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{{disambig2|Mario's appearance in ''Super Smash Bros. Brawl''|the character in other contexts|Mario}}
{{disambig2|Mario's appearance in ''Super Smash Bros. Brawl''|the character in other contexts|Mario}}


{{cquote|Everyone's worst plumber has terrible moves than opponent can't get killed unlike that cool and awesome ''[[Luigi]]''|cite=''Brawl'' instruction manual}}
{{cquote|Everyone's favorite plumber is well rounded.|cite=''Brawl'' instruction manual}}
{{Infobox Character
{{Infobox Character
|name        = Mario
|name        = Mario
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==Attributes==
==Attributes==
Mario is considered a beginner character that people can learn with. This is due to him having no major size or speed flaws and is considered all around and balanced. Despite being an average-sized middleweight, Mario is one of those who {{SSBB|King Dedede}} can [[Chain grab|infinitely chain grab]] [[Cheap|without a wall]], which is a true problem at high level play. Mario is also the second slowest character in the game. ([[Ganondorf]] being slowest). A major offensive flaw of Mario is his lack of finishers. His only attacks that can reliably KO under 150% are his forward smash and up smash. His other possible finishers are situational. For example, his [[forward aerial]] is a [[meteor smash]] which helps him edgeguard, but it is slow and can be difficult to meteor smash with, and also has quite low [[knockback]] for a meteor smash as well, but if sour-spotted, it deals decent horizontal knockback that can KO off-stage foes at high percentages. The back throw, while one of the strongest throws in the game, will have difficulty KOing without being on the edge, a problem made worse by how slow the throw is, making it very easy to DI. The fact that Mario lacks a reliable finisher that is not a smash attack makes getting KOs even more difficult, due to giving him less versatility. His forward special, the [[Cape]], allows him to turn enemies around and reflect projectiles. The cape also propels him forward a little when used in the air. Additionally, the cape reverses momentum and can be used to [[Cape Glide]] which greatly enhances his edgeguarding capabilities. His Neutral Special, the [[Fireball]], is spammable and helps him control the enemy's approach, it can also be used to hinder some characters offstage. His Down Special, [[F.L.U.D.D.]], has to be charged up and deals no damage but [[push]]es enemies back similar to [[Kyogre]]'s Hydro Pump or {{SSBB|Squirtle}}'s [[Water Gun]] (but notably less powerful) and can also be used as an effective edge-guarding move on recoveries like [[Link (SSBB)|Link's]] [[Spin Attack]]. This can make it difficult to recover for some characters, while for others, it is a mere hindrance. Also, it takes a long time to charge, meaning Mario must wait a good amount of time before it is effective, although it can be saved by shielding and rolling. Excluding F.L.U.D.D. and Fireball, Mario does not have many long ranged attacks. For his recovery, he can wall jump and use his Cape, along with his [[Super Jump Punch]]. Super Jump Punch, however, is a relatively poor recovery move in general and is easily edge-guarded due to its predictable trajectory (straight upwards, slightly diagonal), though, it is considered to be a great out-of-shield option. F.L.U.D.D. can also be used to push him back horizontally. His Smash attacks are quick, so he can execute them with little start-up lag. He is also known for being a good juggler with his quick attacks and aerials.
Mario is considered a beginner character that people can learn with. This is due to him having no major size or speed flaws and is considered all around and balanced. Despite being an average-sized middleweight, Mario is one of those who {{SSBB|King Dedede}} can [[Chain grab|infinitely chain grab]] [[Cheap|without a wall]], which is a true problem at high level play. A major offensive flaw of Mario is his lack of finishers. His only attacks that can reliably KO under 150% are his forward smash and up smash. His other possible finishers are situational. For example, his [[forward aerial]] is a [[meteor smash]] which helps him edgeguard, but it is slow and can be difficult to meteor smash with, and also has quite low [[knockback]] for a meteor smash as well, but if sour-spotted, it deals decent horizontal knockback that can KO off-stage foes at high percentages. The back throw, while one of the strongest throws in the game, will have difficulty KOing without being on the edge, a problem made worse by how slow the throw is, making it very easy to DI. The fact that Mario lacks a reliable finisher that is not a smash attack makes getting KOs even more difficult, due to giving him less versatility. His forward special, the [[Cape]], allows him to turn enemies around and reflect projectiles. The cape also propels him forward a little when used in the air. Additionally, the cape reverses momentum and can be used to [[Cape Glide]] which greatly enhances his edgeguarding capabilities. His Neutral Special, the [[Fireball]], is spammable and helps him control the enemy's approach, it can also be used to hinder some characters offstage. His Down Special, [[F.L.U.D.D.]], has to be charged up and deals no damage but [[push]]es enemies back similar to [[Kyogre]]'s Hydro Pump or {{SSBB|Squirtle}}'s [[Water Gun]] (but notably less powerful) and can also be used as an effective edge-guarding move on recoveries like [[Link (SSBB)|Link's]] [[Spin Attack]]. This can make it difficult to recover for some characters, while for others, it is a mere hindrance. Also, it takes a long time to charge, meaning Mario must wait a good amount of time before it is effective, although it can be saved by shielding and rolling. Excluding F.L.U.D.D. and Fireball, Mario does not have many long ranged attacks. For his recovery, he can wall jump and use his Cape, along with his [[Super Jump Punch]]. Super Jump Punch, however, is a relatively poor recovery move in general and is easily edge-guarded due to its predictable trajectory (straight upwards, slightly diagonal), though, it is considered to be a great out-of-shield option. F.L.U.D.D. can also be used to push him back horizontally. His Smash attacks are quick, so he can execute them with little start-up lag. He is also known for being a good juggler with his quick attacks and aerials.


