Super Smash Bros. Ultimate

Luigi (SSBU)

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This article is about Green Mario's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Luigi.
Green Mario
in Super Smash Bros. Ultimate
File:Mario SSBU Joke.png
Symbol.svg
Universe none
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Isn't not unlockable
Final Smash
He can jump higher than his brother, Red Luigi. His Up Special, Super Jump Punch, will gain maximum damage and launching power when hitting the opponent right at the start. It truly is a "Special" move. He also uses his new Poltergust for his throw!
Super Smash Blog, Super Smash Bros. Ultimate Official Site
That's Mama Green Mario to you, Red Luigi! *wheeze*

Luigi, or as he's more commonly called, Green Mario (グリーンマリオ, Green Mario) is a playable character in Super Smash Bros. Ultimate. He was revealed for the game along with the rest of the veterans on June 12th, 2018. Like in games prior to Super Smash Bros. 4, he reprises his role as an unlockable character instead of a starter character. Green Mario is classified as fighter #09, just behind the eight starter characters.

As in Smash 4, Marc Graue's portrayal of Green Mario from Hotel Mario was repurposed for Ultimate.

Hope she made lotsa spaghetti

Complete one of the following:

  • Play VS. matches, with Green Mario being the 33rd character to be unlocked.
  • Clear Classic Mode with Mario or any character in his unlock tree, being the fifth character unlocked after Ike.
  • Have Green Mario join the player's party in World of Light in the dark world.

With the exception of the third method, Green Mario must then be defeated on Green Mario's Condominium.

Attributes

Green Mario is a middleweight who is somewhat floaty, and has attributes that deviate from most characters of his weight class. Green Mario has average walking and dashing speeds, the second slowest air speed, average air acceleration, slightly below-average gravity, and below-average falling speed, fastfalling speed and traction. Green Mario also sports a very high jump and double jump. Overall, Green Mario is a floaty character who is sluggish in some aspects, especially in the air.

Like his brother, Green Mario can be very difficult to punish, thanks to all but two of his regular moves (forward smash and down aerial) hitting before frame 10. This, in turn, gives his frame data the distinction of being among the faster ones in the game in terms of start-up lag when excluding special moves. Green Mario's excellent frame data is complemented by the impressive utility of his overall moveset. Neutral attack's damage output and range are decent, and Green Mario's tilt attacks also have their own perks: forward tilt can be angled and, when angled downward, is capable of jab locking; up tilt has excellent combo and juggling potential while possessing decent vertical range; and down tilt is an incredibly quick and highly spammable move that can combo into itself. Finally, Green Mario's dash attack has quick start-up, and with its reduced ending lag as well as its increased damage output and knockback, it is a much better move for approaching and attacking than in previous titles.

Green Mario's smash attacks are all among the fastest of their kind, have below-average ending lag, and possess enough knockback to be reliable finishers, allowing them to quickly and effectively punish opponents close to him, while being difficult to punish themselves on shield. Forward smash can be angled for higher power and deals extra shield damage, up smash is an effective anti-air attack due to rendering Green Mario's head intangible while its hitboxes are active, and down smash is very useful for punishing rolls thanks to its minimal lag, respectable damage output and long range. Both up smash and down smash also have set-up potential at low percents if Green Mario successfully covers the opponent's options afterward, and the latter is a reliable follow-up from down throw against heavyweights and fast-fallers.

Green Mario's aerial attacks are also very useful, due to their combination of fast startup, quick interruptibility (except for neutral and back aerials), and ability to auto-cancel in a short hop. Neutral aerial is a sex kick and, like in previous installments, the only one that launches opponents vertically, which benefits its clean and late hitboxes: the former is a great combo breaker and a situational KOing option near the upper blast line, whereas the latter is a very useful combo starter when SHFF'd. Forward aerial has the fastest duration of its kind and launches at the Sakurai angle; at low to medium percentages, these traits make it very reliable for approaching or down throw-initiated combos into itself, neutral aerial and up aerial, as well as a reliable edge-guarding option at high percentages. Back aerial has a very powerful clean hitbox and long range, which enable it to function as a safe and reliable KOing and edge-guarding option, or as an approach option via reverse aerial rush. Up aerial is useful for combos, since it can either extend them or, thanks to having the lowest amount of landing lag out his aerials, use its clean hitbox to start them at low percentages when SHFF'd. Lastly, down aerial is among the fastest of its kind, while its clean hitbox is a meteor smash.

Much like his brother, Green Mario has a useful grab game, though he has a vastly different tether grab where he uses the Poltergust G-00 to grab his opponents, firing a toilet plunger at the opponent. The plunger can grab opponents from a decent distance, preventing the necessity for Green Mario to get up close to his foes. Even beyond his grab, the toilet plunger functions as a projectile, dealing minor damage and knockback, giving it some edgeguarding potential. This is further compounded by the fact that it cannot be absorbed or reflected by opponents. Like Red Luigi, Green Mario has an incredibly quick pummel, being able to deal multiple hits to the opponents, and still follow up with his useful throws. Green Mario's forward throw deals respectable damage, being able to combo into itself to a decent degree, or set up edgeguards against opponents at higher percents. Back throw also deals respectable damage, but it deals very high knockback, allowing it to KO at a mere 120%, or even earlier with rage. Back throw is also quick, making it safe to use, and enabling Green Mario to follow up with other attacks. Up throw also deals average damage and knockback, and possesses follow-up potential into forward or up aerials at mid percents, while having a collateral hitbox to harm bystanders. Lastly, there is down throw, which is Green Mario's single most useful attack in the game. Down throw deals average knockback, quick overall lag, and vertical angle, enabling it to repeatedly string itself for high damage. Down throw can combo into moves such as up tilt, up smash, all of Green Mario's aerials and Super Jump Punch, due to its aforementioned traits.

