Mario (Super Smash Bros. Brawl)


 * This article is about Mario's appearance in Super Smash Bros. Brawl. For other uses, see Mario.

Mario returns once again for Super Smash Bros. Brawl. His moveset is basically the same as the previous games, except that his Down Special Move has been changed to F.L.U.D.D., while Mario Tornado has become his Down Aerial.

Pros:

 * Solid all-around character with no glaring size or speed flaws.
 * Has above-average jumping ability.
 * Forward Aerial is powerful spike.
 * Cape can be used to reflect projectiles and disrupt recoveries; it also has a good Wavebounce.
 * With Cape and Super Jump Punch, has good recovery options.
 * Fireballs are spammable and have a decent hitstun which help control approach.
 * Can Wall jump and is one of the best at it.
 * F.L.U.D.D. and Cape can be used to harass horizontal recoveries and disrupt final recovery moves.
 * Most attacks are quick and have little lag.
 * F.L.U.D.D. and Cape can both be used for diverting attacks.
 * Great juggler.
 * Can combo easily and multiple times while airborne.
 * F.L.U.D.D. can be used to push objects and stop certain projectiles.
 * Can chain throw many characters at low percentages.
 * Jab can "lock" characters in tumble if they tumble in front of Mario, racking up damage across the entire stage.
 * Forward Smash is a powerful long ranged finisher which can be angled upward or downward which can help kill at lower percents.
 * Cape can be used to easily switch direction in mid-air.
 * Can Cape Glide.
 * Back Throw is a decent finisher
 * Good Midair combat
 * Excellent edgeguarder
 * Up Tilt traps from 20-40% at low percentages pending on character weight and floatiness
 * Mario Tornado is a good mid-air killing move and can also be used for juggling.

Cons:

 * Lacks range.
 * Forward Aerial is slow and difficult to spike.
 * Super Jump Punch can only be aimed between 45 and 90 degrees and can be easily edgehogged.
 * Most of his KO's require a setup.
 * F.L.U.D.D has some noticeble startup lag

Changes from Melee to Brawl

 * New Down Special: F.L.U.D.D.
 * New Down Aerial: Mario Tornado.
 * Cape isn't quite as effective anymore as a ledge guarding technique due to the auto ledge grab feature, but is now more effective in assisting in recovery.
 * Fireballs travel considerably less distance but have slightly more hitstun.
 * Back Aerial has the animation of Mario's Forward Air from the first Smash Bros.
 * Forward Smash can KO even without being sweetspotted.
 * Cape deals less damage
 * Fireballs deal 1% less damage
 * Back air attack is slightly stronger
 * Forward air attack has to hit at a certain point to spike, isntead of always spiking
 * Neutral A is weaker
 * Throw backwards launches enemies more vertical than horizontal

Ground Attacks
Normal Smash Other
 * Neutral Attack - Jabs with his right, then his left, and then kicks with his right foot. Are all from Super Mario 64. Beneficial in making combos.
 * Dash Attack - Slides forward and kicks with both feet. Also from Super Mario 64. Low priority, damage, and knockback. (Has IASA frames near the end of the attack)
 * Forward Tilt - Does a roundhouse kick with his right leg. Has average damage and knockback, but has some range compared to some moves. (Has IASA frames after the kick; some odd momentum properties if exploited)
 * Up Tilt - Delivers an uppercut while spinning. Average damage and above-average knockback.
 * Down Tilt - Sweeps low to the ground with his leg. Average damage; low knockback allows for comboing.
 * Side Smash - Shoots fire out of his hand. One of Mario's longest-ranged moves. Damage is highest when sweetspotted (at the flame), but strangely, knockback is somewhat greater around the hand than when sweetspotted. Can also be angled up and down.
 * Up Smash - Sends opponents skyward with a headbutt. Has some good upwards knockback, and can Star KO some foes at middle-damage.
 * Down Smash - Does a breakdance sweep. Some of the best knockback out of Mario's moves.
 * Ledge Attack -
 * 100% Ledge Attack -
 * Floor Attack -

Aerial Attacks

 * Neutral Aerial - Performs a Sex Kick kick in the air
 * Forward Aerial - Punches downward, this is a Meteor Smash
 * Back Aerial - Spins and kicks backward. Similar to his Fair in the original Super Smash Bros.
 * Up Aerial - Does a somersault and kicks upward.
 * Down Aerial - Mario Tornado. Spins with fists then strikes with both on opposite sides.

