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Super mario red mushroom
  1. Super Mario Mushroom Kingdom

Mushroom Revolution is a fun. Mario; Puzzle; Physics; Parking. Mushroom Revolution is a fun Tower Defense game where you place. 1UP is the best New Super Mario Bros for Wii resource. Other than Mario and Luigi, the author is developing other characters for the game, each with unique abilities and stats. A grand total of 10 playable characters is confirmed to be in the game. NOTE: Artworks are taken from the Encyclopedia Super Mario Bros. (Toad's one is from Mario Party Advance by Nintendo).

This article is about Mario's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Mario.
Mario
in Super Smash Bros. Ultimate

UniverseMario
Other Smash Bros. appearancesin SSB
in Melee
in Brawl
in SSB4
AvailabilityStarter
Final SmashMario Finale
Mario is an all-around fighter who uses his wide variety of techniques to respond to any situation. In Super Smash Bros. Ultimate, he shows up in his Wedding tux and his Builder outfit, and Cappy even makes an appearance!
—Super Smash Blog, Super Smash Bros. Ultimate Official Site

Mario (マリオ, Mario) is a playable character in Super Smash Bros. Ultimate. He was suggested to appear in the then unnamed Ultimate in its first teaser trailer at the end of the March 8th, 2018 Nintendo Direct, and officially announced in Ultimate's E3 2018 trailer on June 12th, 2018 alongside the rest of the returning roster. Mario is classified as fighter #01.

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As was the case in Smash 4, Charles Martinet's portrayal of Mario from Brawl was repurposed for Ultimate.

  • 2Changes from Super Smash Bros. 4
  • 4Moveset
  • 5In competitive play
    • 5.1Notable players
  • 6Classic Mode: Let's-a Go!
  • 7Role in World of Light
  • 9In Spirit battles
  • 11Gallery

Attributes[edit]

Mario is a middleweight staying true to the majority a balanced character in terms of attributes, possessing average walking, dashing and falling speeds, air acceleration, gravity and weight. However, he also has high air speed and jump power in exchange for poor range. These balanced stats do not give Mario the edge when it comes to overall movement, but they nevertheless make him adept at most situations where a key attribute is needed to gain the advantage, which when combined with his very quick frame data, grants Mario a very effective neutral game. As a result, despite his attributes implying a jack-of-all-trades type of character, Mario is more of a rushdown character in practice.

Thanks to his incredibly quick attack speed, Mario shines in close-quarters combat. His fast attack speed allows him to consistently apply pressure to the opponent, and he is capable of quickly racking up damage once he gets the momentum, which is easy to do so on characters that cannot match his attack speed without getting heavily punished for it. Excluding his forward smash, forward aerial and special moves, all of Mario's moves have fast startup and low ending and landing lag (the latter in the case of his aerial attacks). All of his grounded moves are prime examples of his quick frame data: his neutral attack is his fastest move and an overall effective way to rack up damage, along with handy combo capabilities, while his up and down tilts are effective combo starters that can help rack up plenty of damage, and the former chains into itself at low percentages. All of his smash attacks are excellent KO options, as they can reliably KO at high percentages without being endlag-heavy; his forward smash has the highest power of all of his smash attacks when sweetspotted, down smash is a semi-spike, making it useful for forcing opponents offstage, and up smash is very hard to punish due to its speed, power and the fact it grants intangibility on his head.

Mario's aerial attacks are also very useful in many cases. Neutral aerial is a sex kick that can be useful in edgeguarding or for breaking combos. Back aerial has the longest reach and the highest knockback of Mario's aerial moves, allowing it to space effectively and reliably KO offstage. Up aerial's extremely quick startup, vertical launch angle and lack of sourspots let it combo into itself or other moves, on top of letting it easily break combos and setup the aforementioned. Mario Tornado, which is Mario's down aerial, is a great anti-juggling move that can also KO if used near the upper blast line. Finally, his forward aerial is a meteor smash with high base knockback for one, making it great for gimping all but the farthest-reaching of recoveries.

His special moveset is highly varied and has plenty of uses. Fireball is a projectile with decently long range. It can be useful in the neutral game or in edgeguarding, thanks to its disruptive knockback, along with very useful chances to disrupt direct approaches. Super Jump Punch travels in a controllable diagonal direction and grants moderate distance, making it good at recovery. It also has intangibility upon startup, allowing it to be used out of shield very effectively. Due to its extremely quick startup, it is also a useful combo finisher, especially near the blast line. On the other hand, Capereverses opponents, with the induced disorientation often being enough to allow a free hit or efficiently gimp a recovery, which aids in edgeguarding opponents. It is also a powerful reflector, making it highly useful in matchups against projectile-heavy characters, such as Simon or Young Link. F.L.U.D.D. is a mechanism that shoots water, pushing opponents away, which compliments his Cape. Though situational, it can occasionally be used to give Mario some breathing space. As a result of his Cape, F.L.U.D.D. and his fast aerials, Mario also boasts a versatile edgeguarding game.

