Mario (SSBU)
Mario in Super Smash Bros. Ultimate | |
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https://i.imgur.com/EpnXYXa.png | |
Universe | Mario |
Other playable appearances | in SSB in Melee in Brawl in SSB4 |
Availability | Starter |
Final Smash | Mario Finale |
“ | Mario is an all-around fighter who uses his wide variety of techniques to respond to any situation. In Super Smash Bros. Ultimate, he shows up in his Wedding tux and his Builder outfit, and Cappy even makes an appearance! | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Mario (マリオ, Mario) is a playable character in Super Smash Bros. Ultimate. He was suggested to appear in the then unnamed Ultimate in its first teaser trailer at the end of the March 8th, 2018 Nintendo Direct, and officially announced in Ultimate's E3 2018 trailer on June 12th, 2018 alongside the rest of the returning roster. Mario is classified as fighter #01.
As in Smash 4, Charles Martinet's portrayal of Mario from Brawl was repurposed for Ultimate.
Attributes
Mario is a short middleweight with relatively balanced attributes, possessing average walking and dashing speeds, as well as his air acceleration and weight, while his falling speed and gravity are slightly below average relative to the cast. However, he also has high air speed (tied with Sonic, Donkey Kong, Little Mac and Inkling for the 12th fastest) and jump height, but in exchange for poor range and 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 great neutral game. As a result, despite his attributes implying a jack-of-all-trades type of character, Mario is somewhat more of a rushdown character in practice.
Thanks to his incredibly quick attack speed, Mario shines in close-quarters combat. His fast attack speed allows him to consistently apply pressure to the opponent, and he is 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 heavily punished for it. Excluding his forward smash, forward aerial and special moves, all of Mario's moves have fast startup and low ending and landing lag (the latter in the case of his aerial attacks, except for his aforementioned forward aerial). 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, along with handy combo capabilities, while he's up and down tilts are effective combo starters that can help rack up plenty of damage, and the former chains into itself at low percentages. All of his smash attacks are decent KOing options, as they can reliably KO at high percentages and have low ending lag; his forward smash has a powerful sweetspot located on the fiery explosion that he emits from his palm and possesses the highest power of all of his smash attacks, 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 slight disjoint due to the intangibility it grants on his head.
Mario's aerial attacks are also very useful in many cases. Neutral aerial is a sex kick that can be useful in edgeguarding or for breaking combos. Back aerial has the longest reach 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 or set up combos. Mario Tornado, which is Mario's down aerial, is a great anti-juggling move that can also KO if used near the upper blast line. Finally, his forward aerial is a meteor smash with high base knockback for one, making it great for gimping all but the farthest-reaching of recoveries and being an extremely effective KO option offstage.
His special moveset is highly varied and has plenty of uses. Fireball is a projectile with a decently long range. It can be useful in the neutral game or in edgeguarding, thanks to its disruptive knockback and downward trajectory, and is very useful for disrupting direct approaches. 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. 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, such as Simon or Samus. 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 reach is only average, his grabs are fairly quick, and his pummel is fairly quick. His forward throw sends the opponent at a disadvantageous position, where Mario can capitalize on their mistakes. His up throw is a useful combo starter at lower percentages, comboing into his up, down, and back aerials. His back throw is by far his strongest throw and can reliably KO at around 160% near the ledge on any character, and even earlier with rage, is capable of killing at 107% in said situations. Finally, his down throw is a combo starter that can lead a vast amount of combo opportunities, most notably his up and forward aerials.
Finally, and due to the favorable angles his moves send at, his tremendously quick frame data and his extensive amount of combo starters, Mario's combo ability is fantastic, and it is also worth noting that several of Mario's moves can lock, including his neutral attack. This makes it almost always imperative for Mario's opponent to tech all attacks at low to mid percentages when needed; otherwise, Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process.
Despite Mario's numerous strengths, he is not flawless. Mario's attacks, while well-rounded, are not particularly exceptional, and most characters are able to outperform him in various areas: notable examples include Snake having a more versatile edgeguarding game, Joker having better comboing ability, Hero having a superior camping game, Zero Suit Samus having greater mobility, Roy having higher damage output per hit and Shulk having drastically larger reach. In particular, the latter is his main weakness: he has an overall poor reach in his attacks.
His lack of reach prevents him from fighting at a safe distance and consistently forces Mario to approach characters on his own. This leads to having some difficulty against characters with large or disjointed reach, particularly swordfighters like Shulk and Lucina. As such, he will need to rely on close-quarters combat in order to fight decently against characters with disjoints. While back air is Mario's most effective spacing tool, it too suffers from a mediocre range that limits its utility against disjointed attacks.
Mario can also have some difficulty in KOing, as he has few strong and reliable finishers and has difficulty in landing them, further compounded by his short reach, which limits his options, and a notable lack of KO confirms: outside of forward smash and up smash, none of his other moves are very reliable and consistently effective for KOing: his down smash can KO reliably only with its back hit and is unsafe on shield, while his aerials and Super Jump Punch can only KO at very high percentages or close to the blast zones, and while his back throw is strong, is very slow and easy to DI, and forward aerial is slow and must be sweetspotted (mid hit) in order to meteor smash, while the early hit and late hit (first and last active frame, respectively) have too much ending lag to be used as a combo extender while still being unreliable for KOing due to their rather low knockback. Because of this, Mario tends to rely too much on his forward and up smashes or reads to score a KO, and his inconsistent KO ability is further worsened by the changes to rage, which hinders him more than other characters, as it doesn't increase knockback as much as in SSB4, and since it no longer affects set knockback, he can't use his Super Jump Punch as a KO confirm at low percents anymore if he has high rage, similarly to Samus's Screw Attack. Because of this, he must keep his forward and up smashes fresh and be careful to not get predictable especially with the existence of stale-move negation. While his forward and up smashes are considered among the best of their type, they have their flaws too: the former has a sourspot located on Mario's arm, which while very difficult to hit with, it out prioritizes the sweetspot and has rather mediocre power, while the latter has poor range in front of him, and thus it can have trouble in hitting small or crouching characters.
While his Fireball is useful in the neutral game for stopping approaches and is a decent edgeguarding tool, it's relatively weak for spacing and has noticeable ending lag, making it rather situational in comparison to other projectiles. Lastly, despite being known for his jumping ability (hence his original nickname, Jumpman), Mario's recovery is easy to gimp and is quite predictable. Despite his fast air speed and high double jump, Super Jump Punch, while fast and relatively safe, travels a merely average amount of vertical and horizontal distance. This means that if Mario is knocked off stage without his double jump, he is extremely vulnerable to edgeguarding and one hit could end his stock. This also leaves Mario very vulnerable to semi-spikes, as at high percents they will likely launch him too far to recover. Aside from Super Jump Punch, Mario has no other recovery options aside from utilizing Cape's momentum stalling as a mix-up. Nevertheless, Super Jump Punch still offers a serviceable amount of recovery ability and can get the job done if used properly.