Grabs & Throws

 * Pummel - Headbutt
 * Forward Throw - Mario spins around once then throws his opponent in front of him.
 * Back Throw - Mario spins around several times then throws his opponent backwards. It is similar to when Mario grabs Bowser by the tail, and then swings him around in an attempt to throw into the bombs in Super Mario 64. While a fairly long throw, he can damage other characters with the character he is swinging around.
 * Up Throw - Mario throws his opponent high into the air.
 * Down Throw - Mario slams his opponent into the ground

Role in the Subspace Emissary
In the beginning, a trophy of Mario and Kirby are thrown into the Midair Stadium, where they come to life and have a friendly fight. The player chooses the one they want to play as. If Mario is chosen, the opponent will be Kirby, and vice-versa. After the battle between the two, the winner revives the loser, they shake hands, and wave to the crowd. However, red ominous clouds appear above the stadium and the Halberd emerges from it. It releases Shadowbugs which form into the Primid. Peach and Zelda, who were watching the match, come to help, and after defeating all of the enemies, they are all confronted by the Ancient Minister. After seeing the two R.O.B.s setting up a Subspace Bomb, Mario runs to try and stop it, only to be blasted out of the stadium by a cannonball.

During his descent from Skyworld, Pit finds Mario's trophy, and revives him. Once Mario recounts what happened, the two continued the descent from Skyworld. When they reach the ground, they fight Primids across green plains and attempt to stop the Ancient Minister from delivering a bomb. Mario attempts to reach the Minister, but falls short; Pit also tries to get him by using a Footstool Jump on Mario, but he also fails, and they continue on their quest.

At one point in the story, the princess you saved back at the stadium will be turned into a trophy by Bowser. Shadowbugs take over the princess's trophy, creating a dark clone of her which tries to fire a Dark Cannon at Mario, (if the princess was Peach) or Link (if the princess was Zelda). However, Link/Pit destroys the gun, and fights the princess with his teammate. Mario/Link notices them standing by the princess's trophy, which dissentigrates. Enraged, Mario/Link attempts to attack Link/Mario, but he dodges the attack, and Link and Yoshi/Mario and Pit fight the other team. After either side is defeated, King Dedede uses Wario's cargo (which also contains Zelda/Peach, Ness, and Luigi's trophies) to snatch the opponents' trophies with a mechanical arm. Fortunately, Kirby appears from behind and severs the arm while reviving the opponents. King Dedede turns around and tries to get away, but Pit/Link fires an arrow at him, thus damaging the cargo. The five follow Dedede, and after a long journey, Mario and his friends confront Bowser, who escapes in the Koopa Clown Car with the trophy of the princess you didn't save. Mario then leads his team in helping Marth and Ike's group, and helps the other heroes at the end with the help of Sonic when they face Tabuu and the might of the Subspace Army.

Stickers
Mario is fairly well balanced between [Arm] and [Leg] attacks, with a few outliers such as his Down Aerial which does [Spin] damage, and his forward Smash which does [Flame] damage. His Fireball is [Specials: Indirect] and [Flame], while his Cape and Super Jump Punch are [Specials: Direct]. To this end one should use a large sized combination [Arm, Leg] Sticker and then add supplemental boosts to whichever attacks you favor most.

Exclusive Stickers
The following stickers can either only be used by Mario, or can only be used by a select few, including Mario:
 * 1-Up Mushroom: [Leg] Attack +4
 * Bowser (Dance Dance Revolution: Mario Mix): [Throwing] Attack +20
 * Bowser (Mario Kart 64): [Weapon] Attack +13
 * Bowser (Super Paper Mario): [Arm] Attack +23
 * Coin: [Specials: Indirect] Attack +4
 * Dice Block: [Arm] Attack +8
 * Dr. Mario: [Head] Attack +18
 * Koopa: [Body, Spin] Attack +10
 * Lakitu (Mario Kart: Super Circuit): [Leg] Attack +13
 * Mario (Mario Kart DS): [Leg] Attack +22
 * Mario & Yoshi: [Specials: Indirect] Attack +13
 * Mega Rush Badge: [Specials: Direct] Attack +8
 * Mushroom: [Arm, Leg] Attack +5
 * Peach (Super Princess Peach): [Weapon] Attack +23
 * Peach (Mario Superstar Baseball): [Slash] Attack +5
 * Rawk Hawk: [Arm] Attack +5
 * Red Fire: [Flame] Attack +26
 * Super Mario Bros.: [Arm, Leg] Attack +15
 * Toad & Toadette: [Head] Attack +16
 * Waluigi (Super Mario Strikers): [Slash] Attack +15
 * Waluigi (Mario Superstar Baseball): [Specials: Indirect] Attack +8
 * Yoshi (Yoshi Touch & Go): [Arm, Leg] Attack +8
 * Yoshi (Paper Mario: The Thousand Year Door): [Throwing] Attack +5

Strategies & Tips
Spamming Mario's fireballs is great for approaching as they deliver a decent hitstun. They are also effective against edgeguarders. Shorthop fireballs for maximum effect and range.

Take full advantage of Mario's Cape. It is useful not only at edgeguarding, but also at avoiding an enemy attack. By turning them into the opposite direction when they attack causes them to miss their target and leaves them open as well. It also helps to recover.