==Moveset==
==Moveset==

Revision as of 07:18, December 25, 2013

This article is about Mario's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Mario.
Everyone's favorite plumber is well rounded.
Brawl instruction manual
Mario
in Super Smash Bros. Brawl
Mario
MarioSymbol.svg
Universe Mario
Other playable appearances in SSB
in Melee
in SSB4
Availability Starter
Final Smash Mario Finale
Tier F (31)
Mario (SSBB)

Mario (マリオ, Mario) is a playable character in Super Smash Bros. Brawl, who also appears in Super Smash Bros. Melee and the original Super Smash Bros. He is the icon of Nintendo and the Mario series, from which Luigi, Peach, Bowser, Wario, and Yoshi also originate. As in every other video game in which he has a voice, Mario is voiced by Charles Martinet.

Mario's moveset is largely unchanged in relation to that of Melee, except that his down special move has been changed to F.L.U.D.D., and his down aerial has been changed to Mario Tornado - Mario is the only character to have had a special move in one game changed to a standard attack in another.

Mario is ranked 31st on the current tier list, the top position of F tier. Mario possesses fast, low lag attacks throughout his moveset, as well as strong comboing capabilities, with his up tilt and up aerial being especially good jugglers on their own that can set up additional attacks well. Additionally, Mario possesses a fantastic gimping and disrupting tool in his Cape, an effective projectile in his Fireball, and even an effective out of shield option in his Super Jump Punch. However, he inherited problems from his Melee incarnation. Mainly, he has poor reach with nearly every attack, and he still possesses only a few mediocre finishers, that are all smash attacks, greatly hindering Mario's ability to finish a stock flexibly and efficiently. Additionally, he has problems dealing with characters who have disjointed hitboxes (such as Marth), he is easily gimped due to his predictable and short recovery, and his rather standard abilities are outshined by the abilities of most characters. This has resulted in poor matchups beyond low tier, and poor tournament results.