Overall, Mario has many clear strengths, and very few glaring weaknesses, resulting in his strengths outweigh his 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. However, because of his low range, Mario must almost always fight in close-quarters, and often relies on reads to secure reliable KOs. Mario has to be very careful off-stage as well in spite of his viable edgeguarding game, as a single vent in his defenses can cause him to be unable to recover. Throughout the course of Ultimate's metagame, Mario has seen amazing results from players like Dark Wizzy, Prodigy, ANTi, MastaMario, Lui$, Teb and others, and is generally agreed to be competitively viable.
Changes from Super Smash Bros. 4
Mario has undergone a mixture of buffs and nerfs in his transition to Ultimate, but despite being overall directly nerfed, the indirect changes to the game's engine drastically benefit his playstyle, plus the helpful buffs to his underwhelming moves causes him to be slightly buffed overall.
Mario has received a few direct noteworthy buffs. Fireball has reduced endlag, a slightly larger hitbox, and inflicts more hitlag on opponents, greatly improving its safety and follow-up potential. F.L.U.D.D. has reduced ending lag and a stronger pushback effect as a result of its increased set knockback, allowing Mario to disrupt and edgeguard opponents with it more effectively. As a result of his buffed specials, Mario's approach and already oppressive edgeguarding ability have been improved. A few of his standard attacks have received buffs as well; forward tilt is much more effective as a spacing option due to its higher base knockback, lower ending lag, and the increased shieldstun for tilt attacks. Additionally, his down aerial connects more reliably than before and deals increased damage and knockback, improving its damage-racking capabilities and KO potential. Forward smash also deals consistent damage across all angles, and when angled up or down, has increased knockback scaling, slightly improving its already-impressive KO potential even further.
Mario also benefits heavily from the changes to Ultimate's mechanics. His already strong set of aerials has been improved even further as a result of the universal reduction to landing lag; this not only makes them safer on shield despite the reduced shieldstun on aerial attacks, but it allows for more reliable combos and even devastating KO setups, such as up aerial into forward aerial. This is complemented by the universal 3-frame jumpsquat, with his up throw in particular becoming a much more effective combo starter as well. The universal increase to mobility further improves Mario's approach and allows him to string attacks together more effectively and close in on opponents more effectively. Lastly, the changes to air dodging further improve his excellent edgeguarding ability, and give him a situational recovery alternative to his predictable Super Jump Punch.
However, Mario has also received noteworthy nerfs. A notable detriment to his toolkit is the universal nerfing of grabs; while his throws' excellent utility and his potentially devastating throw combos from SSB4 remain, the increased startup on his dash and pivot grabs, the increased ending lag of all of his grabs and the reduced range on his dash grab make it harder for Mario to make use of his bountiful grab game. Furthermore, his neutral game, while still solid, has been toned down due to changes to some of his best moves in neutral. For example, his up tilt, one of his most pivotal moves, has had altered hitbox placements with much shorter horizontal range, which significantly hinders its use as a reliable follow-up from his down throw at any percent against most characters, worsening both their combo potential and Mario's punish ability, as this was considered his most effective damage racking option, although this is partially compensated by up throw's improved combo potential at low percents. His dash attack can also no longer serve as a powerful 2 frame punish that leads into a stage spike, due to its late hit's angle being altered to send opponents away from Mario rather than towards him, the new animation gives him less protection overall and his forward tilt has lost its locking potential. On top of this, Super Jump Punch takes longer to grab edges, to the point of causing Mario to land on the stage and become much more vulnerable if he doesn't use it at a far enough distance, and due of the changes to rage, it is much less effective for taking out stocks off the upper blast line below high percents. In combination with the changes to air dodging, this acts as a double-edged sword for Mario, becoming more vulnerable to edgeguarding himself just as he can edgeguard opponents more effectively.
Overall, Mario retains all of his strengths from SSB4: his extreme combo ability, impressive frame data, serviceable recovery with a high jump height and air speed, and excellent edgeguarding ability. However, his playstyle is fundamentally different due to Ultimate's reworked mechanics, requiring different strategies to achieve the same level of effectiveness that his previous incarnation was capable of, which results in a slightly higher learning curve. So far, he has achieved increasingly strong results by notable players such as Dark Wizzy, Prodigy, Zenyou, MastaMario, ANTi, Teb, and Lui$, with several notable placements at major tournaments. Dark Wizzy in particular has proceeded to gain very strong results with him and has gotten top 8 at Shine 2019, Glitch 7, Lets Make Big Moves, Glitch 8, and GENESIS 7, all of which were majors/supermajors. Due to this, Mario has earned a competitive presence that is just as strong as in SSB4, and many notable players all place him as an upper high tier or even top tier character as in the previous game, though this is largely up for debate as many characters ranked lower than Mario in SSB4 have also received more drastic improvements than him, such as Greninja, Mega Man, Pikachu, Palutena, Roy, R.O.B. and Wario, so he is considered about the same as the previous game. Regardless, Mario is one of the few SSB4 top-tier characters alongside Fox, Zero Suit Samus and Sonic who continues to earn great representation and has been placing consistently well at tournaments overall.
Aesthetics
- Due to the aesthetic used in Ultimate, Mario's model features a more subdued color scheme. His eyes and clothing feature greater detailing; the seams on his overalls are more accentuated, and his buttons have a more polished finish. He also has a slightly darker skin tone. Altogether, these changes make him appear virtually identical to his appearance as of Super Mario Odyssey.
- Mario's standard cap has been replaced by Cappy from Super Mario Odyssey. Cappy's eyes appear during his side taunt and, on occasion, Super Jump Punch, but he otherwise has no effect on gameplay.
- Mario's Builder outfit from Super Mario Maker and his Wedding tuxedo and top hat from Super Mario Odyssey are present as alternate costumes. They replace his Wario-inspired costume and his Fire Mario costume.
- Mario's idle animation is altered slightly; his head is turned more towards the screen, but he still looks toward his front. This has translated into his moveset, with many of his moves having tweaked animations.
- Mario has become drastically more expressive in this game, to an even greater degree than its predecessor, or the rest of the cast. In particular, he will sometimes smile and appear whimsical or happy in battle or when applauding the winner of a match, in line with his canon depiction, although he still looks serious and with angry brows most of the time. In contrast, Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.
- Walking, air dodge, shielding, helpless, skidding, and ledge-hanging animations have changed. Additionally, Mario now faces the screen instead of away while sleeping.
- Mario's mustache now moves during certain animations, such as while falling.
- Mario's on-screen appearance emits the Warp Pipe sound effect rather than the jump sound, similar to Smash 64.
- Mario has two new taunts: one where he turns his back to the camera and gives a thumbs-up while smiling, and another where he happily throws Cappy around in a circle. They replace his previous up and side taunts.
- Mario performs his down taunt much faster.
- Mario's right-inputted victory pose has been slightly altered; he jumps much higher, spins around only once, and has a more joyful expression after landing on the ground.
Attributes
- Like all characters, Mario's jumpsquat animation takes 3 frames to complete (down from 5).
- Mario walks slightly faster (1.1 → 1.155).
- Mario runs faster (1.6 → 1.76).
- Mario's initial dash is significantly faster (1.6 → 1.936).
- Mario's air speed is faster (1.15 → 1.208).
