Mario (Super Smash Bros. for Nintendo 3DS and Wii U)


 * This article is about Mario's appearance in Super Smash Bros. for Nintendo 3DS and Wii U. For other uses, see Mario. For his clone, see Dr. Mario.

Mario (マリオ, Mario) is Nintendo's eponymous mascot, returning to battle once again in Super Smash Bros. for Nintendo 3DS and Wii U. He was unveiled on June 11th, 2013, during the E3 2013 Nintendo Direct, along with six of the Original 12.

He currently ranks 8th on the tier list. He has a fantastic grab and (grab) combo game, good frame data and has good kill confirms, but lacks range, good approach methods and has a weak recovery.

Strengths

 * Balanced on most attributes.
 * A moveset that can adapt him to any situation.
 * Has no big flaws or crippling weaknesses.
 * Great mobility on both ground and air, being among the top ten characters with the highest air speed in the game.
 * Good variety of combos, being one of the best jugglers in the game as well having flexible combo throws.
 * Has a reliable sex kick in the form of Neutral Aerial, that is great for starting combos and breaking off enemies combos.
 * All of his Smash Attacks are quick and have little end lag.
 * Has a Meteor Smash: Forward Aerial.
 * Can Wall Jump to assist recovery.
 * Cape both reflects projectiles and flips foes, which can disrupts enemy combos and frustrate recoveries.
 * Cape can also assist in recovery.
 * Good at edge-guarding with his Special Moves.

Weaknesses

 * Poor Recovery, being easily gimped.
 * Has problems with approaches, as he relies mainly on Fireballs, which cannot be spammed.
 * Lacks range and/or kill power on some moves.
 * Struggles against characters that can outrange him.
 * Relies too much on combos to do proper damage, as they alone do low damage.

Summary
Mario is an all-rounder type of character, being a very easy fighter to pick, especially for new players. All his attributes are very balanced, with decent speed, weight and mobility, which added with his good variety of combos and Special Moves makes him very flexible, being a reliable well-rounded character capable of adapting to any situation.

Mario's can space his opponents very well with his good mobility and Special Moves, that allows him to safely approach opponents without much trouble. Fireball has good range and speed and can poke opponents to frustrate their movement; Cape can disrupt enemies, reflecting projectiles and flipping them around, which can be used to prevent them from recovering, specially against characters with already poor/predictable recoveries; F.L.U.D.D. can be a surprise move that can also prevent recovery if properly used, and the fact it has a special type of priority, it will ignore other projectiles; Super Jump Punch has good combo potential, being quite fast in execution and boasting from above average priority.

His mobility also allows him to pull quick combos, making him one of the best jugglers in the game. His moves are all quite fast and considerable weak in terms of damage and knockback, meaning he can string moves in succession. One of his best tools are Up Tilt and Up Aerial; both can combo into themselves at mid-low percentages. With a combination of manipulating stale-move negation and making use of rage, Mario can score reliable kills.

However players must be creative to setting up their kills with Mario, as most opponents can overcome Mario in a specific field, which is one of his main weaknesses. Being very balanced, he doesn't really excel at any field, being outclassed by characters that have specific traits to their advantage, such as Sonic's speed, Ryu's combos, Bowser's knockback, etc. He also has trouble against characters that can outrange him, such as those with weapons, like Shulk and Cloud, which boasts from disjointed hitboxes, meaning they will always have the upper hand when clashing with Mario's attacks. His recovery is also considerably mediocre; while Super Jump Punch has decent priority, it is predictable and can be interrupted easily. For that reason, players should be good at reads to prevent enemies from frustrating their recovery.

Ultimately, Mario is the jack-of-all-trades, but master of none. He can deal against any opponent with decent reliability, but is not truly a master in any specific fields. When playing as Mario, players must make use of his entire moveset and be creative when setting up combos for KO'ing rather than relying on a single kill move.

Differences from Brawl
Mario received plenty of buffs that enhanced his already good traits, making him a more powerful all-around character good enough to compete against higher tier characters. However he also received a few nerfs, most noticeable in his damage output to compensate his increasing of combo setups.