Another valuable strength of Mario is his grab game. Even though his grab reach is only average, his grabs are fairly quick, and his pummel can rack up some damage before throwing the opponent. His forward throw sends the opponent at a disadvantageous position, where Mario can capitalize on their mistakes. His up throw has been re-purposed into a very useful combo starter at lower percentages, comboing far more reliably into his up aerial or down aerial compared to the previous installment. His back throw is by far his strongest throw and can reliably KO at around 160% near the ledge on any character, and even earlier with rage, killing at 107%. Finally, his down throw is a somewhat useful combo starter, though not as useful as before due to up tilt's decreased range.

Finally, and due to the favorable angles his moves send at, his tremendously quick frame data and his extensive amount of combo starters, Mario's combo ability is fantastic, and it is also worth noting that several of Mario's moves can lock, including his neutral attack. This makes it almost always imperative for Mario's opponent to tech all attacks at low percentages when needed; otherwise, Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process.

Despite Mario's numerous strengths, he is not flawless. Mario's attacks, while well-rounded, are not particularly exceptional, and most characters are able to outperform him in various areas: notable examples include Snake having a more versatile edgeguarding game, Joker having better comboing ability, Hero having a superior camping game, Zero Suit Samus having greater mobility, Roy having higher attack power right off the bat and Shulk having drastically larger reach. In particular, the latter is his main weaknesses: His reach is very poor.

His lack of reach prevents him from fighting at a safe distance and consistently forces Mario to approach characters on his own. This leads into having some difficulty against characters with large or disjointed reach, particularly swordfighters like Shulk and Lucina. As such, he will need to rely on close-quarter combat in order to fight decently against characters with disjoints. This also means he will also need to rely on his back aerial for spacing, but that won’t be enough to space well against a swordfighter with disjoints.

While strong, Mario can have some difficulty in landing his KO moves. Comparatively to Kirby and Fox, Mario is a strong character with a hefty amount of kill moves: forward smash, up smash, down smash, forward aerial, back aerial, down aerial, Super Jump Punch, and back throw. These moves can kill, but Mario will have at least some difficulty in executing these. It’s further compounded by Mario’s poor reach, excluding forward smash and back aerial. His kill moves can have more difficulty when landing them except for its reach. For example, down aerial and Super Jump Punch will need to be effective at the upper-blast line, and Mario will need to juggle the enemy first. Back throw requires a grab, and Mario’s grab range is just average. This means Mario needs to use specific kill moves, which limits his KO power. As such, he cannot afford to get predictable, especially with the existence of stale-move negation.

Lastly, despite being known for his jumping ability, hence his nickname, Jumpman, Mario's recovery is easy to gimp and is quite predictable. Despite his fast air speed and high double jump, Super Jump Punch, while relatively safe, travels a mediocre amount of vertical and horizontal distance. This means that if Mario is knocked off stage without his double jump, he is extremely vulnerable to edge-guarding and one hit could end his stock. This also leaves Mario very vulnerable to semi-spikes, as at high percents it is actually not possible to get back on the stage if knocked far enough. To make matters worse, magnet hands were removed from the game, indicating Mario must always be in a closer distance from the ledge. Aside from Super Jump Punch, Mario has no other recovery options aside from utilizing Cape’s momentum cancel as a mix-up. Nevertheless, Super Jump Punch still offers a serviceable amount of recovery ability, and can get the job done if used properly.

Overall, Mario has many clear strengths, and very few glaring weaknesses, resulting in his strengths outweighing his cons. Despite being intended as a jack-of-all-trades character, his very quick speed overall and largely reliable combo ability allows him to get the edge easily against most characters, as it is hard to escape from him once he gets to combo the opponent, while being easy for him to escape and regain the advantage. However, because of his low range, Mario must almost always fight in close quarters. Mario has to be very careful off-stage as well in spite of his viable edgeguarding game, as a single vent in his defenses can cause him to be unable to recover. Throughout the course of Ultimate's metagame, Mario has seen promising results. Despite dropping the character in favor for another fighter, Ally has received powerful results, winning Pound 2019 while also using Snake. Other Smashers like Dark Wizzy, ANTi, Zenyou, and more have amassed impressive results.

Changes from Super Smash Bros. 4[edit]

Compared to other veterans, Mario has received very few major direct changes in his transition from SSB4 to Ultimate, possibly the least out of any returning veteran. However, the more drastic changes he has received stem from the universal changes made to the game's engine, which has inadvertently lead to a higher learning curve in between games. As a result, Mario has undergone a mix of buffs and nerfs in his transition to Ultimate - both direct and indirect - but has been slightly nerfed overall.

One of the biggest detriments to Mario's toolkit was the universal nerfing of grabs; infamously known for his potentially devastating throw combos in SSB4, the increased ending lag of all grabs have affected Mario more negatively compared to other fighters. Furthermore, up tilt, one of his most pivotal moves previously, has had altered hitbox placements resulting in not only a range reduction, but it also significantly hinders its use as a reliable follow-up from his down throw at any percent against most characters. His dash attack can also no longer serve as a reliable 2 frame punish that leads into a stage spike, due to its late hit's angle being altered to send opponents away from Mario. On top of this, because of the changes to rage, Super Jump Punch is much less effective for taking out stocks off the upper blast line below high percents.

