Mario (SSBB)
- This article is about Mario's appearance inSuper Smash Bros. Brawl. For the character in other contexts, seeMario.
| Mario inSuper Smash Bros. Brawl | |
|---|---|
| Universe | Mario |
| Other playable appearances | inSSB inMelee inSSB4 inUltimate |
| Availability | Starter |
| Final Smash | Mario Finale |
| Tier | F (31) |
Mario (マリオ,Mario) is a playable character inSuper Smash Bros. Brawl. He was shown at theE3 2006 trailer for the game, alongsideLink,Kirby, andPikachu, all of whom also appeared with him inSuper Smash Bros. Melee and the originalSuper Smash Bros.
Charles Martinet reprises his role as Mario in all versions ofBrawl; rather than re-purposing his portrayal fromSuper Mario 64 as in previous games, Martinet provides new voice clips that mimic the ones he recorded forSuper Mario Galaxy.
Mario is ranked 31st out of 38 on the currenttier list, the top position of F tier. This is a considerable drop from his previous placement inMelee, where he was ranked 15th out of 26, and his worst placement in the series to date. Mario possesses fast, low-lag attacks throughout his moveset, as well as strongcombo capabilities, with hisup tilt andup aerial being especially goodjugglers on their own that can set up for followup attacks. Additionally, Mario possesses a variety of utility-centric specials to deal with various situations.
The early notion of Mario being a dominant fighter inMelee, leading to deliberate nerfs, combined with major indirect nerfs byBrawl's slow-paced metagame, caused Mario to transition very badly between games. Despite having many moves that lend themselves well to combos, he struggles to rack up damage due to many strings being invalidated byhitstun canceling. Additionally, Mario possesses poorKO potential, due to having no strong KO options outside of mediocresmash attacks), which, when combined with the existence ofstale-move negation andmomentum canceling, makes it highly unlikely for him to score a KO, forcing him to keep his finishers fresh to take the stock, which is very hard to do since he has so few options. These factors not only make it tough for Mario to get kills, but also make it difficult to get enemies to kill percent in the first place. Furthermore, he has poorreach with nearly every attack, and his main projectile, while solid, isn't good enough to compensate, giving him problems dealing with long-ranged characters (such asMarth). Finally, Mario is easily gimped in spite of a decent air-stalling tool due to the predictable trajectory of hisrecovery and its susceptibility toedgehogging.
Overall, Mario's underwhelming positives and abysmal synergy withBrawl's mechanics result in poormatchups, insignificant representation, and terribletournament results. However, that hasn't stopped dedicated mains likeBoss andIrios from placing highly on occasion, and Mario's competitive reception is noticeably softer in Japan, where he is ranked 25th out of 36 in the middle of D tier.
Attributes[edit]
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Mario is a relatively straightforward, balanced character, with average attributes and a variety of tools designed to tackle any situation. Hisweight,dashing speed,air speed, andtraction all range from average to slightly above average, though hisfalling speed andgravity both fall within the lower half of the cast.
Despite his bottom tier placement, Mario has a few noticeable strengths. He has relatively quick frame data, with fast options across his entire moveset, both on the ground and in the air. He has some decent grounded options, such as hisforward smash being his strongest finisher and one of his longest-ranged attacks,up smash with its fast speed andintangibility, and hisup tilt setting up forjuggles and KOing at very high percentages. Hisgrab game is versatile as well, with hisback throw leading to KOs at high percentages, forward throw having the potential to set up for offstage situations, and hisup anddown throws sending at favorable angles for juggles or combos. However, his grounded moveset does have some negatives. Hisdown smash, despite its very fast speed, is a rather weak finisher, and hisdown tilt is widely considered one of the worst moves in the entire game.
Mario also has rather good aerials, as they are fairly quick and have decent power. Hisneutral aerial is a very quicksex kick,up aerial is his main juggling tool and is very useful in combos,forward aerial is ameteor smash that is somewhat useful for edgeguarding,back aerial is a fast and useful KO tool offstage, anddown aerial is fast, deals solid damage, and can lead to combos.
His specials are useful, too.Fireball is a projectile that is able to interrupt approaches and can somewhat remedy Mario's short range.Cape is areflector that can also be used togimp opponents, and can be used as a option forrecovery as it boosts Mario upwards slightly.Super Jump Punch is Mario's main recovery move and his fastestout of shield option. With its frame 3 startup, it is not only Mario's fastest Out of Shield, it is the fastest Out of Shield option in the entire game, allowing Mario to punish a handful of moves no other character can on regular shield. As it deals a reasonable amount of damage, it can also be used as a combo finisher. Lastly,F.L.U.D.D deals no damage, but it can be charged to unleash a powerfulwindbox that can be used to push opponents away, leading to edgeguards or simply blowing them offstage.
Despite his strengths, he has many glaring flaws. Compared toMelee, his already poor KO potential has been further worsened. His forward and up smashes are relatively weak compared to the rest of the cast, his back aerial has short range, his back throw is easy toDI due to its slow startup, and his forward aerial is slow, laggy, and can bemeteor cancelled. However, Mario's most glaring flaw is his poor reach. While Mario does have a projectile, the rest of his attacks are very short-ranged, forcing him to get up close to do meaningful damage or land KOs. Coupled with Mario's average speed, he can have difficulty landing hits on enemies who outrange him, such asMarth andMeta Knight. His recovery is also rather mediocre. While Super Jump Punch is fast, it follows a predictable path and doesn't go particularly far, leading to Mario getting gimped rather easily. His grab game, while decent, is rendered less effective by his short grab andhitstun canceling limiting his combo potential. On the other hand, he is also extremely vulnerable tochain grabs from several characters such as Marth,Falco andKing Dedede.
Overall, Mario's weaknesses overshadow his strengths, resulting in poor matchups and tournament representation.
Changes fromSuper Smash Bros. Melee[edit]
Mario has received a mixture ofnerfs andbuffs fromMelee toBrawl, but his buffs are flooded over by his more pronounced flaws from his previous incarnation, and the changes toBrawl's mechanics hinder Mario more than they help him. As a result, he was greatly nerfed overall. The removal ofwavedashing hinders Mario's already below average mobility and grounded approach, while the introduction ofhitstun canceling no longer makes it possible for him to chaingrab with his up and down throws, drastically hindering his combo game. His already mediocre KO power was even further reduced, almost completely removing his back throw's KO potential, and his smash attacks, his main KOing tools in previous games, were weakened significantly as well, with his forward smash's sweetspot being weaker and is now outprioritized by a stronger sourspot, while his up smash and the front hit of his down smash also deal less damage and knockback. Lastly, Mario's newdown special move,F.L.U.D.D., doesn't push opponents far and doesn't deal any damage to the opponent, which when combined with losing a vital move for his recovery, makes it a step backward fromMario Tornado.