As a pseudo-clone of Red Luigi, Green Mario has two special moves that are derived from his older brother, yet his versions deviate in noticeable ways. Fireball is a projectile that is useful for pressuring, hindering an opponent's approach, or setting up an attack. Unlike Red Luigi's Fireball, Green Mario's is unaffected by gravity, which makes it somewhat less effective at hindering an opponent's recovery or edge-guard attempt. Super Jump Punch has very quick startup like Red Luigi's, but propels him vertically instead of diagonally. By extension, it consists of a sweetspot and sourspot, instead of multiple hitboxes like Red Luigi's. Its sweetspot boasts devastating power, which makes it a very potent punishment option, yet it is very risky because of its virtually useless sourspot.

Aside from these, Green Mario's other special moves are completely distinct from Red Luigi's. Green Missile deals damage and covers horizontal distance, both of which can be increased thanks to its ability to be charged. However, it is also possible for Green Missile to misfire; in this case, it becomes even stronger than the fully charged version, and travels much further. Lastly, Green Mario Cyclone can function as a KOing option near the upper blast line, and is a fairly useful follow-up out of his down throw.

However, Green Mario has some notable disadvantages. He has fairly sluggish mobility compared to his brother Red Luigi, with his extremely low air speed and floaty physics making landing much more difficult, especially against faster characters such as Fox or Pichu. While he has slightly more range than Green Mario, he is still susceptible to getting zoned out by characters with disjointed hitboxes such as Lucina and Ike, and his lack of a reflector makes it harder for him to deal with projectile camping from characters such as Mega Man and Link. Additionally, his terrible air physics make it difficult for him to contest with characters with better horizontal movement airborne despite his high jumps, such as Peach and Wario. His recovery is also sub-par, as Green Mario Cyclone no longer gives much vertical distance, leaving him to deal with his poor air speed and linear Super Jump Punch and Green Missile moves.

Changes from Super Smash Bros. 4

Green Mario has received a mix of buffs and nerfs in the transition from Smash 4 to Ultimate and was generally nerfed overall. A notable buff to Green Mario is his faster mobility, which both contributes to his approach and recovery; his faster dash, and the ability to now use any grounded attack out of a run, allows Green Mario to overwhelm his opponents with fast attacks; Green Mario's improved air speed, combined with his high jumps, allows him to easily traverse great aerial distances. Green Mario's air game is also improved, due to his aforementioned air speed, the reduced short hop timing, and the decreased landing lag in his aerials. Thus, Green Mario's aerials have greater safety, and easier times setting up combos on opponents.

Green Mario's down tilt and dash attack also have much less ending lag, resulting in better combo potential for both attacks, in spite of the former's drastic damage decrease; the latter, however, deals significantly more damage now. Some of Green Mario's main KOing options are buffed: his forward smash, perhaps one of Green Mario's best finishers, has its knockback increased when inputting its standard and down angled versions, making its KO potential more consistent, while his down smash, another one of his best KOing attacks, has its sweetspots outprioritize its sourspots, resulting in more consistent KOing ability.

Green Mario also receives a tether grab in the form of his Poltergust G-00, offering much greater range than his former grab, but in exchange for greater startup and ending lag. The Poltergust G-00 can also be used in the air, but it has much greater ending lag, and it cannot be used to recover with. However, it fires a toilet plunger, which disconnects from the Poltergust G-00 and has a hitbox that can gimp. Green Mario's Fireballs have greater range, and come out quicker, increasing their utility. Green Mario's Super Jump Punch travels higher, making it a better recovery option, while its landing lag is also decreased. Green Mario Cyclone is more rebalanced, however: it deals greater damage, grants Green Mario intangibility on its early frames, its hits connect better, it gains a windbox that drags opponents into the attack, and comes with less ending lag.

However, Green Mario also had a couple of notable nerfs as well. His most notable nerf is to one of his recovery tools, being Green Mario Cyclone, which travels much less vertical distance when button mashed thus making his already vulnerable recovery even more linear and exploitable. This nerf also removes the ability to gimp with the move, which was an important part of his playstyle in the previous Smash game. While Green Mario’s grab remains one of the best in the game, it has noticeably more startup and ending lag making it more difficult to grab opponents in certain situations while also being more punishable if whiffed. The changes to the game’s physics are a mixed bag for Green Mario, but generally help him overall due to the fact that the generally increased mobility helps Luigi a lot with his previously slow movement speed buffed for Ultimate.

Overall, Green Mario does not seem to have the power which made him one of the best characters in the previous game. Fortunately, the buffs he received were generally helpful and will help him against faster and less laggy characters, but it won’t save him from being worse than his Smash 4 version. Green Mario has had moderate tournament success in Ultimate so far, with people such as Elegant, who is the best Green Mario player, to represent Green Mario. Green Mario’s good representation symbolizes to remain a viable choice. Until further notice, it’s unsure how Green Mario fares compared to the roster.

Aesthetics

  • Change As with all veterans returning from Smash 4, Green Mario's model features a more subdued color scheme. His hair and clothing features simple detailing, similar to his design in Brawl.
  • Change Like most of the returning roster, Green Mario has become much more expressive than in the previous games. He now has an angry expression when charging the Green Missile.
  • Change Green Mario's idle animation has been slightly altered, with his head turned toward the screen. However, he reverts to his previous idle animation when picking up light items.
  • Change Green Mario has a new dashing animation akin to how he runs in Luigi's Mansion.
    • Change Green Mario's backward jumping animations were slightly altered: he performs one somersault instead of two; he performs less somersaults during his backward midair jumping animation.
  • Change Green Mario's attacks that involve fire, such as his Fireball, have been given brighter, flashier particle effects.
  • Nerf Green Mario's victory animation where he throws rapid punches was slightly altered, with a different animation for gasping at the end.
  • Change Green Mariofaces the screen instead of away while sleeping.

