Neutral attack: Shoots a fireball. They're smaller, weaker, and faster than regular Mario's fireballs. It actually works more like shooting fireballs in the SMB platformers, as you can shoot 2 in rapid succession.
Forward tilt: Shoots a fireball in the same vein as the Neutral attack.
Up tilt: Taken directly from Mario, but with a fire effect.
Down tilt: Performs the roll maneuver introduced in 3D Land.
Dash Attack: This works like Lucas's Dash Attack, but with fire.
Side Smash: Harnesses explosive fireballs in both hands. He thrusts his right palm out first, then if you press A again, he moves forward and uses his left palm. The second hit deals the most damage and knockback.
Up Smash: Shoots several bursts of fire above him similar to Samus's Up Smash, but slightly slower.
Down Smash: Puts both hands on the ground at his sides and activates 3 consecutive eruptions, each one further out than the last.
Neutral air: Shoots a fireball in the same vein as the Neutral attack and forward tilt.
Forward air: Hits as if he were spiking a volleyball. If timed correctly, it does indeed spike opponents like a volleyball.
Back air: Turns and both palms out, then shoots an explosive flame burst. This move pushes him forward a bit.
Up air: Taken directly from Mario, but with a fire effect.
Down air: Sweeps his hand bellow him, creating a trail of 5 consecutive fire bursts that each carry the opponent forward to the next one.
Forward throw: Assaults the opponent with multiple fireballs, with the final one launching them away. The sounds and animation are similar to Fire Orb from SMRPG.
Back throw: First tosses the opponent behind him, then a sudden explosion launches them back towards Mario, allowing you to easily follow up with another attack.
Up throw: Tosses the opponent straight up, then an explosion launches them to the side, using the fireworks sound and animation straight from the original SMB.
Down throw: Mario holds the opponent's head on the ground and burns them several times before causing an explosion that launches them away.
Neutral B: Mix Fireball - (Inspired by the Mix Flower from Partners in Time, and the Advanced Fire Bros. ability in Superstar Saga.)
- Mario will throw a fireball into the air that will slowly fall to the ground. Every time this B is pressed, he'll compound it with another fireball, making it bigger and lifting it higher into the air. You can do this from anywhere on the stage, but solid objects in the path between Mario and the mixed fireball will prevent them from reaching it.
- When the fireball mass contacts a floor, ceiling, or wall, it explodes. It also explodes if an opponent ends up in the center of it, though the only cases that would happen are limited to teleporting or air dodging into it. The damage and range depends on how much firepower you put into it.
- While the user is immune to the fireball mass while it's in the air, everyone is vulnerable to the explosion. Opponents who get too close it in midair will suffer constant fire damage as long as they're in contact with it.
- Additionally, anyone can attack the fireball midair, spiking it diagonally downwards. It is considered a projectile, meaning Villager/Isabelle can pocket it.
Side B: Fire Mario Missile - A Mario variant of Green Missile. It has a lower arc, thus it covers less distance. It lacks KO power like Luigi's, but Fire Mario is able to act out of it immediately unlike Luigi, as he'll rebound into the air right after hitting an opponent or wall, and roll right back up onto his feet after landing on the ground.
Up B: Flaming Super Jump Punch - A fiery variant of the Up B Mario currently has, but this version has a powerful explosion on the final frame of the move that can act as a finishing blow in certain situations. It unfortunately has more startup lag due to it's increased power...
Down B: Flame Tornado - The same move Dr. Mario has, but with a fire effect added to it, and the vertical distance you gain from mashing B is boosted. This version too has a powerful explosion on the final frame and more startup lag due to it's increased power...
Final Smash: Ultra Flare Finale
Mario Casts Ultra Flare to launch several huge massive-damage fireballs forward, but that's not all. A Fire Flower from Paper Mario also sprouts in front of Mario, shooting out a scatter of fireballs in a similar manner to Paper Mario itself.
Other details...
- Can walljump.
- Takes damage in water.
- When KO'd, the power-down sound effect plays and Fire Mario's palette reverts to regular Mario.
- Fire Mario always has his hands ablaze to visually distinguish him from Mario on the battlefield, as well as having a different idle stance. He has the following alternate palettes.
- Red overalls, white shirt and cap
- Dark-red overalls, yellow-tinted shirt and cap (looks closer to SMB Fire Mario's sprite)
- Red overalls, orange shirt and cap (SMB3 Fire Mario's colors)
- Yellow overalls and cap, red shirt (1985 flyer art for Fire Mario in SMB)
- Red, yellow, and white radial patterned overalls and cap, green shirt (based on the Fire Flower's colors)
- Orange cap and overalls, green shirt (based on the SMW Flower's colors)
- Gameboy-tone overalls and shirt + feathered cap (SML2 Fire Mario's sprite)
- White and pink striped overalls and cap, purple shirt (reference to Vivian, because of her fire abilities)