However, changes to Ultimate's mechanics have also benefited Mario; his already strong set of aerials has been improved even further as a result of the universal changes to the landing lag of aerials. This not only makes them safer on shield, but it also allows for more reliable combos and even devastating KO setups, such as up air into forward aerial. Mario also benefits from universal faster walking, dashing, and air speeds, since his higher mobility allows him to string attacks together more effectively and close in on opponents more effectively. Lastly, the added ability to dash-cancel with any ground attack has improved Mario's already incredible ground game further given his strong set of tilts, with up tilt and down tilt serving as reliable combo starters. The universal 3-frame jumpsquat and decreased landing lag across the cast also give him greater combo opportunities, with his up throw in particular becoming a much more effective combo starter.

Moreover, Mario has received a few direct noteworthy buffs as well. His special attacks - Fireball and F.L.U.D.D. - have improved significantly. Fireball has reduced endlag, a larger hitbox, and inflicts more hitlag on opponents, significantly improving its safety and follow-up potential. F.L.U.D.D. has reduced ending lag and a stronger pushback effect as a result of its increased set knockback, allowing Mario to disrupt and edgeguard opponents with it more effectively. As a result of his buffed specials, Mario's already oppressive edgeguarding has improved considerably. A few of his standard attacks have received buffs as well; forward tilt is much more effective as a spacing option due to its higher base knockback, lower ending lag, and the increased shieldstun for tilt attacks. Additionally, his down aerial connects more reliably than before and deals increased damage and knockback, improving its damage-racking capabilities and KO potential. Lastly, forward smash now deals consistent damage across all angles, and in the case of an upwards and downwards forward smash, has increased knockback scaling, improving its already impressive KO potential even further.

Overall, Mario retains all of his strengths from SSB4: His oppressive combo ability, impressive frame data, good camping ability with his Fireballs, serviceable recovery with a high jump height and air speed, and excellent optimization. However, his playstyle is fundamentally different due to Ultimate's reworked mechanics, requiring different strategies to achieve the same level of effectiveness that his previous incarnation was capable of. This results in a slightly higher learning curve (ironically for the series' traditional 'basic' character) and a somewhat less potent competitive presence.

While he received a generally mediocre reception during the early metagame of Ultimate, he has achieved increasingly strong results by notable players such as Dark Wizzy, Prodigy, Zenyou, MastaMario, ANTi, and Teb, with notable placements including Dark Wizzy placing 13th at both Pound 2019 and MomoCon 2019, ANTi placing 2nd at DreamHack Dallas 2019, Teb placing 17th at 2GG: Prime Saga, and Prodigy placing 13th at both GENESIS 6 and CEO 2019 and 2nd at Crown. Due to this, Mario has earned a significantly stronger competitive reception over time; players such as ZeRo, Samsora, Dabuz, ESAM, and VoiD all place him as a solid high tier character with long-term potential, with Mew2King going as far as claiming that Mario is a top tier as in the previous game. This is largely up for debate, though, as many lower-ranked characters in Smash 4 have received more drastic improvements, such as Roy, Pikachu, and Wario. Regardless, Mario is one of the few SSB4 top tier characters alongside Fox and Zero Suit Samus to consistently place well at tournaments overall, albeit with a slightly less dominating presence.

Aesthetics[edit]

  • As with all veterans returning from SSB4, Mario's model features a more subdued color scheme. His clothing and hair now feature simple detailing, akin to his design in Brawl.
  • Mario's standard cap has been replaced by Cappy from Super Mario Odyssey. Cappy's eyes appear during his side taunt and, on occasion, 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. In contrast, Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.
  • Many of Mario's animations have been slightly altered, such as his walking, helpless, skidding, and ledge-hanging animations.
  • Mario has a slightly different pose during air dodge, and has an angry expression on his face.
  • Mario's mustache now moves during certain animations.
  • 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 while smiling, and another where he happily throws Cappy around in a circle. They replace his previous up and side taunts, respectively.
    • Up taunt no longer massively increases Mario's hurtbox, which when combined with its much faster speed and the introduction of taunt canceling makes it much harder to punish.
  • Mario performs his down taunt much faster.
  • Mario's Builder outfit from the Super Mario Maker series and his Wedding tuxedo and top hat from Super Mario Odyssey are present as alternate costumes. They replace his Wario-inspired costume and his Fire Mario costume, respectively.
  • Mario's spin jump victory animation has been altered slightly; he jumps much higher, spins around only once, and has a more joyful expression after landing.
  • Mario now smiles when applauding the winner after a match.
  • Mario's sleeping animation is mirrored. He now faces the screen instead of away.