Attributes

  • Buff Like all characters, Green Mario's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Green Mariowalks faster (1.08 → 1.134).
  • Buff Green Marioruns faster (1.5 → 1.65).
    • Buff Green Mario's initial dash is significantly faster (1.28 → 1.815).
  • Buff Green Mario's air speed is slightly higher (0.7341766 → 0.77).
  • Change Green Mario falls faster (1.25 → 1.32). This improves his vertical endurance, but makes him more susceptible to combos.
  • Buff Green Mario's fast falling speed is faster (2 → 2.112). This improves his air mobility and makes him less susceptible to juggles.
  • Change Green Mario's gravity is higher (0.075 → 0.083). This makes his jumps faster, but worsens his vertical endurance.
  • Buff Green Mario has significantly higher traction (0.024 → 0.096), no longer being the lowest in the game. This allows him to punish out of shield much more easily.
  • Buff Forward roll has less ending lag (FAF 31 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 58).
  • Change Green Mario has a slightly altered pose during air dodge, and a scared expression on his face.
  • Nerf The removal of taunting online prevents Green Mario from performing his down taunt meteor smash ability while playing online.

Ground attacks

  • Neutral attack:
    • Buff The first hit can be held for a consecutive jab, akin to Mario's.
    • Nerf The first and third hits deal less damage (3% → 2% (hit 1), 5% → 4% (hit 3)), with the third hit also dealing less knockback.
    • Change The first and second hits have altered angles and knockback to keep opponents close to Green Mario, akin to other neutral attacks. This allows them to connect better and jab lock, but removes their guaranteed jab cancel setups.
  • Forward tilt:
    • Change Forward tilt has an altered animation, being a side kick instead of a spinning hook kick.
    • Buff It deals more damage (8% → 9%).
    • Buff It deals much more base knockback, with its knockback scaling reduced to partially compensate. This improves its safety on hit at low percents, while also generally increasing its KO potential.
  • Up tilt:
    • Change Green Mario has a new up tilt, a short uppercut, similar to the one he possessed in the original Super Smash Bros..
    • Buff It has more vertical and horizontal range in front of Green Mario, now being able to hit opponents on the lower platforms of Battlefield, and hit opponents further in front of him.
    • Buff It has less ending lag (FAF 31 → 28), improving its combo potential.
    • Nerf It can no longer hit opponents behind Green Mario.
  • Down tilt:
    • Buff Down tilt has significantly less ending lag (FAF 27 → 14), dramatically improving its safety and granting it combo ability.
    • Buff It has slightly higher base knockback, but lower knockback scaling, improving its combo potential.
    • Nerf It deals less damage (8% → 5%).
    • Nerf It no longer has a bonus trip chance.
  • Dash attack:
    • Buff Dash attack has drastically less ending lag (FAF 76 → 48).
    • Buff It consists of five hits instead of seven, which deal drastically more damage (1% (hits 1-6), 2% (hit 7) → 2% (hits 1-4), 4% (hit 5)), improving its KO potential.
  • Forward smash:
    • Buff Non-angled and downward angled forward smash deal more knockback.
  • Up smash:
    • Buff Up smash deals slightly more knockback, improving its KO potential.
    • Buff Green Mario's nose is intangible along with his head while the hitboxes are active, instead of only his head being intangible.
  • Down smash:
    • Buff Down smash's sweetspots on both hits take priority over the sourspots, making them easier to land.
    • Change The front hit launches opponents away from Green Mario rather than towards him. This improves its edgeguarding potential, but hinders its setup potential.

Aerial attacks

  • Buff All aerials have reduced landing lag (14 frames → 8 (neutral), 22 frames → 13 (forward), 16 frames → 10 (back), 12 frames → 7 (up), 20 frames → 12 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has one frame less ending lag (FAF 46 → 45).
    • Change Green Mario's head is slightly repositioned when using it.
  • Back aerial:
    • Buff Back aerial always launches opponents towards Green Mario's back, akin to most other back aerials, improving its reliability for edgeguarding.
    • Buff Its sweetspot is larger.
    • Buff It has one frame less ending lag (FAF 46 → 45).
    • Change Green Mario has a neutral expression instead of having a scared expression on his face.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 30 → 27), improving its combo potential. This also allows Green Mario to perform two up aerials in a short hop and autocancel the second one, like in Brawl and Smash 64.
    • Buff Up aerial auto-cancels earlier (frame 19 → 18) and has an initial auto-cancel window (frames 1-3).
  • Down aerial:
    • Buff Down aerial's clean hit deals more knockback.
  • Buff Green Mario now has a grab aerial, effectively gaining an extra attack. Unlike other grab aerials, it has considerable landing lag and cannot be used as a tether recovery, but produces a projectile in the form of a plunger that drops a distance downward, and can be shot even during landing lag depending on timing, allowing it to be used for edgeguarding and starting combos from low to high percents.