- Mario's traction is much higher (0.045 → 0.102), allowing him to punish out of shield more easily.
- Mario's gravity is slightly lower (0.08715 → 0.087).
- Forward roll grants less intangibility (frames 4-16 → 4-15).
- Back roll has more startup with less intangibility (frames 4-16 → 5-16) and more ending lag (FAF 30 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 53).
Ground attacks
- Neutral attack:
- Consecutive uses of the first hit of neutral attack are faster (9 → 6 frames).
- The first two hits transition into the subsequent hits faster (frame 8 → 5 (hit 1), frame 7 → 6 (hit 2)).
- The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.
- However, its total duration remains unchanged, giving it more ending lag.
- The third hit has increased base knockback (45 → 60).
- All hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
- The first two hits have altered damage values (2.5% → 2.2% (hit 1), 1.5% → 1.7% (hit 2)), resulting in the move dealing slightly less damage in total (8% → 7.9%).
- The first and third hits have smaller hitboxes (3u/1.5u/4u → 1.2u/1.5u/1.8u (hit 1), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).
- The first two hits no longer use set knockback (15/10/15 set/100 scaling → 20/15 base/50/33/20 scaling (hit 1), 18/15/25 set/100 scaling → 20/15 base/30/15 scaling (hit 2)) and have altered angles (361°/80° → 361°/180° (hit 1), 361° (hit 2)). This improves its locking ability, and causes it to connect more reliably with the farthest hitboxes, but less reliably with the closest hitboxes at high percents.
- Forward tilt:
- Forward tilt has a longer hitbox duration (frames 5-6 → 5-7).
- It has less ending lag (FAF 31 → 26). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
- It has much more base knockback (8 → 55), but less knockback scaling (100 → 70). This makes it significantly safer on hit at low percents, and grants it slightly improved KO potential near the ledge but removes its ability to lock.
- Up tilt:
- Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, noticeably reducing its range in front of Mario, to the point it can no longer hit most characters on the ground unless they are very close.
- Its animation has been flipped, with Mario spinning towards the screen instead of away from it.
- Down tilt:
- Down tilt's sweetspot takes priority over the sourspot.
- The sweetspot is slightly smaller (3.5u → 3.2u).
- Its animation has been flipped, with Mario spinning towards the screen instead of away from it.
- Dash attack:
- Dash attack's hitboxes are placed farther from Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.
- It has gained a shieldstun multiplier of 1.875×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
- The clean hit launches at a lower angle (60° → 50°), allowing it to KO more effectively near edges.
- The late hit has a slightly bigger hitbox (2.6u → 2.7u).
- It has a different animation where Mario's head is positioned higher, his legs extend farther from him, and he gets up during the ending lag instead of staying sit. This prevents him from sliding under certain attacks, and makes him easier to hit overall.
- The late hit launches opponents away from Mario rather than towards him (110° → 48°), hindering its combo potential despite its lower knockback scaling (43 → 30), and preventing it from stage spiking opponents below edges.
- It has a higher hitlag multiplier (1× → 1.25×).
- Forward smash:
- Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), slightly increasing it overall.
- The sourspot has increased knockback scaling (103 → 105) across all angles, while the sweetspot does when angled up (99 → 101) and angled down (99 → 100). Combined with the increased damage, this slightly improves its KO potential.
- Up smash:
- Up smash's animation has been flipped, with Mario facing toward the screen rather than away from it.
- Down smash:
- Down smash's animation has been altered, resembling both the Sweep Kick move from Super Mario 64, and the break dance Mario performs on the cover of Dance Dance Revolution: Mario Mix.
Aerial attacks
- All aerials have less landing lag (10 frames → 6 (neutral), 26 → 17 (forward), 12 → 6 (back, up), 19 → 15 (down)).
- Neutral aerial:
- Neutral aerial auto-cancels later (frame 34 → 39), although it still auto-cancels in a short hop.
- The late hit has a shorter duration (frames 6-29 → 6-27).
- The hitbox on the late hit is slightly smaller (3u → 2.8u).
- Forward aerial:
- The removal of teching for grounded meteor smashes improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.
- It has a different animation, with Mario punching downward with his opposite hand and twisting around afterwards instead of flipping.
- Up aerial:
- Up aerial has less ending lag (FAF 32 → 31), marginally improving its combo potential.
- It auto-cancels earlier (frame 18 → 17).
- It has a shorter hitbox duration (frames 4-8 → 4-7).
- Down aerial:
- Down aerial's last hit comes out faster (frame 25 → 23), allowing it to connect better and preventing opponents from air dodging out of it.
- However, its total duration remains unchanged, giving it more ending lag.
- The move deals more damage (1% → 1.4% (hits 1-5), 5% → 5.5% (hit 6); 10% → 12.5% (total)), with knockback not compensated on the last hit, improving its KO potential.
- The looping hits are weight-independent, and no longer use set knockback, instead having more base knockback with minimal knockback scaling (10 set/100 scaling → 50/25 base/15 scaling). This allows for all hits to connect more reliably, preventing opponents from air dodging the last hit.
- It can no longer be frame canceled.
- The looping hits' vertically lowest hitbox is smaller (5u → 4u). The landing hitbox is also very slightly smaller (4.32u → 4.3u).
- The looping hits' middle hitbox has been removed. However, since it didn't cover any more space than the top and low hitboxes together, this makes no practical difference.
- The final hit has an altered animation, and the vortex emitted around Mario is larger.
- Down aerial's last hit comes out faster (frame 25 → 23), allowing it to connect better and preventing opponents from air dodging out of it.
Throws and other attacks
- Grabs:
- All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).
- Dash and pivot grab have slightly more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
- Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).
- Pummel:
- Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
- It deals much less damage (3.25% → 1.3%).
- It has a slightly different animation: Mario holds the opponent with one hand, instead of both like in previous installments, maintaining consistency with his grab animation.
- All of Mario's throws have been altered with more forceful animations.
- The speed of Mario's throws is no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
- Forward throw:
- Forward throw has gained slight combo potential at low percents due to Mario's faster initial dash speed.
- Its animation has been altered, with Mario turning on the opposite direction faster, but the second half of the spin is slower and he tosses the opponent more exaggeratedly.
- Back throw:
- It has an altered animation before the throw: Mario no longer briefly lets go of the opponent before swinging them. Instead, to make the opponent fall, he lifts them by the feet and positions their legs closer to his chest, and then he swings the oppponent before throwing them away. This altered animation more closely represents a real-life giant swing.
- Up throw:
- Up throw has increased combo ability due to Mario's faster jumpsquat and jump speed.
- It has a different animation where Mario faces horizontally rather than towards the screen, and holds the opponent by their chest instead of lifting them on their back before throwing, more closely resembling the Upward Cap Throw from Super Mario Odyssey.
- Down throw:
- Down throw can no longer combo into up tilt except against certain large or tall characters due to the latter's altered hitbox placements, hindering its damage racking potential at low to mid percents.
- Mario no longer performs a front flip after throwing the opponent. He also slams the opponent more forcefully and with a single arm instead of two.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Fireball:
- Fireball has less ending lag (FAF 53 → 50), improving its safety.
