Doubtlessly the most iconic video game character of all time, Mario need no introduction. Famous for jumping, Goomba stomping, turtle a ss-kicking, and unfortunately realizing that his princess is in another castle seven out of eight times, you can't call yourself a gamer if you have never played a Mario game.
Starring in over 200 games, he was the obvious character choice for the original Super Smash Brothers. However, his moveset has never really captured the essence of his character. This was forgivable on the N64, due to its technical limitations, but on the Gamecube and Wii, it's quite surprising that he wasn't given a true update rather than slight move changes. This moveset aims to fix that.
Walking - 45/100 - Not exactly the greatest walk out there, coming in at slight below average.
Running - 75/100 - Mario's run, however, more than makes up for his walk, coming in as one of the quicker runs in the game.
Jump One - 70/100 - They don't call him Jumpman for nothing!
Jump Two - 75/100 - Even better than his grounded jump, Mario's aerial jump is not to be laughed at! This jump also comes with a nice little effect - Mario's footstool deals 5% damage! Nice!
Aerial Movement - 60/100 - Identical to his speed in Brawl. Quick, but not the quickest.
Fall Speed - 50/100 - Once again, equivalent to his Brawl stat.
Weight - 55/100 - You guessed it! Equivalent to his Brawl stat.
Knockback - 40/100 - Mario's knockback takes a slight hit in his new rendition, due to his moveset becoming even more combo/gimping focused than it already was.
Damage - 40/100 - Taking another hit, Mario also deals less damage.
Fireball - 5% - You should know how this move works. There are absolutely no changes to the move in this set. The fireballs work exactly the same.
Cape - 8% - At a glance, this move seems to function exactly like Mario's cape currently does - the recovery-reversing and projectile-reflecting goodness we've come to know and love. However, if you hold down the B-Button after using the cape in the air, Mario will glide with it! It goes at about the speed of Meta-Knight's glide, which is decent.
This sounds nice, but it is Mario's only 100% guaranteed recovery move. His down special can also act as a recovery, but more on that later.
Hover Nozzle - 1%, 2% (randomly) - Though charging the FLUDD is controlled through the
Down Special, the FLUDD is also used during the Up Special. I'm sure most of the people reading this have played Mario Sunshine, but for those who haven't, here's what you'll be looking at:
Mario uses the FLUDD to spray the water below him (it'll reach the height of one and a half Ganondorfs below him). This will allow him to hover, moving much like Peach's float, but at about three quarters of the speed of the aforementioned float. However, how long Mario can float depends on the charge of the FLUDD.
At full charge, Mario can float for two seconds, which makes for decent horizontal movement (though nothing like his glide). The big plus of this move though, is its gimping capabilities. If the opponent gets caught under the jet streams, they are pushed down to the bottom of the water. Fortunately for your opponent, the jet streams have terrible priority, and all up specials will go through this move.
Below average start-up and ending lag. If you use this attack while standing on the ground, Mario will begin to hover about his own height above the ground.
Squirt Nozzle/Rocket Nozzle - No Damage/5-20% - This move functions exactly like Mario's current FLUDD. Charge it by the button input, and let 'er rip when it's done charging (or even before that by pressing Down-B again!).
However... there's a slight change. While the default Squirt Nozzle acts exactly the same, this move now has a new function. By using your down taunt, Mario's Down Special will switch from the Squirt Nozzle to the Rocket Nozzle.
The Rocket Nozzle is Mario's primary form of vertical recovery. Even at full charge though, it's not even that outstanding, going only about the height of his current, mediocre, recovery at full charge! Though a nice plus is that Mario sends out a nice stream of water, starting about his own height below him that follows him up till the peak of his recovery.
It deals 5% with low knockback at minimum charge, but it deals 20% with incredibly high knockback at full charge - killing at about 50% if you land this move parallel to FD's platform off-stage! Unfortunately, it has above average start-up lag (I wouldn't say high start-up lag though; just enough lag for this move to be predictable) and sends you into helpless.