However, Mario has also seen a few notable buffs.Fireball can now beB-reversed, which improves his neutral game. While hisCape has also seen some useful buffs, as it can now shift the opponent's momentum and can brieflyreverse opponents, giving it extremeedgeguarding potential.Super Jump Punch's linking hitboxes connect more reliably, and the final hit deals more knockback, enough for it to be a situational KO move near the upper blast line at high percents. Finally, Mario's aerials have also seen some notable buffs; all of them (with the exception of his forward aerial) now have decreased landing lag, and his back and up aerials can now be performed twice in a short hop thanks to his higher short hop, making them even safer on shield and improving Mario’s ability to shield pressure.
Overall, in spite of the handful of decent buffs, Mario's nerfs weigh him down drastically, and he is considered much less effective than he was in64 andMelee. He is one of the most severely nerfed characters in the transition fromMelee toBrawl.
Aesthetics[edit]
Mario has been updated graphically, with his overalls looking more realistic. Additionally, the color of his cap, shirt, and overalls are a darker shade of red and blue, and his skin has become paler, matching his appearance used sinceLuigi's Mansion andSuper Mario Sunshine.
Mario no longer vocalizes during his first jump. All of his jumps now make variations of the "boing" noise fromSuper Mario Bros.; the pitch increases with each jump: the short ground and wall jumps make a shortened version, the high ground jump uses the unaltered standard version, and the second jump andSuper Jump Punch each make higher-pitched versions.
Mario shouts at both the start and end instead of saying "Here we go!" at the end during his left- and right-inputted victory poses; he also now vocalizes during his up-inputted victory pose.
Mario no longer uses hisstun voice clip when waking out ofsleep status.
Mario has been given new updated voice clips, rather than reusing his voice clips fromSuper Mario 64, like inSmash 64 andMelee.
Mario has a new alternate costume based onFire Mario.
Mario now has two new taunts: a side taunt where he spins, removes his hat and puts him back on his head, resembling his level clear animation fromNew Super Mario Bros., and a down taunt where he spins around in the air, falls to the ground and the gets up, similarly to his dying animation inDonkey Kong.
Mario's previous taunt has been moved to his up taunt.
Attributes[edit]
Mario's character model is slightly smaller, more in line with his own games. This makes him harder to hit but it also decreases his already poor reach.
Mario is slightlylighter (100 → 98), much like the PAL version ofMelee.
As with the returning veterans, Mario'sfalling speed andfast fall were reduced (1.7 → 1.28 (falling speed), 2.3 → 1.792 (fast fall)). Compared with the returning veterans, however, Mario falls faster. While improving his vertical endurance, it makes him more vulnerable to combos and hinders his already poor recovery.
Mario'sgravity is lower (0.095 → 0.075).
Mariojumps higher (29 → 31.755375), going from the 4th lowest out of 26 characters to the 25th highest out of 39.
Mario'straction has been unchanged (0.06). Compared with the returning veterans, however, Mario's traction is significantly higher, going from tied for the 16th highest amongst 26 fighters to tied for the 11th highest out of 39, making it easier for him to punish out of shield.
Mario'sair speed is higher (0.86 → 0.94), improving his recovery and aerial approach.
Mario's additionalair acceleration is higher (0.025 → 0.08), increasing the total amount (0.045 → 0.09), despite his base air acceleration being lower (0.02 → 0.01). His air acceleration has also gone from being the 5th lowest out of 26 characters inMelee to the 13th highest out of 39 characters inBrawl.
Mario'ssidestep has a longer duration (frames 2-15 → 2-20).
Sidestep has more ending lag (FAF 23 → 26).
Rolls have more ending lag (FAF 32 → 33).
The removal ofwavedashing hinders Mario's mobility and grounded approach.
As with several other veterans returning fromMelee, the introduction of a much wider variety ofchain grabs makes Mario significantly more vulnerable to it than inMelee, hindering his endurance against several characters.
Ground attacks[edit]
- Neutral attack
Holding down the attack button now makes Mario quickly repeat the first hit of his neutral attack until it connects, improving itspunish potential.
The second hit has less startup lag (frame 3 → 2).
Both the first and second hits have different angles (83°/85° →361°/80°). This allows the near hits tojab lock opponents.
However, this makes the far hits connect into the later hits less reliably.
The last hit deals less damage (5% → 4%) without full compensation on its knockback (10 (base)/100 (scaling) → 30/95).
The higher base knockback makes the move safe on hit at 0%.
The last hit has more startup with a shorter duration (frames 5-9 → 7-10) and more ending lag (FAF 23 → 30).
- Forward tilt
Forward tilt has an altered animation where Mario performs a roundhouse kick and his head faces forward.
Forward tilt deals more base knockback (6 → 8 (up and non-angled)/13 (down)), and no longer deals minimalset knockback (1 → 0) when angled down.
It has less ending lag (FAF 33 → 25).
The hitboxes are bigger (3.9u/3.12u/2.73u → 5u/4u/3u), and the move is noticeably more disjointed as a result.
It now deals consistent damage across all angles (10% (up)/9% (non-angled)/8% (down) → 8%), weakening both the up and non-angled versions.
- Up tilt
Up tilt deals less damage (8% → 7%) without full compensation on its knockback (26 (base)/125/122/120 (scaling) → 28/130).
However, this allows it to chain into itself more reliably at lower percents.
Also, in spite of its weaker knockback, the lower falling speeds and changes to the knockback formula allow the move to serve as a niche KOing option at 150%.
It has more startup with a shorter duration (frames 4-12 → 5-11).
It has marginally less ending lag (FAF 31 → 30), and is easier to chain into itself due to the introduction ofbuffering.
However, the introduction ofhitstun canceling removes all its combo ability except into itself at low percents.
The move's hitboxes are bigger (2.73u/3.52u/4.69u → 4u/4.5u/5u).
- Down tilt
Down tilt deals less damage (8%/9% → 5%/7%), with only a slight increase to its base knockback (10 → 20).
It has a shorter duration (frames 5-8 → 5-7).
Its hitboxes are bigger (3.9u/3.12u/2.34u → 5u/4u/3u).
- Dash attack
Dash attack's hitboxes are bigger, especially on the late hit (3.52u/2.34u (clean), 3.12u/0.78u (late) → 4u/3u (clean), 4u/1.5u (late)), and placed further forward, now covering more of Mario's leg.
Dash attack's bigger hitboxes allow it to more consistently hit opponents hanging on the ledge. The late hit can pull ledge hangers back on stage, and if spaced correctly, can lead to akill confirm into up smash.
