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Much like in his home universe, Mario is a balanced character in ''SSB4'' and possesses no real overwhelming strengths or weaknesses. As such, players are often encouraged to start off as Mario to get a feel of the game's mechanics; however, unlike in ''Brawl'' (and ''Melee'' to a lesser extent), players who continue to practice with Mario can also discover his excellent competitive worth, as his combo, throw and [[edgeguarding]] games are all above par when fully developed. Mario's strength, weight, and mobility are average in comparison to a majority of the cast, and aside from [[wall-jump]]ing, he has no real outstanding traits like many other characters. However, this does not mean Mario is helpless. Despite being a conventional character, Mario has a few gimmicks to his credit: while he may not boast superior strength found in heavyweights like {{SSB4|Bowser}}, or speed in characters such as {{SSB4|Sonic}}, he is well-equipped to combat all characters and tackle any situation, making him a very reliable and well-rounded character.
Much like in his home universe, Mario is a balanced character in ''SSB4'' and possesses no real overwhelming strengths or weaknesses. As such, players are often encouraged to start off as Mario to get a feel of the game's mechanics; however, unlike in ''Brawl'' (and ''Melee'' to a lesser extent), players who continue to practice with Mario can also discover his excellent competitive worth, as his combo, throw and [[edgeguarding]] games are all above par when fully developed. Mario's strength, weight, and mobility are average in comparison to a majority of the cast, and aside from [[wall-jump]]ing, he has no real outstanding traits like many other characters. However, this does not mean Mario is helpless. Despite being a conventional character, Mario has a few gimmicks to his credit: while he may not boast superior strength found in heavyweights like {{SSB4|Bowser}}, or speed in characters such as {{SSB4|Sonic}}, he is well-equipped to combat all characters and tackle any situation, making him a very reliable and well-rounded character.


Mario has decent [[approach]] and [[spacing]] options; his dashing speed is average and he boasts the eighth fastest air speed in the game, allowing him to cover ground and get close to opponent(s) without much trouble. If he requires space from his opponents, however, Mario can find reliance within his [[Fireball]], [[Cape]], and [[F.L.U.D.D.]] specials: his Fireball [[projectile]]s have good range, decent speed, and can disrupt opponents at a distance; Cape is quick and can spin his foes around and [[reflect]] projectiles, which can ensure safety if his opponents get too close or are taking a long-ranged camping approach; and F.L.U.D.D. can push fighters away and can cut through projectiles.
Mario has decent [[approach]] and [[spacing]] options; his dashing speed is average and he boasts the eighth fastest air speed in the game, allowing him to cover ground and approach or retreat from opponents without much trouble. His traction, however, is lower than Brawl, which makes [[Out of shield|out of shield]] punishes slightly harder to use.


Mario possesses quick, low lag attacks that always provide some utility in various situations. With his mobility and attacks, Mario possesses some of the best combo and juggling abilities in the game, which are perhaps his greatest strengths. While his damage output is merely average, his approach, combos, and juggles can ensure he can rack up damage on nearly the same level as the fastest characters in the game. His overall knockback is also decent and a number of his attacks, primarily his smashes and aerials, can KO well into the early-to-mid 100s. However, more often than not will players find they need to create set-ups before Mario can get in any kills, which can be quite a challenge as most characters can trump Mario in a specific field (which is where Mario can mainly find trouble). However, this can be remedied by the [[rage]] mechanic; Mario is unique from most other non-heavyweights in that he can benefit from the knockback increase induced by rage without nearly any of his combos getting affected thanks to his approach options, allowing for more reliable kills.  
Mario possesses quick, low lag attacks that always provide some utility in various situations. His greatest strength is in his combo and juggling abilities, which are among the best in the game. At low percents, down and up throw can combo into almost any move in Mario's arsenal. His up and down throws can combo into a tilt, an aerial, [[Super Jump Punch]], or a re-grab. Mario can also use up tilt, up throw, down tilt, or down throw to put the opponent in the air for him to down air into another grab or for multiple up airs into a Super Jump Punch, which can score a quick vertical KO with enough rage. While his damage output is merely average, his strong combo game can ensure he can rack up damage on nearly the same level as the fastest characters in the game.