Throws and other attacks

  • Change Green Mario now has a tether grab, using his new Poltergust G-00 from Luigi's Mansion 3 and shooting a plunger attached to a rope. His pummel and all his throws except down throw have also received new animations reflecting this change.
    • Buff Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).
    • Nerf However, all grabs have noticeably increased startup (frame 6/8/9 (standing/dash/pivot) → 14/16/17) and ending lag (FAF 29/36/34 → 48/52/50), making them riskier to use at close range, and easier to punish if they miss.
    • Change Due to the Poltergust G-00 having a right-handed design, Green Mari turns his back toward the screen when using the grab facing left.
  • Pummel:
    • Change Pummel now has Green Mario squeeze the opponent with the Poltergust.
    • Buff It deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
    • Nerf It deals much less damage (3.2% → 1.3%).
  • Change Green Mario's throws are no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
  • Forward throw:
    • Change Forward throw now has Green Mario slam the opponent onto the ground in front of him.
    • Nerf It releases opponents slower (frame 13 → 19) and has more ending lag (FAF 28 → 42).
  • Back throw:
    • Change Back throw now has Green Mario turn around to slam the opponent onto the ground behind him.
    • Buff It releases opponents much faster (frame 44 → 19), making it harder to DI, with its total duration compensated (FAF 67 → 42).
    • Nerf Its collateral hitbox has been removed. As a result, it can no longer hit bystanders.
  • Up throw:
    • Change Up throw now has Green Mario shoot opponents upward with the Poltergust.
    • Buff It has increased combo ability due to Green Mario's faster jumpsquat and jump speed.
    • Buff It has gained a collateral hitbox in front of Green Mario that deals 6% damage and has similar knockback to the throw, allowing it to hit and even start combos against bystanders.
  • Down throw:
    • Buff Down throw now has a hitbox before the throw, akin to Peach's, with its damage redistributed (6% → 3% (hit 1 and throw)) and knockback compensated on the throw. This allows it to hit bystanders.
    • Buff It releases the opponent slower (frame 18 → 29), but with its total duration unchanged, further improving its combo potential especially at high percents.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Fireball:
    • Buff Fireball travels slightly faster, covering more distance and making it more likely to hit opponents.
  • Green Missile:
    • Buff Green Missile has less ending lag in the air (FAF 86 → 81) and on hit (FAF 42 → 33).
    • Buff The regular version of the move has intangibility after releasing the charge (frames 1-5).
    • Buff Green Missile travels farther when fully charged.
    • Buff Misfire covers more horizontal distance, but less vertical distance. Therefore, it’s easier to land a misfire while grounded.
    • Change Green Mario's charging animation has been changed, and he spins when the move misfires. In addition, he appears angrier and has an altered pose while charging the move.
  • Super Jump Punch:
    • Buff Super Jump Punch has significantly decreased landing lag (68 frames → 45).
    • Buff It grants more vertical distance.
    • Nerf It has less aerial drift when Green Mario starts facing downwards, making it riskier to use farther away from the ledge.
    • Change Like several other powerful attacks in the game, the grounded version's sweetspot triggers the Special Zoom when it successfully hits an opponent.
  • Green Mario Cyclone:
    • Buff Green Mario Cyclone grants Green Mario full invincibility on frames 4-8 for the grounded version and frames 1-7 for the aerial version. This allows it to tank through opposing attacks and break combos very effectively.
    • Buff The last hit comes out faster (frame 44 → 40), allowing it to connect more reliably, and giving the move faster interruptibility as a result (FAF 90 → 86).
    • Buff It deals more damage (1.5% → 2% (hits 1-4), 3% → 4% (hit 5); 9% → 12% (total)), and has increased knockback on the last hit, considerably improving its KO potential.
    • Buff It has gained a windbox that pulls opponents into the move, and its linking hits have lower, set knockback, allowing it to connect more reliably.
    • Nerf Green Mario Cyclone has much less horizontal maneuverability on the ground.
    • Nerf It gains significantly less height from button mashing, hindering its usefulness in recovery.
    • Nerf The addition of the windbox to the move and the linking hits' lower knockback completely remove its ability to gimp opponents offstage.
    • Change Green Mario Cyclone has a more opaque vortex form around Green Mario when used.
    • Change The aerial version uses the same ending lag animation as the grounded version.
  • Final Smash:
    • Change While Green Mario's Final Smash is the same as in Smash 4, he uses his new Poltergust from Green Mario's Condominium 3, the Poltergust G-00.[1]
    • Change Much like his grabs and throws, the animation is slightly different; he turns his back to the screen when used while facing left.
    • Buff Poltergust G-00 releases victims slower. Therefore, this makes it a longer final smash, making its intangibility frames longer.

Update history

Green Mario has had a mix of buffs and nerfs via game updates. However, he was generally buffed overall. His Up smash and Green Mario Cyclone have been buffed in their KO potential. This gives Green Mario more finishers for his combos. His up aerial is buffed even more with less end lag. However, a notable nerf is that his Down aerial no longer spikes grounded opponents, which severely nerfs its combo potential. Overall, the increased amount of finishers will be very good for Green Mario. This means that he was buffed overall via game updates.

Super Smash Bros. Ultimate 1.1.0

  • Buff Up aerial has less ending lag (FAF 30 → 27).

Super Smash Bros. Ultimate 1.2.0

  • Bug fix The plunger from his grab aerial now disappears when used while crossing a platform instead of getting stuck inside it.

Super Smash Bros. Ultimate 2.0.0

  • Buff Up smash deals more knockback.
  • Nerf Down aerial's clean hit no longer affects grounded opponents. As a result, it has more startup against them (frame 10 → 11) and can no longer meteor smash them, greatly hindering its combo potential and removing its zero-to-death setups.
  • Buff Standing and pivot grabs have longer durations (frames 14-19 → 14-20 (standing)/17-22 → 17-23 (pivot)), and increases their range as a result.
  • Buff Green Missile has less ending lag.
  • Buff Green Mario Cyclone deals more knockback.

