Template:SSB4 to SSBU changelist/Mario
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Aesthetics
- Due to the aesthetic used in Ultimate, Mario's model features a more subdued color scheme, and he has a slightly darker skin tone. His eyes and clothing feature greater detailing, and his buttons have a more polished finish. 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- Mario's standard cap has been replaced by Cappy from Super Mario Odyssey.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 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.
- 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, helpless, skidding, and ledge-hanging animations have changed. Additionally, Mario now faces the screen instead of away while sleeping.
- Mario's mustache has independent physics, as it moves during certain animations.
- 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 duration (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, 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 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 reversed, 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 during the ending lag (before it's interruptible), he gets up instead of staying sit. Because of this, the new animation doesn't lower Mario's hurtbox as much, preventing him from sliding under certain attacks, and making him easier to hit both horizontally and vertically.
- 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 slightly increased knockback scaling (103 → 105) for all angles, while the sweetspot does when angled up (99 → 101) and angled down (99 → 100). Combined with the increased damage, this slighty improves its KO potential.
- Up smash:
- Up smash's animation has been reversed, 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 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 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 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.
- 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 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: when Mario hits with the headbutt, he holds the opponent still with one hand 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 forceful animations. For example, when he launches the opponent away in all of his throws, his arms move more exaggeratedly.
- 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 forcefully and exaggerately.
- 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 the 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), 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.
- The reflective hitbox has more startup with a shorter duration (frame 6-20 → 9-20), although it will 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 offensive hitbox will also come out two frames earlier, reducing its startup lag and allowing it to hit on frame 10.
- 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 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%), causing the move to deal less damage overall (13% → 11.5%).
- Its hitboxes are much smaller, especially on the first hit (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 more range and less 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.