Attributes

Mario is considered a beginner character that people can learn with. This is due to him having no major size or speed flaws and is considered all around and balanced. Despite being an average-sized middleweight, Mario is one of those who King Dedede can infinitely chain grab without a wall, which is a true problem at high level play. A major offensive flaw of Mario is his lack of finishers. His only attacks that can reliably KO under 150% are his forward smash and up smash. His other possible finishers are situational. For example, his forward aerial is a meteor smash which helps him edgeguard, but it is slow and can be difficult to meteor smash with, and also has quite low knockback for a meteor smash as well, but if sour-spotted, it deals decent horizontal knockback that can KO off-stage foes at high percentages. The back throw, while one of the strongest throws in the game, will have difficulty KOing without being on the edge, a problem made worse by how slow the throw is, making it very easy to DI. The fact that Mario lacks a reliable finisher that is not a smash attack makes getting KOs even more difficult, due to giving him less versatility. His forward special, the Cape, allows him to turn enemies around and reflect projectiles. The cape also propels him forward a little when used in the air. Additionally, the cape reverses momentum and can be used to Cape Glide which greatly enhances his edgeguarding capabilities. His Neutral Special, the Fireball, is spammable and helps him control the enemy's approach, it can also be used to hinder some characters offstage. His Down Special, F.L.U.D.D., has to be charged up and deals no damage but pushes enemies back similar to Kyogre's Hydro Pump or Squirtle's Water Gun (but notably less powerful) and can also be used as an effective edge-guarding move on recoveries like Link's Spin Attack. This can make it difficult to recover for some characters, while for others, it is a mere hindrance. Also, it takes a long time to charge, meaning Mario must wait a good amount of time before it is effective, although it can be saved by shielding and rolling. Excluding F.L.U.D.D. and Fireball, Mario does not have many long ranged attacks. For his recovery, he can wall jump and use his Cape, along with his Super Jump Punch. Super Jump Punch, however, is a relatively poor recovery move in general and is easily edge-guarded due to its predictable trajectory (straight upwards, slightly diagonal), though, it is considered to be a great out-of-shield option. F.L.U.D.D. can also be used to push him back horizontally. His Smash attacks are quick, so he can execute them with little start-up lag. He is also known for being a good juggler with his quick attacks and aerials.