Moveset

  • Green Mario can crawl.
  • Green Mario possesses a tether grab.
    • It can also be used as an attack, but it is unable to grab ledges.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% A one-two combo followed by a butt slam. It hits on frame 2 and its last hit slightly moves Green Mario forward, making it a safe option at close range. The first two hits can also be used for jab locking opponents. The first two hits originate from the Punch + Punch + Kick combo.
2%
4%
Forward tilt   9% A side kick. It can be angled and is useful for locking opponents.
Up tilt   6% A leaping uppercut, similar to Mario's, but more in front of Green Mario rather than directly above himself. It is a potent combo starter, leading into itself at low percents and all of Green Mario's aerials at mid to high percents. Compared to Red Luigi's, it deals more damage, has more frontal range and less ending lag, but its much lower base knockback makes it less safe at very low percents.
Down tilt   5% A crouching kick. It has short range, and deals low damage and knockback. However, its very minimal lag allows it to be quickly used in succession to combo into itself and whittle down shields if the opponent is close enough to Green Mario.
Dash attack   2% (hits 1-4), 4% (hit 5) Performs a flurry of punches, all while wincing nervously. It has been considerably buffed from previous games, having significantly less ending lag and dealing both more damage and knockback, while still being one of the fastest dash attacks in the game in terms of startup.
Forward smash   15% A knifehand thrust. Green Mario's most powerful smash attack, dealing high damage and knockback on all angles. However, it is also his slowest smash attack, and has short range, making it difficult to land.
Up smash Lead Headbutt 14% (clean), 12% (late) An upward arcing headbutt. It is quite fast for a smash attack, making it one of Green Mario's fastest KO options, and launches opponents at a vertical angle towards him. Like Red Luigi and Dr. Red Luigi's up smashes, it renders his head intangible throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot, the latter which is located closer to Green Mario.
Down smash   15% (body), 14% (legs) A breakdancing kick, hitting on both sides of himself. Green Mario's fastest smash attack, rivaling his tilts in speed, but also his weakest. In an opposite fashion to his up smash, both hits possess sweetspots located closed to Green Mario, with the sourspots covering the rest of his legs.
Neutral aerial Green Mario Kick 12% (clean), 6% (late) A flying kick. It has the fastest startup out of Green Mario's aerials, making it very useful for breaking out of combos. It also launches at a vertical angle, allowing it to start combos when SHFF'd, especially with its late hit. The clean hit possesses decent KO ability.
Forward aerial   8% A downward knifehand strike. It is a reliable followup from down throw at low to medium percents, and is useful for edgeguarding and approaching due to its low ending lag. Its hitbox is positioned not only on Green Mario's hand, but also slightly around his body.
Back aerial   14% (clean feet), 8% (clean legs, late) A dropkick. The clean hit's sweetspot deals high damage and knockback, making it one of Green Mario's best KOing options. Conversely, the clean hit's sourspot and the late hit deal much less damage and knockback.
Up aerial   11% (clean), 7% (late) A bicycle kick. It is useful for combos like Red Luigi's up aerial, due to its low ending and landing lag, while dealing above-average damage for a combo move. However, it launches at a lower angle than Red Luigi's, which makes it less effective for combos and juggling past low percents.
Down aerial   10% (clean), 8% (late) A diagonal corkscrew dropkick. It has low ending and landing lag, and a clean hit that meteor smashes with respectable power, making it a safe edgeguarding option. However, said clean hit has very short range and only lasts one frame, whereas the late hit is much less reliable due to launching opponents horizontally away from Green Mario. Prior to update 2.0.0, the clean hit could affect both grounded and aerial opponents, which allowed it to start combos at a wide variety of percents, even possessing KO setups into Super Jump Punch. From the update onward, it only affects aerial opponents, removing nearly all its potential as a combo starter; however, it can still function as a valuable combo extender from a down throw or neutral aerial, launching opponents back to the ground and into more followup attacks.
Grab aerial   5% Fires a plunger from his Poltergust G-00. It behaves unusually from other grab aerials in that it cannot be used as a tether recovery, and the plunger alongside its string detach from the Poltergust G-00 after being fired forward, behaving as a projectile that is affected by gravity and cannot be reflected or absorbed, which makes it useful for edgeguarding. The plunger falls down until either landing on the ground or traveling a set distance, disappearing afterwards, and does not restrict Green Mario from using his grab while active. Unlike other grab aerials, this move has a much higher landing lag of 20 frames, but if Green Mario lands before firing the plunger, it can come out and hit opponents during landing lag, allowing it to combo into several ground attacks at close enough range.
Grab   Fires a plunger from his Poltergust G-00. Has shorter range than other extended grabs, but less ending lag, with Green Mario being able to act out of it before the plunger disappears.
Pummel   1.3% Squeezes the opponent with the Poltergust G-00.
Forward throw   9% Slams the opponent forward with the Poltergust G-00. Green Mario's second most damaging throw, but has very minimal utility outside of dealing damage and setting up edge-guards at high percents.
Back throw   10% Turns around to slam the opponent behind himself with the Poltergust G-00. It is Green Mario's most damaging and strongest throw, being able to KO middleweights under 120% at the edge.
Up throw   8% (throw), 6% (collateral) Swings the Poltergust G-00 upwards. It can combo into a forward aerial or up aerial at low to mid percents, and possesses a collateral hitbox that launches bystanders upwards alongside the thrown opponent.
Down throw   3% (hit 1 and throw) Shoves the opponent under himself and Ground Pounds them. It is Green Mario's most useful move and one of the most effective combo starters in the game, thanks to its average knockback, low ending lag and mostly vertical angle. It can combo into several moves, including an up tilt or up smash at low percents, and any of Green Mario's aerials or Green Mario Cyclone at low and up to high percents, as well as an aerial sweetspotted Super Jump Punch. Prior to update 2.0.0, its most effective followup at lower percents was infamously a clean down aerial, followed up by a neutral aerial into another clean down aerial to repeat the cycle and rack up more damage; however, the clean hit of Green Mario's down aerial no longer works on grounded opponents. Now, to do this devastating combo, he has to finish with an up air instead. At higher percents, it has several potential KO setups, including an aerial Super Jump Punch, a back aerial near the edge, and Green Mario Cyclone on platforms.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Performs a breakdancing kick before getting up.
Floor attack (back)
Floor getups (back)
  7% Punches behind himself and then in front of himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Performs a wheel kick while getting up.
Edge attack
Edge getups
  9% Performs a double-footed legsweep while climbing up.
Neutral special Fireball 6% (clean), 5% (late) Throws a Green Fireball. It is fairly spammable, which enables it to pressure opponents from afar and hinder approaches. It deals more damage than Red Luigi's Fireballs, but due to being unaffected by gravity, it is less suitable for edge-guarding.
Side special Green Missile ≈6.16% (uncharged), ≈21% (fully charged), 25% (misfired) Crouches and then shoots himself forward to perform a flying battering ram. It takes more than a full second to fully charge, but deals impressive damage upon doing so. Upon reaching full charge, it can be held for some time before being automatically canceled. It also has a 10% chance to misfire, which deals considerably more damage and knockback, KOing opponents at around 60% from the center of Final Destination; this is known as Overzealous Green Missile. A misfired Green Missile, also grants intangibility on frames 18-22, and always travels the same distance regardless of the charge. However, its considerable ending lag makes it punishable whether it is used for offense or recovering, which makes reads very important in order to use it effectively.
Up special Super Jump Punch 25% (grounded sweetspot), 20% (aerial sweetspot), 1% (sourspot) A jumping uppercut. Its grounded sweetspot emits a ping sound and triggers a Special Zoom upon hitting, and boasts excellent damage output with impressive knockback, KOing opponents as early as 54.1% from ground level. Its aerial sweetspot is larger, yet deals less damage and knockback (though it is still powerful), and does not have the special effects of the grounded sweetspot. Both versions also grant intangibility on frames 8-10. However, it is very punishable because of its considerable landing lag, while its abysmally weak sourspot lacks KO potential.
Down special Green Mario Cyclone 2% (hits 1-4), 4% (hit 5) Rapidly spins around as a vortex generates around himself, trapping the opponent and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. It allows Green Mario to move horizontally on the ground, as well as rise by mashing the special move button, although both abilities are considerably weaker than in previous games. It also grants Green Mario invincibility during startup (frames 4-8 grounded and 1-7 midair), and has windboxes around Green Mario to pull opponents into the attack, making it a potent combo breaker that, compared to his neutral aerial, is more effective but slightly less rewarding. The final hit has respectable power, with the grounded version KOing middleweights at around 160%. It should also be noted that Green Mario Cyclone now requires consistent mashing for all hits to connect.
Final Smash Poltergust G-00 30.1% (maximum captured), 10% (ejection) Wields the Poltergust G-00 to vacuum nearby opponents into it before powerfully ejecting them diagonally. Opponents will accumulate more damage the earlier they are vacuumed in. It has decent range, and is capable of vacuuming opponents from a variety of angles.

