta character after defeating Bowser, causing both to be equipped at the same time after speaking to him.

Trivia[edit]

  • The "RSBE-01" written on the Megavitamins of the Dr. Mario render is a reference to Brawl's NTSC game identification code.
  • In Project M, Mario's Wario-coloured costume was removed; likely because of its slight redundancy (due to Wario becoming playable in Brawl and having the same outfit selectable). This gave room for Dr. Mario to have his black color, making him one of only five characters from Brawl to lose a costume (the others being Marth's light blue costume, Ganondorf's brown costume, Snake's blue costume and all of Sonic's costumes sans default). This colour was brought back in Project+.

External links[edit]