Attributes[edit]

  • Like all characters, Mario's jumpsquat animation takes 3 frames to complete (down from 5).
  • Mario walks slightly faster (1.1 → 1.155).
  • Mario runs much faster (1.6 → 1.76).
    • Mario's initial dash is significantly 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).
  • Neutral air dodge grants more intangibility (frames 3-27 → 3-29).
  • Neutral air dodge has significantly more ending lag (FAF 33 → 53).
  • Neutral air dodge has less landing lag (22 frames → 10).

Ground attacks[edit]

  • 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 (frame 8 → 5 (hit 1), frame 7 → 6 (hit 2)).
    • 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 third hit has increased base knockback (45 → 60).
    • All hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
    • The first two hits have altered damage values (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%).
    • The first and third hits have smaller hitboxes (3u/1.5u/4u → 1.2u/1.5u/1.8u (hit 1), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).
    • The first two hits no longer use set knockback (15/10/15 set/100 scaling → 20/15 base/50/33/20 scaling (hit 1), 18/15/25 set/100 scaling → 20/15 base/30/15 scaling (hit 2)), and have altered angles (361°/80° → 361°/180° (hit 1), 361° (hit 2)). At high percents, this gives them jab cancel setups, but causes them to connect less reliably.
  • Forward tilt:
    • Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
    • It has much more base knockback (8 → 55), but less knockback scaling (100 → 70). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential unless the opponent is close to the edge.
  • Up tilt:
    • Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, reducing its grounded and horizontal range.
    • Its animation has been reversed, with Mario spinning toward the screen rather than away from it.
  • Down tilt:
    • Down tilt's sweetspot takes priority over the sourspot.
    • The sweetspot is slightly smaller (3.5u → 3.2u).
    • Its animation has been reversed, with Mario spinning toward the screen rather than away from it.
  • Dash attack:
    • Dash attack's hitboxes are placed farther from Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.
    • It has gained a shieldstun multiplier of 1.875×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
    • The clean hit launches at a lower angle (60° → 50°), allowing it to set up edgeguards more effectively.
    • The late hit has a slightly bigger hitbox (2.6u → 2.7u).
    • It has an altered animation that lowers Mario's hurtbox less, which prevents him from sliding under certain attacks.
    • The late hit launches opponents away from Mario rather than towards him (110° → 48°), hindering its combo potential despite its lower knockback scaling (43 → 30), and preventing it from stage spiking opponents below edges.
    • It has a higher hitlag multiplier (1× → 1.25×).
  • Forward smash:
    • Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall.
    • The sourspot has slightly increased knockback scaling (103 → 105) for all angles, while the sweetspot does when angled up (99 → 101) and angled down (99 → 100).
  • Up smash:
    • Up smash's animation has been reversed, with Mario facing toward the screen rather than away from it.
  • Down smash:
    • Down smash's animation has been altered, resembling both the Sweep Kick move from Super Mario 64, and the break dance Mario performs on the cover of Dance Dance Revolution: Mario Mix.

Aerial attacks[edit]

  • All aerials have less landing lag (10 frames → 6 (neutral), 26 → 17 (forward), 12 → 6 (back, up), 19 → 15 (down)).
  • Neutral aerial:
    • Neutral aerial auto-cancels later (frame 34 → 39).
    • The hitbox on the late hit is slightly smaller (3u → 2.8u).
  • 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 punching downward with his opposite hand and twisting around afterwards instead of flipping.
  • Up aerial:
    • Up aerial has less ending lag (FAF 32 → 31), marginally improving its combo potential.
    • It auto-cancels earlier (frame 18 → 17).
    • Its hitboxes have a shorter duration (frames 4-8 → 4-7).
  • Down aerial:
    • Down aerial's last 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)), with knockback not compensated on the last hit, improving its KO potential.
    • The looping hits are weight-independent, and no longer use set knockback, instead having minimal knockback scaling (10 set/100 scaling → 50/25 base/15 scaling), allowing them to connect more reliably at higher percents.
    • It can no longer be frame canceled.
    • The size of the looping hits' vertically lowest hitbox has been reduced, with the hitbox in between the top and low hitboxes having been removed altogether (7u/5u/5u → 7u/4u). The landing hitbox is also very slightly smaller (4.32u → 4.3u).
    • The final hit has an altered animation, and the vortex emitted around Mario is larger.

Throws and other attacks[edit]

  • Grabs:
    • 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)).
    • Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).
  • Pummel:
    • Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
    • It deals much less damage (3.25% → 1.3%).
    • It has a slightly different animation: Mario uses one hand during it instead of both of his hands like in previous installments, to maintain consistency with his grab animation.
  • All of Mario's throws have been altered with more exaggerated animations.
  • The speed of Mario's throws is no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
  • Forward throw:
    • Forward throw has gained slight combo potential at low percents due to Mario's faster initial dash speed.
  • Up throw:
    • Up throw has increased combo ability due to Mario's faster jumpsquat and jump speed.
    • Mario faces horizontally rather than facing the screen.
      • The throw closely resembles the Upward Cap Throw from Super Mario Odyssey.
  • Down throw:
    • Down throw can no longer combo into up tilt except against certain large or tall 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[edit]