Mario also boasts one of the most reliable throwing games; while his grab range is sub-par (despite being better than in previous installments), his pummel is decently fast and damaging and his throws are versatile: his up and down throws can set up combos, his back and and forward throws can set up gimp KOs when used from the edge of a stage, and up and back throws can KO at high percentages if if Mario has rage and is on a platform or near the edge, respectively.
His overall knockback is also decent and a number of his attacks, primarily his smashes and back and forward aerials, can KO well into the early-to-mid 100s. However, more often than not will players find they need to create set-ups before Mario can get in any kills, which can be quite a challenge as most characters can trump Mario in a specific field (which is where Mario can mainly find trouble). However, this can be remedied by the [[rage]] mechanic; Mario is unique from most other non-heavyweights in that he can benefit from the knockback increase induced by rage without nearly any of his combos getting affected thanks to his approach options, allowing for more reliable kills.  


Mario has one of the best combo abilities in the game. His up and down throws can combo into a tilt, an aerial, [[Super Jump Punch]], or a re-grab. At low percents, down and up throw can combo into almost any move in Mario's arsenal due to the low lag of his moves. His varied combos include using up tilt, up throw, down tilt, or down throw to put the opponent in the air for Mario to down air into regrab or for multiple up airs into a Super Jump Punch. These traits make Mario a combo oriented fighter.
Mario boasts one of the most reliable throwing games; while his grab range is sub-par (despite being better than in previous installments), his pummel is decently fast and damaging and his throws are versatile: his up and down throws can set up combos, his back and and forward throws can set up gimp KOs when used from the edge of a stage, and up and back throws can KO at high percentages if if Mario has rage and is on a platform or near the edge, respectively.


Mario is surprisingly good at at [[edgeguarding]]. His forward aerial is an extremely reliable meteor smash when [[sweetspot]]ted, albeit its high startup and ending lag makes it a rather risky move to use offstage. His back aerial can be used for [[Wall of pain|walls of pain]] and knock fighters farther away from the stage for edgeguarding. His special moves are also great gimpers: Mario's Fireballs deal low knockback, F.L.U.D.D pushes enemies away from the stage without hitsun, and most notably, his Cape is one of the best edgeguarding weapon tools in the game. If used properly, it can effectively and quickly gimp almost every recovery in the game. His Cape also stalls his movement in the air, so it can also be used to save himself from being edgeguarded. Although his edgeguarding tools disrupt helpless fighters or those with linear or short recoveries, his special moves can gimp almost every character and score a quick KO.
Mario's special moves are excel at spacing, edgeguarding, and gimping. His Fireball [[projectile]]s have good range, decent speed, and have little hitstun. [[F.L.U.D.D.]] can push fighters away without hitstun and has nice range, preventing fighters from reusing their recoveries. Super Jump Punch deals enough knockback to give Mario some space and is a fast out of shield move. His most useful special, however is his [[[[Cape]]. Asides from reflecting projectiles and giving Mario a little lift in the air, if used properly, it can effectively and quickly gimp almost every recovery in the game. Although his edgeguarding tools are the most effective against helpless fighters or those with linear or short recoveries, his special moves can gimp almost every character and potentially score a quick KO.


Despite all these advantages, however, Mario is not without his faults. As mentioned above, he can be outclassed by characters who excel in a specific field, such as Sonic in speed, {{SSB4|Ryu}} in combos, Bowser in knockback, etc., which can hinder his approaching options. His approach can also be hindered by characters with long-range or disjointed hitboxes, such as {{SSB4|Shulk}}, mostly thanks to his own mediocre attack range. His recovery is also sub-par, as his [[Super Jump Punch]] is predictable and its distance is only slightly above average, making it easy to gimp Mario's recovery. While he can add mix-ups to his recovery with his wall jump, it can be difficult to execute due to most stages not having flat walls to perform it with, making it risky.
Despite all these advantages, however, Mario is not without his faults. As mentioned above, he can be outclassed by characters who excel in a specific field, such as Sonic in speed, {{SSB4|Ryu}} in combos, Bowser in knockback, etc., which can hinder his approaching options. His approach can also be hindered by characters with long-range or disjointed hitboxes, such as {{SSB4|Shulk}}, mostly thanks to his own mediocre attack range. His recovery is also sub-par, as his [[Super Jump Punch]] is predictable and its distance is only slightly above average, making it easy to gimp Mario's recovery. While he can add mix-ups to his recovery with his wall jump, it can be difficult to execute due to most stages not having flat walls to perform it with, making it risky.