Dash attack no longer has consistent angles (110° → 110°/80° (clean), 120° → 120°/70° (late)). However, notably due to hitbox priority, it is almost impossible to get the 80˚ hitbox on the clean hit, and completely impossible to get the 70˚ hitbox on the late hit, effectively nullifying this change.
- Forward smash
Forward smash's animation has been slightly changed. Mario rears back more while standing on one leg during the charging animation, while stepping and leaning forward upon unleashing the move and having his right arm positioned lower.
Forward smash's sourspot deals higher damage when not angled (11%/10% → 14%) and has more knockback scaling (96 → 100), improving its KO potential.
It has more startup with a shorter duration (frames 12-16 → 15-17) and more ending lag (FAF 42 → 48).
Its sweetspot deals less damage across all angles (19% (up)/18% (non-angled)/17% (down) → 18%/17%/16%) and has less knockback scaling (95 → 90), resulting in it KOing about 14% later.
The sweetspot is now outprioritized by the sourspots (0 → 2), making it significantly harder to connect with, especially on larger characters, though the sourspots have been shrunk and moved back to make landing the sweetspot a little easier.
The sweetspot is bigger (3.9u → 5u), but has been moved back. Overall, it has less horizontal range, but more vertical range.
- Up smash
Up smash's animation has been altered, being a mixture of its animations in the originalSuper Smash Bros. and inSuper Smash Bros. Melee: during the headbutt, Mario performs a small jump and does a step forward.
The new animation improves its vertical range.
The introduction ofDACUS improves its approach potential.
Up smash has a longer duration (frames 9-11 → 9-14), improving its horizontal range in front of Mario when combined with the new animation. Additionally, the head hitbox is bigger (3.12u → 5u), further increasing its vertical range, and a new hitbox has been added on Mario's neck, allowing it to hit low-profiling characters more consistently despite the altered animation.
It deals less damage (15% → 14%) and has decreased knockback scaling (97 → 90), hindering its KO potential even with the universally decreased falling speeds.
- Down smash
Down smash's back hit no longer has a sourspot on Mario's feet (10%/12% → 12%), allowing it to KO more consistently.
Its front hit deals less damage (16% → 15%) and has less knockback scaling (75 → 73), hindering its KO potential.
The move has bigger hitboxes (3.9u/3.12u → 4.8u/3.84u), with greater z offsets (11.72/6.64 → 12/9 (hit 1), -10.55/-5.86 → -13/-6), noticeably increasing its range. The animation has been adjusted to reflect this, with Mario sliding further forward and backward during the move.
Aerial attacks[edit]
All of Mario's aerials except his forward aerial have decreased landing lag (16/8 frames → 10 (neutral), 15/7 frames → 10 (back), 15/7 frames → 10 (up), 23/11 frames → 19 (down)). Due to the removal ofL-canceling, however, their landing lag is not fully compensated.
Back and up aerials can now be performed twice in a short hop due to Mario's higher short hop despite back aerial's higher endlag.
- Neutral aerial
Neutral aerialauto-cancels slightly earlier (frame 36 → 34) and can now auto-cancel in a short hop due to Mario's higher short hop.
Its hitboxes are bigger (2.73u/2.73u → 4u/4u (clean), 3u/3u (late)), and Mario's model stretches and squishes more during the first few frames of the move, which pushes its hitboxes further outwards during these frames.
Its deals less damage (12% (clean)/6% (late) → 10%/5%), hindering its KO potential.
It has a shorter duration (frames 3-32 → 3-29).
The late hit deals less knockback (15 (base)/100 (scaling) → 13/90). However, this enables it tolock opponents for longer.
- Forward aerial
Forward aerial has less startup lag with a longer duration (frames 18-22 → 16 (early)/17-19 (clean)/20-21 (late)).
It now consists of an early hit, a clean hit and a late hit; with the early and late hits launching opponents horizontally (280° → 361°).
This makes the early hit more effective at KOing opponents on stage.
However, this makes the move less consistent at edgeguarding overall, as the clean hit has a much shorter duration (frames 18-22 → 17-19).
Mario's lower falling speed makes the move safer to use off-stage.
It deals less damage (15% → 12% (early)/13% (clean)/10% (late)), without full compensation on its knockback (30 (base)/70 (scaling) → 30/80 (early), 20/75 (clean), 20/80 (late)).
However the changes tometeor canceling makes it more reliable at edeguarding despite its decreased power.
It has increased landing lag (21 → 26 frames).
- Back aerial
Back aerial has an altered animation, with Mario thrusting his entire body backwards rather than his legs stretching backwards.
This new animation gives the move more range, especially combined with its larger hitboxes (3.52u/4.69u → 4.5u/5.9u (clean), 4.5u/5.3u (late)).
However, this new animation is longer (28 frames → 45), increasing the amount of time Mario cannot grab the ledge after using the move.
Its clean hit deals more damage (11% → 12%) without full compensation on its knockback scaling (100 → 95).
Its late hit deals less damage (9% → 7%) and has decreased knockback scaling (100 → 90).
However, its reduced knockback enables the late hit to lock opponents for longer.
It has a shorter hitbox duration (frames 6-17 → 6-13).
It has more ending lag (FAF 29 → 34).
- Up aerial
Up aerial has increased base knockback (0 → 9) and launches at a lower angle (55° → 45°), improving its safety, edgeguarding and KO potential.
It has bigger hitboxes (3.52u/4.69u → 4.4u/5.5u).
Its lower angle hinders its juggling potential which is further exacerbated with the introduction of hitstun cancelling; removing its combo potential beyond low percents.
- Down aerial
Mario has a newdown aerial:Mario Tornado, which was previously hisdown special. As a result, its hitbox timings have been altered (frames 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29 → 5, 7, 9, 11, 13, 25).
Because of this, the move has more ending lag overall.
It has much less startup lag (frame 10 → 5).
However, each hit has a shorter duration (2 frames → 1).
The loop hits have reduced set knockback (30 → 10) and there is a shorter gap between each hit (2 frames → 1), making them connect more reliably.
The last hit deals more damage (2% → 7%) and knockback (30 (set)/100 (scaling) → 80 (base)/80 (scaling)), granting it KO and juggling potential.
It can now auto-cancel in a short hop due to Mario's higher short hop.
The last hit's angle has been altered (94° → 75°).
The loop hits deal less damage (2% → 1%).
Due to hitting only six times instead of seven coupled with the loop hits dealing less damage, the move's maximum damage potential is lower (14.74% → 12%).
There is now a large gap between the last two hits (2 frames → 11) which allows the opponent to either trade with down aerial if they have a frame 3 aerial or they can avoid it (and potentially punish Mario) if they have a fast, intangible special move.
