ZONING
On the ground: Mario can do some ground work. However, his lack of range hinders him on keeping up with a ground-based battle, as there are a large number of characters that out range him. Essentially, if Mario is on the ground, he would want to go in the air as quick as possible. U-tilt, U-Smash, and D-throw will often be used to get the job done. Average
In the air: It's not a surprise for a character like Mario to have all of his excellent moves in the air. When it comes to an air battle, Mario is a smooth character that seems to have a flow that makes all his moves land nicely and consistently. Mario does have the ability to keep his opponent in the air, and if his opponent is on the ground, it's not a surprise if the plumber does short-hop aerials to make up for his ground game. However, the lack of consistency requires Mario to "reset" his combos, allowing his opponent the opportunity to easily shift momentum. Above Average
Off-Stage: Mario ranks very high on being one of the best gimpers. FLUDD, a Semi-WOP, a fresh aerial can often seal the deal for the KO, and lastly, the most feared move from his arsenal, the Cape. Take that along with being somewhat floaty, a middleweight, and his great air game; he can last quite long off-stage. But some day, he has to get back onto the stage, and that's where his recovery can be pretty hindering since Super Jump Punch lacks that distance needed to make it back to the stage. Above Average
SPACING
Extreme Long Distance: Not the best place to be at. Many projectiles reflected by Mario often die out, still leaving him vulnerable. Fireballs are too slow to help. He can however, reflect projectiles to allow him to get closer, and simply jump over them. Bearable
Long Distance: Better than the extreme, but still not good enough. At this point however, he can reflect projectiles consistently and also use fireballs for approaching. Bearable
Medium Distance: Ironically, this is where things get hard as Mario can be easily spaced back into long distance due to the lack of range. Projectiles reflecting starts to be relied on prediction, and Mario does not have any long range moves. The best he has are fireballs, which are slow. Uncomfortable
Close Range: Once he's up in your face, this is where Mario starts to wreck havoc. All of his abilities are available, and he can start his usually long string of attacks here. Comfortable
KILLING
Killing Power: Often depends on what position Mario and his opponent is. F-Smash is a great kill move if fresh. D-Smash if hit from the feet can send the opponent below the stage and quite possibly kill if at a high enough percentage, and U-Smash is a surprisingly good kill move. However, it's rather hard to outright KO heavy characters with Mario. Average
Gimping Potential: When someone says Mario, people thinks of the Cape. Only Pit's Shield can mildly perform what the cape can do. There's also FLUDD and his aerials. However, this is hindered by the fact that Mario can't stay off-stage for extended periods of time due to the lack of distance required for his mediocre recovery. Above Average
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That's what I came up with. By the way, who else thinks that their some of the characters on that list (Metaknight and Snake in particular) are particularly flawed? Metaknight isn't amazing and comfortable at everything.