Moveset

For a visual representation of Mario's attack hitboxes, see this page.
  Move Description Segment Damage Angle Hit Frames BKB KBG WBKB Type
Neutral attack Combo Kick Jabs with his right, then his left, and then kicks with his right foot. All are from Super Mario 64. Beneficial in making combos. First hit jab locks characters laying on the ground. Hit 1 Fist 3% Sakurai angle 2 3 0 100 15 Hand (type) Normal (effect)
Arm 10
Body AngleIcon80.png 15
Hit 2 Fist 2% Sakurai angle 8 9 18
Arm 15
Body AngleIcon80.png 25
Hit 3 4% Sakurai angle 20 24 30 95 0 Foot (type) Normal (effect)
Forward tilt Power Kick Does a back spinning kick with his right leg. Has average damage and knockback, but has better reach than his other tilts (it is still short). Has some IASA frames. If the player pauses with right timing while at the start of the move, they would see that Mario will spin before kicking. Angled up 8% Sakurai angle 5 8 8 100 0 Foot (type) Normal (effect)
Angled side
Angled down 13
Up tilt Uppercut Delivers an uppercut while spinning. Similar to a move in Super Mario RPG. Average damage and above-average knockback. An excellent juggler that can be comboed into itself, an up smash, and an up aerial juggle. 7% AngleIcon96.png 5 12 28 130 0 Hand (type) Normal (effect)
Down tilt Crouch Kick Sweeps low to the ground with his leg. Though it has a very fast start-up, it deals very little damage, has high ending lag, low knockback, very low hitstun, and very short reach. Foot 5% AngleIcon80.png 5 8 20 80 0 Foot (type) Normal (effect)
Leg 7%
Dash attack Slide Kick Slides forward and kicks with both feet. Also from Super Mario 64. Has low diagonal knockback behind Mario that is difficult to follow up on. (Has IASA frames near the end.) Clean Foot 9% AngleIcon110.png 6 9 70 50 0 Foot (type) Normal (effect)
Leg AngleIcon80.png
Late Foot 7% AngleIcon120.png 10 25 45 30
Leg AngleIcon70.png
Up smash Head Snap Sends opponents skyward with a headbutt. Has fast start-up lag and its ending lag is rather low as well. It does have good base knockback and knockback scaling, but its KO power is rather average for an up-smash. This is Mario's only reliable finisher outside his forward smash and it is his only attack that can KO vertically under 150%. 14% AngleIcon83.png 9 13 32 90 0 Head (type) Normal (effect)
Down smash Breakdance Kick Does a breakdance sweep. Like Mario's other attacks, it has fast start-up and ending lag but short reach. While stronger than his tilts and aerials, it isn't strong enough to reliably KO under 150%. Another attack from Super Mario 64. Hit 1 15% Sakurai angle 5 7 40 73 0 Foot (type) Normal (effect)
Hit 2 12% 14 15 35 75
Forward smash Fire Smash Steps back and then forward, causing a blast of fire out of his hand. One of Mario's best reaching moves (though its reach is only average at best). It has rather fast start-up for a forward smash but it does have punishable ending lag. Damage and knockback is highest when sweetspotted at the flame. Can also be angled up and down. It has low base knockback but its knockback scaling is very high. When angled upward and fully charged, it can KO at 71%. This is Mario's most powerful attack and can be considered his best finisher. The sweetspot is a hitbox with transcendent priority. The attack is derived form Mario's ability to shoot fireballs. Angled up Arm 15% Sakurai angle 15 18 25 100 0 Hand (type) Normal (effect)
Fire 18% 90 Hand (type) Flame (effect)
Angled side Arm 14% 100 Hand (type) Normal (effect)
Fire 17% 90 Hand (type) Flame (effect)
Angled down Arm 13% 100 Hand (type) Normal (effect)
Fire 16% 90 Hand (type) Flame (effect)
Neutral aerial Drop Kick Performs a Sex Kick in the air. Similar to an attack from Super Mario 64. Its almost instantaneous start-up can be used to break certain chainthrows and combos but it has low knockback and short reach. Clean 10% Sakurai angle 3 6 20 100 0 Foot (type) Normal (effect)
Late 5% 7 29 13 90
Forward aerial Meteor Punch Punches downward. This is a slow Meteor Smash with below-average power if it is sweetspotted. It is a weak meteor smash that is difficult to land, but it does have the benefit of sending opponents on a horizontal trajectory instead of straight down. When sourspotted, it sends opponents on a horizontal trajectory with decent knockback. Windup 12% Sakurai angle 16 30 80 0 Hand (type) Normal (effect)
Clean 13% AngleIcon280.png 17 19 20 75
Late 10% Sakurai angle 20 21 20 80