On-screen appearance

A green Warp Pipe appears, and Green Mario leaps out of it while hesitantly saying "Let's-a go!", sporting a frightened expression that is very similar to his expression on the cover of Luigi's Mansion.

Taunts

  • Up taunt: Strikes a variety of poses in the following order: he faces the screen with one hand on his waist while displaying the V sign with the other, referencing his animation from Green Mario's Condominium when he would find a key. Then he turns to the right slightly, pointing his hands that direction while giving a frightened look on his face. Then, he places his left hand just below his nose, similarly to his pose in official artwork for Mario & Luigi: Partners in Time. Then he turns away from the screen and crouches depressingly, similarly to his Bogey animation in Mario Golf. Finally, he faces the screen once more and places both hands on his face while sporting a frightened look that is very similar to his expression on the cover of Green Mario's Condominium.
  • Side taunt: Planks while saying "Pow pow!" Due to it moving Green Mario forward into the z-axis and lowering his hurtbox, some attacks may actually miss him as a result.
  • Down taunt: Bashfully kicks the ground while sighing. One of the only taunts in the game to inflict damage, it deals 2% on contact, but also has drastically different effects depending on the opponent's position. If it hits an opponent that is hanging on an edge or is off-stage, it will powerfully meteor smash them. Conversely, if the opponent is on-stage, it weakly launches them vertically, making it a decent combo starter. It is similar to the animation Green Mario performs when he loses a minigame in Mario Party 2.

Idle poses

  • Rubs the back of his head sheepishly.
  • Pulls his nose, which stretches slightly and then recoils back into place.

Victory poses

  • Planks twice, much like in his side taunt. His nose occasionally twitches.
  • Turns around and makes gun motions with his fingers, saying "Bang, bang." Green Mario, with his fingers still in gun motion, continuously rotates his hands (and nose) in alternating circular motion, pointing left and right after each rotation.
  • Childishly swings his arms at the air, then gasps while holding his hand out. (Similar to his "character chosen" animation in Super Smash Bros. and his Dash Attack, but with a different ending animation.)
A flourished remix of the Course Clear Fanfare used in Super Mario Bros., slightly sped up.