F.L.U.D.D can easily disrupt recoveries which cover poor horizontal distance, such as Ike's Aether or Link's Spin Attack.

Mario is good at comboing. Begin with Up-Tilts to juggle your foe. After ranking up some damage use his up smash to send him flying, then start the mid-air persuit. Try to use many up aerials and back aerials in a row.

Mario Forward Smash is a good finishing move. Use it at the right moment. It is also good for edgeguarding.

Using the Cape after being send flying can stop momentum and thus allows to return to the stage.

Cape Glide is a good edgeguarding technique. It also allows to edgehog afterwards.

Down-air, Mario Tornado, can Star-KO opponents if used near the upper blast line.

Altough hard to sweetspot, Mario's f-air is a powerful spike. If you don't sweetspot it, it has still horizontal knockback.

F.L.U.D.D. is more effective if it comes in contact with a hitbox, which makes the F.L.U.D.D. also useful for countering aerial approaches like Mr. Game & Watch's.

F.L.U.D.D. greatly decreases your opponent's momentum when used against their momentum, but also can greatly increase their momentum if used with their momentum.

Event Matches

 * Event 1: Two Trouble Kings- The player plays as Mario and faces the team of Bowser and King Dedede.
 * Event 6: Super Bowser Bros.- Race to the end of Mushroomy Kingdom as Bowser, before the three Marios make it. The difficulty also affects the scrolling speed.
 * Event 10: All-Star Battle Regulars- Choose your character and take on the "original 8" fighters, two at a time, starting with Mario.
 * Event 19: Wario Bros.- On Mario Bros, you play as Wario against Mario and Luigi.
 * Event 41: The FINAL, Final Battle- Select your character to battle Sonic, Snake, and Giant Mario on Final Destination

Co-Op Event Matches

 * Event 1: Two Trouble Kings- Two players play as Mario and Kirby and face the team of Bowser and King Dedede.
 * Co-Op Event 8: All MINE!- Battle Mario as Wario and Bowser until you gain 2,000 coins between the two of you on Skyworld.
 * Co-Op Event 17: Sonic and Mario- As Mario and Sonic, take turns KOing a team of alternating Marios and Sonics on Green Hill Zone.
 * Co-Op Event 21: The True All-Star Battle- Select your characters and take on the entire roster on Battlefield.

Trophy Description
''A familiar overall-clad figure who is Nintendo's flagship character. His courage and jumping ability have seen him through countless adventures. He's a multitalented plumber with the knowledge of a physician, a top-notch golfer, and a veteran tennis umpire. Is his jumping prowess a boon from his girder-climbing days?''

Snake's Codec Message
Colonel Campbell: Snake, you know who that is?

Snake: ''You're kidding, right? It's Mario.''

C: ''Mario made his first appereance in 1981, and since then, he's become a worldwide phenomenon. There's probably not a single person who doesn't know Mario. He's that famous.''

S: Good thing I survived long enough to meet him on the field of battle, huh.

C: ''This is a once-in-a-lifetime chance, Snake. Now get out there and show him what you're made of. No regrets.''

S: Got it.

Clapping Pose
Has a stern face while clapping.

Taunts
Up: Grows to about double his size. (Same as in SSB and Melee.)

Side: Takes off his hat, twirls around, smooths his hair over and puts his hat back on.(Similar to the level clear in New Super Mario Brothers)

Down: Spins in the air and falls on his back. (Resembles the dying animation from Donkey Kong.)

On-Screen Appearance
Jumps out of a Warp Pipe and pounds his fists into the air. He says "Let's-a go!"

Idle Stance

 * Puts up fists like a boxer.
 * Fixes hat.

Victory Pose

 * Victory Theme: Mushroom Kingdom Theme
 * Does a short spin-jump and lands in a strong-man pose.(Like his character select from the original Super Smash Brothers)
 * Winds up for a punch and steps forward.
 * Makes fire explode from his palm and strikes a pose.

Wii Remote Choice
Says "Here we go!"

Credits Music

 * Title/Ending (Super Mario World)

Trivia

 * Choosing and winning as Kirby in the first fight of the Subspace Emissary and saving Peach from Petey Piranha will cause Mario to be a trophy 4 times throughout the story, the most of any Brawler.
 * Although Mario can crawl in Super Mario 64 and DS, he can't crawl in Brawl.
 * Mario (along with Kirby) is the most playable character in the Subspace Emissary being playable in exactly 9 levels.
 * One of his alternate costumes is Fire Mario.
 * He was the only character to be Star K.O in Subspace Emissary by his own series boss, Petey Piranha.
 * Mario's cape is the only reflector that can reflect the F.L.U.D.D., thus making Mario the only character that can reflect his own projectile
 * Mario is always the first person in the game. Examples of this are - Event 21: The True All Star Battle, Character Selection screen, Subspace Emissary, Brawl Records, Sound Test, First Single and Co-op event match, etc.