  • Fireball:
    • Fireball has less ending lag (FAF 53 → 50), improving its safety.
    • It has larger hitboxes (2u (early)/1.8u (clean)/1.6u (late) → 2.4u/2.2u/2u).
    • It has an increased hitlag multiplier (0.3× → 0.6×), giving Mario more time to follow up.
    • It has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
    • Mario no longer opens his mouth when using Fireball on the ground.
  • Cape:
    • Cape no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo ability.
    • It no longer gives the opponent super armor on hit.
    • It always forces opponents to show their backside while they are using their moves; this even works to characters with mirrored stances, such as another Mario, causing them to turn away from the screen.
    • It is worn around Mario's neck when used, akin to its appearance in Super Mario World.
  • Super Jump Punch:
    • Super Jump Punch's second through fourth hits have two frames in between them as opposed to one, resulting in the move having a slightly longer duration (frame 3/7/8/9/10/12/14 → 3/7/9/11/13/15/17).
    • The looping hits are weight-independent, and can no longer be SDIed, allowing them to connect more reliably.
    • It sweetspots edges later (frame 10 → 13).
    • Due to rage being changed to not affect set knockback, the linking hits 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%).
    • Its hitboxes are smaller (7u/6u → 2.5u/4u (hit 1), 6u/5u → 3u/3.8u (hits 2-4), 5.5u/4.2u → 3u/3.8u (hits 5-6), 10u → 9u (hit 7)).
    • The final hit has slightly less base knockback (52 → 50).
    • The window to reverse the move is shorter, no longer being reversible during the first hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.
    • The coins spawned by the move have reverted to their Super Mario 64 design, instead of the Star Coin design used in Smash 4. Occasionally, they'll appear as regional coins found in the Metro Kingdom from Super Mario Odyssey. Cappy's eyes appear when this occurs.
    • Super Jump Punch has an altered landing animation where Mario lands on his feet as opposed to his back.
  • F.L.U.D.D.:
    • F.L.U.D.D. has greater range, and reduced ending lag (FAF 75 → 68).
    • It has increased set knockback (50 → 70).
    • It can be charge-canceled by jumping or spot dodging.
    • It has an altered charging animation.
  • Mario Finale:
    • At the start of Mario Finale, nearby opponents will be slowed down more, and for longer.
    • Mario Finale has less knockback than it did before, where it used to drag opponents far to the side at low percents or KO opponents at around 30%. Because of this change, it KOs later than before, requiring the opponent to be at 55% or higher.
    • Mario sports an angrier expression than in previous games when unleashing the move.
    • 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. This makes the front fireball weaker early during the Final Smash, but the back fireball stronger later during it.

Update history[edit]

Mario received a mix of buffs and nerfs, but he was buffed overall via game updates. His dash attack’s launch angle is lowered, which means it is essentially better for edge-guarding, further supplementing his already excellent edge-guarding that’s among the best. Though slightly nerfed from Smash 4, his already remarkable combo ability has slightly improved thanks to Cape no longer putting enemies into hitstun in ledge return vulnerability. Being considered as one of the worst final smashes in the game, Mario Finale has seen some buffs as well. Mario has only received one nerf, but it doesn’t affect his status as a viable character. The universal nerf of projectiles affects Mario possibly the least of any fighter, as Fireball wasn’t meant to destroy shields.

It is currently unknown how these changes will affect Mario, as he is still considered a high tier from most professionals.

  • Dash attack's angle has been adjusted (60° (clean)/58° (late) → 50°/48°). This makes it better for setting up edge-guards.
  • Mario Finale's Final Smash Meter has a higher knockback multiplier (0.9× → 0.91×).
  • Fireball deals less shield damage (0 (both) → -2.5 (clean)/-2 (late)).
  • Cape no longer puts opponents into hitstun during edge return vulnerability. This improves its combo potential.
  • At the beginning of Mario Finale, nearby opponents will be rendered slower for a longer duration.
  • The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.

Moveset[edit]

