Super Smash Bros. 4

Mario (SSB4): Difference between revisions

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|bthrowdesc=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.
|bthrowdesc=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 even the heaviest of characters reliably at around 170% near the edge without the need of [[rage]].
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Revision as of 12:14, August 19, 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 polarizing frame data; all of his moves come out extremely fast and have relatively low end lag. This results in Mario having one of the best neutral games in Smash 4, as it is difficult to actually punish him. His combo game, while not as versatile compared to Luigi or Sheik, is nevertheless potent, as Mario can rack up damage quickly and reliably, most notoriously with down throw into multiple up tilts. He also has a versatile moveset: a disruptive projectile in his Fireball, a reflection-based and reverse-based move in his Cape, and a decent but niche edgeguarding option with F.L.U.D.D. Mario's shortcomings include his below average range, giving him trouble against characters with a long or disjointed range such as Cloud and Marth, respectively and his lack of consistent KO set ups. That said, due to his lack of severe weaknesses, as well as the lowest technical curve in the game, Mario has been among the most successful characters in tournaments, and amazing results at top level play, most notably Ally winning EVO 2016, the largest Smash 4 tournament to date, using Mario. Ally also won GOML 2016 and Smash 'N' Splash 2 beating ZeRo (Smash 4's strongest player) in Grand Finals in both tournaments. ANTi, another notable Mario player notably won CEO 2016 using Mario for the majority of the tournament.

Attributes

Like in the majority of his games and spin-offs, Mario is intended to be a balanced character in terms of attributes, possesing average walking, dashing and falling speeds, air acceleration, gravity and weight. However, he also has high air speed and jumping force, but low traction. These balanced stats do not give Mario the edge when it comes to overall movement, but they nevertheless make him adept at most situations where a key attribute is needed to gain the advantage, which when combined with his very quick frame data, grants Mario a very effective neutral game. As a result, despite his attributes implying a jack-of-all-trades type of character, Mario is more of a rushdown character in practice.

Thanks to his incredibly quick attack speed, he has a formidable close-range game, since few other characters like Sheik and Meta Knight are a match for this speed. His fast attack speed allows him to consistently apply pressure to the opponent, and he's capable of quickly racking up damage once he gets the momentum, which is easy to do so on characters that cannot match his attack speed without getting punished hard for it, like Palutena. Excluding his forward smash, forward aerial and special moves, all of Mario's moves have fast startup and low ending amd landing lag (the latter in the case of his aerial attacks). All of his grounded moves are prime examples of his quick frame data: his neutral attack is his fastest move and an overall effective way to rack up damage, while his up and down tilts are very effective combo starters that can help rack up plenty of damage, and the former easily chains into itself at low percentages, as well as being hard to escape. All of his smash attacks are excellent KO options, as they can reliably KO at high percentages without being endlag-heavy: his forward smash has the highest power of all of his smash attacks when sweetspotted, down smash is a semi-spike, making it useful for forcing opponents offstage, and up smash is very hard to punish due to its speed, power and the fact it grants intangibility on his head.

His aerial attacks are also very useful in any case: neutral aerial is a sex kick that can be useful in edgeguarding or for breaking combos. Back aerial has the longest range and the highest knockback of Mario's aerial moves, allowing it to space effectively and reliably KO offstage. Up aerial's extremely quick startup, vertical launch angle and lack of sourspots let it combo into itself or other moves, on top of letting it easily break combos and setup the aforementioned . Down aerial is a great anti-juggling move that can also KO if used near the top blast line. It also benefits from frame cancelling, as its decently low landing lag is further reduced, allowing for potential follow-ups. Finally, his forward aerial is a meteor smash with high base knockback for one, making it great for gimping recoveries.

His special moveset is highly varied and has plenty of uses. Fireball is a projectile with decently long range. It can be useful in the neutral game or in edgeguarding, thanks to its disruptive knockback. Super Jump Punch travels in a controllable diagonal direction and grants moderate distance, making it good at recovery. It also has intangibility upon startup, allowing it to be used out of shield very effectively. Due to its extremely quick startup, it is also a useful combo finisher, especially near the blast line. On the other hand, Cape reverses opponents, with the induced disorientation often being enough to allow a free hit or efficiently gimp a recovery, which aids in edgeguarding opponents. It is also a powerful reflector, making it highly useful in matchups against projectile-heavy characters. F.L.U.D.D. is a mechanism that shoots water, pushing opponents away, which compliments his Cape. Though situational, it can occasionally be used to give Mario some breathing space. As a result of his Cape, F.L.U.D.D. and his fast aerials, Mario also boasts a versatile edgeguarding game.

Another valuable strength of Mario is his grab game. Even though his grab range is only average, his grabs are among the fastest in the game, and his pummel can rack up quite some damage before throwing the opponent. His forward and up throws have the same overall use: they send the opponent at a disadvantageous position, where Mario can capitalize on their mistake. His back throw is by far his strongest throw and can reliably KO below 150% near the ledge. Finally, his down throw is a notorious combo starter. It can repeatedly lead into up tilt at low percentages and rack up at least 20% in the process. Alternatively, it can lead into neutral attack, forward tilt, down tilt, up smash and down smash at low percentages, as well as neutral aerial, up aerial, down aerial and Super Jump Punch at medium percentages. Finally, and due to the favorable angles his moves send at, his quick frame data and his extensive amount of combo starters, Mario's combo ability is among the most reliable in the game.