Down aerial's new animation is longer (38 frames → 44), increasing the amount of time Mario cannot grab the ledge after using the move.
With the addition ofSDI multipliers inBrawl, the loop hits have received above-average multipliers (1× → 1.5×), allowing opponents to escape them more easily.
Throws/other attacks[edit]
- Grabs:
Standinggrab has less startup lag (frame 7 → 6), and both his standing and dash grabs have less ending lag (FAF 31 → 30 (standing), frame 41 → 40 (dash).
Standing and dash grabs have noticeably more range.
Dash grab has more startup lag (frame 11 → 12).
- Pummel:
Pummel has less startup (frame 17 → 16), with a shorter duration (FAF 25 → 24).
- Forward throw:
Forward throw can nowchain grab at low percents, due toDI being changed inBrawl to have no effect if a move doesn't causetumbling. It also releases the opponent one frame later at base speed (frame 12 → 13), with FAF unchanged, letting Mario act a frame sooner relative to the opponent.
- Back throw:
Back throw deals less knockback (80 (base)/65 (scaling) → 70/63), hindering its KO potential.
- Up throw:
Up throw can no longer combo or chaingrab due to the hitstun changes.
- Down throw:
Down throw can no longer combo or chaingrab due to the hitstun changes, and has increased knockback scaling (30 → 50), severely reducing its utility.
Down throw launches at an altered angle (90˚ → 80˚).
- Floor attack:
Front floor attack no longer has a hitbox with set knockback.
- Edge attack:
Both edge attacks have increased set knockback (90 → 110).
Special moves[edit]
- Fireball:
Mario can nowB-reverse Fireball.
Mario can now auto cancel Fireballs in a short hop due to his lower falling speed.
The hitbox size and knockback of the fireball now depends on the amount of time the fireball has been active for: (hitbox size: (2.34u → 2.4u (frame 1-5), 2.2u (frame 6-30), 2u (frame 31 onwards), knockback: (5 (base)/25 (scaling) → 30/25 (frame 1-5), 22/20 (frame 6-30), 11/15 (frame 31 onwards)).
The clean hit has much more base knockback, improving the move's safety at close ranges, while the mid hit is also safer overall despite reduced knockback scaling.
The late hit deals marginally more knockback at very low percents, but less knockback overall, reducing the fireball's gimping and edgeguarding ability at higher percents. The late hit also has a smaller hitbox, making it less likely to connect and easier to go around.
Fireballs deals slightly less damage (6% → 5%), which also further reduces the knockback of the late hit.
Fireballs lose more speed and height each time they bounce, and thus travel a shorter distance when used onstage.
Fireballs look more realistic and have a revamped sound effect.
- Cape:
Mario can nowB-reverse Cape.
It now reverses the opponent's momentum rather than just reversing the direction they're facing, while also temporarily reversing their controls as well, making it drastically more effective as a disrupting tool. Mario also now has access to several new techniques (such as theCape Glide), greatly improving its utility.
It deals less damage (10%/8% → 8% (ground), 9%/7% → 6% (air)).
It has less range, especially on the ground.
The hitboxes are no longer attached to the cape, but are stationary.
Its effectiveness as an edgeguarding tool has been reduced due to characters now being able to grab the ledge from both sides.
If Mario hits certain characters out of their recovery moves with Cape (includingSonic'sSpring Jump,Mr. Game & Watch'sFire,Snake'sCypher orDiddy Kong'sMonkey Flip), they will be able to use that recovery again making Cape a non-viable edgeguarding option against those characters.
Its first use in the air grants Mario much less height.
It no longer deals vertical knockback on opponents attempting a grab, due to its knockback values now being set to 0.
Mario no longer vocalizes when using Cape. Additionally, Cape has a different sound effect.
Removed the Cape Teleportation glitch that resulted opponents warping to the opposite side of the stage after being hit during the ledge get up.
Cape's aerial boost now always resets upon Mario landing, whereas previously it may behave as though Mario never touched the ground after his last usage of the move in the air, and thus fail to give him the boost.
This prevents Cape from unexpectedly failing to stall Mario's recovery, improving its consistency.
- Super Jump Punch:
Super Jump Punch has received several changes to allow it to connect more reliably: the first hit's outermost hitbox has more set knockback (120 → 130), the second to fourth hits have consistent set knockback (110/150 → 150) and a higher angle on their outermost hitbox (78° → 90°), and the fifth and sixth hits use theautolink angle (72°/78° → 365°), in addition to all hits benefiting from the DI changes inBrawl.
Its last hit deals more knockback (40 (base)/140 (scaling) → 52/145) and launches at a higher angle (50° → 60°), allowing the move to KO near the upper blast line much more effectively.
It now deals only seven hits instead of nine, with its hitbox timings altered (frames 3-24 → 3-15), shortening its duration and reducing its total damage output (14.1% → 12%).
Super Jump Punch can no longer cancel itself into awall jump.
Super Jump Punch has an altered landing animation where Mario lands on his back rather than to his feet.
- F.L.U.D.D.:
Mario has a new down special: F.L.U.D.D. This replaces Mario Tornado fromMelee. It is achargeable move that fires water that pushes opponents away.
F.L.U.D.D. is a much more effective edgeguarding move due to it pushing opponents away, has extremely more reach than Mario Tornado, and can be angled to adjust its hitbox positioning, improving its safety.
Compared to Mario Tornado, however, F.L.U.D.D. cannot extend Mario's recovery or hit opponents behind him, and does not deal any damage.
F.L.U.D.D. lackstranscendent priority, unlike Mario Tornado.
- Mario Finale:
Mario now has aFinal Smash: Mario Finale. Mario fires two large streams of fire that hit multiple times and go full screen. The two streams grow larger vertically as the move progresses, and opponents that are hit get trapped in the attack and are forced to travel with it.