Yoshi Hatchling - 5% - Mario, seemingly out of nowhere, pulls out a small Yoshi Hatchling. Pressing A to bring it out, Mario will continue holding the small creature directly in front of him, until you press A again, putting him away. Much like in Super Mario World, Yoshi will eat nearly anything that touches it - in this case, any opponent.
Despite that the move has the start-up lag of regular Mario's Forward Smash (allowing the opponent to pretty much see it coming), catching an opponent off guard with this move is a good thing. Upon touching any part of Mario, or the Yoshi, the opponent gets swallowed, and then promptly spat back out by the Yoshi, sending them about one and a half Battlefield platforms away. While the move doesn't turn the opponent into an egg like you might expect, it does have a great deal of hitstun due to the opponents shock of being covered in dino-spit. It gives the opponent about half a second of lag UPON hitting the ground (or if they're sent off stage, three quarters of a second of lag).
The Yoshi is put away much quicker when the move is landed than when it isn't - if it is landed, it has nearly no ending lag. If Mario puts the Yoshi away by pressing A, then the move has ending lag equivalent to that of regular Mario's Forward Smash. The Yoshi also has below average priority, so don't expect it to go through much. As a nice little easter egg, the Yoshi that Mario takes out will randomly be one of four colors: Green, Red, Blue, and Yellow.
Turbo Nozzle - 8% - This move does exactly as the name suggests; Mario uses the FLUDD to turbo charge his run. At no charge, you'll just see a few droplets of water shoot out of the back of the FLUDD and... nothing will happen. Mario will just stop after the droplets stop coming out (about a quarter of a second). Mario doesn't even get a speed increase!
However, with any charge, Mario runs exactly 1.35x faster than his normal speed, and can go for as long as 1.25 seconds at the increased speed at max charge. Upon letting go of the A button (or the charge running out) Mario will quickly slow to a halt, with a touch of ending lag - about equivalent to that of his current dash attack.
The move has above average priority, and decent knockback, killing at 150% (Well... decent for a dash attack). It also has a touch of start-up lag, while the FLUDD comes out.
Mega Strike - 11% - Mario heaves his right leg up, and bends over slightly (just enough so that his foot is parallel to his head). His arms are lifted up to his sides, and suddenly, Mario gives a forceful kick, almost as if he were kicking a soccer ball!
The move is incredibly straightforward, and serves as nothing more than a quick GTFO move (taking the place of Mario's old neutral combo). It has an incredibly fast start-up and very low ending lag. Nice! As a nice plus, despite having no kill potential (killing starting at 180%), the move has a pretty cool cosmetic effect, as it sets the opponent that Mario kicks on fire. However, it does have low priority.
Uppercut - 8% - A direct port of Mario's current up tilt, but with a slight damage gimp. However, it keeps its awesome locking capabilities, so it's excellent for damage racking at low percents.
/dance - 12% - Mario... breakdances.
A reference to the very obscure (and very bad) DDR Mario Mix, Mario will continue to breakdance in place indefinitely as long as you keep on tapping the A button. It has range on both sides equivalent to that of his current Down Smash, and it also has above average priority!
This serves as an alternative to your Forward Tilt - it has a bit more range, though it has a noticeable extra touch of start-up and ending lag. It also does a bit more damage, and kills about 10% earlier (170%). It's a good GTFO move, and also just a good move to throw out at random times (due to decent range and good priority).
Hammer Strike - 15% uncharged, 23% fully charged hammer hitbox; 8% uncharged, 11% fully charged star hitbox- Mario takes out his signature metal hammer, heaves it over his head, and slams it onto the ground. As a nice little plus (and easter egg for Paper Mario fans), as you charge, the action command meter will show up floating above Mario's head, and will charge up as you charge the move. This is purely cosmetic, and has no effect on the move.
In true Mario fashion, upon hitting the ground, the hammer shoots out a star right in front of it. It's small, about the size of the hammerhead itself. It quickly disappears, and in fact, stays out a bit shorter than the actual hammer hitbox does! Hitting with the star yields a nice reward however, giving the move just enough hitstun for Mario to come and follow up with a neutral combo, up air, or any move with pretty quick start-up. The hammer itself deals good knockback, killing at around 125% (though with the move losing how freshness, expect to be killing at around 135%).