Back aerial Rear Kick Spins and kicks backward. Similar to his forward aerial from the original Super Smash Bros. game. Very fast start-up with decent reach and knockback. Can WoP at low to mid percentages and KO at very high percentages (but not below 150% outside of edgeguard situations). Clean 12% Sakurai angle 6 8 10 95 0 Foot (type) Normal (effect)
Late 7% 9 14 7 90
Up aerial Flip Kick Does a somersault and kicks upward. Very low start-up and ending lag with low knockback, it works very well as a juggler at low to mid percentages. 11% AngleIcon45.png 4 9 9 100 0 Foot (type) Normal (effect)
Down aerial Mario Tornado Spins with fists then strikes with both on opposite sides. Like the original move, it looks somewhat like the Spin Jump from various Mario games, such as Super Mario World. Similar to his other aerials, it has almost no start-up with short reach, but it does have some ending lag. The final hit does low vertical knockback. It can set-up a down smash at low percentages if the final hit is landed in the ground. Hits 1-5 1% AngleIcon94.png 5,7,9,11,13 0 100 10 Spin (type) Normal (effect)
Hit 6 7% AngleIcon75.png 25 80 80 0
Landing 2% Sakurai angle 1 3 0 100 60 Foot (type) Normal (effect)
Pummel Nosebutt One of the slowest pummels in the game. 3% Sakurai angle 16 0 100 30 Head (type) Normal (effect)
Forward throw Spin Chuck Mario spins around once then throws his opponent in front of him. It has low knockback scaling even for a throw. It is mostly only used to get the opponent off the edge. 9% AngleIcon45.png 13 60 65 0 Throwing (type) Normal (effect)
Back throw Spin Throw Mario spins around several times then throws his opponent backwards. It is similar to when Mario grabs Bowser by the tail, and then swings him around in an attempt to throw into the bombs in Super Mario 64. While a very slow throw, he can damage other characters with the character he is swinging around. This is by far Mario's strongest throw and its knockback scaling is high enough to reliably KO around 185%. While powerful for a throw, it is very slow, making it very easy to DI, limiting its KO potential. It is also Mario's most damaging throw. Throw 12% AngleIcon45.png 44 70 63 0 Throwing (type) Normal (effect)
Swing Collision 8% Sakurai angle   20 100 0
Up throw Vertical Hurl Mario throws his opponent high into the air. Good base knockback but it has low knockback scaling. It can be follow up by a up aerial juggle but is mostly inferior to the down throw for setting up. 8% AngleIcon90.png 18 70 72 0 Throwing (type) Normal (effect)
Down throw Ground Slam Mario slams his opponent into the ground. Its low base knockback and knockback scaling with its vertical trajectory makes it great for setting up with a up tilt and up aerial juggle, but it is Mario's weakest throw otherwise. 6% AngleIcon80.png 18 75 50 0 Throwing (type) Normal (effect)
Floor (back) Sweep Kick Gets up then kicks behind him, then in front of him. Hit 1 6% Sakurai angle 20 21 80 50 0 Foot (type) Normal (effect)
Hit 2 24 25
Floor (front) Double Punch Gets up then punches behind him, then in front of him. Hit 1 6% Sakurai angle 19 20 80 50 0 Hand (type) Normal (effect)
Hit 2 25 26
Floor (trip) Double Kick Kicks behind him, then in front of him while getting up. Hit 1 5% Sakurai angle 19 20 60 50 0 Foot (type) Normal (effect)
Hit 2 31 32
Edge <100% Quick Kick Does a somersault and then kicks upwards, from a laying down position. Legs 8% AngleIcon45.png 24 26 0 100 110 Foot (type) Normal (effect)
Body 6%
Edge 100%+ Slow Kick Gets up then does a kick similar to his forward tilt. 10% Sakurai angle 40 44 0 100 110 Foot (type) Normal (effect)
Neutral special move Fireball A small, weak projectile. Early 5% Sakurai angle 14 19 30 25 0 Typeless (type) Flame (effect)
Semi-early 20 30 22 20
After 30   11 15
Side special move Cape Reverses projectiles and enemies. Ground 8% AngleIcon110.png 12 14 0 0 0 Weapon (type) Reverse (effect)
Air 6%
Up special move Super Jump Punch Soars upwards, dragging along enemies. Has good initial range and great to use offensively as well as out of shield. Hit 1 Arm 5% AngleIcon70.png 3 6 0 100 130 Hand (type) Coin (effect)
Fist AngleIcon90.png 140
Hits 2-4 Arm 1% AngleIcon74.png 7,9,11 150
Fist AngleIcon90.png
Hits 5-6 Arm Autolink angle (365) 13-14, 16-17 90
Fist 120
Hit 7 3% AngleIcon60.png 19 20 52 145 0
Down special move F.L.U.D.D. Sprays water that does nothing but push. 0% AngleIcon55.png   0 100 32 Weapon (type) Water (effect)
Final Smash Mario Finale Unleashes a torrent of flame sideways. Larger 3% AngleIcon32.png 26 260 40 100 0 Typeless (type) Flame (effect)
Smaller 2%