Moveset[edit]
For a gallery of Mario's hitboxes, seehere.
| Name | Damage | Description | ||
|---|---|---|---|---|
| Neutral attack | Jab (ジャブ) Straight (ストレート) Kick Up (けりあげ) | 3% | Performs a one-two combo and then kicks with his right foot. The attackcombo originates fromSuper Mario 64. The first hit comes out very quickly on frame 2 and it canjab lock characters laying on the ground. It is overall a very solid jab due to its speed and jab locking potential. | |
| 2% | ||||
| 4% | ||||
| Forward tilt | Middle Kick (ミドルキック) | 8% | Performs a reverse roundhouse kick with his right leg. It has low startup and ending lag along with averagedamage,knockback and range. Can be angled up or down. It is overall a fairly solid forward tilt. | |
| Up tilt | Uppercut (アッパーカット) | 7% | Delivers an uppercut while spinning. The move is similar to an attack inSuper Mario RPG: Legend of the Seven Stars. Low startup and ending lag, average damage and above-average knockback. An excellentjuggler that can be comboed into itself at low percents. It can also KO at higher percents, being Mario's his strongest tilt. Overall a useful move. | |
| Down tilt | Spinning Low Kick (スピニングローキック) | 5% (foot), 7% (leg) | Performs a legsweep. Even though this move has low startup lag and overall a decent range, it deals low damage, has highending lag and low vertical knockback. This means that when Mario connects the move, the opponent almost always has the advantage over him. The move is flat outpunishable on hit all the way up to mid percents or even high percents, depending on the opponent's character. As a result, it is Mario's least effective move and is also considered to be one of the worst moves in the game. | |
| Dash attack | Sliding (スライディング) | 9% (clean), 7% (late) | Performs a sliding tackle. Also fromSuper Mario 64. Has low diagonal knockback behind Mario that is difficult to follow up on. It has low startup lag and a long duration, but it does not cover a ton of distance at a quick speed, making dash attack fairly unspectacular overall. | |
| Forward smash | ↗ | Fire Palm Heel/Sole (ファイア掌底) | 15% (arm),18% (fire) | Steps back and then forward, causing a blast of fire out of his hand. The attack is derived form Mario's ability to shootfireballs. One of Mario's best reaching moves (though its reach is only average at best) and he can perform it out of a dash pivot to take a large step forward before using it, allowing it to cover a lot of space. It has decent startup lag for a forward smash but it does have punishable ending lag. Damage and knockback is highest when sweetspotted at the flame. Can be angled. KOs at 94% when uncharged and 59% when fully charged and angled up. This is Mario's most powerful attack and can be considered his best finisher. The sweetspot is a hitbox withtranscendent priority. Due to the sweetspot being anindirect attack, it is surprisingly weak against some enemies in theSubspace Emissary that have heavy resistance to indirect attacks. |
| → | 14% (arm),17% (fire) | |||
| ↘ | 13% (arm),16% (fire) | |||
| Up smash | Lead Headbutt (スマッシュヘッドバット,Smash Headbutt) | 14% | Sends opponents skyward with a headbutt. For an up smash, it has relatively low startup and ending lag. It has serviceable knockback, KOing Mario at around 124% on Final Destination, making it another finisher. Mario's head isintangible while thehitboxes are active. All these factors make his up smash a fairly solid move overall. | |
| Down smash | Break Spin (ブレイクスピン) | 15% (front),12% (back) | Performs a flare kick. Like Mario's other attacks, it has low startup and ending lag but short reach. Another attack fromSuper Mario 64. It is Mario's weakest yet fastest smash attack, coming out on frame 5 which is very fast for a down smash. The front hit is much stronger than the back hit. A solid down smash overall. | |
| Neutral aerial | Mario Kick (マリオキック) | 10% (clean), 5% (late) | Performs asex kick in the air. Similar to an attack fromSuper Mario 64. It comes out very quickly on frame 3, which makes it useful to escape combos combos but it has short reach. Has overall unspectacular power but it has low landing lag and its low power can be used to set up locks from a missed tech. | |
| Forward aerial | Meteor Knuckle (メテオナックル) | 12% (early), 13% (clean), 10% (late) | Performs a delayed overhand. This is a slowmeteor smash with low power if it is sweetspotted. If the move is landed early or late, the opponent will be send horizontally with more or less knockback (depending on if it was hit early or late). In addition to its slow startup lag, surprisingly low power and difficulty to land, the move has high ending lag and landing lag and it cannot auto-cancel in a short hop. Altogether, these factors make forward aerial a very difficult move to land in addition to making it very unsafe to use, making it one of the least effective forward aerials and single hitting meteor smashes in the game, especially since there are much faster and safer meteor smashes which are also stronger. | |
| Back aerial | Drop Kick (ドロップキック) | 12% (clean), 7% (late) | Dropkicks backward. It has very fast startup lag, low ending and landing lag, decent range and serviceable knockback, which makes it one of Mario's most useful moves. CanWoP at low to mid percentages and KO Mario at around 164% from the center of Final Destination. | |
| Up aerial | Air Slash (エアスラッシュ) | 11% | Performs a bicycle kick. Very low startup and ending lag with low knockback. It works very well as a juggler at low to mid percentages, although it has short reach. It can also KO opponents horizontally at very high percents if they are close to the horizontal blast zone. Overall a very useful move. | |
| Down aerial | Mario Tornado (マリオトルネード) | 1% (hits 1-5), 7% (hit 6), 2% (landing) | Performs several discus spinning clotheslines followed by a backfist body stretch. Like his down special in earlier games, it looks somewhat like the Spin Jump from variousMario games, originating inSuper Mario World. It is a multi-hit attack with low startup and ending lag, as well as a decent auto-cancel window. The final hit does decent vertical knockback, KOing at very high percents. The first five hits have set knockback and the move has a landing hitbox which deals horizontal set knockback. It is overall a useful move, being a quick move to rack up damage and set up juggles although it has short horizontal range, the multi hits can be SDIed out of and even it the opponent does not SDI out, they can still avoid the final hit if they have a very fast aerial or a move with intangibility during its first few startup frames. | |
| Grab | Grab (つかみ) | — | A clinch grab. Mario's grab range is short. | |
| Pummel | Grab Headbutt (つかみヘッドバット) | 3% | Headbutts opponent. One of the slowest pummels in the game. | |
| Forward throw | Swing-Around Throw (ふり抜き投げ) | 9% | Spins around once then throws his opponent in front of him. It has below average knockback scaling for a throw, KOing Mario at around 167% at the ledge, and completely lacking KO power from further away. It is mostly only used to set up an edgeguard. | |