Revision as of 15:21, March 6, 2016

This article is about Mario's appearance in Super Smash Bros. 4. For the character in other contexts, see Mario.
Mario
in Super Smash Bros. 4
Mario
MarioSymbol.svg
Universe Mario
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Mario Finale
Tier A (8)
Mario (SSB4)

Mario (マリオ, Mario) is a playable character in Super Smash Bros. 4. He was confirmed on June 11th, 2013 during the E3 2013 Nintendo Direct.[1] He was also one of the main subjects of the Developer's Direct for Super Smash Bros. later during E3 2013.[2] He was among the first wave of amiibo figurines for SSB4. Mario is once again voiced by Charles Martinet, who also reprises his long-time role as Luigi, Wario, and Waluigi, albeit mostly with the same voice clips from Super Smash Bros. Brawl. [3]

Mario is currently ranked 8th out of 56 characters on the tier list, in the middle of the A tier, his best tier placement to date and a vast improvement from his 31st out of 38 ranking Brawl, where he stood at the top of the bottom tier. His primary strength is his combo game; while not as versatile compared to Luigi, Sheik, and Ryu's, Mario can nevertheless rack up damage quickly and reliably, most notoriously with down throw into multiple up tilts. Another advantage Mario possesses is his fast attack speed, making his neutral game threatening simply because of the difficulty in punishing Mario's mistakes. He also has a versatile moveset: a disruptive projectile in his Fireball, a reflection-based and reverse-based move in his Cape, and a formidable edgeguarding option with F.L.U.D.D.. However, Mario suffers from below average range and damage, giving him trouble against characters with a long or disjointed range such as Bowser and Cloud, respectively. Another noticeable drawback is his mediocre recovery, with Super Jump Punch granting relatively short distance and little maneuverability. Due to his lack of severe weaknesses, as well as the lowest technical curve in the game, Mario has been very successful in tournaments; while extensive use of him will not yield any additional rewards, his "all-rounder" archetype makes up for it.

Attributes

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Much like in his home universe, Mario is a balanced character in SSB4 and possesses no real overwhelming strengths or weaknesses. As such, players are often encouraged to start off as Mario to get a feel of the game's mechanics; however, unlike in Brawl (and Melee to a lesser extent), players who continue to practice with Mario can also discover his excellent competitive worth, as his combo, throw and edgeguarding games are all above par when fully developed. Mario's strength, weight, and mobility are average in comparison to a majority of the cast, and aside from wall-jumping, he has no real outstanding traits like many other characters. However, this does not mean Mario is helpless. Despite being a conventional character, Mario has a few gimmicks to his credit: while he may not boast superior strength found in heavyweights like Bowser, or speed in characters such as Sonic, he is well-equipped to combat all characters and tackle any situation, making him a very reliable and well-rounded character.

Mario has decent approach and spacing options; his dashing speed is average and he boasts the eighth fastest air speed in the game, allowing him to cover ground and approach or retreat from opponents without much trouble. His traction, however, is lower than Brawl, which makes out of shield punishes slightly harder to use.

Mario possesses quick, low lag attacks that always provide some utility in various situations. His greatest strength is in his combo and juggling abilities, which are among the best in the game. At low percents, down and up throw can combo into almost any move in Mario's arsenal. His up and down throws can combo into a tilt, an aerial, Super Jump Punch, or a re-grab. Mario can also use up tilt, up throw, down tilt, or down throw to put the opponent in the air for him to down air into another grab or for multiple up airs into a Super Jump Punch, which can score a quick vertical KO with enough rage. While his damage output is merely average, his strong combo game can ensure he can rack up damage on nearly the same level as the fastest characters in the game.

His overall knockback is also decent and a number of his attacks, primarily his smashes and back and forward aerials, can KO well into the early-to-mid 100s. However, more often than not will players find they need to create set-ups before Mario can get in any kills, which can be quite a challenge as most characters can trump Mario in a specific field (which is where Mario can mainly find trouble). However, this can be remedied by the rage mechanic; Mario is unique from most other non-heavyweights in that he can benefit from the knockback increase induced by rage without nearly any of his combos getting affected thanks to his approach options, allowing for more reliable kills.

Mario boasts one of the most reliable throwing games; while his grab range is sub-par (despite being better than in previous installments), his pummel is decently fast and damaging and his throws are versatile: his up and down throws can set up combos, his back and and forward throws can set up gimp KOs when used from the edge of a stage, and up and back throws can KO at high percentages if if Mario has rage and is on a platform or near the edge, respectively.

