Super Smash Bros. Ultimate

Mario (SSBU)

Revision as of 17:29, November 11, 2019 by MVBowserBrutus (talk | contribs) (→‎Moveset: Fixed a typo)
This article is about Mario's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Mario.
Mario
in Super Smash Bros. Ultimate
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MarioSymbol.svg
Universe Mario
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
Final Smash Mario Finale
Mario (SSBU)
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 middleweight with relatively balanced attributes, possessing average walking, dashing and falling speeds, air acceleration, gravity and weight. However, he also has high air speed and jump power in exchange for poor range. 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 an effective 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 down aerial and 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 his 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 the highest power of all of his smash attacks when sweetspotted, down smash is a semi-spike, making it useful for forcing opponents offstage, and up smash is very hard to punish due to its speed, power and 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.

His special moveset is highly varied and has plenty of uses. Fireball is a projectile with decently long range. It can be useful in the neutral game or in edgeguarding, thanks to its disruptive knockback 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 given its power. 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 or down 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, killing at 107%. Finally, his down throw is a combo starter that can lead into up aerial or back aerial at medium percents.

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 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 weaknesses: His reach is very poor.

His lack of reach prevents him from fighting at a safe distance and consistently forces Mario to approach characters on his own. This leads into 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 poor range that limits its utility against disjointed attacks.

While strong, Mario can have some difficulty in landing his KO moves and his KO power is rather poor. Outside of forward smash and up smash, none of his other moves are very reliable for KOing: back, up and down aerials and Super Jump Punch can only KO at very high percentages or close to the blast line, while his back throw is very slow and easy to DI and forward aerial is slow and must be sweetspotted in order to meteor smash. This is further compounded by his short reach, which limits his options, and as such, he cannot afford to get predictable, especially with the existence of stale-move negation.

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 relatively safe, travels a mediocre 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 cancel 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 outweighing 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. 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

Being considered a top tier in SSB4 (9th out of 55 characters), Mario has undergone a mixture of buffs and nerfs in his transition to Ultimate, but he was overall slightly nerfed. Compared to other veterans, Mario received few major direct changes in his transition from SSB4 to Ultimate; however, the more drastic changes he has received stem from the universal changes made to the game's engine, which has inadvertently lead to a slightly higher learning curve compared to the previous installment. In spite of this, the indirect changes to the game's engine also notably benefit his playstyle, making it more rewarding.

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 oppresive 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, 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 reliable 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. 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 oppressive 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 gotten top 8 at Shine 2019 and Glitch 7, both of which are super majors, although Mario's results in general are not as strong as in SSB4. 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 a solid 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 Peach, Pikachu, Lucina, Palutena, Roy, Wario and R.O.B., so he is considered slightly worse than the previous game. Regardless, Mario is one of the few SSB4 top-tier characters alongside Fox and Zero Suit Samus to keep consistently placing well at tournaments overall.

Aesthetics

  •   As with all veterans returning from SSB4, Mario's model features a more subdued color scheme. His clothing and hair now feature simple detailing, akin to his design in Brawl.
  •   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 idle animation is altered slightly; his head is turned more towards the screen, but he still looks toward his front.
  •   Mario, like many other characters, has been made much more expressive in this game, to an even greater degree than its predecessor. In particular, he will sometimes smile and appear whimsical or happy in battle, 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.
  •   Many of Mario's animations have been slightly altered, such as his walking, helpless, skidding, and ledge-hanging animations.
  •   Mario has a slightly different pose during air dodge, and has an angry expression on his face.
  •   Mario's mustache now moves during certain animations.
  •   Mario's attacks, especially ones involving fire, have been given brighter, flashier particle effects.
  •   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, respectively.
  •   Mario performs his down taunt much faster.
  •   Mario's Builder outfit from the Super Mario Maker series 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, respectively.
  •   Mario's spin jump victory animation has been altered slightly; he jumps much higher, spins around only once, and has a more joyful expression after landing.
  •   Mario now smiles when applauding the winner after a match.
  •   Mario's sleeping animation is mirrored. He now faces the screen instead of away.

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 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, but removes its ability to lock, and reduces its KO potential unless the opponent is close to the edge.
  • Up tilt:
    •   Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, reducing its grounded and horizontal range.
    •   Its animation has been reversed, with Mario spinning toward the screen rather than 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 reversed, with Mario spinning toward the screen rather than 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 an altered animation that lowers Mario's hurtbox less, which prevents him from sliding under certain attacks.
    •   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)), increasing it overall.
    •   The sourspot has slightly increased knockback scaling (103 → 105) for all angles, while the sweetspot does when angled up (99 → 101) and angled down (99 → 100).
  • Up smash:
    •   Up smash's animation has been reversed, with Mario facing toward the screen rather than away from it.
  • Down smash:

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 autocancels in a short hop.
    •   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).
    •   Its hitboxes have a shorter 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 minimal knockback scaling (10 set/100 scaling → 50/25 base/15 scaling), allowing them to connect more reliably at higher percents.
    •   It can no longer be frame canceled.
    •   The size of the looping hits' vertically lowest hitbox has been reduced, with the hitbox in between the top and low hitboxes having been removed altogether (7u/5u/5u → 7u/4u). The landing hitbox is also very slightly smaller (4.32u → 4.3u).
    •   The final hit has an altered animation, and the vortex emitted around Mario is larger.