- It has larger hitboxes (2u (early)/1.8u (clean)/1.6u (late) → 2.4u/2.2u/2u), regaining its hitbox sizes from Brawl and with the early hit's hitboxes matching his younger brother's Fireballs.
- It has an increased hitlag multiplier (0.3× → 0.6×), giving Mario more time to follow up.
- It has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
- Mario no longer opens his mouth when using Fireball on the ground.
- Cape:
- Cape no longer gives the opponent super armor on hit.
- It now inflicts knockback if it's used while they're grabbing the ledge.
- The reflective hitbox is smaller (9u → 6.5u), and has been moved forward (Z offset: 2 → 8). As such, it can no longer cover behind Mario, making it less safe to use.
- Although, it is easier to reflect projectiles that otherwise would have stopped short of Mario.
- The reflective hitbox has more startup with a shorter duration (frame 6-20 → 9-20), although it has a new function causing it to start two frames earlier (frame 7) if a projectile is very close to Mario at the time. This slightly reduces its safety.
- In the same circumstances, the entire move loses two frames of startup, allowing the offensive hitbox to come out earlier (on frame 10) and reducing the move's total duration.
- The move's animation length is much longer (41 frames → 58). In the air, this means Mario's air mobility is restricted for much longer, forcing the player to have to interrupt the move with an aerial or special to regain mobility within a reasonable time frame.
- It always forces opponents to show their backside while they are using their moves; this even works to characters with mirrored stances, such as another Mario, causing them to turn away from the screen.
- It has a new animation where Mario wears the Cape around his neck while using it, akin to its appearance in Super Mario World.
- Super Jump Punch:
- Super Jump Punch's second through fourth hits have two frames in between them as opposed to one, resulting in the move having a slightly longer duration (frame 3/7/8/9/10/12/14 → 3/7/9/11/13/15/17).
- The looping hits are weight-independent and can no longer be SDIed, allowing them to connect more reliably.
- It sweetspots edges later (frame 11 → 14).
- Its trajectory cannot be angled as much (18° → 12°).
- Due to rage being changed to not affect set knockback, the linking hits can no longer KO off the top blast line as easily, removing Mario's low percent KO setups.
- The second through sixth hits deal less damage (1% → 0.6%), causing the move to deal less damage overall (13% → 11%).
- The last hit has slightly less base knockback (52 → 50).
- It has much smaller hitboxes, especially on the first hit, but has more hitboxes overall (7u/6u → 2.5u/4u (hit 1), 6u/5u → 3u/3.8u (hits 2-4), 5.5u/4.2u → 3u/3.8u (hits 5-6), 10u → 9u (hit 7)). This slightly reduces the move's horizontal range but gives it more vertical range.
- The window to reverse the move is shorter, no longer being reversible during the first hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.
- Occasionally, the coins produced from Super Jump Punch will appear as regional coins found in the Metro Kingdom from Super Mario Odyssey. Cappy's eyes appear when this occurs. These coins also have a different sound originating from Super Mario Odyssey.
- Super Jump Punch has an altered landing animation where Mario lands on his feet like in Smash 64 and Melee as opposed to his back.
- F.L.U.D.D.:
- F.L.U.D.D. has increased set knockback (50 → 70), allowing it to push back opponents farther.
- It can be charge-canceled by jumping or spot dodging.
- It fires fewer shots (8 → 7), increasing its ending lag.
- It has an altered charging animation.
- Mario Finale:
- At the start of Mario Finale, opponents are slowed down more and for longer.
- Mario Finale has less knockback than it did before, where it used to drag opponents far to the side at low percents or KO opponents at around 30%. Because of this change, it KOs later than before, requiring the opponent to be at 55% or higher.
- The fireballs have a shorter duration (260 frames → 220) and travel faster, making them more likely to drop opponents, and worse at timing out recovering opponents.
- Mario sports an angrier expression than in previous games when unleashing the move.
- Damage from each hit is dealt solely based on how long the attack has been out, with the fireballs becoming more powerful as the attack continues. This makes the front fireball weaker early during the Final Smash, but the back fireball stronger later during it.
Update history
Mario has been buffed overall via game updates. Dash attack's launch angle has been lowered, improving its ability to set up edgeguards. His Final Smash has also seen some slight buffs as well. Although Fireball was affected by the near-universal nerf of projectiles' shield damage outputs, this has a very minimal effect on Mario's competitive viability.
- Dash attack launches at a lower angle (60° (clean)/58° (late) → 50°/48°), improving its ability to setup edgeguards.
- Mario Finale's Final Smash Meter version has a higher knockback multiplier (0.9× → 0.91×).
- Fireball deals less shield damage (0 → -2.5/-2 (clean/late).
- At the start of Mario Finale, nearby opponents will be slowed down more (10 → 20) for a longer period (60 frames → 75).
- The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.
Moveset
- Mario can wall jump.
For a gallery of Mario's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2.2% | The Punch + Punch + Kick combo from Super Mario 64: two punches followed by a jumping kick. The first and second hits can lock, and the general speed of the move makes it good as a grounded combo breaker or quick punish tool, as the first hit comes out on frame 2. | ||
1.7% | ||||
4% | ||||
Forward tilt | 7% | A wheel kick. It can be angled. Very quick and good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs, but it's weak and situational, as it cannot KO until 200% or even lock. | ||
Up tilt | 5.5% | A spinning jumping uppercut. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents; however, the former combo can be escaped with the proper combination of DI and SDI, and can be punished on hit at very low percents. Unlike in SSB4, the move's altered animation results in the hitbox being positioned fairly high to the ground on the first frame it is active, creating a blindspot and making it fairly difficult or even impossible to hit shorter or crouching characters with the move. It appears to be based on the second hit of the Mega Glove's combo from Super Mario RPG: Legend of the Seven Stars. | ||
Down tilt | 5% (foot), 7% (leg) | A leg sweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively. It can also hit ledge hangs and combo off from ledge as well. | ||
Dash attack | 8% (clean), 6% (late) | A baseball slide. Has a diagonal knockback angle, making its lingering hitbox useful for 2-framing certain opponents and punishing spot dodges. The new animation is more unfavorable in terms of hitbox placements. Very similar to the Slide Kick from Super Mario 64. | ||
Forward smash | 17.8% (fire), 14.7% (arm) | Steps back and does a palm thrust that produces a small explosion. Though it is Mario's slowest ground attack, coming out on frame 15, it is among the quicker forward smashes and considered among the best in the game for several reasons: It is Mario's most powerful KO move when sweet spotted, KOing as low as 65% by the ledge, the fireball itself is disjointed, can be angled downwards or upwards to hit ledge hangs, and the start-up animation has Mario pull back his hurtbox deceptively far, inadvertently allowing him to avoid several attacks. However, the sweet spot is out prioritized by the sour spot. | ||
Up smash | Lead Headbutt | 14% | An upward arcing headbutt. One of Mario's most reliable KO options. Its quick startup at frame 9 makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range. Its hitboxes reach behind Mario a good distance but do not reach as far in front of him, thus having trouble hitting short or crouching opponents in front of him. It has very fast interruptibility for its strength, at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield. | |