If you completely whiff the move (not hitting with the hammer or the star), however, 25% of the time, while Mario brings his hammer back up, the Hammer head will fly up two Battlefield Platform lengths until crashing into the ground and subsequently disappearing. It's very quick, and should end as soon as Mario is able to move again. Really, it just serves as catching opponents that dodged the move off-guard, with an unexpected extra hitbox. It has low knockback though, only killing at about 160%, and only does 10%, regardless of charge.
Average start-up and average ending lag. Above average priority.
Poppin' Shrooms - 11%, uncharged, 19% fully charged - Mario takes out a Power Mushroom! Lifting it up to his mouth, Mario takes a bite out it, causing him to quickly grow to the size of Ganondorf height-wise (he proportionally grows width-wise). He then quickly shrinks back to his normal size.
This move looks a lot like Mario's current Up Taunt, just Mario doesn't grow near as big, and this also goes much faster (taking about three quarters of a second with VERY little lag on both ends). This move serves one purpose: A good aerial defense. The move has good priority, so it can be thrown out and it will out-prioritize a good amount of other character's aerials.
It's also a decent combo starter too - at lower percents, you'll probably be able to chain this move into quite a number of Mario's aerials. The move has low lag on both ends, though you won't see it killing for a very long while (about 160%).
Kuribo Shoe - 13% uncharged, 20% fully charged - This is one of Mario's abilities with a lesser known name, but a fairly recognizable image. It's also from SMB3, so a good deal of the people reading this haven't really played/don't remember that game very well anyway.
It's a small image, but still, it's a sprite ripped directly from the game. Beyond a somewhat obscure reference that hardcore Mario friends should appreciate, there's not that much to the move, Mario preforms a short hop, barely going about Pikachu's height while he's running off of the ground. This shoots out a small star on either side (much like the Forward Smash) that also has a good amount of hitstun, enough for you to follow up with pretty much any move with a quick start-up.
As a nice plus, if you keep the A button held down, Mario will stay in the shoe, and it will serve as an all-inclusive shield, that will even block grabs! However, Mario's head is vulnerable still, so be careful with that! If you're hit, he takes 1.2x more damage that normal.
Decent priority, with below average lag on start-up and next to no ending lag. Kills at 140%.
Flame Burst - 8% - Mario, very slightly curling his body up, unleashes an aura of fire all around his body, thought it doesn't extend very far - the opponent has to be in close proximity to Mario for the move to land. It's extremely quick with nearly no lag on either end of the move. Not only is great for starting combos, it's great for helping continue them, as the extremely small amount of ending lag allows Mario to follow up on opponents pretty easily. It knocks opponents in the direction that they hit it from, but all of Mario's aerials should be able to follow up on this move until about 50%. The knockback is pathetic (good luck killing with this move, even at 500%), but that only helps with its extreme combo-ability.
Fire Stream - 8% - Mario lifts up his right arm and shoots out a jet stream of fire. You can change where his arm is pointing, merely by rotating the control stick during the move's start-up lag (which is about equal to that of Mario's current Forward Smash). If you have the control stick angled to somewhere that it would be physically impossible for Mario's arm to reach, he'll merely just angle his hand so that it can reach where you're aiming.
This move is extremely useful, because it compliments Mario's combo game - Upon reaching higher percents, you may knock the opponent out of range for all of your other aerials. This is where this move comes in - it can reach where they can't, and due to hitstun, the opponents won't be able to escape it. It also helps with Mario's gimping game, because it can be aimed downwards. The stream reaches 1.5 Battlefield Platforms in whatever direction you aim.
Average ending lag, and knockback that kills at 200%. High priority.