Taunts

  • Up - Turns into Super Mario. The way he does it is how he changes in the original Super Mario Bros. (Same as in Template:G and Template:G).
  • Side - Takes off his hat, twirls around, and puts his hat back on, similar to the level clear animation from New Super Mario Bros..
  • Down - Spins in the air and falls on his back with his legs up, based on the dying animation from the original Donkey Kong.

Idle poses

  • Moves his head from left to right and holds his fists in front of his face
  • Moves his hat

On-screen appearance

A green pipe appears, Mario pops up and says "Let's a go!"

Cheer

Mario's NTSC and PAL cheer

Ma ri o!

In competitive play

Matchups

Notable players

See also: Category:Mario professionals (SSBB)

Changes from Melee to Brawl

Mario has revived a mix of nerfs and buffs from Melee to Brawl, although none of the buffs are significant, which leads to his standard abilities faring worse off against the greater competition.

  • Buff Up tilt and up aerial deal more knockback.
  • Buff Forward smash's sourspot is significantly more powerful and can now reliably KO under 150%.
  • Buff Up smash has slightly more reach and slightly more knockback scaling.
  • Buff Forward aerial is much safer to meteor smash with due to Brawl's slower falling speeds. Its knockback is additionally slightly more powerful, despite dealing 2% less damage.
  • Buff Back aerial deals 2% more damage.
  • Buff New down aerial (which is now the Mario Tornado), is faster and deals more knockback than his Melee down aerial.
  • Buff Fireballs produce slightly more hitstun and have a slightly larger hitbox.
  • Buff Mario's Cape now reverses the enemy's momentum rather than just reversing their direction.
  • Nerf Forward smash has slower start-up and longer ending lag, and its sourspot hitbox is much larger, necessitating spacing to land its sweetspot.
  • Nerf Neutral aerial is weaker and is no longer a viable KO move at very high damages.
  • Nerf Forward aerial now requires landing a sweetspot to meteor smash.
  • Nerf Back throw was weakened significantly and will no longer KO until the opponent approaches 200%.
  • Nerf Fireballs travel a shorter distance and deal 1% less damage.
  • Nerf Opponents being able to grab the ledge from behind in Brawl has reduced Cape's effectiveness as an edgeguard tool.
  • Nerf Super Jump Punch has significantly increased landing lag.
  • Nerf Mario Tornado being replaced with F.L.U.D.D. has reduced Mario's recovery potential.

In term of cosmetics, Mario has been updated graphically, with his overalls looking more realistic. His Fireballs look more realistic as well. While he has the same voice actor as in Melee, Mario now has a new set of voice clips. His back aerial now has the animation of his forward aerial from Smash 64. He no longer speaks during his first jump, and all of his jumps make variations of the "boing" noise from Super Mario Bros.; the pitch increases with each jump: the short ground and wall jumps make a shortened version, the high ground jump uses the unaltered standard version, and the second jump and Super Jump Punch each make higher pitched versions.

Role in The Subspace Emissary

Mario in the SSE

Mario is the main protagonist in The Subspace Emissary. In the beginning, a trophy of Mario and Kirby are thrown into the Midair Stadium, where they come to life and have a friendly fight (a reference to the introduction in the first game of the series, where Mario and Kirby prepare to fight each other towards the end). The player chooses the one they want to play as. If Mario is chosen, the opponent will be Kirby, and vice-versa. After the battle between the two, the winner revives the loser, they shake hands, and wave to the crowd. Suddenly, red ominous clouds appear above the stadium, and the Halberd emerges from it. It releases Shadow Bugs which form into Primids. Peach and Zelda, who were watching the match, come to help, and after defeating all of the enemies, they are all confronted by the Ancient Minister. After seeing the two R.O.B.s setting up a Subspace Bomb, Mario runs to try and stop it, only to be blasted out of the stadium and Star KO'd by a cannonball apparently fired by Petey Piranha. During his descent from Skyworld, Pit finds Mario's trophy, and revives him. Once Mario recounts what happened, the two proceeded on their journey. When they reach the ground, they fight Primids across the Plain and attempt to stop the Ancient Minister from delivering another Subspace Bomb. Mario attempts to reach the Minister, but falls short; Pit also tries to get him by using a Footstool Jump on Mario, but he also fails. They then continue on their quest.