  • Mario can wall jump.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

NameDamageDescription
Neutral attack2.2%The Punch + Punch + Kick combo from Super Mario 64. The first and second hits can lock, and the general speed of the move makes it good as a grounded combo breaker or quick punish tool, as the first hit comes out on frame 2.
1.7%
4%
Forward tilt7%A wheel kick. It can be angled. Good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs.
Up tilt5.5%A spinning uppercut. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents; however, the former combo can be escaped with the proper combination of DI and SDI, and can be punished on hit at very low percents. Unlike in SSB4, the move's altered animation results in the hitbox being positioned fairly high to the ground on the first frame it is active, making it fairly difficult or even impossible to hit shorter or crouching characters with the move. It appears to be based on the second hit of the Mega Glove's combo from Super Mario RPG: Legend of the Seven Stars.
Down tilt5% (foot), 7% (leg)A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively. Can also hit ledge hangs and combo off from ledge as well.
Dash attack8% (clean), 6% (late)A baseball slide. Has a vertical knockback angle, although its moderate endlag makes it subpar for starting combos. Its lingering hitbox is useful for 2-framing certain opponents and punishing spotdodges. Very similar to the Slide Kick from Super Mario 64.
Forward smash17.8% (fire), 14.7% (arm)Steps back and does a palm thrust that produces a small explosion. Though it is Mario's slowest ground attack, coming out on frame 15, it is considered among the best forward smashes in the game for several reasons: It is Mario's most powerful KO move when sweetspotted, KOing as low as 65% by the ledge, the fireball itself is disjointed, can be angled downwards or upwards to hit ledge hangs, and the start-up animation has Mario pull back his hurtbox deceptively far, inadvertently allowing him to avoid several attacks.
Up smashLead Headbutt14%An upward arcing headbutt. One of Mario's most reliable KO options. Its quick startup makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range. Its hitboxes reach behind Mario a good distance, but do not reach as far in front of him. Has very fast interruptibility for its strength at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield.
Down smash10% (front), 12% (back)The Sweep Kick from Super Mario 64. Mario does a breakdance kick that hits both sides. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits semi-spike opponents, though the frontal hit is rather weak in comparison to the back hit. Also capable of hitting ledge hangs. The animation in Ultimate more closely resembles Mario's breakdance from Dance Dance Revolution: Mario Mix.
Neutral aerial8% (clean), 5% (late)A flying kick. As a sex kick, it loses its already below-average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), and as a versatile horizontal combo extender, as well as for locking opponents. Autocancels in a short hop. Can combo into a tilt attack or grab at low percents if landing on the ground shortly after the hit. Very similar to the Jump Kick from Super Mario 64.
Forward aerialMeteor Knuckle12% (early), 14% (clean), 10% (late)Rears back his fist and then throws an overhand. When hit clean, it is a meteor smash with enough knockback to KO under 45% offstage. It has the slowest startup of his standard moveset (frame 16), high ending lag, and is Mario's only aerial that doesn't autocancel in a short hop.
Back aerial10.5% (clean), 7% (late)A dropkick behind Mario. Has decent knockback, fast startup with low ending and landing lag, and more range than most of Mario's other aerials, making it an effective spacing tool and horizontal combo extender at low percents, as well as having the ability to pseudo Wall of Pain off stage. Also capable of killing at higher percents, and can be used twice in a short hop, or with neutral, up and down airs.
Up aerial7%A flipkick. Has extremely fast startup (frame 4), consistent strength throughout the move and very low ending and landing lag, making it one of Mario's most versatile combo starters and extenders in his moveset. Can combo into itself easily until higher percents, and can kill off the top at high percents when close to the upper blast line.
Down aerialMario Tornado1.4% (hits 1-5), 5.5% (hit 6), 2% (landing)Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. It can combo at low percents with the final hit, whilst possessing very low endlag, making the move rather safe to use, barring its low range. However, the move's hitboxes do not reliably trap opponents, especially when falling. It also has a landing hitbox that combos reliably into tilts or grab. It resembles the Spin Jump, a technique that first appeared in Super Mario World. Useful as a combo starter and damage-racking option, and can KO the opponents near the upper blast zone at high percentages.
GrabReaches out. Mario's overall grab range is somewhat short.
Pummel1.3%Headbutts the opponent.
Forward throw8%Spins the opponent around once and throws them forward. Can be followed up with dash attack at lower percents, or be used to set up tech situations and mixups, or edgeguards. It fails to kill at very high percents, even at ledge.
Back throwAirplane Swing11% (throw), 8% (collateral)Spins the opponent by their legs three times before throwing them backward. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of rage, but can KO middleweights as early as 120% if they fail to DI. Also has some use in matches with more than one player, as the collateral hit has large range and high knockback. Due to its slow speed, it is easy to DI, causing it to KO only above 160%. It is based on the throw that he uses against Bowser in Super Mario 64.
Up throw7%Heaves the opponent directly overhead with both hands. An effective combo throw at low to medium percentages, comboing into all aerials except forward air. Very similar animation to the Upward Cap Throw from Super Mario Odyssey.
Down throw5%A body slam. It can be followed up with several options, including up tilt on certain characters at varying percents, Super Jump Punch, neutral attack, and up aerial at mid percents on most characters. Effective for starting ladder combos on platform stages.
Floor attack (front)7%Performs a modified version of the Sweep Kick from Super Mario 64 before getting up.
Floor attack (back)7%Punches behind himself and then in front of himself while getting up.
Floor attack (trip)5%Performs a side kick behind himself and then in front of himself while getting up.
Edge attack9%Performs a dropkick while climbing up.
Neutral specialFireball5% (early), 4% (late)Throws a Fireball. The fireball bounces along the ground several times before disappearing. Has a lot of endlag for how weak it is, but Mario retains full control over his aerial mobility while using it, allowing him to continue drifting unpredictably while controlling space. Because the fireball is subject to gravity, it can be used to cover Mario while recovering high, and can combo into quick attacks if Mario is close enough.
Side specialCape7%, 1.5x times the reflected projectileDons a Cape and waves it in front of himself. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. In the air, it stalls Mario for a short period of time, allowing for timing mixups in juggle and recovery situations. Useful for gimping opponents who are trying to recover.
Up specialSuper Jump Punch5% (hit 1), 0.6% (hits 2-6), 3% (hit 7)A jumping uppercut that produces Star Coins or Metro Kingdomregional coins on contact. Mario's only recovery move. Its extremely fast startup (frame 3) and intangibility frames on startup make it useful as an out of shield option. Can KO near the upper blast line at high percents.
Down specialF.L.U.D.D.0%Wields F.L.U.D.D. and charges up water to launch a stream at the opponent. The charge time is rather fast, and it can be charge canceled and stored for later. The water pushes opponents, but does not damage them. Mario can change the angle of the stream upwards or downwards. Useful for disrupting an approach and creating space, which can help alleviate pressure and potentially put his opponent in a vulnerable position. It also slightly pushes Mario backward if charged enough. Can also be used as an edgeguarding tool.
Final SmashMario Finale2% (early), 2.5% (clean), 3% (late)Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but has decent damage and can carry opponents off the side of the stage when near the ledge.