Attributes

 * Faster air speed, going from 19th to 10th fastest in the game
 * Slightly faster dash speed.
 * Slightly higher falling speed.
 * Reduced traction.
 * Many attacks are faster, however also weaker in terms of damage.

Ground Attacks

 * Neutral Attack deals less damage.
 * Forward Tilt deals less damage and has slightly shorter range.
 * Up Tilt has much lower knockback scaling, being one of his best moves for starting ground to air combos. However, it deals less damage.
 * Down Tilt is slightly faster, with less ending lag.
 * Forward Smash's fire blast has a larger hitbox, increasing its range. It also has higher knockback scaling.
 * Up Smash deals more damage.
 * Down Smash's back hitbox deals less damage but more knockback, while the front hitbox deals both less damage and knockback.
 * Dash Attack deals less damage, but has slightly less ending lag.

Aerial Attacks

 * Neutral Aerial deals less damage and knockback.
 * Forward Aerial is faster and stronger in both damage and knockback.
 * Back Aerial is much faster and deals more damage and has less ending lag.
 * Up Aerial has slightly more range and also has a different knockback angle, being much more reliable for combos.
 * Down Aerial locks opponents more easily between hits, and the last hit has increased knockback.

Grabs and Throws

 * Mario grabs his opponent with one hand rather than using both. His range is slightly higher.
 * All Throws deal slightly less damage.
 * Back Throw is faster and deals slightly more knockback.
 * Down Throw has much lower base knockback, being now one of Mario's best combo starters at low percentages, however the different knockback angle makes it less useful for combos against opponents with high percentages.

Special Attacks

 * Fireball has higher startup and ending lag and increased falling speed, but bounces higher.
 * Cape deals less damage when used on ground, and Mario can no longer do Cape Gliding. It also stalls Mario less when used in the air.
 * Super Jump Punch covers higher vertical distance, but deals less damage overall. The last hit now deals a more horizontal knockback, making it less reliable as a KO move.
 * F.L.U.D.D. has more range when fully charged, as well having increased push power. Additionally, it no longer shows on Mario's back after fully charging.
 * Mario Finale causes more damage and traps opponents more efficiently between hits. It has lower initial vertical range, but the flames grow faster and larger, resulting in a higher vertical range by the end of the attack.

Normal

 * Normal A - Punch Kick Combo: Mario punches 2 times and does a forward kick.

Tilts

 * Up Tilt - Mario Uppercut: Mario performs a uppercut. This move is great for juggling
 * Down Tilt - Crouch Kick: Mario performs a sweep with his legs.
 * Forward Tilt - Plumber Kick: Mario performs a kick forward.

Smash Attacks

 * Up - Headbutt: Mario extends his head out and smash opponents upwards.
 * Forward - Fire Palm: Mario extends his arm out, causes the opponent to catch on fire.
 * Down - Breakdance Sweep: Mario spins around in a breakdance like motion, hitting opponents on both sides. First hitting right (if facing each direction) and then left.

Other attacks

 * Dash Attack - Baseball Slide: Mario baseball slides into opponents.

Aerial Attacks

 * Up aerial - Foot Kick: Mario flips upwards.
 * Down aerial - Mario Tornado: Mario spins around and does a final hit. This used to be his Down Special in both Super Smash Bros and Super Smash Bros Melee, but it was replaced with F.L.U.D.D. in Brawl and then this move became his Down Aerial.
 * Neutral aerial - Sex Kick: Mario extends one leg out.
 * Forward aerial - Fist Punch: Mario punches downwards, has the ability to meteor smash.
 * Back aerial - Backwards Kick: Mario kicks back with both legs.

Grabs and Throws

 * Pummel: Headbutts the opponent.
 * Forward Throw - Heave-Ho: Mario throws the opponent forward.
 * Back Throw - Spin Throw: Mario spins 3 times and throws the opponent backward.
 * Down Throw - To The Ground: Mario throws his opponent to the ground. This can be used to set up combos.
 * Up Throw - Rocket Enemy: Mario throws his opponents upwards.