Swift Grab - 5% - This move is as simplistic as it sounds - Mario spins around in an attempt to grab the opponent, and then spins back. The grab range is the range of Mario's ground grab (standing). However, Mario doesn't throw the opponent at all... he merely lets go of them, directly in front of him. This may seem absolutely useless, but this sets the opponent up for any other of his aerials (except for the forward air, due to its start-up). This move is absolutely great for starting combos, and is a great option for an aerial combo start due to decent range and incredibly low lag on both sides. This move, however, has painfully low priority.
Flip Kick - 9% - Exactly the same as its' current incarnation, but with a slight damage gimp.
Luma Spin - 1%, 1%, 1%, 1%, 1%, 7% Mario, 2% Luma - Mario spins exactly as he does in his current down air. However, a Luma now strays a slight bit from Mario (about half a Battlefield platform) in an attempt to hit the closest opponent - if they're hit, they're sucked back into Mario's down air and take 14% instead of the usual 12%. Nice!
Identical to his current animation, same as the pummel. Though, the pummel does 1% less damage and goes at a slightly faster rate.
Head Stomp - 11% - Mario jumps up and jumps on top of the opponent head, in traditional Mario fashion. He jumps off with a bit of extra flair, pulling off a blackflip before landing two Battlefield platforms away from the opponent (or as close to the ledge as possible). This causes the opponents head to hurt and sends them into the stunned animation! Though, this only lasts for half its normal time, to prevent Mario from charging an Forward Smash for broken KO-ing here - in fact, he's be hard pressed to even LAND a Forward Smash. This serves as an excellent combo starter.
Spinning Throw - Exactly the same as the Brawl incarnation, but with a slight buff (finally!). Though it's not much, the move kills about 15% earlier than normal (making it kill at around 145%). It's not much... but it's great for when you can't land that Forward Smash.
FLUDD Spray - 10%-18% - Mario tosses the opponent upwards, and then aims the FLUDD Nozzle at the opponent. He sprays the opponent, propelling them two Ganondorf's lengths upwards, with fixed knockback. The amount of time this takes (and the amount of damage) is dependent on the charge. At no charge, the opponent travels at the speed of Zero Suit Samus' blaster, doing 10%. At max, the opponent rockets upwards at the speed of Fox's blaster, doing 18%. This move is great for getting opponents in the air, though it's more for damage than comboing.
Ground Pound - 10% - Mario Throws the opponent on the ground and then jumps up and pulls off the famous Ground Pound on them. This has a 20% chance of grounding the opponent (pitfall animation), and an 80% chance of causing the opponent to slide three Battlefield platforms to the side Mario grabbed the opponent from.
That's right, nothing new here. Mario retains his entirely badass current Final Smash and just gives it a moderate hitstun buff, so that opponents can't escape it quite so easily (easily increasing it's killing potential).
Mario's approach method remains generally the same as it did in Brawl - Short hop fireballs and try to get inside the opponents range. Land an Up Tilt for easy damage if you can, but don't force it. Throwing out forward airs will now become a major help due to its' great range. Though, the start-up lag will be a definite tell, so try to distract the opponent with fireballs BEFORE throwing this out so you don't get shielded and punished.
Random up airs, down airs, and neutral airs also help. Try to throw these out if the opponent is also coming at you, due to their quick start-up and low ending lag. All of these, except for the down air, are combo starters, which pretty much means a free 40% (yes!).
Luigi Style - Defending
Stay back an camp with fireballs. Bring out your yoshi egg to make the opponent cautious of getting close, and also take advantage of FIHL (FLUDD Induced Hit Lag - yes, it can do that). Your down tilt helps a lot with this, due to the fact that it can last forever, and the forward tilt is great in case your opponent gets a bit too close for comfort.
Your Up Smash decently counteracts aerial approaching, though if you're afraid of it, just run away and start throwing out fireballs while you're getting away. ALWAYS look for a time to come in and start a combo, whether it be via grabbing, the Up Tilt, or many of Mario's aerials.
Toads Tips - General Strategy
Mario, at his core, is still the same character as he was before. He is HIGHLY focused around proper spacing, speed, and unpredictability. Throwing out random Up Airs is nice, but it shouldn't ALWAYS be an Up Air. Mix it up by staying on the ground, randomly caping your opponent, or just screwing up their spacing by using the FLUDD.