On-screen appearance[edit]

Jumps out of a Warp Pipe punching his right fist in the air while shouting 'Let's-a go!'.

Taunts[edit]

  • Up taunt: Turns his back to the camera and gives a thumbs-up, while smiling. The pose Mario strikes resembles a piece of promotional artwork first released for Club Nintendo, but without the wink.
  • Side taunt: Cheerfully tosses Cappy in a circle, saying 'Hoohoo!', then grabs him out of midair and puts him back on his head. Based on the Cap Throw from Super Mario Odyssey.
  • Down taunt: Spins in the air and falls to the ground with his legs in the air. This is a reference to his dying animation from Donkey Kong.
  • Mario's up taunt.

  • Mario's side taunt.

  • Mario's down taunt.

Idle poses[edit]

  • Adjusts his hat.
  • Moves his head from left to right and holds his fist in front of his face.
  • Mario's first idle pose

  • Mario's second idle pose

Victory poses[edit]

  • Left: Winds up for a punch and steps forward while punching in front of the screen.
  • Up: Makes fire explode from his palm and strikes a pose. This pose is somewhat similar to his Super Smash Bros. 4 artwork.
  • Right: Does a spin as he jumps high in the air and lands in a strongman pose. It originates from his 'character chosen' animation in Super Smash Bros.
A flourished remix of the Course Clear Fanfare used in Super Mario Bros., slightly sped up.

In competitive play[edit]

Upon the release of Ultimate, Mario was seen and regarded as simply an average mid-tiered character. This was seen through his poor range, which was impacted more in the game due to swordfighters or any other character with disjoints being reworked. Swordfighters were among the best characters in the early meta, especially Chrom, who was considered one of the best characters in the game. This caused a mediocre reception for Mario. Players also looked at his nerfs, noting that it ultimately impacted Mario in the long run. The nerf to his combo game made it seem to affect Mario, as that was his best toolkit in his arsenal.

However, Mario has grown more results from professionals below. This caused a significantly better reception among professionals, as he’s regarded as a high-tier character. Due to his better reception, Mario’s nerfs weren’t so drastic anymore, and all his great tools from Smash 4 were retained, such as his excellent combo game, fantastic frame data, good camping ability, good recovery, and great optimization. He has seen to grow more success overtime, which resulted in almost every professional calling him a solid high-tier that is viable.

Notable players[edit]

Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.

Active[edit]

  • ANTi - One of the best Mario players in the United States. Placed 2nd at DreamHack Dallas 2019, 25th at both Pound 2019 and Get On My Level 2019, and 49th at CEO 2019.
  • Dark Wizzy (#31) - The best Mario player in the world. Placed 4th at Suplex City Smash, 5th at Shine 2019, 9th at Smash Conference United, 13th at both Pound 2019 and MomoCon 2019, and 17th at GENESIS 6. Has wins over Light, Mr.R, Nietono, ZD, and Manny.
  • MastaMario - One of the best Mario players in the United States. Placed 7th at SIEGE 2019, 9th at both Ascension V and Ultimate Nimbus, 17th at Heart of Battle, and 25th at SoCal Chronicles. Has wins over NAKAT, Armando, Zenyou, Charlie, Rich Brown, and Slither2Hunter. Ranked 14th on the SoCal Ultimate Power Rankings.
  • Perkinips - Placed 2nd at both Steel City Showdown and Replay FX Gaming Arena 2019. Ranked 1st on the Pittsburgh Ultimate Power Rankings.
  • Prodigy (#37) - One of the best Mario players in the world. Placed 2nd at Crown, 13th at both GENESIS 6 and CEO 2019 with wins over FOW, Abadango, Myran, Cosmos, Dark Wizzy, and ImHip.
  • Ron - Co-mains Yoshi with Mario and is considered the best Mario player in Japan. Placed 3rd at both Sumabato SP 3 and Sumabato SP 6.
  • Shido - Placed 7th at Regen 2019 and 33rd at Albion 4, has wins over Scr7 and Aperture.
  • SilentRain - Placed 2nd at Ascension III, 7th at Ascension IV, 9th at Ascension II, and 13th at Ascension VI. Ranked 4th on the Arizona Ultimate Power Rankings.
  • Stroder (#29) - Tri-mains Greninja, Mario, Joker and is considered one of the best Mario players in the world. Placed 1st at both Smashpoint and Ascension V, 5th at Goodwill of Orange County's Charity Invitational, and 13th at 2GG: Prime Saga. Ranked 1st on the Arizona Ultimate Power Rankings.
  • Super Dan - Placed 4th at Retro Arena 64 and 13th at Midwest Arena. Ranked 4th on the Chicago Power Rankings.
  • Tatsutsuyo - Placed 13th at Sumabato SP and 17th at KVOxTSB 2019.
  • Teb - Placed 7th at Super Splat Bros and 17th at 2GG: Prime Saga.
  • Zenyou - One of the best Mario players in SoCal. Placed 5th at SoCal Chronicles, 17th at Ultimate Nimbus, and 33rd at GENESIS 6. Has wins over Larry Lurr, Razo, Rich Brown, Slither2Hunter, and Nicko. Ranked 20th on the SoCal Ultimate Power Rankings.