Down smash | 10% (front), 12% (back) | The Sweep Kick from Super Mario 64. Mario does a breakdance kick that hits both sides. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits semi-spike opponents, though the frontal hit is rather weak in comparison to the back hit. Also capable of hitting ledge hangs. The animation in Ultimate more closely resembles Mario's breakdance from Dance Dance Revolution: Mario Mix. | ||
Neutral aerial | 8% (clean), 5% (late) | A flying kick. As a sex kick, it loses its already below-average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), and as a versatile horizontal combo extender, as well as for locking opponents. Autocancels in a short hop. Can combo into a tilt attack or grab at low percents if landing on the ground shortly after the hit. Very similar to the Jump Kick from Super Mario 64. | ||
Forward aerial | FORWARD A E R I A L | 999% (early), 6969% (clean), 200% (late) | Rears back his fist and then throws an overhand. When hit clean, it is a meteor smash with enough knockback to KO under 45% offstage. It has the least startup of his standard moveset (frame 1), no ending lag, and has a very large hitbox houng from oneside of the stage tothe other. Other than lacking combo potential, the early and late hits are too weak to KO reliably. | |
Back aerial | 10.5% (clean), 7% (late) | A dropkick behind Mario. Has fast startup with low ending and landing lag, and more range than most of Mario's other aerials, making it an effective spacing tool and horizontal combo extender at low percents, as well as having the ability to pseudo Wall of Pain off stage. Also capable of killing at higher percents, and can be used twice in a short hop, or with neutral, up and down airs. Its knockback is mediocre for its type, however. | ||
Up aerial | 7% | A bicycle kick. Has extremely fast startup (frame 4), consistent strength throughout the move and very low ending and landing lag, making it one of Mario's most versatile combo starters and extenders in his moveset. Can combo into itself easily until higher percents, and can kill off the top at high percents when close to the upper blast line. | ||
Down aerial | Mario Tornado | 1.4% (hits 1-5), 5.5% (hit 6), 2% (landing) | Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. Possesses a rather low startup and ending lag, making the move reasonably safe to use barring its short range and lack of disjointed hitboxes. It also has a landing hitbox that combos reliably into tilts or a grab. However, opponents will occasionally break out of the move before the final hit, especially when Mario is moving quickly through the air. Useful as a combo finisher, combo breaker, and general damage-racking option, and can KO opponents near the upper blast line at high percentages. Resembles the Spin Jump, a technique that first appeared in Super Mario World. | |
Grab | — | Reaches out. Mario's overall grab range is somewhat short. | ||
Pummel | 1.3% | Headbutts the opponent. | ||
Forward throw | 8% | Spins the opponent around once and throws them forward. Can be followed up with dash attack at lower percents, or be used to set up tech situations and mixups, or edge guards. It fails to kill at very high percents, even at the ledge. | ||
Back throw | Airplane Swing | 11% (throw), 8% (collateral) | A giant swing, a throw used on floored opponents in wrestling. Mario grabs the opponent by the feet, making them fall to the ground and spins three times while holding them by the legs before throwing them backward. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of rage, but can KO middleweights as early as 120% if they fail to DI. It also has some use in matches with more than one player, as the collateral hit has a large range and high knockback. Due to its slow speed, it is easy to DI, causing it to KO only above 160%. It is based on the throw that he uses against Bowser in Super Mario 64. | |
Up throw | 7% | Holds the opponent by the chest and then tosses them directly overhead with both hands. An effective combo throw at low to medium percentages, comboing into all aerials except forward air. Very similar animation to the Upward Cap Throw from Super Mario Odyssey. | ||
Down throw | 5% | Jumps upwards while holding the opponent and then performs a body slam, slamming them to the ground with one arm. It can be followed up with several options, including up tilt on certain characters at varying percents, Super Jump Punch, neutral attack, and up aerial at mid percents on most characters. Effective for starting ladder combos on platform stages. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Performs a modified version of the Sweep Kick from Super Mario 64 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 sidekick behind himself and then in front of himself while getting up. | ||
Edge attack Edge getups |
9% | Performs a dropkick while climbing up. | ||
Neutral special | Fireball | 5% (early), 4% (late) | Throws a Fireball. The fireball bounces along the ground several times before disappearing. He has a lot of end lag for how weak it is, but Mario retains full control over his aerial mobility while using it, allowing him to continue drifting unpredictably while controlling space. Because the fireball is subject to gravity, it can be used to cover Mario while recovering high, and can combo into quick attacks if Mario is close enough. A reference to the fireballs he fires when he obtains the Fire Flower, which first appeared in Super Mario Bros. | |
Side special | Cape | 7%, 1.5x times the reflected projectile | Dons a Cape around his neck and waves it in front of himself. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. In the air, it causes a Fall Break by stalling Mario in the air, allowing for timing mixups in juggle and recovery situations. Useful for gimping opponents who are trying to recover. | |
Up special | Super Jump Punch | 5% (hit 1), 0.6% (hits 2-6), 3% (hit 7) | A jumping uppercut that produces Star Coins or Metro Kingdom regional coins on contact. Mario's only recovery move, but it covers overall a short distance and leaves him helpless. Its extremely fast startup (frame 3) and intangibility frames on startup make it useful as an out of shield option. Can KO near the upper blast line at high percents. | |
Down special | F.L.U.D.D. | 0% | Wields F.L.U.D.D. and charges up water to launch a stream at the opponent. The charge time is rather fast, and it can be charge canceled and stored for later. The water pushes opponents but does not damage them. Mario can change the angle of the stream upwards or downwards. Useful for disrupting an approach and creating space, which can help alleviate pressure and potentially put his opponent in a vulnerable position. It also slightly pushes Mario backward if charged enough. It can also be used as an edgeguarding tool. | |
Final Smash | Mario Finale | 2% (early), 2.5% (clean), 3% (late) | Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but has decent damage and can carry opponents off the side of the stage when near the ledge. |
On-screen appearance
Jumps out of a Warp Pipe punching his right fist in the air while shouting "Let's-a go!".
Taunts
- Up taunt: Turns his back to the camera and gives a thumbs-up while smiling. The pose Mario strikes resembles a piece of promotional artwork first released for Club Nintendo, but without the wink.
- Side taunt: Cheerfully tosses Cappy in a circle, saying "Ho-ho!", then grabs him out of midair and puts him back on his head. Based on the Cap Throw from Super Mario Odyssey.
- 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.
Idle poses
- Adjusts his hat.
- Moves his head from left to right and holds his fist in front of his face.
Victory poses
- Left: Winds up for a punch and steps forward while punching in front of the screen.
- Up: Makes fire explode from his palm and strikes a pose. This pose is somewhat similar to his Super Smash Bros. 4 artwork.
- Right: Does a spin as he jumps high in the air and lands in a strongman pose. It originates from his "character chosen" animation in Super Smash Bros.