The Lake Shore

False Peach

At the shore, Kirby chases after a menacing noise he heard, unaccompanied by Peach. The abandoned princess is turned into a trophy by Bowser's Dark Cannon. A False Character of Bowser appears and dissolves, engulfing Peach's trophy. Brought to life is a cloned Peach which tries to fire a Dark Cannon at Mario. Luckily, Link destroys the gun using his Master Sword, and fights the princess with Yoshi. Mario notices them standing by Peach's trophy, which disintegrates. Enraged, Mario attempts to attack Link, but he dodges the attack. Link, Yoshi, Mario, and Pit get into a two-on-two fight. Afterward, King Dedede's cargo, stolen from Wario and already loaded with the trophies of Zelda, Ness, and Luigi, grabs Mario and Pit's trophies with its mechanical arm. Fortunately Kirby appears from behind and severs the arm with Final Cutter while reviving Mario and Pit; Kirby had realized that the noise he heard was Dedede hijacking the cargo from Wario. King Dedede turns around and tries to get away, but Pit blows the cargo's tire with Palutena's Arrow.

The five follow Dedede across some plains and follow him into the Cave, where they see Dedede's castle in ruins from an ambush by Bowser. They pursue Bowser through a hole in the castle wall. Mario and friends then confront Bowser at a cliff. Mario jumps at the Koopa, but misses with his attack. Pit fires an arrow; Bowser, while sidestepping to dodge the arrow, drops the Dedede Brooch attached to Zelda's arm. He loses footing and falls off the cliff into the Koopa Clown Car with the trophy of Zelda, where he laughs maniacally as he flies up to the Halberd.

False Zelda

At the shore, Kirby chases after a menacing noise he heard, unaccompanied by Zelda. The abandoned princess is turned into a trophy by Bowser's Dark Cannon. A False character of Bowser appears and dissolves, engulfing Zelda's trophy. Brought to life is a cloned Zelda which tries to fire a Dark Cannon at Link. Luckily, Pit destroys the gun, and fights the princess with Mario. Link notices them standing by Zelda's trophy, which disintegrates. Enraged, Link attempts to attack Mario, but he dodges the attack. Link, Yoshi, Mario, and Pit get into a two-on-two fight. Afterward, King Dedede's cargo, stolen from Wario and already loaded with the trophies of Peach, Ness, and Luigi, grabs Link and Yoshi's trophies with its mechanical arm. Fortunately Kirby appears from behind and severs the arm with Final Cutter while reviving Link and Yoshi. King Dedede turns around and tries to get away, but Link blows the cargo's tire with his Hero's Bow.

The five follow Dedede across some plains and follow him into the Cave, where they see Dedede's castle in ruins from an ambush by Bowser. They pursue Bowser through a hole in the castle wall. Mario and friends then confront Bowser at a cliff. Mario jumps at the Koopa, but misses with his attack. Pit fires an arrow; Bowser, while sidestepping to dodge the arrow, drops the Dedede Brooch attached to Peach's chest. He loses footing and falls off the cliff into the Koopa Clown Car with the trophy of Peach, where he laughs maniacally as he flies up to the Halberd.

Story merge

They later catch up to the Ancient Minister in a desert, and after failing to stop a Subspace Bomb from detonating, barely escape the blast. Mario then leads his team at the Canyon, saving Marth, Ike, Lucas, Pokémon Trainer and Ice Climbers from a horde of Primids. The ten of them camp out for a while, until Mario spots an enormous explosion of Subspace Bombs from the Isle of the Ancients. Shortly afterward the Halberd lands, which has been retaken by Meta Knight, Lucario, Snake, Peach, Sheik, Fox, Falco, and Mr. Game & Watch. Next to it is the Falcon Flyer, containing Samus, Pikachu, Olimar, Captain Falcon, Diddy Kong, Donkey Kong, and R.O.B..