Mario's special moves are excel at spacing, edgeguarding, and gimping. His Fireball projectiles have good range, decent speed, and have little hitstun. F.L.U.D.D. can push fighters away without hitstun and has nice range, preventing fighters from reusing their recoveries. Super Jump Punch deals enough knockback to give Mario some space and is a fast out of shield move. His most useful special, however is his [[Cape. Asides from reflecting projectiles and giving Mario a little lift in the air, if used properly, it can effectively and quickly gimp almost every recovery in the game. Although his edgeguarding tools are the most effective against helpless fighters or those with linear or short recoveries, his special moves can gimp almost every character and potentially score a quick KO.

Despite all these advantages, however, Mario is not without his faults. As mentioned above, he can be outclassed by characters who excel in a specific field, such as Sonic in speed, Ryu in combos, Bowser in knockback, etc., which can hinder his approaching options. His approach can also be hindered by characters with long-range or disjointed hitboxes, such as Shulk, mostly thanks to his own mediocre attack range. His recovery is also sub-par, as his Super Jump Punch is predictable and its distance is only slightly above average, making it easy to gimp Mario's recovery. While he can add mix-ups to his recovery with his wall jump, it can be difficult to execute due to most stages not having flat walls to perform it with, making it risky.

Mario's custom moves are highly polarized in comparison to his balanced default moves, and thus effectively define the basics of alternate movesets. This allows a Mario player to either cover a hole in his abilities while possibly opening another, or put everything into excelling in a certain area. His Fireball alternatives are a common custom archetype of speed versus power: Fast Fireball is much quicker, but weaker and doesn't follow gravity, while Fire Orb is much bigger and stronger, hitting multiple times, but is incredibly sluggish to throw and has almost no range. Similarly, Gust Cape deals less damage in exchange for producing a blast of wind that can push opponents some distance, while Shocking Cape is much more powerful when hitting with the cape itself, but only destroys projectiles instead of reflecting, and gives no aerial boost. His Super Jump Punch customs are also a common up-special archetype of recovery vs. power: Super Jump goes higher, but cannot hit enemies, while Explosive Punch hits incredibly hard, but gives less height. His F.L.U.D.D alternatives both give a power increase, but in different ways: Scalding F.L.U.D.D. charges faster and damages enemies instead of pushing, but this takes away its edgeguarding potential over helpless enemies as a result, as well as having worse range, whereas High-Pressure F.L.U.D.D. pushes much harder and has improved range, but takes longer to charge, and the recoil pushes Mario backwards.

He may struggle against characters who outclass him, but all in all, Mario is the jack-of-all-trades who can go up against anyone with near-guaranteed reliability and a character that most can pick up and easily master. He has very good tournament representation, which, similarly to Captain Falcon, is due to a combination of his low learning curve, his viability, and his overall popularity as a character.

Changes from Brawl

Mario has been significantly buffed from Brawl, where he was a low tier character. He is considerably nimbler and stronger than in past games, and is much more capable of comboing and KOing. His reach is somewhat greater as well. Also, as many characters with disjointed hitboxes who were a large threat to Mario in Brawl, such as Marth, were nerfed or reworked, Mario has an easier time handling them than in previous games, thanks to his better reach. Furthermore, the change to the ledge mechanics makes his linear recovery harder to edgeguard. Lastly, in tournaments and other situations where custom specials are available, his edge-guarding game is improved further with tools such as Fast Fireball, Gust Cape, and High-Pressure F.L.U.D.D., all of which are potent at gimping.

One of the only notable nerfs Mario seems to suffer from is an overall decrease in damage output, with it now being just average. However, due to the significant buffs to both his KO potential and combo ability, this nerf is pretty negligible. Overall, Mario has received major buffs to his maneuverability and combo game, and he is considered to be one of the most potent choices for competitive play, courtesy of being easy and effective to use for beginners and advanced players alike.

Aesthetics

  • Change Instead of the more realistic look he had in Brawl, Mario has a more cartoonish and sleeker look that more closely resembles his appearances in the Mario games. His clothes are more brightly colored, and the seams in his overalls are much less accentuated. His proportions are more inline with recent 3D Mario games such as Super Mario 3D Land and Super Mario 3D World.
  • Change The sounds Mario's up taunt makes are similar to the sounds heard when powering-up and getting hit or using a pipe in Super Mario Bros.
  • Change Mario's chest faces the foreground regardless of whether he's facing left or right.