In competitive play
Upon the release of Ultimate, Mario was seen and regarded as simply an average mid-tiered character. This was seen through his poor range, which was impacted more in the game due to swordfighters or any other character with disjoints being reworked. Swordfighters were among the best characters in the early meta, especially Chrom, who was considered one of the best characters in the game. This caused a mediocre reception for Mario. Players also looked at his nerfs, noting that it ultimately impacted Mario in the long run. The nerf to his combo game made it seem to affect Mario, as that was his best toolkit in his arsenal.
However, Mario has grown more results from many top professionals, such as Dark Wizzy, Prodigy, MastaMario, Zenyou, Lui$, and Zackray. Dark Wizzy, in particular, has consistently placed in Top 8 at many large national tournaments at a streak, including Shine 2019, Glitch 7, Let's Make Big Moves, Glitch 8, and GENESIS 7. Also Prodigy has recently upset MkLeo at Frostbite 2020 in a 3-0 fashion, even double two-stocking him. This caused a significantly better reception among professionals, as he’s regarded as a high-tier character. Due to his better reception, Mario’s nerfs did not affect him in the long run and not so drastic anymore, and all his great tools from Smash 4 were retained, such as his excellent combo game, fantastic frame data, good camping ability, good recovery, and great optimization. He has seen to grow more success overtime, which has resulted in most professionals calling him an upper high tier or even top tier character.
Notable players
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
Active
- ANTi - One of the best Mario players in the United States. Placed 2nd at DreamHack Dallas 2019, 5th at GENESIS: BLACK, 25th at both Pound 2019 and Get On My Level 2019, and 49th at CEO 2019.
- Blacktwins - Considered the best Mario player in Canada after Ally's retirement. Placed 2nd at Rising Stars at EGLX 2019, Mango's Birthday Bash, and The Amuka Smash Cup as well as 3rd at HABBY Birthday 2019 with both Pichu and Mario. Ranked 2nd on the Southern Ontario Ultimate Power Rankings and 5th on the Smash Canada Rankings Ultimate.
- ChillyChilli - Placed 9th at Little Big House 5, 33rd at both Super Smash Con 2019 and DreamHack Atlanta 2019, and 49th at The Big House 9. Ranked 1st on the Alabama Power Rankings.
- Dark Wizzy (#22) - The best Mario player in the world. Placed 1st at Mexican Gaming Championship and Phantom 2020, 2nd at Glitch 8, 4th at DreamHack Atlanta 2019, 5th at both Shine 2019 and GENESIS 7, and 7th at both Glitch 7 - Minus World and Let's Make Big Moves. Has wins over Light, MVD, Dabuz, Cosmos, ESAM, Sinji, LeoN, Mr.R, Goblin, Nietono, Suarez, ZD, and Manny.
- Duwang - The best Mario player in Washington. Placed 7th at Ascension VI, 9th at The Pinnacle 2019, 13th at Battle of BC 3, 17th at both Don't Park On The Grass 2018 and Play With Heart. Ranked 3rd on the Washington Power Rankings.
- Gomakenpi - Co-mains Olimar with Mario and is considered the best Mario player in Michigan. Placed 5th at Guardian I, 9th at 2GG: Run it Back, 17th at Get On My Level 2019, and 25th at Smash 'N' Splash 5 with both Olimar and Mario.
- Lui$ (#39) - Co-mains Mario with Fox and is considered one of the best Mario players in the United States. Placed 7th at Super Smash Con 2019, 17th at Glitch 7 - Minus World, 25th at Shine 2019, and 33rd at Mainstage. Has a win over WaDi.
- MastaMario - One of the best Mario players in the United States. Placed 7th at SIEGE 2019, 9th at both Ascension V and Ultimate Nimbus, 17th at Heart of Battle, and 25th at SoCal Chronicles. Has wins over NAKAT, Armando, Zenyou, Charlie, Rich Brown, and Slither2Hunter. Ranked 14th on the SoCal Ultimate Power Rankings.
- Perkinips - Placed 2nd at both Steel City Showdown and Replay FX Gaming Arena 2019. Ranked 1st on the Pittsburgh Ultimate Power Rankings.
- Prodigy - One of the best Mario players in the world. Won Super Ascension, placed 2nd at Crown, 7th at Port Priority 5, 9th at Mainstage, 13th at both GENESIS 6 and CEO 2019, 17th at Frostbite 2020, and 25th at The Big House 9, with wins over MkLeo, FOW, Elegant, Abadango, Nicko, Myran, Cosmos, Stroder, Pandarian, and Dark Wizzy. Ranked 2nd on the NorCal Power Rankings.
- Ron (#50) - Co-mains Yoshi with Mario and is considered one of the best Mario players in Japan. Placed 3rd at both Sumabato SP 3 and Sumabato SP 6.
- Shido - Placed 7th at Regen 2019 and 33rd at Albion 4, has wins over Scr7 and Aperture.
- SilentRain - Placed 2nd at Ascension III, 7th at Ascension IV, 9th at Ascension II, and 13th at Ascension VI. Ranked 4th on the Arizona Ultimate Power Rankings.
- Stroder - Tri-mains Greninja, Roy, and Mario, and is considered one of the best Mario players in North America. Placed 1st at both Smashpoint and Ascension V, 5th at Goodwill of Orange County's Charity Invitational, and 13th at 2GG: Prime Saga. Ranked 1st on the Arizona Ultimate Power Rankings.
- Super Dan - Placed 4th at Retro Arena 64 and 13th at Midwest Arena. Ranked 4th on the Chicago Power Rankings.
- Tatsutsuyo - One of the best Mario players in Japan. Placed 9th at both Sumabato SP 7 and Sumabato SP 8, 13th at both Sumabato SP and Sumabato SP 11, and 17th at KVOxTSB 2019, Maesuma TOP 1, and Sumabato SP 12. Has wins over Kuro, Ron, and kept.
- Teb - Placed 7th at Super Splat Bros and 17th at 2GG: Prime Saga. Ranked 7th on the NorCal Power Rankings.
- Zackray (#7) - One of the best Mario players in the world. Placed 1st at EGS Cup 3, 9th at Sumabato SP 11, and 17th at 2GG: Kongo Saga as one of his characters.
- Zenyou - One of the best Mario players in SoCal. Placed 2nd at 2GG: SoCal Chronicles 2020, 5th at SoCal Chronicles, 17th at Ultimate Nimbus, and 33rd at GENESIS 6. Has wins over Larry Lurr, Razo, Rich Brown, Slither2Hunter, and Nicko. Ranked 20th on the SoCal Ultimate Power Rankings.
Inactive
- Ally - Used Mario as a secondary. Placed 1st at Pound 2019, 2nd at Battle of BC 3, and 3rd at CEO 2019 with wins over MVD, ESAM, Pelca, and Nurse. Formerly ranked 1st on the Montreal Ultimate Power Rankings while using Mario in tandem with Snake. Initially retired from competitive play in July 2019, but has recently returned to compete in locals.
- huto - Formerly one of the best Mario players in Japan. Placed 3rd at EGS Cup 2 as one of his characters, and 17th at Karisuma SP 3 and 65th at EVO 2019 with solo Mario. Now solely plays Banjo & Kazooie in bracket.
Classic Mode: Let's-a Go!