Taunts

 * Side Taunt - Mario Salute: Mario takes off his hat and does the pose from New Super Mario Bros. after completing a level.
 * Down Taunt - Dead Animation: Mario jumps, spins and falls dead into the ground. This is a reference to his dying animation from the original arcade Donkey Kong.
 * Up Taunt - Super Mushroom: Mario grows in size and shrinks down. This a reference to when he eats a Super Mushroom in many of his games.

In competitive play
To be added

Other features

 * Stage Entrance- Mario jumps out a green warp pipe and says Let's a go.

Mario
''As iconic as iconic gets, this gaming celebrity is known for saving the world from Bowser. He's got amazing jumping skills and makes use of a wide range of transformations. In his free time, he plays too many sports to count. In Smash Bros., he's a well-rounded fighter you can rely on. Say it with me: "It's-a me, Mario!"''
 * NES - Donkey Kong Classics (09/1988)
 * NES - Super Mario Bros. (10/1985)

Mario (Alt)
''Super Jump Punch is an up-special move that lets you leap high into the air, carrying any fighters you strike along with you. You'll be invincible for a moment after you launch this attack. The default side-special move, Cape, will flip a fighter around. Keep a foe from returning with this move!''

Tanooki Mario + Kitsune Luigi
''If you find a Super Leaf, Mario transforms into Tanooki Mario! His newfound tail works as a weapon and as a propeller to slow his fall. His brother, Luigi, won't turn into a Tanooki, though—he becomes Kitsune Luigi. Wouldn't want to have trouble telling the two apart, would we?''

Statue Mario
''Statue Mario is invincible and will be ignored by his enemies. If he transforms in midair, he'll do a nice Thwomp impression but he can't move! Well, unless a moving platform carries him into unlucky enemies. Give it a try in Super Mario 3D Land!''

Baby Mario
''A baby version of Mario, sans mustache, who first appeared in Yoshi's Island. Still in diapers, he mostly leaves the adventuring to Yoshi unless a Super Star is involved. If that happens, he becomes invincible and runs around with a cape--a little smooth-faced Super Mario!''

Boomerang Mario
''If you know how the Boomerang Bros. like to fight, they really aren't that tough. But if Mario BECOMES a Boomerang Bro--Boomerang Mario--what then? Will his opponents be stunned by his new moves? At the least, throwing a boomerang makes things more fun!''

Mario (With Propeller Box)
''Mario with his head in a Propeller Box. He looks like something you'd see in a parade. But wait! That propeller isn't just for show--Mario can use it in the middle of a jump to go even higher. And it'll slow his fall back to the ground too!''

Mario + Standard Kart
''Customizing your ride is part of the fun of Mario Kart 7. Choose the best frame, tires, and glider to make your own dream machine! You can come up with some outlandish combinations, but I think Mario looks best when you keep things simple.''

Mario (Gold Block)
''Oh no! Has the karma for smashing all those blocks finally caught up with Mario, and now he's doomed to wear a block on his head forever? Not at all! This Gold Block gives Mario coins whenever he runs and jumps. Cha-ching! Everyone loves getting more coins!''

Paper Mario
''The paper-thin Mario from the Paper Mario series recently quested for the wish-granting Royal Stickers. These magic stickers are for more than just collecting, though. Mario can use them to change his paper world, and nothing helps him in battle more than a stickers!''

Mario Golf: World Tour
''Looks like Mario is really on his game today! Or he just sent his ball off the course and into the trees--it's hard to tell. Getting a ball out of the rough is part of golf! It adds a bit of adventure to the game, though the undersea course in this world tour probably adds more.''

Victory Poses

 * 1 - Mario winds up his left fist several times and punches the screen.
 * 2 - Mario does a slow-spinning jump with his fist raised up (similar to his Up Dash Attack) and makes a pose.
 * 3 - Mario makes fire appear from his left hand and raises it forward to the screen.
 * Victory Music - The classic level completion music when Mario beats a level in Super Mario Bros.