Attributes

  • Buff Mario has significantly increased air speed (0.94 → 1.15), going from tied for 19th fastest in Brawl to tied for 9th fastest in SSB4.
  • Buff Mario dashes faster (1.5 → 1.6).
  • Buff Mario jumps higher.
  • Change As with the majority of the cast in its transition from Brawl, Mario's falling speed has been increased (1.28 → 1.5) making him less vulnerable to juggling and vertical KOs, but slightly more susceptible to combos.
  • Nerf Mario's traction has been significantly decreased (0.6 → 0.45), which makes it harder for him to punish out of shield.

Ground attacks

  • Nerf Neutral attack, forward tilt, up tilt, and dash attack deal less damage (9%, 8%, 7%, and 9/7% → 8% (neutral attack), 7% (forward tilt), 5.5% (up tilt), and 8/6% (dash attack).
  • Buff Down tilt has less ending lag (frame 35 → 28) , allowing it to be a close range spacer and combo move.
  • Buff Up tilt has had its knockback severely reduced, drastically increasing its comboing and juggling ability to the point that it is able to deal around 20% damage on most characters if used repeatedly.
  • Nerf Due to its reduced knockback, up tilt is no longer a reliable KO move.
  • Buff Forward smash has a larger blast radius, giving it a larger hitbox. It also has slightly more knockback growth (100/90 → 103/99).
  • Buff Up smash has slightly more knockback growth (90 → 94).
  • Buff Down smash's back hit has more knockback (35 base/75 growth → 30 base/100 growth), making it a viable KOing option at high percents.
  • Nerf Down smash's front hit deals much less damage (15% → 10%) and can no longer KO under 150% unless used near the edge.

Aerial attacks

  • Nerf Neutral, down, up and back aerials all deal less damage (10% → 8% (neutral), 12% → 10% (down), 11% → 7% (up), 12% → 10.5% (back)). Their knockback however is compensated except for neutral aerial.
  • Nerf Back and up aerials have 2 more frames of landing lag (10 → 12 frames).
  • Buff Forward aerial is faster and deals more damage (13% → 14%). It also has increased base knockback (20 base → 32 base).
  • Buff Back aerial is much easier to use for a wall of pain due to Mario's much faster air speed and high jump.
  • Nerf Back aerial's clean and late hitbox durations are shorter (3 frames → 2 (clean), 5 frames → 3 (late)).
  • Buff Up aerial angle changed from 45 degrees to 75 degrees which makes it a much better combo move. Its better launch angle can now KO lighter/floaty characters at the upper blast line more reliably.
  • Buff The hits of down aerial link to one another drastically better. The final hit also deals significantly more knockback growth (80 → 100).

Throws/other attacks

  • Change Mario now grabs with one hand as opposed to two. He still uses both hands during his pummel, however.
  • Buff Mario's grab range is slightly better.
  • Nerf All throws deal 1% less damage.
  • Nerf Back throw deals slightly more knockback growth (63 → 66), but its slight damage reduction results slightly less knockback overall despite the growth increase, now requiring an excess of 130% damage to KO at all without rage.
  • Buff Down throw has drastically less base knockback (75 → 40), allowing it to combo into other moves more reliably at lower percentages, most notably up tilt.
  • Nerf Down throw's angle is more horizontal (80° → 68°) and gained much more knockback growth (40 → 90), which makes follow-ups less reliable at higher percents.