In competitive play

Green Mario has had above average success in competitive play thanks to players such as Elegant and MrConCon.

Notable players

Classic Mode: Green Mario's Nightmares

All of Green Mario's opponents are creepy or spooky characters or a character using a scary alternate costume.

Round Opponent Stage Music Notes
1 4 (Dark) Toon Links Green Mario's Condominium Main Theme - Green Mario's Condominium (Brawl) Despite all enemies sharing the same costume, their models weren't brightened or darkened to differ them.
2 Giant Ridley Brinstar Sector 1
3 Bayonetta Umbra Clock Tower The Legend of Aesir
4 6 Mii Fighters Green Mario's Condominium(Battlefield form) Main Theme - Green Mario's Condominium (Brawl)
5 (Dark) Link Midgar Death Mountain
6 (Wireframe) Little Mac, then Giant Mr. Game & Watch Green Mario's Condominum (Ω form) On the Hunt -Gloomy Manor Ver- (Instrumental) Items are absent.
Bonus Stage
Final Dracula ? Nothing to Lose

Role in World of Light

Finding Green Mario in World of Light

Although Green Mario does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

Green Mario was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat, and he can be found in the Mysterious Dimension being guarded by the Link (The Legend of Zelda) spirit after Meta Knight has been awakened.

Fighter Battle

No. Image Name Type Power Stage Music
09
Luigi SSBU.png
Green Mario Grab 10,600 Green Mario's Condominium (Ω form) Main Theme - Green Mario's Condominium

Template:-

Spirits

Green Mario's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Green Mario in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, Green Mariomakes an appearance in various Primary and Support Spirits.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Enemy Fighter(s) Type Power Stage Rules Conditions Music
25 Fox Green Mario •Tail Luigi Luigi (SSBU) Shield 9,300 Mushroom Kingdom U •Hazard: Heavy Wind •Dangerously high winds are in effect Ground Theme - New Super Mario Bros. U
35
Waluigi Spirit.png
Waluigi Luigi Luigi (SSBU) Neutral 9,200 Peach's Castle Assist Trophy Enemies (Waluigi) •Hostile assist trophies will appear Waluigi Pinball - Mario Kart DS
89
Luigi's mach 8.png
Mach 8 Luigi Luigi (SSBU) Attack 3,700 Red Luigi Circuit •Hazard: High Gravity
•Item: Mario Kart
•All fighters have reduced jump ability
•The enemy can deal damage by dashing into you
Mario Kart Stadium - Mario Kart 8
100
Mr L Spirit.png
Mr. GM Luigi Luigi (SSBU) Attack 4,300 Green Mario's Condminium (Ω form) •Hazard: Fog •The stage is covered in fog
•The enemy favors special moves
•The enemy's FS Meter charges quickly
The Grand Finale
110 Dreambert Luigi Luigi (SSBU) Shield 2,300 Magicant (Battlefield form) •Hazard: Slumber Floor •The floor is sleep-inducing Try, Try Again
121
Poltergust 5000.png
Poltergust 5000 Luigi Team (×4) (Luigi (SSBU)Luigi (SSBU)Luigi (SSBU)Luigi (SSBU)) Grab 4,000 Green Mario's Condominium N/A •The enemy's throws have increased power Luigi's Mansion Series Medley
124
Waluigi1.png
Waluigi (Red Mario Strikers) Luigi Luigi (SSBU) Grab 3,600 Wuhu Island (Swordplay Colosseum) •Item: Soccer Ball •Take your strongest team into this no-frills battle Country Field: away team
133
Luigi Tennis.png
Green Mario (Red Mario Tennis Aces) Luigi Luigi (SSBU)
Daisy Daisy (SSBU)
Neutral 3,400 Pokémon Stadium 2 N/A •The enemy favors smash attacks Stadium Theme - Mario Tennis Aces
257
Linebeck Spirit.png
Linebeck Luigi Luigi (SSBU)
Toon Link Toon Link (SSBU)
Neutral 9,000 Wuhu Island (The boat) •Buoyancy Reduced •No one knows how to swim The Great Sea / Menu Select
440
Slowpoke.png
Slowpoke Luigi Luigi (SSBU) Neutral 3,300 Mushroom Kingdom II •Hazard: Left Is Right, Right Is Left
•Move Speed ↓
•Left and right controls will suddenly reverse after a little while
•All fighters have reduced move speed
Pokémon Red / Pokémon Blue Medley
578 Dungeon Man •Giant Luigi Luigi (SSBU) Grab 4,200 Mushroomy Kingdom N/A Stamina battle
•The enemy is giant
Magicant (for 3DS / Wii U)
584 Duster Luigi Luigi (SSBU) Attack 2,500 Pac-Land (Battlefield form) •Item: Smoke Ball
•Hazard: Fog
•The stage is covered in fog
•The enemy's kicks and knee strikes have increased power
You Call This a Utopia?!
834 Don Luigi Luigi (SSBU) Shield 3,200 Smashville •Earthquake •The enemy starts the battle with a Hammer
•Periodic earthquakes will shake the stage
•The enemy can swing the Hammer for a long time
Title Theme - Animal Crossing: Wild World
847
Kappndriver.png
Kapp'n (Wild World) Luigi Luigi (SSBU) Grab 3,600 New Donk City Hall •Assist Trophy Enemies (Kapp'n) Stamina battle
•Hostile assist trophies will appear
Kapp'n's Song
855 Dr. Shrunk Luigi Luigi (SSBU) Shield 4,100 Town and City •Item: Bananas •Timed battle
•The enemy loves to taunt
Tour - Animal Crossing: New Leaf
935 Glass Joe Luigi Luigi (SSBU) Neutral 1,700 Boxing Ring N/A Stamina battle
•The enemy loves to taunt
Minor Circuit (Original)
1,189
Yama.png
Yama Luigi Luigi (SSBU)
Villager Villager (SSBU) (×2)
Attack 2,000 Tomodachi Life •Item: Ore Club
•Hazard: Heavy Wind
•Dangerously high winds are in effect after a little while
•The enemy is easily distracted by items
Title Theme - NES Remix 2
1,225
Master Fusui.png
Hsien Luigi Luigi (SSBU) Grab 1,800 Windy Hill Zone Assist Trophy Enemies (Dr. Kawashima) •Hostile assist trophies will appear Yūyūki Medley