Mario is extremely well-suited for combos. All of his aerials string together, and he has various combo-starting ground moves. He has subpar killing, which you should always watch out for, but his damaging capabilities are extremely impressive. Also, pay attention to your FLUDD's charge! This is extremely important, as it is the sole benefactor to ALL of Mario's vertical recovery! Not to mention it also has plenty of other nice applications.
The Down Smash is great for when your shield is running low, or against characters with chaingrabs such as Dedede. If you're in danger of an aerial attack, throw out an Up Smash - even if you miss, it'll deter the opponent a slight bit. The Forward Smash is a nice attack, because even if you botch your timing at the opponent is still a slight bit away, there's that small chance that the hammer head will fly off to hit your opponent!
After comboing, the most important part of Mario is this: His extreme gimping abilites. Down angled Forward Air, the Spray Nozzle, Hover Nozzle, Rocket Nozzle, and cape are all EXCELLENT for keeping your opponent away from the ledge. Learn this and abuse it!
To sum it up, Mario is a light-midweight with an emphasis on combos and edgeguarding, though neither really overshadows the other. However, he's stunted by poor KO ability, and that his moves still suffer from the same range problem as before (except for the projectiles/Forward Air/Up Smash), which will possibly, once again, hold him back as a mid tier. Seriously, it may not seem like it matters, but Brawl Mario would easily be high tier if he was just given a little bit more range! Range counts for much more than most of you all realize, and Mario doesn't have very much of it.
Neutral Combo -> Any aerial (DAir and FAir end the combo here) -> Up Air -> Neutral Air -> Up Air -> Up Air
Star (Down Smash/Forward Smash) -> Any aerial (DAir and FAir end the combo here) -> Up Air -> Neutral Air -> Up Air -> Up Air
Neutral Air -> Up Air -> Neutral Air -> Up Air -> Up Air/Down Air/Forward Air
Forward Throw -> Neutral Air -> Up Air -> Up Air -> Forward Air
Back Air -> Neutral Air -> Up Air -> Neutral Air -> Up Air -> Up Air -> Forward Air
I could list a lot more for this section, but you get the general idea.
31% - 60%
Neutral Air -> Up Air -> Neutral Air -> Up Air -> Up Air/Down Air/Forward Air
Neutral Combo -> Any aerial (DAir and FAir end the combo here) -> Up Air -> Forward Air
Star (Down Smash/Forward Smash) -> Any aerial (DAir and FAir end the combo here) -> Up Air -> Forward Air
Forward Throw -> Neutral Air -> Up Air -> Forward Air
Back Air -> Neutral Air -> Up Air -> Neutral Air -> Up Air -> Forward Air
61% - 100%
Neutral Combo -> Any aerial (DAir and FAir end the combo here) -> Up Air -> Forward Air
Neutral Air -> Up Air -> Neutral Air -> Up Air -> Forward Air
Star (Down Smash/Forward Smash) -> Any aerial (DAir and FAir end the combo here) -> Forward Air
Back Air -> Neutral Air -> Up Air -> Forward Air
Side Taunt - The FLUDD appears on Mario's back, as he grabs the waist strap and hoists it up. A quiet click is heard, signifying the change between the Spray and Rocket Nozzles.
Up Taunt - Mario grooms his mustache with his fingers, stroking himself two times.
Down Taunt - A reprise of Mario's current side taunt, where he takes off his hat and preforms a spin on the ground. That sexy beast. As a nice easter egg, if you use the down taunt next to a teammate that is playing as Yoshi, Mario will jump on top of the Yoshi and quickly emulate the post found on the Super Mario World cover art. He will then jump off.
- Dr. Mario (As a nice bonus, the fireballs change to pills and the fire effects turn into electricity)
- Referee Mario
- Strikers Mario
- There Will Be Brawl Mario (Pretty much just rolled up sleeves and blood on his fists)
- Mario Cannon