Special moves

  • Buff Fireball covers more range. They also deal slightly increased knockback at max distance (11 base/15 growth → 22 base/10 growth).
  • Nerf Fireballs have more start-up lag (frame 13 → 16), have much more ending lag (frame 44 → 53), and deals 1% less damage the farther it goes.
  • Change Fireballs fall at a steeper angle when in the air. Though this gives them less horizontal range in the air, it can allow Mario to hit low recovering opponents, or linear recoveries easier. It also makes full hop Fireball a viable approach/fade back option.
  • Change When a Fireball hits a foe, the sound effect when an enemy is defeated in Super Mario Bros. plays.
  • Change Fireballs look more realistic, with smoke and ashes coming out of the flames. The same thing applies with the Mario Finale.
  • Buff Mario can dash over an edge and grab it right after flinging Cape if timed correctly.
  • Nerf Cape deals slightly less damage and gives less lift in the air. Additionally, Cape Gliding is no longer possible, weakening Mario's approach with Cape.
  • Change Hitting with the Cape now makes a sound effect akin to Mario spinning his cape in Super Mario World, but at a faster and higher-pitched sound.
  • Buff Super Jump Punch gains more recovery distance.
  • Nerf Super Jump Punch's last hit has a more horizontal launch angle (? → 60), making it slightly weaker and more situational as a KO move.
  • Change Super Jump Punch makes a slightly higher-pitched "ding" on the last hit.
  • Change The coins from the Super Jump Punch are now rendered in 3D and designed closer to the Star Coins from the New Super Mario Bros. games.
  • Buff F.L.U.D.D.'s range and pushforce has been increased.
  • Change After using or fully charging F.L.U.D.D., it does not stay on his back.
  • Buff Mario Finale deals more damage. As with most Final Smashes, its start-up also dramatically slows opponents down, making it much easier to land the attack, especially at close range.

Update history

Unlike other characters, Mario has only received minor changes. 1.1.1 benefits his forward smash's sweetspot as it makes it safer when shielded due to its increased hitlag and shieldstun, though it also makes it slightly harder for him as the increased shieldstun also makes it harder for him to punish out of shield. Nonetheless, Mario is still a viable character.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Change Up tilt deals less damage (6.3% → 5.5%), but the slight knockback decrease the damage reduction brings makes it slightly easier to follow-up at high percentage.

Super Smash Bros. 4 1.0.6

  • Buff Part of forward smash made irreversible.
  • Change Part of Mario's forward smash's hitbox moved slightly higher.

Super Smash Bros. 4 1.1.1

  • Nerf The increase to shieldstun makes it harder for Mario to punish out of shield.
  • Buff The application of hitlag and increase to shieldstun make his forward smash's sweetspot safer on shield.