| Back throw | Airplane Swing (ジャイアントスイング,Giant Swing) | 12% (throw), 8% (collateral) | Spins around three times then throws his opponent backwards. It is similar to when Mario grabs Bowser by the tail, and then swings him around in an attempt to throw him into the bombs inSuper Mario 64. While a very slow throw, he can damage other characters with the character he is swinging around. This is by far Mario's strongest throw, and it can KO Mario as low as 111% at the ledge, and at 179% from the center of Final Destination. While powerful for a throw, it is very slow, making it very easy to DI, limiting its KO potential, although as the throw is weight dependent, this is harder for lighter characters to perform. It is Mario's most damaging throw. | |
| Up throw | Throw Up (スルーアップ) | 8% | Throws his opponent high into the air. High base knockback but it has low knockback scaling. KOs at 189%. Arguably his least useful throw. | |
| Down throw | Throw Down (スルーダウン) | 6% | Slams his opponent into the ground. Mario's weakest throw. Its vertical trajectory allows it to set up an up aerial juggle with a successfulread, but the opponent is put into tumble at 0%, which allows them to air dodge any potential followups. | |
| Forward roll Back roll Spot dodge Air dodge | — | — | ||
| Techs | — | — | ||
| Floor attack (front) Floor getups (front) | 6% | Gets up then kicks behind him, then in front of him. | ||
| Floor attack (back) Floor getups (back) | 6% | Gets up then punches behind him, then in front of him. | ||
| Floor attack (trip) Floor getups (trip) | 5% | Kicks behind him, then in front of him while getting up. | ||
| Edge attack (fast) Edge getups (fast) | 8% (legs), 6% (body) | Does a somersault and then kicks upwards, from a laying down position. | ||
| Edge attack (slow) Edge getups (slow) | 10% | Gets up then does a kick similar to his forward tilt. | ||
| Neutral special | Fireball | 5% | Fires a weak, bouncy ball of flames that is shot from his hand as a projectile. The move is not too slow and its trajectory can make it useful to hit opponents from above. Overall a useful projectile which is a key part of Mario's game plan. | |
| Side special | Cape | 8% (ground), 6% (air) | Swings a cape fromSuper Mario World that reflects projectiles andreverses opponents. Mario has multiple ways to use the move, with it being a particularly useful edgeguarding and ledge camping tool. It is overall a very versatile move, especially if the player knows how to use it and if they know and use all of the techniques which can be abused with it. | |
| Up special | Super Jump Punch | 5% (hit 1), 1% (hits 2-6), 3% (hit 7) | Jumps upwards, dragging opponents along. Mario can slightly alter the trajectory when using it. It comes out very quickly on frame 3, making it the fastest up special andout of shield option by two frames. This allows Mario to punish attacks on shield no other character can (without powershielding). It also has deceptively long range and intangibility while its first hitbox is active, further cementing its effectiveness out of shield, as well as the latter point allowing it to be used in pressure situations. The opponent can fall out of the move however, limiting its effectiveness against strong opponents. As arecovery option, however, it does not go extremely high or far, it is fairly linear and it can easily be edgehogged, making it easily exploitable off stage overall. | |
| Down special | F.L.U.D.D. | 0% | Pulls out F.L.U.D.D. fromSuper Mario Sunshine, who blasts a water stream that pushes back opponents, although without damaging them. Mario can charge it for longer distance, store the charge, and alter the angle of the stream when it is unleashed. Can be used foredgeguarding, but it is overall not a very strong option as the pushback from the water is often too weak. | |
| Final Smash | Mario Finale | 3% (larger), 2% (smaller) | Shoots a massive, continuous tornado of flames that moves horizontally across the stage. | |
Stats[edit]
| This article or section may require additional technical data. The editor who added this tag elaborates:Needs short hop and double jump heights You can discuss this issue on thetalk page oredit this page to improve it. |
| Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump height | Double jump height | Empty landing lag |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Value | 98 | 1.5 – Initial dash 1.5 – Run | 1.1 | 0.06 | 0.01 | 0.94 | 0.01 – Base 0.08 – Additional | 0.075 | 1.28 – Base 1.792 –Fast fall | 5 | 31.755375 - Base ? -Short hop | ? | 3 |
Announcer call[edit]
| This article could use additional or higher-quality audio files. The editor who added this tag suggests:Needs Korean announcer call. Change all but English voice calls to the SSBB ones. If you have a good audio file for this article, upload ithere. |
Wii Remote selection sound[edit]
- Mario says "Here we go!".
On-screen appearance[edit]
- A green pipe appears, then Mario pops up and says "Let's-a go!" May be inspired by how Mario gets toPrincess Peach's Castle inSuper Mario 64.
Taunts[edit]
- Up taunt: Turns intoSuper Mario; similar toSuper Mario Bros. (Same as inSSB andMelee).
- Side taunt: Takes off his hat, twirls around with it out, and puts his hat back on; similar to his "level clear" animation fromNew Super Mario Bros.
- Down taunt: Spins in the air and falls on his back with his legs up; based on his dying animation from the originalDonkey Kong.
| Up taunt | Side taunt | Down taunt |
|---|---|---|
Idle poses[edit]
- Moves his head from left to right and holds his fists in front of his face.
- Adjusts his cap.
Crowd cheer[edit]
| Cheer (English) | Cheer (Japanese) | Cheer (German) | Cheer (Korean) | |
|---|---|---|---|---|
| Cheer | ||||
| Description | Ma - ri - o! | Ma - ri - o! | Ma - ri - o! | |
| Cheer (French) | Cheer (Italian) | Cheer (Spanish) | ||
| Cheer | ||||
| Description | Ma - ri - o ! | Ma - ri - o! | Maaari - o! | Ma - ri - o! |
Victory poses[edit]
- Up: Makes fire explode from his palm and strikes a pose.
- Left: Winds up for a punch and steps forward while punching in front of the screen. (Similar to his smash attack in the originalSuper Smash Bros.)
- Right: Does a short spin-jump and lands in a strong-man pose. (His "character chosen" animation in the originalSuper Smash Bros.)
| Up | Left | Right |
|---|---|---|
Incompetitive play[edit]
Most historically significant players[edit]
- See also:Category:Mario players (SSBB)
Boss - While better known for being considered the bestLuigi player inBrawl, he also frequently used Mario at high-level tournaments and was considered one of the best Mario players inBrawl. Boss' 9th place finish atViridian City 6 and 17th place finishes atApex 2009 andMLG Columbus 2010 using Mario alongside Luigi are the best major placements anyone has ever achieved playing Mario in any capacity.
Irios - The best Mario player inEurope and possibly the best Mario player in the world duringBrawl's competitive life. Irios most notably placed 5th at bothBushido Impact 9 andBushido Nibaï Impact III using solo Mario, the former being one of the largest EuropeanBrawl tournaments, and has defeatedMr. R.
KirinBlaze - Dual mained Mario withLink, and was one of the very few well-renowned Mario mains inBrawl. KirinBlaze's most notable results were placing 33rd atMLG Raleigh 2010 andPound V, which are the only times aside from Boss' aforementioned placings that someone has placed top 64 at aBrawl supermajor or major using Mario in any capacity.
