Super Smash Bros. 4

Mario (SSB4)

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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
Mario (SSB4)

Mario (マリオ, Mario) was confirmed to be a playable character in Super Smash Bros. 4 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 Smash Bros. later during E3 2013.[2] He was among the first wave of amiibo figurines for Super Smash Bros. for Wii U. Mario is 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]

Changes from Brawl

Mario has been significantly buffed from Brawl to SSB4. He is considerably more nimble and stronger than in past games, as well as being more capable of comboing and KOing. His reach is somewhat greater as well. The only true nerf Mario seems to suffer from is an overall decrease in damage output. However, the large aforementioned buffs to his maneuverability, knockback, and comboing makes this nerf an extremely small price to pay. Also, with the general nerf/rebalance to most characters with disjointed hitbox (such as Marth), who were a large threat to Mario in Brawl, Mario can now handle them more easily and last longer against them (though they are still a potential threat that Mario players should still be wary of). Lastly, the change to the ledge mechanics makes his linear recovery harder to edgeguard. Overall, Mario's intended role as the most "well-equipped" character appears to have been restored.

Aesthetics

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 Galaxy or Super Mario 3D Land. For example, his head is smaller than it was in Brawl to fit with these proportions.

  • Change When a fireball hits a foe, the sound effect when an enemy is defeated in Super Mario Bros. plays.
  • Change Hitting with the cape now makes a sound effect akin to Mario spinning his cape in Super Mario World (but faster and higher-pitched).
  • Change Super Jump Punch makes a slightly higher-pitched ding on the last hit.
  • Change The coins from the Super Jump Punch are now 3D and designed closer to the Star Coins from the New Super Mario Bros. series.
  • Change After using or fully charging F.L.U.D.D., it doesn't stay on his back anymore.

Attributes

  • Change Mario's chest faces the foreground regardless of whether he's facing left or right.
  • Buff Mario has significantly increased air speed. (6th fastest.)
  • Buff Mario jumps higher.

Ground attacks

  • Nerf Jab combo is weaker (Does 8% instead of 10%.)
  • Nerf Forward tilt deals less damage (7% instead of 8%).
  • Nerf Dash attack deals less damage (8% instead of 9%).
  • Buff Down tilt has much less ending lag, allowing it to be a close range spacer and combo move.
  • Nerf Up tilt deals 2% less damage and has less growth.
  • Buff Forward smash has a larger blast radius, giving it a larger hitbox. It also has slightly more growth.
  • Buff Up smash has stronger knockback growth.
  • Buff Down smash's back hit has stronger knockback growth but less base knockback.
  • Nerf Down smash's front hit deals 5% less damage (10% from 15%) and can no longer K.O. under 150% unless used near the edge.

Aerial attacks

  • Buff Forward aerial's speed, knockback, and damage have been increased.
  • Nerf Neutral, up, and back aerial deal less damage doing 8, 7, and 10% respectively instead of 10, 11, and 12%.
  • Nerf Back and up aerials have 2 more frames of landing lag.
  • Buff The hits of Mario Tornado link to another drastically better than in Brawl. The final hit also deals significantly more knockback despite dealing 2% less damage.

Throws/other attacks

  • Change Mario now grabs with one hand as opposed to two.
  • Buff Mario's grab range is better overall.
  • Nerf Back throw has slightly less growth and does 1% less.
  • Buff Down throw has drastically less base knockback, allowing it to combo into other moves more reliably at lower percentages.

Special moves

  • Buff Fireballs have higher falling speed, allowing them to hit the ground faster. They also travel further.
  • Nerf Fireballs have more ending lag and its damage relies on distance rather than consistently doing 5%.
  • Nerf Cape deals less damage when on the ground and gives less lift in the air.
  • Nerf Mario's means of approach with cape are hindered by the lack of Cape Gliding.
  • Buff Mario can dash over an edge and grab it right after flinging the cape if timed correctly.
  • Nerf Super Jump Punch deals slightly less damage.
  • Buff F.L.U.D.D. has increased range.

Final smash

  • Buff Mario Finale does more damage than in Brawl.
  • Nerf Mario Finale has less vertical range.