Moveset

  Name Damage Description
Neutral attack   2.5% Two alternating jabs followed by a forward kick. Originates from Super Mario 64.
1.5%
4%
Forward tilt   7% Mario performs a reverse roundhouse kick.
Up tilt   5.5% Mario performs a spinning uppercut from Super Mario RPG: Legend of the Seven Stars. Infamous for comboing into itself until around 50% and being very hard to escape.
Down tilt   5% (foot), 7% (body) Mario performs a legsweep. Easily combos into itself and his other tilts.
Dash attack   8% (clean), 6% (late) Mario slides forward and kicks with both feet similarly to the move he used in Super Mario 64. Can combo into Super Jump Punch at low percents.
Forward smash   17.85% (fire), 14.7% (arm) Mario performs a palm thrust that produces a small blast of fire. It is larger than in previous installments. KOs at 99% sweetspotted and 118% sourspotted when angled up, at 105% sweetspotted and 124% sourspotted when unangled, and at 101% sweetspotted and 120% sourspotted when angled down.
17% (fire), 14% (arm)
17.51% (fire), 14.42% (arm)
Up smash   14% Mario performs an upward headbutt. KOs at 123% from the middle of Final Destination.
Down smash   10% (front), 12% (back) Mario performs a breakdancing sweep that originated from Super Mario 64. Front hit KOs at 162% and up from the middle of Final Destination. Back hit KOs at 133% and up from the middle of Final Destination.
Neutral aerial   8% (clean), 5% (late) Mario does a flying kick similar to the one he used in Super Mario 64. A standard sex kick.
Forward aerial   12% (early), 14% (clean), 10% (late) Mario swings his fist forward and initiates a meteor smash upon impact. Sourspot can also KO horizontally near the edge at 140%.
Back aerial   10.5% (clean), 7% (late) Mario performs a dropkick. It appears to be based on his original forward aerial from Super Smash Bros.. Very fast, with little end lag, making it great for creating a wall of pain. KOs at 127% near the edge.
Up aerial   7% Mario performs a back flip kick. Great for juggling and comboing and can KO near the upper blast line above 140%.
Down aerial Mario Tornado 1% (hits 1-5), 5% (hit 6), 2% (landing) Mario rapidly spins around, trapping opponents and damaging them with discus clotheslines and spinning backfists before launching them. It was one of Mario's special moves up until Super Smash Bros. Brawl. It is likely based on the Spin Jump that originated in Super Mario World. Good combo and anti-juggling move and can KO near the upper blast line above 140%.
Grab   Mario's grab range is relatively short.
Pummel   3.25% Headbutts the opponent. A moderately slow pummel.
Forward throw   8% Mario spins his opponent around once and tosses the opponent forward.
Back throw   11% (throw), 8% (collateral) A powerful throw that has Mario spinning the opponent three times and throwing them in the opposite direction grabbed. Originates from Super Mario 64. Can KO reliably below 150% near the edge.
Up throw   7% Mario throws his opponent high into the air with both hands. Good throw for fast-fallers. Can KO lightweights at extremely high percentages.
Down throw   5% Mario slams his opponent into the ground. This throw can be followed up with several options, including Super Jump Punch, his up smash, and most notably his up tilt.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets up then kicks behind him, then in front of him.
Floor attack (back)
Floor getups (back)
  7% Gets up then punches behind him, then in front of him.
Floor attack (trip)
Floor getups (trip)
  5% Kicks behind him, then in front of him while getting up.
Edge attack
Edge getups
  7% Does a somersault and then kicks upwards from a laying down position.
Neutral special Default Fireball 5% (early), 4% (late) Mario launches a fireball from his hand as a projectile. The fireball bounces along the ground several times before disappearing.
Custom 1 Fast Fireball 3% (early), 2.3% (mid), 1.5% (late) Mario quickly fires a weaker ball of flame directly forward, akin to a shot from the Ray Gun. It does not bounce on the ground. Very useful for spacing.
Custom 2 Fire Orb 1.5% per hit A slow but large orb of fire is launched from Mario's hand in an arc. It will damage any opponent it hits in its predetermined path until it fades away, because unlike the other two variants of Fireball it does not disappear upon impact. It has much slower startup and ending lag. Its slow, long-lasting, and multiple hittting nature helps stop approaches from close combat fighters.
Side special Default Cape 7% Mario swings a cape from Super Mario World that reflects projectiles and enemies. It can also be used as a brief but continuously available recovery.
Custom 1 Shocking Cape 11.2% An offensive variant of Cape that discharges electricity. It cannot be used to reflect projectiles, although it can destroy them on contact. This variation does not stall Mario in the air. Does not turn opponents around but launches.
Custom 2 Gust Cape 5% Mario shoots a small gust of wind from his cape, pushing his opponent back in addition to turning them around. The cape deals slightly less damage. It is possibly the best edgeguarding tool in the game.
Up special Default Super Jump Punch 5% (hit 1), 1% (hits 2-5), 3% (hit 6) Mario performs a rising uppercut that releases aesthetic coins from those it hits.
Custom 1 Super Jump 0% Grants more distance than the standard Super Jump Punch, but at the cost of not having a hitbox.
Custom 2 Explosive Punch 8% (hit 1), 13% (hit 2) Much stronger than the Super Jump Punch and causes explosive fire damage instead of releasing coins, but at the cost of having far less recovery distance.
Down special Default F.L.U.D.D. 0% Mario pulls out F.L.U.D.D. from Super Mario Sunshine, which will blast jets of water to push back opponents, but not damage them. Mario can change the angle of the stream.
Custom 1 Scalding F.L.U.D.D. 1.2% per hit The jets of water fired are now extremely hot and deal rapid fire damage that keep the enemy in place rather than pushing them back. It charges 40% faster at the cost of decreased range.
Custom 2 High-Pressure F.L.U.D.D. 0% The water will push back foes further than the normal F.L.U.D.D. and does so with more recoil, but it takes 60% longer to charge.
Final Smash Mario Finale 3% (bigger fireball), 2% (smaller fireball) Mario's Final Smash from Super Smash Bros. Brawl. He shoots a massive, continuous spinning stream of flames horizontally across the stage. The vortex deals repeated damage and pulls the victims towards the blast line it is heading for.