As big as Mario's strenghts are, however, he does have some weaknesses. Most characters are able to outperform him in various areas: examples include Bayonetta having a more versatile combo ability, Greninja having better mobility, Donkey Kong having higher power right off the bat and Cloud having larger range. In particular, the latter two are his main weaknesses: his KOing ability is largely inconsistent, with very few guaranteed KO set-ups, and all of them being hard to confirm. While much of his moveset can get the job done, there is a noticable gap in power between his strongest moves and his other ones. As such, he cannot afford to get predictable, especially with the existence of stale-move negation. His lack of range also prevents him from fighting at a safe distance and consistently forces Mario to approach characters. This leads into having some difficulty against characters with large or disjointed range, though fortunately, these types of characters tend to have significantly slower attacks than Mario. Lastly, his recovery is fairly linear, making it rather easy for the opponent to anticipate where he'll land, though it should be noted that Mario's high air speed and invincible Super Jump Punch makes him surprisingly difficult to gimp.

Mario's custom moves define the fundamentals of customization, with all of them following an "X over Y" pattern. Fast Fireball deals less damage and barely causes flinching, but covers more range at a much faster pace. Fire Orb has less range and is much slower, but deals repeated damage and lingers after being shot. Shocking Cape is electric and has actual KO power, but cannot stall in the air or reflect projectiles. Gust Cape pushes opponents away, especially at point-blank range, but it deals less damage and possesses more ending lag. Super Jump grants almost twice as much distance, but is unable to hit opponents. Explosive Punch deals very high flame damage, but travels a short distance at a fixed direction. Scalding F.L.U.D.D. hits multiple times and can disrupt an opponent's approach better, but is not as useful in edgeguarding. High-Pressure F.L.U.D.D. takes much longer to charge and pushes Mario back when triggered, but its push effect is greatly amplified.

Overall, Mario has many clear strengths, and very few weaknesses. Despite being intended as a jack-of-all-trades character, his very quick speed overall and largely reliable combo ability allows him to get the edge easily against most characters, as it is hard to escape from him once he gets to combo the opponent, while being easy for him to escape and regain the advantage. Because of this, he has the lowest technical learning curve in the game, which has secured him high representation in all levels of play, with high-level professionals such as Ally and ANTi achieving strong tournament results.

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. This has also resulted in him having the largest tier rise from Brawl.

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, going from being tied for the eleventh best out of 39 characters to the sixth worst out of 58 (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.
  • Buff Dash grab and pivot grab (dash: 12 → 8, pivot: 11 → 9) both come out faster.
  • Nerf All throws deal 1% less damage.
  • Nerf Back throw has slightly more knockback growth (63 → 66), but the increase fails to compensate for the damage reduction the throw received, resulting in slightly less knockback overall. His back throw now requires an excess of 170% damage to KO Bowser, the heaviest character in the game, 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.
  • 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.
  • Change Mario Finale no longer has the small damage burst during the very beginning of the attack before the actual hitbox comes out which stops the opponent from being pushed far enough to possibly avoid the blast

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 followup at high percentage.


Super Smash Bros. 4 1.0.6

  • Buff Forward smash's sourspot covers more of Mario's arm, reducing its point-blank blind spot.
  • Change Forward smash's sourspot can no longer send opponents behind Mario.

Technical changelist 1.0.6

Change Old value New value
Forward smash hitbox 0 position Position: [-1.0, 0.0, 0.0] Position: [-1.0, 0.7, 0.0]
Stretch: [-3.0, 1.0, 0.0]
Forward smash hitbox 0 angle flipper Standard (0, default) Forwards only (3)


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 effectively comboing into itself at low percents; however, this can be SDI'd out of this combo.
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. Opponents can potentially be hit with both the front and back hit.
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, though it can be SDI'd. It can also 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 spinning clotheslines and ending with a backfist body-stretch, which traps them with hits then launches them away. 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 even the heaviest of characters reliably at around 170% near the edge without the need of rage.
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 an orange 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 yellow 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 has a lesser stalling effect for 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 due to the larger range, increased pushback, and speed. If used in midair, it slightly pushes Mario upwards into the air, as well as adding to his forward momentum.
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 from "New Super Mario Bros. U".
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 aqua 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 be used 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.
  • Mario's alternate trophy in Super Smash Bros. for Wii U resembles his Adventure Mode trophy in Melee.
  • Mario's placement in the very first Smash 4 tier list is essentially exactly the opposite of his placement in the Brawl tier list; he is 8th from the top in Smash 4, as opposed to 8th from the bottom in Brawl.
  • Mario, Toon Link and Duck Hunt are the only characters in the 3DS version whose Star KO screams can be heard when their tokens are KO'd in StreetSmash,

References