Tier placement and history[edit]
Since the very beginning ofBrawl competitive play, Mario has always been viewed by competitive players as a non-viable low tier character; as such, he never experienced a period of positive competitive prospects. Although Mario's own attributes were only slightlynerfed fromMelee, players immediately noticed that his comparatively standard abilities failed to standout against the many overpowered newcomers added toBrawl. Mario was additionally more severely hindered by the newhitstun cancelling mechanics than most other characters, due to his heavy reliance oncombos to compensate for his lackluster damage-per-hit, as well as having very few KO options also making him more relatively hindered by the much more severestaling mechanics. These traits kept Mario from being viable even in the early stages of competitiveBrawl.
On theBrawl Back Room's tier lists, Mario was never ranked higher than 27th on the second tier list, and he would then be consistently ranked in 31st place on all subsequent tier lists, remaining eternally in the low tiers. Mario's competitive viability never improved inBrawl, with only a few players maining Mario and even fewer playing him at a high level, resulting in very low representation in tournaments and similarly poor results. Inlow tier tournaments, however, Mario is one of the most successful characters, as players can easily pick him up due to his low learning curve and play him to a reasonably competent degree. Along with this, Mario performs reasonably well against other low tier characters, including a few positivematchups against those who are lower-tiered than him. This kept Mario from ever dropping further in the tier list, but with his inability to viably compete against the majority of the cast ranked above him, and the lack of any competitive breakthroughs for Mario leading to a stagnantmetagame, he could never rise any further on the tier list and never became a relevant character in competitiveBrawl.
In Solo Modes[edit]
Classic Mode[edit]
In Classic Mode, Mario can appear as an opponent or ally in Stage 8 along withLuigi,Peach, andBowser onDelfino Plaza,Mario Circuit,Mushroomy Kingdom, orLuigi's Mansion (with the latter available if it has been unlocked). Mario can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 8.
All-Star Mode[edit]
In All-Star Mode, Mario is fought in Stage 2 alongsideLuigi,Peach, andBowser onDelfino Plaza,Mario Circuit,Mushroomy Kingdom, orLuigi's Mansion (with the latter available if it has been unlocked).
Event Matches[edit]
Solo Events[edit]
- Event 1: Two Trouble Kings: Mario must defeat bothBowser andKing Dedede onDelfino Plaza.
- Event 6: Super Bowser Bros.: The player controlsBowser, who must reach the flagpole inMushroomy Kingdom without getting KO'd by three other Marios.
- Event 10: All-Star Battle Regulars: Mario is one of the opponents fought in this event. All opponents are starters from the originalSuper Smash Bros. game.
- Event 19: Wario Bros.: The player controlsWario and must defeat Mario andLuigi on theMario Bros. stage.
- Event 41: The FINAL Final Battle: The player must defeat a giant Mario along withSnake andSonic onFinal Destination.
Co-Op Events[edit]
- Co-Op Event 1: Two Trouble Kings: Mario andKirby must defeat bothBowser andKing Dedede on Delfino Plaza.
- Co-Op Event 8: All MINE!:Wario andBowser must collect 2,000 coins together inSkyworld while fighting against Mario andLuigi.
- Co-Op Event 17: Sonic and Mario:Sonic and Mario must KO 3 other Sonics and 3 other Marios on theGreen Hill Zone stage.
- Co-Op Event 21: The True All-Star Battle: Two players select a character and take on the entire roster onBattlefield.
Congratulations Screens[edit]
Role inThe Subspace Emissary[edit]
In the beginning, trophies of Mario andKirby are thrown into theMidair Stadium, where they come to life and have a friendly fight (a reference to the introduction inthe first game of the series, where Mario and Kirby prepare to fight each other towards the end). The player chooses the one they want to play as, and the character not chosen is the opponent. After the battle between the two, the winner revives the loser, they shake hands, and wave to thecrowd. Suddenly, ominous red clouds appear above the stadium, and theHalberd emerges from them. It releasesShadow Bugs which form intoPrimids.Peach andZelda, who were watching the match, come to help, and after defeating all of the enemies, they are all confronted by theAncient Minister. After seeing two R.O.B.s setting up aSubspace Bomb, Mario runs to try and stop it, only to be blasted out of the stadium, sent flying by a cannonball apparently fired byPetey Piranha.During his descent fromSkyworld,Pit finds Mario's trophy and revives him. Once Mario recounts what happened, the two proceeded on their journey. When they reach the ground, they fight Primids acrossthe Plain and attempt to stop the Ancient Minister from delivering another Subspace Bomb. Mario attempts to reach the Minister, but falls short; Pit also tries to get him by using aFootstool Jump on Mario, but he also fails. They then continue on their quest.
The Lake Shore[edit]
Mario's role at the Lake Shore varies depending on which princess Kirby originally saved at Midair Stadium.
False Peach[edit]
At the shore, Kirby chases after a menacing noise he heard, unaccompanied by Peach. The abandoned princess is turned into a trophy byBowser'sDark Cannon. Afalse character of Bowser appears and dissolves, engulfing Peach's trophy. Brought to life is a cloned Peach which tries to fire aDark Cannon at Mario and Pit. Luckily,Link destroys the gun using hisMaster Sword, and fights the princess withYoshi. Mario notices them standing by Peach's trophy, which disintegrates. Enraged, thinking that it is the real Peach, Mario attempts to attack Link, but he dodges the attack. Link, Yoshi, Mario, and Pit get into a two-on-two fight. Afterward,King Dedede'scargo, stolen fromWario and already loaded with the trophies ofZelda,Ness, andLuigi (the former of which is noticed by Link), grabs Mario and Pit's trophies with its mechanical arm. Fortunately, Kirby appears from behind and severs the arm withFinal Cutter while reviving Mario and Pit; Kirby had realized that the noise he heard was Dedede hijacking the cargo from Wario. King Dedede turns around and tries to get away, but Pit blows the cargo's tire withPalutena's Arrow.
The five follow Dedede across some plains and follow him intothe Cave, where they see Dedede's castle in ruins from an ambush by Bowser. They pursue Bowser through a hole in the castle wall. Mario and the others then confront Bowser at a cliff. Mario jumps at Bowser, but Bowser uses Zelda's trophy as a shield, forcing him to intentionally miss. Pit fires an arrow; Bowser, whilesidestepping to dodge the arrow, drops theDedede Brooch attached to Zelda's arm. He loses footing and falls off the cliff into theKoopa Clown Car with the trophy of Zelda, where he laughs maniacally as he flies up to the Halberd.