On-screen appearance

  • A green Warp Pipe appears. Mario leaps out in an iconic pose and shouts "Let's-a go!". It is based on how he warps to Peach's Castle in Super Mario 64.
MarioOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Transforms into Super Mario, as if he obtained a Super Mushroom. He immediately shrinks back to normal size afterwards. It is based on Super Mario Bros. This taunt also increases Mario's hurtbox.
  • Side taunt: Twirls around and takes off his hat, and says "Woohoo!" He then puts his hat back on. It is based on his "level clear" animation from New Super Mario Bros.
  • Down taunt: Spins in the air and falls to the ground with his legs in the air. This is a reference to his dying animation from Donkey Kong.
Up taunt Side taunt Down taunt
MarioUpTauntSSB4.gif MarioSideTauntSSB4.gif MarioDownTauntSSB4.gif

Idle poses

  • Moves his head from left to right and holds his fist in front of his face.
  • Adjusts his hat.
MarioIdlePose1WiiU.jpg MarioIdlePose2WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Ma-Ri-O! Ma-Ri-O!
Pitch Group chant Group chant

Victory poses

A flourished remix directly from Brawl based on the sound clip that would play when Mario reaches the end of a level in Super Mario Bros.
  • Winds up for a punch and steps forward while punching in front of the screen.
  • Makes fire explode from his palm and strikes a pose.
  • Does a short spin-jump and lands in a strong-man pose. It originates from his "character chosen" animation in Super Smash Bros.
MarioPose1WiiU.gif MarioPose2WiiU.gif MarioPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Mario (SSB4) Mario 2312 2332 2212 2232 1312
1313 1332 1212 1213 2213

Notable players

Active

Inactive

Trophies

Mario
Ntsc As iconic as iconic gets, this gaming celebrity is known for saving the world from Bowser. He's got amazing jumping skills and makes use of a wide range of transformations. In his free time, he plays too many sports to count. In Smash Bros., he's a well-rounded fighter you can rely on. Say it with me: "It's-a me, Mario!"
Pal It's-a him! Maaario! Whether he's wearing one of his special outfits or just his normal blue dungarees, this running, jumping, Bowser-bashing, princess-saving hero is an all-round superstar. And in this game, he's got enough tricks up his sleeve to deal with anything. If you don't know which fighter to pick, Mario's a solid choice.
NES: Donkey Kong Classics 09/1988
NES: Super Mario Bros. 10/1985
Mario (Alt.)
Ntsc Super Smash Bros. for Nintendo 3DS Super Jump Punch is an up-special move that lets you leap high into the air, carrying any fighters you strike along with you. You'll be invincible for a moment after you launch this attack. The default side-special move, Cape, will flip a fighter around. Keep a foe from returning with this move!
Pal Mario's Super Jump Punch takes you high into the air, and if you catch an opponent with it, they'll go up with you. Try to hit them at the very start of the move to do the most damage. His default side special, Cape, can flip fighters around. If you're really crafty, you can even use it to keep someone from getting back on the stage!
NES: Donkey Kong Classics 09/1988
NES: Super Mario Bros. 10/1985
Mario Finale
Ntsc Break the Smash Ball and unleash Mario's Final Smash. Mario will fire a devastating blast of fire in the direction he's facing. The attack covers a wide range and travels far, so it's best to fire this from one side of the stage to the other. The damage is impressive, and it can actually carry foes right off the screen!
Pal When Mario gets his hands on a Smash Ball, he can activate this Final Smash. Flames spiral outwards in two intertwining stream, catching opponents in the wide blast with ease. It deals plenty of damage, and can also push foes off the screen entirely. Fire it from an elevated position to take full advantage of its vertical range!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Palette swap (SSB4)
Mario (SSB4) Mario (SSB4) Mario (SSB4) Mario (SSB4) Mario (SSB4) Mario (SSB4) Mario (SSB4) Mario (SSB4)

Gallery


Trivia

  • A glitch from 1.0.7 shows when Mario performs his side taunt on Ω Gerudo Valley, his hair is missing when taking off his cap, revealing the inside of his head.
  • The original project proposal for Smash 4 stated that the fighters would have four custom special moves instead of the three that are in the final game. Mario was used as an example. The unused special move in the proposal would've had Mario release two fireballs for his neutral special instead of one.[4]
  • Dr. Mario was originally going to be an alternate costume for Mario, but was instead developed as a separate character in favor of retaining Dr. Mario's unique traits from Melee.Cite error: Invalid <ref> tag; invalid names, e.g. too many
  • Mario is present on more newcomer posters than any other fighter. He appears in eleven promotional posters, namely for Villager, Wii Fit Trainer, Rosalina & Luma, Greninja, Robin, Bowser Jr., Duck Hunt, Mega Man, Pac-Man, Cloud, and Corrin. [5]
  • Mario is required to use in 3 solo events, more than all other characters.
    • He and Luigi are also the only pair to be in more than 1 Co-op event together.

References