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whats marios changes from smash4 to ultimate??

Lord_Ghirahim

Smash Cadet
Joined
Nov 6, 2018
Messages
59
Taken from the wiki:

Aesthetics
  • As with all veterans returning from Smash 4, Mario's model features a more subdued color scheme. His clothing and hair now feature simple detailing, similar to his design in Brawl.
  • Mario's standard cap has been replaced by Cappy from Super Mario Odyssey. Cappy's eyes can appear during Super Jump Punch, but he otherwise has no effect on gameplay.
  • Mario's idle animation is altered slightly; his head is turned more towards the screen, but he still looks toward his front.
  • Mario, like many other characters, has been made much more expressive in this game, to an even greater degree than its predecessor. In particular, he will sometimes smile and appear whimsical or happy in battle, in line with his canon depiction, although he still looks serious and with angry brows most of the time.
  • Mario's attacks, especially ones involving fire, have been given brighter, flashier particle effects.
  • Mario has two new taunts: one where he turns his back to the camera and gives a thumbs-up, and another where he throws Cappy around in a circle. They replace his previous up and side taunts, respectively.
  • Mario performs his down taunt much faster.
  • Mario's Builder outfit from Super Mario Maker and his Wedding tuxedo from Super Mario Odyssey are present as alternate costumes. They replace his Wario-inspired costume and his Fire Mario costume, respectively.
  • Mario's ledge-hanging animation is different; he now hangs on with one hand instead of two, and has an angrier expression on his face.
  • Mario's spin jump victory animation has been altered slightly; he jumps much higher, spins around only once, and has a happy expression after landing.
  • Mario's hands are open at the end when using Mario Tornado. His head is also less tilted backwards.
  • Mario's on-screen appearance is mirrored.
  • Mario's helpless animation is altered slightly, with his body faced more towards the screen.
  • Mario has a slightly different stance upon skidding to a stop from dashing.
  • Mario has a new walking animation.
  • Mario's moustache now has physics-based movement like in Mario Kart 8.
Attributes
  • Like all characters, Mario's jumpsquat animation now takes 3 frames to complete (down from 5).
  • Mario jumps slightly higher.
  • Mario walks slightly faster (1.1 → 1.155).
  • Mario runs faster (1.6 → 1.76).
    • Mario's initial dash is 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).
  • Mario has a slightly different pose during air dodge, and has a angry expression on his face.
  • 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 (hit 1: frame 8 → 5, hit 2: frame 7 → 6).
    • 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 first two hits deal altered damage (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%).
  • Forward tilt:
    • Forward tilt deals more base knockback, increasing its safety on hit at low percents.
    • It has less ending lag (FAF 31 → 26).
  • Up tilt:
    • Up tilt has less horizontal range, and its hitboxes start from a higher position, rendering it unable to hit some characters on the ground.
  • Dash attack:
    • Dash attack travels further.
    • It has an altered animation that no longer lowers Mario's hurtbox, which prevents him from sliding under certain attacks.
    • The late hit launches opponents away from Mario like the clean hit, rather than towards him, hindering its combo potential and preventing it from stage spiking opponents below edges.
  • Forward smash:
    • Forward smash deals consistent damage across all angles, increasing it overall (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)).
  • Down smash:
Aerial attacks
  • All aerials have reduced landing lag (10 frames → 6 (neutral), 26 frames → 17 (forward), 12 frames → 6 (back), 12 frames → 7 (up), 19 frames → 15 (down)).
  • 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 now punching downwards with his opposite hand and twisting around afterwards instead of flipping.
  • Up aerial:
    • Up aerial has one frame less ending lag (FAF 32 → 31), marginally improving its combo potential.
    • Its hitboxes have a shorter duration (frames 4-8 → 4-7).
  • Down aerial:
    • Down aerial's final 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)).
    • It can no longer be frame canceled.
    • The final hit has an altered animation involving Mario spreading his limbs out. The vortex emitted around him is also larger.
Throws/other attacks
  • 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)).
  • Pummel:
    • Pummel is faster, but deals significantly less damage (3.25% → 1.3%).
    • It has a slightly different animation: Mario now uses one hand during it instead of both like in previous installments, to keep consistent with his grab animation.
  • All of Mario's throws have been altered with more exaggerated animations.
  • Mario's throws are no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
  • Back throw:
    • Back throw has slightly less knockback.
  • Up throw:
    • Up throw has increased combo ability due to Mario's faster jumpsquat and jump speed.
  • Down throw:
    • Down throw can no longer combo into up tilt except against large characters due to the latter's altered hitbox placements, hindering its damage racking potential at low to mid percents.
    • Mario no longer spins after throwing the opponent.
  • Edge attack:
    • Edge attack deals more damage (7% → 9%).
Special moves
  • Fireball:
    • Fireball has less ending lag (FAF 53 → 50), improving its safety.
    • Mario no longer opens his mouth when using Fireball on the ground.
  • Cape:
    • Cape forces opponents to show their back side while they're using their moves; this even works to characters with mirrored stance, causing them to turn away from the screen.
    • Cape is now worn around Mario's neck when used, akin to its appearance in Super Mario World.
  • Super Jump Punch:
    • Super Jump Punch requires a longer travel distance before being able to sweetspot a ledge.
    • It can no longer be reversed during the first hit.
    • Due to rage being changed to not affect set knockback, the linking hits of the move 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%).
    • The coins spawned by it occasionally appear as regional coins found in the Metro Kingdom from Super Mario Odyssey. Cappy's eyes appear when this occurs.
  • F.L.U.D.D.:
    • F.L.U.D.D. has greater range, and reduced ending lag (FAF 75 → 68).
    • Mario can now cancel the charging animation by jumping.
    • F.L.U.D.D. has an altered charging animation.
  • Mario Finale:
    • Mario sports an angrier expression than in previous games when unleashing Mario Finale.
    • 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.
 

MetaWeegee

Smash Cadet
Joined
Sep 22, 2018
Messages
32
Location
None of your ****ing buisness
He's mostly the same. He received the same 10% boosts to run speed, the same 5% boosts to walk and air speed, the same 3 frame jumpsquat change and the same grab nerfs everyone did. He got some various slight adjustments to many moves. The most significant changes were the nerfs to his combo game; down throw to up tilt isn't a thing anymore, which makes it harder to rack up damage at low percents, and up tilt cannot hit some characters on the ground (****ing dumb). All in all, he's slightly nerfed, but he keeps so much of his signature options that he's likely gonna be around or a little lower than where he was in Smash 4.
 
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