False Zelda[edit]
At the shore, Kirby chases after a menacing noise he heard, unaccompanied by Zelda. The abandoned princess is turned into a trophy by Bowser's Dark Cannon. A false character of Bowser appears and dissolves, engulfing Zelda's trophy. Brought to life is a cloned Zelda which tries to fire a Dark Cannon at Link and Yoshi. Luckily, Pit destroys the gun with his Palutena's Bow and fights the princess with Mario. Link notices them standing by Zelda's trophy, which disintegrates. Enraged, thinking it is the real Zelda, Link attempts to attack Mario, but he dodges the attack. Link, Yoshi, Mario, and Pit get into a two-on-two fight. Afterward, King Dedede's cargo, stolen from Wario and already loaded with the trophies of Peach, Ness, and Luigi (the former of which is noticed by Mario), grabs Link and Yoshi's trophies with its mechanical arm. Fortunately, Kirby appears from behind and severs the arm with Final Cutter while reviving Link and Yoshi. King Dedede turns around and tries to get away, but Link blows the cargo's tire with hisHero's Bow.
The five follow Dedede across some plains and follow him into the Cave, where they see Dedede's castle in ruins from an ambush by Bowser. They pursue Bowser through a hole in the castle wall. Mario and the others then confront Bowser at a cliff. Mario jumps at Bowser, but Bowser uses Peach's trophy as a shield, forcing him to intentionally miss. Pit fires an arrow; Bowser, while sidestepping to dodge the arrow, drops the Dedede Brooch attached to Peach's chest. He loses footing and falls off the cliff into the Koopa Clown Car with the trophy of Peach, where he laughs maniacally as he flies up to the Halberd.
Story merge[edit]
Mario's group later catches up to the Ancient Minister ina desert. After failing to stop a Subspace Bomb from detonating, the group barely escapes the blast, with Mario riding on Yoshi's back. Mario then leads his team atthe Canyon, savingMarth,Ike,Lucas,Pokémon Trainer andIce Climbers from a horde of Primids. The ten of them camp out for a while, until Mario spots an enormous explosion of Subspace Bombs from theIsle of the Ancients. Shortly afterward the Halberd lands, which has been retaken byMeta Knight,Lucario,Snake, Peach, Zelda,Fox,Falco, andMr. Game & Watch. Next to it is theFalcon Flyer, containingSamus,Pikachu,Olimar,Captain Falcon,Diddy Kong,Donkey Kong, andR.O.B.
Mario and company destroy theSubspace Gunship, enterSubspace itself and eventually reachTabuu. However, Tabuu turns all of the fighters into trophies using his Off Waves. Mario is later resurrected by King Dedede, Ness, and Luigi and helps the other heroes throughthe Great Maze. InTabuu's Residence, Tabuu poises to unleash more Off Waves. However,Sonic appears and impedes this by damaging his wings. Mario joins the battle against Tabuu, eventually defeating him and ending the Subspace invasion.
Playable appearances[edit]
- Midair Stadium
- Skyworld
- The Plain
- The Lake Shore
- The Cave
- The Wilds (Part II)
- The Canyon
- Entrance to Subspace
- The Great Maze (if rescued inSubspace (Part I))
Usingstickers[edit]
Since Mario's primary attacks are kicks, Leg stickers have the widest effect, with Arm attacks as a secondary. Using a Head sticker will usually only affect Mario's up smash (since pummels cannot be used against most enemies), while a Flame one will affect both his Fireball and his forward smash's sweetspot. The Mario Tornado is considered a Spin attack, but as it is Mario's only Spin attack, using a Spin sticker will not have a very large effect. This also applies with Weapon stickers and his Cape.
Exclusive stickers[edit]
The following stickers can either only be used by Mario or by a select few including him.
- 1-Up Mushroom: [Leg] Attack +4
- Bowser (Dance Dance Revolution: Mario Mix): [Throwing] Power +20
- Bowser (Mario Kart 64): [Weapon] Attack +13
- Bowser (Super Paper Mario): [Arm] Attack +23
- Coin: [Specials: Indirect] Attack +4
- Dice Block: [Arm] Attack +8
- Dr. Mario: [Head] Attack +18
- Koopa: [Body, Spin] Attack +10
- Lakitu (Mario Kart: Super Circuit): [Leg] Attack +13
- Mario (Mario Kart DS): [Leg] Attack +22
- Mario & Yoshi: [Specials: Indirect] Attack +13
- Mega Rush Badge: [Specials: Direct] Attack +8
- Mushroom: [Arm, Leg] Attack +5
- Peach (Super Princess Peach): [Weapon] Attack +23
- Peach (Mario Superstar Baseball): [Slash] Attack +5
- Rawk Hawk: [Arm] Attack +5
- Red Fire: [Flame] Attack +26
- Super Mario Bros.: [Arm, Leg] Attack +15
- Toad & Toadette: [Head] Attack +16
- Waluigi (Super Mario Strikers): [Slash] Attack +15
- Waluigi (Mario Superstar Baseball): [Specials: Indirect] Attack +8
- Yoshi (Yoshi Touch & Go): [Arm, Leg] Attack +8
- Yoshi (Paper Mario: The Thousand Year Door): [Throwing] Power +5
Trophies[edit]
Mario's main andFinal Smash trophies can be obtained by clearingClassic Mode andAll-Star mode respectively with him.
- Mario
- A familiar overall-clad figure who is Nintendo's flagship character. His courage and jumping ability have seen him through countless adventures. He's a multitalented plumber with the knowledge of aphysician, a top-notch golfer, and a veteran tennis umpire. Is his jumping prowess a boon from his girder-climbing days?
:Donkey Kong
:Super Mario Bros.
- Mario Finale
- Mario with aSmash Ball, unleashing his ultimate attack. The twin dragons of flame he releases wallop all characters in range. The flames spread up and down, so it's best to release them from the edge of the screen at an appropriate height. His flaming eyes are proof of his excitement for this explosive attack.
:Super Smash Bros. Brawl
Alternate costumes[edit]
![]() | |||||
Gallery[edit]
UsingFireball onLylat Cruise.
Using hisneutral attack onFox onBattlefield.
Using hisneutral aerial onWario onPokémon Stadium 2.
Trivia[edit]
- In earlier pre-release footages ofBrawl, Mario still had his upscaledSuper Mario 64 voice clips used inMelee, presumably as a placeholder. In fact, his voice clips from the final game did not appear until thegameplay trailer ofSnake.
- Despite being tied with Kirby for being playable in more levels of The Subspace Emissary than any other character, being playable in 9 levels, it is possible to never play as Mario at any time, as the player always has other characters available.
- Mario,Bowser,Ganondorf andLink are the only returning characters inBrawl to have at least one completely differentspecial move. In this case, Mario's down special move is changed. Additionally, Mario is the only character to have a special move from a previous game, namelyMario Tornado, turned into a normal move inBrawl.
External links[edit]
- Mario's page at Smash Bros. Dojo!!
- Mario Character Guide on SmashBoards
- Mario's Moves - History Behind Super Smash Bros. Brawl, by CrappyCaptureDevice