In a similar fashion to the Classic Modes of past games, Mario's opponents are groups of fighters from various universes fought on a home stage from that universe. The overall concept is also similar to Super Mario Odyssey, where Mario would travel to different kingdoms; this is reflected by the Japanese title (世界をまたにかけて), which roughly translates to "Go Around the World". In this case, Mario's route emulates the idea of him traveling to different lands and meeting their local denizens, as in Odyssey.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Link and Zelda | Great Plateau Tower | Overworld Theme - The Legend of Zelda (Brawl) | |
2 | Kirby , Meta Knight , and King Dedede | Green Greens | Green Greens (Melee) | Free-for-All |
3 | Donkey Kong and Diddy Kong | Kongo Falls | Jungle Level (Melee) | |
4 | Squirtle , Ivysaur , Charizard , and Pikachu | Pokémon Stadium | Main Theme - Pokémon Red & Blue (Brawl) | Pokémon Trainer is absent. |
5 | Marth , Chrom , and Ike | Coliseum | Story 5 Meeting | |
6 | The Koopalings and Bowser Jr. | Princess Peach's Castle | Fortress Boss - Super Mario Bros. 3 | The Koopalings are fought in the order they are fought in Super Mario Bros. 3. |
Bonus Stage | ||||
Final | Bowser , then Giga Bowser | Final Destination | King Bowser - Super Mario Bros. 3 (Against Bowser) Giga Bowser (Against Giga Bowser) |
A Maxim Tomato spawns on the stage after Bowser is KO'd. |
Credits roll after completing Classic Mode. Completing it as Mario has Super Mario Bros.: The Lost Levels Medley accompany the credits.
Character unlock tree
Mario's Classic Mode character unlock tree includes the following characters in order:
Each character can be unlocked by clearing Mario's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Donkey Kong's character unlock tree, starting with Bowser. Furthermore, Mario's tree can also be accessed by completing another starter character's unlock tree, then clearing Classic Mode with any character within, or with any DLC character.
Role in World of Light
Mario was among the fighters that were summoned to the cliffside to fight against the army of Master Hands.
During the opening cutscene, Mario was present on the cliffside when Galeem unleashed his beams of light. Mario was then destroyed by Galeem's light attack offscreen and imprisoned alongside the rest of the fighters, with the exception of Kirby.
Mario is later seen under Galeem's imprisonment during the opening cutscene, where a puppet fighter of him is cloned from him to contain the spirit of a Smoky Progg. He is always the first character to be unlocked in this mode.
When the fighters make their last stand against Galeem and Dharkon, Mario is seen leading the charge. He is also prominently featured in both of the bad endings. If Galeem defeats Dharkon, Mario watches in trepidation as Galeem unleashes a wave of light and is ostensibly vaporized with the rest of reality. If Dharkon defeats Galeem, Mario is seen lifelessly slumping over as the world is engulfed in darkness.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
01 | Mario | |
2,500 | Final Destination | Final Destination |
Spirits
Mario's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 coins. Unlocking 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. His Builder and Wedding outfits have Fighter Spirits of their own, available through the shop, and in the Wedding outfit's case, can be obtained by scanning the Wedding Mario amiibo or by completing a challenge (Games & More: As Luigi, play solo All-Star Smash and deal damage with a taunt 3 times). Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
Additionally, Mario makes an appearance in various Primary and Support Spirits.
- Boo Mario.png
22. Boo Mario
- Gold Mario Spirit.png
24. Gold Mario
- Goo Goo Buggy Spirit.png
80. Goo-Goo Buggy
- Babymario.png
299. Baby Mario
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
21 | Metal Mario | Super Mario series | •Metal Mario | 9,600 | The Great Cave Offensive (Battlefield form) | N/A | •The enemy is slow but has increased defense and attack •The enemy is metal |
Metal Battle | ||
22 | Boo Mario | Super Mario series | •Mario | 1,900 | Dracula's Castle (hazards off) | •Hazard: High Gravity •Hazard: Low Gravity •Invisibility |
•The enemy is invisible •Your jumping power decreases when the enemy's at high damage •The enemy is less affected by gravity |
Castle / Boss Fortress - Super Mario World / SMB 3 | ||
34 | Toadsworth | Super Mario series | •Mario | 1,900 | Princess Peach's Castle | •Item: Mushrooms | •Take your strongest team into this no-frills battle | Ricco Harbor | ||
75 | Starship Mario | Super Mario series | •Giant Mario | 4,100 | Mario Galaxy (Battlefield form) | •Hazard: Low Gravity | •Gravity is reduced •The enemy is giant |
The Starship Sails | ||
78 | Cappy | Super Mario series | •Mario | 3,600 | Rainbow Cruise | •Invisibility •Item: Boomerang |
•The enemy is invisible •The enemy is easily distracted by items |
Jump Up, Super Star! | ||
81 | Goo-Goo Buggy | Mario Kart series | •Mario •Luigi |
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 | ||
85 | B Dasher | Mario Kart series | •Mario (x3) | 9,400 | Figure-8 Circuit | •Uncontrollable Speed | •All fighters move faster and can't stop quickly •The enemy can deal damage by dashing into you |
Circuit - Mario Kart 7 | ||
119 | Kid | Mario Golf series | •Mario Team (×4) | 2,500 | Golden Plains (Battlefield form) | •Item: Beastball •Hazard: Heavy Wind |
•Dangerously high winds are in effect •The enemy is easily distracted by items |
World Tour | ||
128 | MC Ballyhoo & Big Top | Mario Party series | •Mario •Yoshi •Peach •Luigi |
1,600 | Mario Circuit | •Item Tidal Wave | •Certain items will appear in large numbers after a little while | Pandemonium | ||
130 | Rabbid Mario | Mario + Rabbids Kingdom Battle | •Bunny Mario | 3,400 | 3D Land | •Item: Shooting Types | •The enemy starts the battle with a Ray Gun | Arcade Bunny's Theme | ||
132 | Mario (Mario Tennis Aces) | Mario Tennis Aces | •Mario •Peach |
8,800 | Wuhu Island (Swordplay Colosseum) |
•Assist Trophy Enemies (Color TV-Game 15) | •Hostile assist trophies will appear •The enemy favors smash attacks |
Title Theme - Mario Tennis Aces | ||
299 | Baby Mario | Yoshi series | •Tiny Mario •Yoshi (×8) () |
8,800 | Yoshi's Island | N/A | •Defeat the main fighter to win •The enemy shields often |
Yoshi's Island (Brawl) | ||
816 | Smoky Progg | Pikmin series | •Mario | 1,600 | Distant Planet (Battlefield form) | •Metal Shift | •The enemy will occasionally turn metal | Stage Select - Pikmin 2 | ||
941 | Von Kaiser | Punch-Out!! series | •Mario | 1,800 | Boxing Ring | N/A | •The enemy's punches and elbow strikes have increased power •Stamina battle •The enemy favors side smash attacks |
Minor Circuit (Original) | ||
1,147 | Maruhige Shop Owner | Trade & Battle: Card Hero series | •Mario | 3,700 | Pac-Land (Battlefield form) | •Item: Assist Trophy | •Stamina battle •The enemy is easily distracted by items |