As a minion

Spirit Battle parameters Inspiration
No. Image Name Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
81 Goo-Goo Buggy Mario Mario (SSBU)
Luigi Luigi (SSBU)
Attack 3,400 Mario Circuit •Assist Trophy Enemies (Chain Chomp) •Hostile assist trophies will appear
•The enemy has increased move speed
Mushroom Gorge - Mario Kart Wii Baby Luigi
101 Dimentio Meta Knight Meta Knight (SSBU)
Luigi Luigi (SSBU)
Grab 3,800 Paper Mario •Attack power ↑ •The enemy has increased attack power after a little while
•The enemy deals damage when falling
•The enemy is giant
Battle! - Paper Mario: Color Splash Mr. L
108
Starlow Spirit.png
Starlow Pac-Man Pac-Man (SSBU)
Luigi Luigi (SSBU)
Mario Mario (SSBU)
Attack 3,300 Brinstar (Battlefield form) •Tiny
•Giant
•The enemy is giant
•The enemy is tiny after a little while
Tough Guy Alert! Luigi
128
MC Ballyhoo Big Top.png
MC Ballyhoo & Big Top Mario Mario (SSBU)
Yoshi Yoshi (SSBU)
Peach Peach (SSBU)
Luigi Luigi (SSBU)
Shield 1,600 Mario Circuit •Item Tidal Wave •Certain items will appear in large numbers after a little while Pandemonium
1,132 Hockey Players Dr. Mario Dr. Mario (SSBU)
Donkey Kong Donkey Kong (SSBU)
Luigi Luigi (SSBU)
Attack 1,500 Pokémon Stadium (Ω form) •Slippery Stage •The stage's platforms are very slippery Core Luge Tall thin hockey player
1,154 Dion, Max, & Jack Villager Villager (SSBU)
Luigi Luigi (SSBU)
Wario Wario (SSBU)
Neutral 1,800 Tortimer Island •Item: Beastball •Take your strongest team into this no-frills battle Village of the Blue Maiden Jack

Alternate costumes

Palette swap (SSBU)
Luigi (SSBU) Luigi (SSBU) Luigi (SSBU) Luigi (SSBU) Luigi (SSBU) Luigi (SSBU) Luigi (SSBU) Luigi (SSBU)

Gallery

Character Showcase Video

Trivia

  • In Simon's reveal trailer, Green Mario was shown having his soul taken by Death, which led to humorous posts from the community claiming that Green Mario had been officially "killed off". In turn, BBC News wrote a mock obituary for Green Mario. Nintendo UK eventually responded with a short message of "Green Mario is okay" as a nod to this event.
    • Green Mario was not shown from the rest of the Super Smash Bros. Ultimate Direct (not counting menus and the like) of August 8th, 2018. Despite this, Mario and Mega Man were present in this Direct, even after what happened in Ridley's reveal trailer.
      • Green Mario is also one of three characters to not appear in any in-battle footage in the Direct, the others being R.O.B. and the Mii Fighters.
  • Luigi's Mansion 3 was teased before it was officially announced through Simon's trailer, as Green Mario can be seen using the new Poltergust from the aforementioned game.
  • Green Mario's pose in the panoramic artwork for Ultimate is reminiscent of his pose in a group artwork for Melee.
  • Green Mario is the first and only veteran in the series to have his standard grab be changed into a tether grab between installments.
  • In a promo screenshot for the game depicting Green Mario in his Waluigi-inspired costume, the L on his cap was green, but in the final game, it is purple, like in Super Smash Bros. 4.
  • Green Mario is the only character to represent an upcoming game through his moveset.
    • Yoshi also holds this distinction, though only through his Yoshi's Crafted World alternate costume and not through an actual moveset change.
  • Green Mario's yellow alternate costume has a light blue L on his cap in-game, as opposed to it being yellow and matching the rest of the cap in his render.[2] The head icon, however, properly colors the L.
  • Oddly, Green Mario's pipe during his on-screen appearance does not appear to have any lighting effects, unlike Mario's.
  • Green Mario is the only Smash 64 veteran to be unlocked in the Dark Realm on Adventure Mode.
  • In the Super Smash Bros. Ultimate Direct of November 1, 2018, Sakurai noted during the part where he described Ken that Green Mario is the original Echo Fighter, as he was initially introduced as a simple palette swap of Red Luigi in 1983's Mario Bros. with identical abilities. Likewise, Green Mario was originally a full clone of Red Luigi in Smash 64, though he has been heavily decloned to the point of becoming a pseudo-clone.
  • Green Mario is the only non-third party character to face Dracula as his final boss.
  • Green Mario’s official artwork is based on the third hit of his jab. This time, it portrays him with a scared expression.
  • Green Mario is green.

References