Mario and company destroy the Subspace Gunship and prepare to attack Tabuu. Unfortunately, their plan of assault is interrupted by Tabuu's Off Waves. Mario is later resurrected by King Dedede, Ness, Luigi, and Kirby and helps the other heroes through the Great Maze. In Tabuu's Residence, Tabuu poises to unleash more Off Waves; Sonic impedes his doing so. Mario joins the battle against Tabuu, eventually defeating him and ending the Subspace invasion.

Using stickers

Since Mario's primary attacks are kicks, Leg stickers have the widest effect, with Arm attacks as a secondary. Using a Head sticker will usually only affect Mario's up smash (since pummels cannot be used against most enemies), while a Flame one will affect both his Fireball and his forward smash's sweetspot. The Mario Tornado is considered a Spin attack, but as it's Mario's only Spin attack, using a Spin sticker will not have a very large effect. This also applies with Weapon stickers and his Cape.

Playable appearances

Exclusive stickers

The following stickers can either only be used by Mario, or can only be used by a select few, including Mario:

  • 1-Up Mushroom: [Leg] Attack +4
  • Bowser (Dance Dance Revolution: Mario Mix): [Throwing] Attack +20
  • Bowser (Mario Kart 64): [Weapon] Attack +13
  • Bowser (Super Paper Mario): [Arm] Attack +23
  • Coin: [Specials: Indirect] Attack +4
  • Dice Block: [Arm] Attack +8
  • Dr. Mario: [Head] Attack +18
  • Koopa: [Body, Spin] Attack +10
  • Lakitu (Mario Kart: Super Circuit): [Leg] Attack +13
  • Mario (Mario Kart DS): [Leg] Attack +22
  • Mario & Yoshi: [Specials: Indirect] Attack +13
  • Mega Rush Badge: [Specials: Direct] Attack +8
  • Mushroom: [Arm, Leg] Attack +5
  • Peach (Super Princess Peach): [Weapon] Attack +23
  • Peach (Mario Superstar Baseball): [Slash] Attack +5
  • Rawk Hawk: [Arm] Attack +5
  • Red Fire: [Flame] Attack +26
  • Super Mario Bros.: [Arm, Leg] Attack +15
  • Toad & Toadette: [Head] Attack +16
  • Waluigi (Super Mario Strikers): [Slash] Attack +15
  • Waluigi (Mario Superstar Baseball): [Specials: Indirect] Attack +8
  • Yoshi (Yoshi Touch & Go): [Arm, Leg] Attack +8
  • Yoshi (Paper Mario: The Thousand Year Door): [Throwing] Attack +5

Costumes

Mario's alternate costumes in SSBB

Trophy gallery

Main Classic Mode trophy

Mario's main trophy is obtained by clearing Classic Mode with Mario.

Description

Main trophy - A familiar overall-clad figure who is Nintendo's flagship character. His courage and jumping ability have seen him through countless adventures. He's a multitalented plumber with the knowledge of a physician, a top-notch golfer, and a veteran tennis umpire. Is his jumping prowess a boon from his girder-climbing days?

NES: Donkey Kong
NES: Super Mario Bros.

Trivia

  • Mario doing his up taunt while under the effect of a backfire Lightning Bolt that makes him larger while playing Giant Brawl, is the largest size a player can achieve without hacking.
  • Mario is tied with Kirby for being the most playable character in The Subspace Emissary, being playable in 9 levels. Despite this, it is possible to never play as him at any time (as the player always has other characters available to use instead of Mario).
    • He is also one of several characters who can be unlocked before the Great Maze but cannot fight any bosses in the Smash World on the first playthrough.
  • Mario, Bowser, and Ganondorf are the only returning characters in Brawl to have at least one completely different special move. Additionally, Mario is the only character to have a special move from a previous game turned into a standard attack in Brawl.
  • Although Mario has the ability to crawl in some of his games, he cannot crawl in Super Smash Bros. Brawl.
  • Mario along with Ness, R.O.B., Diddy Kong, and King Dedede are the only characters to wear their default costumes in team battles when they are on the red team.
  • In all other games he is in, Mario is often depicting smiling, but in Brawl he is never seen smiling.

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