Welcome Center | ||
1,300 | Dice Block | Super Mario series | •Mario •Peach |
1,900 | Princess Peach's Castle | •Item Tidal Wave | •Items will be pulled toward the enemy •Certain items will appear in large numbers |
Pandemonium |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
27 | Baby Peach | Super Mario series | •Tiny Isabelle •Mario |
3,600 | Peach's Castle | N/A | •Defeat the main fighter to win •The enemy favors dash attacks •The enemy has increased move speed |
Ground Theme - Super Mario Bros (Melee) | Baby Mario | ||
29 | Peach (Wedding) | Super Mario series | •Peach •Mario |
9,900 | New Donk City Hall | •Flowery | •Defeat the main fighter to win •You constantly take minor damage •The enemy tends to avoid conflict |
Break Free (Lead The Way) | Mario | ||
79 | Pauline | Super Mario series | •Peach •Mario •Giant Donkey Kong |
13,700 | 75m | •Jump Power ↓ | •Defeat the main fighter to win •You have reduced jump power •Reinforcements will appear during the battle |
Jump Up, Super Star! | Jumpman (Mario) | ||
104 | Geno | Super Mario RPG: Legend of the Seven Stars | •Sheik •Peach •Kirby •Bowser •Mario |
13,700 | Mario Galaxy (Battlefield form) | N/A | •Defeat the main fighter to win •Timed battle •The enemy's FS Meter charges quickly |
Rainbow Road Medley | Mario | ||
108 | Starlow | Mario & Luigi series | •Pac-Man •Luigi •Mario |
3,300 | Brinstar (Battlefield form) | •Tiny •Giant |
•The enemy is giant •The enemy is tiny after a little while |
Tough Guy Alert! | Mario | ||
118 | Wanda | Super Mario series | •Tiny Palutena •Yoshi •Peach •Mario |
1,500 | Green Greens (Battlefield form) | N/A | •Defeat the main fighter to win •Reinforcements will appear after an enemy is KO'd |
Mario Paint Medley | Mario | ||
1,107 | Fighting Alloy Team | Super Smash Bros. series | •Captain Falcon Team (×4) •Zelda Team (×4) •Mario Team (×4) •Kirby Team (×4) |
3,300 | Final Destination (Battlefield form) | N/A | •Take your strongest team into this no-frills battle | Cruel Smash | Yellow Alloy | ||
1,321 | Peachette | Super Mario series | •Peach •Mii Brawler (Toad Hat, Yellow Toad Outfit) •Luigi •Mario |
10,000 | Mushroom Kingdom U | •Easy to Launch •Low Gravity |
•All fighters are easy to launch •Timed battle •Gravity is reduced |
Ground Theme - New Super Mario Bros. U | Mario |
Alternate costumes
Gallery
- MarioJoinsTheBattleSSBU.jpg
Mario's unlock screen when obtaining him in World of Light.
Side Taunting in his Builder outfit on Wrecking Crew.
Using F.L.U.D.D. on Arena Ferox.
Mario's new Wedding and Builder costumes on Princess Peach's Castle.
Buried by Inkling's Splat Roller on Figure-8 Circuit.
Mario crouching near Isabelle on Tomodachi Life.
Mario using his Fireball on Isabelle on Skyworld.
With Olimar, Pac-Man, and Sonic on Gaur Plain.
With a giant Pikachu on Tortimer Island.
Trapped in the Black Hole item by Palutena on Gaur Plain.
Getting buried by Donkey Kong's Headbutt on Gaur Plain.
With Young Link on Tomodachi Life.
With Donkey Kong, Link, Samus, Ice Climbers, Pit, Villager and Inkling on Battlefield.
With Peach and Bowser on Princess Peach's Castle.
Taunting with Terry on Princess Peach's Castle.
Mario in Piranha Plant's victory pose.
Character Showcase Video
Trivia
- The segment during the E3 2018 Nintendo Direct focusing on his new Builder suit features Mario knocking Squirtle off of a Pipe on Mushroomy Kingdom. This is likely a reference to the series' common Koopa Troopa enemies, which are also turtles.
- Ultimate marks the first time since Melee where Mario is depicted smiling in his official render.
- Super Smash Bros. Ultimate is the 100th game where Charles Martinet voiced Mario, and as a result, he won the Guinness World Record for the highest number of performances as the same character.
- In the E3 demo of the game, Mario's portrait strangely used his in-game model as opposed to his official render. This was also the case with Link, Pikachu, and Villager.
- Mario's trailer is the only one that uses a background song with English lyrics; in this case, "Jump Up, Super Star!", the main theme of Super Mario Odyssey.
- Mario is also the only character to vocalize at all in the character trailers, whereas every other character's trailer has their voices muted.
- Additionally, Mario and Yoshi are the only characters to vocalize in the "Everyone Is Here!" trailer.
- This is the first game where Mario no longer has his Wario-based alternate costume since the first game, and the first since Melee where Mario no longer has a Fire Flower-based alternate costume, possibly to make room for his Builder and Wedding Tuxedo-based outfits.
- Coincidentally, five of his alternate costumes (besides his Builder and Wedding outfits, also his default, Golf, and Waluigi-based outfits) also appeared in Super Mario Odyssey. Dr. Mario (portrayed here as his own character) also appeared in Odyssey as well. Only his cyan/pink, white/black, and green/brown costumes do not appear in Odyssey.
- Mario is the only character in World of Light that appears in every cutscene featuring the presence of a fighter and is also the only character to appear in the bad ending where Dharkon emerges victorious.
- Due to his presence in every cutscene, as well as his status as the first character unlocked in World of Light, Mario loosely fills the role of co-protagonist or deuteragonist in the mode. This reflects The Subspace Emissary, where Mario and Kirby were the first characters to be playable, with Mario being attacked and removed and Kirby being more prominent during the early portions of the mode.
- Mario, Ken, and Bowser are the only characters that possess the Neutral typing when unlocking them in World of Light.
- Mario and Chrom are the only characters to appear in another character's victory pose (in this case, Piranha Plant).
- When KO'd by reaching 0 HP with no stock remaining in Stamina Mode, Mario uses his heavy knockback scream rather than his standard KO scream. This also applies to Dr. Mario, Hero, Terry and Byleth.
- Mario's Wedding costume is the only alt to change his glove pallet both in the render and in-game
- Looking underneath Mario's Wedding costume reveals a gap between his shirt and pants.[1]
- Whenever Mario grabs onto an edge, his hat briefly shifts upward, revealing that his hair is missing and exposing a gap.
- Mario and Captain Falcon are the only characters to face Giga Bowser as their final boss in Classic Mode.
- Mario is also the only character to face all three Kirby characters in his Classic Mode route.
- If Mario gets hit hard in the head, there's a chance his face will flatten. This is the same expression used whenever he gets Screen KO'd. This also happens with Dr. Mario.
- Mario's official artwork is based on the sex kick in his neutral aerial.
- When fighting off the fifty puppet fighter army as Master Hand in World of Light, Mario is one of the eight fighters fought there, being affiliated with Galeem.
References