Moveset

  Name Damage Description
Neutral attack   2.5% Mario jabs with one fist, his other fist, and then finishes with a forward kick. Originates from Super Mario 64.
1.5%
4%
Forward tilt rowspan="1" 7% Mario performs a spinning kick.
Up tilt rowspan="1" 5.5% Mario performs a spinning uppercut from Super Mario RPG: Legend of the Seven Stars.
Down tilt rowspan="1" 5% (foot), 7% (body) Mario sweeps with his leg low to the ground.
Dash attack 8% (clean), 6% (late) Mario slides forward and kicks with both feet as done in Super Mario 64. Can combo into Up B at low %s.
Forward smash   17.85% (fire), 14.7% (arm) Mario thrusts his arm forward and produces a small blast of fire. It is larger than in previous installments. Angled up it K.O.s at 99% sweetspotted and 118% sour, unangled at 105% sweet and 124% sour, and angled down at 101% sweet and 120% sour.
17% (fire), 14% (arm)
17.51% (fire), 14.42% (arm)
Up smash 14% Mario performs a standard headbutt skyward. K.O.s at 123% and up from the middle of FD.
Down smash 10% (front), 12% (back) Mario performs a breakdance sweep that originated from Super Mario 64. Front hit K.O.s at 162% and up from the middle of FD. Back hit K.O.s at 133% and up from the middle of FD.
Neutral aerial rowspan="1" 8% (clean), 5% (late) Mario does a sex kick similar to a move from Super Mario 64. K.O.s at the edge at 163%.
Forward aerial rowspan="1" 12% (early), 14% (clean), 10% (late) Mario punches forward and initiates a meteor smash upon impact. Sourspot can also K.O. horizontally near the edge at 140%.
Back aerial 10.5% (clean), 7% (late) Mario spins and kicks backward. It appears to be based on his original forward aerial from Super Smash Bros. for the Nintendo 64. K.O.s at 127% near the edge.
Up aerial 7% Mario performs a somersault and kicks backward. Great juggler and combo move, can K.O. near the upper blastline above 140%.
Down aerial Mario Tornado 1% (hits 1-5), 5% (hit 6), 2% (landing) Mario spins with both both fists outward. It was one of Mario's special moves up until Super Smash Bros. Brawl. Good combo and anti juggler move, can K.O. near the upper blastline above 140%.
Grab Mario's grab range is relatively short.
Pummel 3.25% Headbutts opponent.
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 several times and throwing the opponent in the opposite direction grabbed. Originates from Super Mario 64. Can K.O. below 150% near the edge.
Up throw 7% Mario throws his opponent high into the air with both hands. Good throw for fastfallers.
Down throw 5% Mario slams his opponent into the ground. This throw can be followed up with several options, most notably up tilt and up smash.
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%
Neutral special Default Fireball 5% (early), 4% (late) Mario fires a weak, bouncy ball of flames that is shot from his hand as a projectile.
Custom 1 Fast Fireball 3% (early), 2.3% (mid), 1.5% (late) Mario quickly fires a ball of flames directly forward, akin to a shot from the Ray Gun. It does not bounce on the ground and inflicts no knockback.
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.
Side special Default Cape 7% Mario swings a defensive cape 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 shoots electricity. It cannot be used to reflect projectiles, although it can destroy them on contact.
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.
Up special Default Super Jump Punch 5% (hit 1), 1% (hits 2-5), 3% (hit 6) Mario performs an upward punch that releases aesthetic coins from those it hits.
Custom 1 Super Jump 0% A recovery giving more distance than the standard Super Jump Punch, at the cost of not having a hitbox.
Custom 2 Explosive Punch 8% (hit 1), 13% (hit 2) A much stronger recovery move that causes explosive fire damage instead of releasing star coins. However, it covers far less distance than the standard Super Jump Punch.
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 now change the angle of the stream.
Custom 1 Scalding F.L.U.D.D. 1.2% per hit The jets of water fired now emit steam as well. It deals rapid fire damage that keep the enemy in place rather than pushing them back.
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 force, but has a slower charging time.
Final Smash Mario Finale 3% (bigger fireball), 2% (smaller fireball) Mario's final smash from Super Smash Bros. Brawl. He shoots a massive tornado of flames horizontally across the stage.

Taunts

  • Transforms into Super Mario as if he obtained a Super Mushroom. He immediately shrinks back to normal size afterwards. Based upon Super Mario Bros.
  • Takes off his hat, twirls around, and says "woo hoo!" He then puts his hat back on. It may be based upon New Super Mario Bros., where he does the same pose after reaching the top of a level's flag.
  • Spins in the air and falls to the ground with his legs in the air. It is based on the dying animation from Donkey Kong.

On-Screen Appearance

A green Warp Pipe appears. Mario leaps out in an iconic pose and shouts "Let's-a go!".[4]

Victory Fanfare

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. It is shared with Luigi, Dr. Mario, and Peach.

Update history

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf Up tilt damage: 6.3% → 5.5%

Trophies

Mario's regular trophy can be obtained by completing Classic Mode with him and his alternative trophy can be obtained by completing All-Star mode with him in Super Smash Bros. for Nintendo 3DS.

Mario

North America 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!"
Europe 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.
Appears In
NES: Donkey Kong Classics 09/1988
NES: Super Mario Bros. 10/1985

Mario (Alt.)

North America 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!
Europe 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!
Appears In
NES: Donkey Kong Classics 09/1988
NES: Super Mario Bros. 10/1985

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

  • Based on hitbox data, the Super Jump Punch making a different sound on the final hit seems to have been intended to be in all three previous games.
  • Mario is one of only two characters to lose a costume that appeared in every game prior to SSB4, along with Link. In Mario's case, he lost his blue costume.

References