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 lag (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 uses one hand during it instead of both of his hands like in previous installments, to maintain consistency with his grab animation.
  •   All of Mario's throws have been altered with more exaggerated 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.
  • 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, 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 spins after throwing the opponent.
  • 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).
    •   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 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 is worn around Mario's neck when used, 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 10 → 13).
    •   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%).
    •   Its hitboxes are smaller (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)).
    •   The final hit has slightly less base knockback (52 → 50).
    •   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.
      •   Additionally, the Metro Kingdom coins have an altered sound originating from the regional coins collected in "Super Mario Odyssey."
    •   Super Jump Punch has an altered landing animation where Mario lands on his feet as opposed to his back.
  • F.L.U.D.D.:
    •   F.L.U.D.D. has greater range, and reduced ending lag (FAF 75 → 68).
    •   It has increased set knockback (50 → 70).
    •   It can be charge-canceled by jumping or spot dodging.
    •   It has an altered charging animation.
  • Mario Finale:
    •   At the start of Mario Finale, nearby opponents will be 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.
    •   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.

  2.0.0

  •   Dash attack launches at a lower angle (60° (clean)/58° (late) → 50°/48°), allowing it to KO more effectively near edges.
  •   Mario Finale's Final Smash Meter version has a higher knockback multiplier (0.9× → 0.91×).

  3.0.0

  •   Fireball has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
  •   During Mario Finale's startup, nearby opponents are slowed down for a longer duration.

  4.0.0

  •   The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.

Moveset

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. 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. Good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs.
Up tilt   5.5% A spinning 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 legsweep. 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. Can also hit ledge hangs and combo off from ledge as well.
Dash attack   8% (clean), 6% (late) A baseball slide. Has a vertical knockback angle, although its moderate endlag makes it subpar for starting combos. Its lingering hitbox is useful for 2-framing certain opponents and punishing spotdodges. 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 considered among the best forward smashes in the game for several reasons: It is Mario's most powerful KO move when sweetspotted, 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. The sweetspots is outprioritized by the sourspot however.
Up smash Lead Headbutt 14% An upward arcing headbutt. One of Mario's most reliable KO options. Its quick startup 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. 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 Meteor Knuckle 12% (early), 14% (clean), 10% (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 slowest startup of his standard moveset (frame 16), high ending lag, and is Mario's only aerial that doesn't autocancel in a short hop.
Back aerial   10.5% (clean), 7% (late) A dropkick behind Mario. Has decent knockback, 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.
Up aerial   7% A flipkick. 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. It can combo at low percents with the final hit, whilst possessing very low endlag, making the move rather safe to use, barring its low range. However, the move's hitboxes do not reliably trap opponents, especially when falling. It also has a landing hitbox that combos reliably into tilts or grab. It resembles the Spin Jump, a technique that first appeared in Super Mario World. Useful as a combo starter and damage-racking option, and can KO the opponents near the upper blast zone at high percentages.
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 edgeguards. It fails to kill at very high percents, even at ledge.
Back throw Airplane Swing 11% (throw), 8% (collateral) Spins the opponent by their legs three times 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. Also has some use in matches with more than one player, as the collateral hit has 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% Heaves the opponent 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% A body slam. 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 side kick 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. Has a lot of endlag 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.
Side special Cape 7%, 1.5x times the reflected projectile Dons a Cape 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 stalls Mario for a short period of time, 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. 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. 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 "Hoohoo!", 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.
A flourished remix of the Course Clear Fanfare used in Super Mario Bros., slightly sped up.

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 professionals below. 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 weren’t 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 a solid high tier or even top tier character.

Notable players

Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.

Active

Inactive

Classic Mode: Let's-a Go!

 
Mario's congratulations screen.

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".

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:

  1. Sonic
  2. Bayonetta
  3. Little Mac
  4. Ike
  5. Luigi
  6. Roy
  7. Dr. Mario
  8. Olimar

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

 
False Mario along with the other Puppet Fighters.
 
Finding Mario 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 Neutral 2,500 Final Destination Final Destination

Template:-

Spirits

Mario's Fighter Spirits can be obtained by completing Classic Mode. They are 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 Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. 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.

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) Either Mario or 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

Character Showcase Video

Trivia

 
Mario "dies" in the bad ending.
  • 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.
  • 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 enough, 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 in Stamina Mode, Mario uses his heavy knockback scream rather than his standard KO scream. This also applies to Dr. Mario, Hero and Terry.
  • 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 is the only Mario character (sub-universes included) to face Giga Bowser as his final boss in his Classic Mode route.
    • In addition, both he and Captain Falcon are the only characters to face Giga Bowser as their final boss in Classic Mode. Coincidentally, both are Smash 64 veterans and have fire-based abilities.
    • Although Mario does not fight as many distinct fighters as Terry does, he faces the most opponents in Classic Mode in general (due to Bowser Jr. having the Koopalings as his alternate costumes), with a total of 23, including Bowser before his transformation into Giga Bowser.
  • Mario’s Classic Mode route is vaguely similar to Toon Link’s, as both characters fight primary fighters of their respective universes for opponents.
    • On the other hand for exceptions, both characters each face their respective arch-enemies both their unique final bosses. Mario fights Bowser in his final round before his arch-nemesis’s transformation into Giga Bowser, while Toon Link faces a Giant Ganondorf for his penultimate round before fighting Ganon after the Bonus Game in between.
  • Mario's opponents in Round 2 of his Classic Mode route contains all three Kirby characters, making him the only character to face all of them in the same round.
  • 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.
  • With the addition of the Peachette Spirit, Mario is now one of the few characters who can appear in their default costume as a puppet in Spirit battles. The others are Mr. Game & Watch, Bowser Jr., Yoshi, Peach, Luigi, Fox, Wolf, Pikachu R.O.B., Inkling, Robin, Joker, Hero, and Banjo & Kazooie.
    • This is not counting the default costumes of characters who appear as alternates, such as Alph and female Corrin.

References

  1. ^ [1]