Inactive[edit]

  • Ally (#6) - The best Mario player in Canada. Plays Mario as a secondary. Placed 1st at Pound 2019, 2nd at Battle of BC 3, and 3rd at CEO 2019 with wins over MVD, ESAM, Pelca, and Nurse. Ranked 1st on the Montreal Ultimate Power Rankings. Has since retired from competitive play.

Classic Mode: Let's-a Go![edit]

Mario's congratulations screen.

In a similar fashion to the Classic Modes of past games, Mario's opponents are groups of fighters from various universes fought on a home stage from that universe. The overall concept is also similar to Super Mario Odyssey, where Mario would travel to different kingdoms; this is reflected by the Japanese title (世界をまたにかけて), which roughly translates to 'Go Around the World'.

RoundOpponentStageMusicNotes
1Link and ZeldaGreat Plateau TowerOverworld Theme - The Legend of Zelda (Brawl)
2Kirby, Meta Knight, and King DededeGreen GreensGreen Greens (Melee)Free-for-All
3Donkey Kong and Diddy KongKongo FallsJungle Level (Melee)
4Squirtle, Ivysaur, Charizard, and PikachuPokémon StadiumMain Theme - Pokémon Red & Blue (Brawl)Pokémon Trainer is absent.
5Marth, Chrom, and IkeColiseumStory 5 Meeting
6The Koopalings and Bowser Jr.Princess Peach's CastleFortress Boss - Super Mario Bros. 3The Koopalings are fought in the order they are fought in Super Mario Bros. 3.
Bonus Stage
FinalBowser, then Giga BowserFinal DestinationKing Bowser - Super Mario Bros. 3(Against Bowser)
Giga Bowser(Against Giga Bowser)
A Maxim Tomato spawns on the stage after Bowser is KO'd.

Credits roll after completing Classic Mode. Completing it as Mario has Super Mario Bros.: The Lost Levels Medley accompany the credits.

Character unlock tree[edit]

Mario's Classic Mode character unlock tree includes the following characters in order:

Each character can be unlocked by clearing Mario's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Donkey Kong's character unlock tree, starting with Bowser. Furthermore, Mario's tree can also be accessed by completing another starter character's unlock tree, then clearing Classic Mode with any character within, or with any DLC character.

Role in World of Light[edit]

False Mario along with the other Puppet Fighters.
Finding Mario in World of Light

Mario was among the fighters that were summoned to the cliffside to fight against the army of Master Hands.

During the opening cutscene, Mario was present on the cliffside when Galeem unleashed his beams of light. Mario was then destroyed by Galeem's light attack offscreen and imprisoned alongside the rest of the fighters, with the exception of Kirby.

Mario is later seen under Galeem's imprisonment during the opening cutscene, where a puppet fighter of him is cloned from him to contain the spirit of a Smoky Progg. He is always the first character to be unlocked in this mode.

When the fighters make their last stand against Galeem and Dharkon, Mario is seen leading the charge. He is also prominently featured in both of the bad endings. If Galeem defeats Dharkon, Mario watches in trepidation as Galeem unleashes a wave of light and is ostensibly vaporized with the rest of reality. If Dharkon defeats Galeem, Mario is seen lifelessly slumping over as the world is engulfed in darkness.

Fighter Battle[edit]

No.ImageNameTypePowerStageMusic
01MarioNeutral2,500Final DestinationFinal Destination


Spirits[edit]

Mario's Fighter Spirits can be obtained by completing Classic Mode. They are also available periodically for purchase in the shop for 300 coins. Unlocking Mario in World of Light allows the player to preview the first spirit below in the Spirit List under the name '???'. As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, Mario makes an appearance in various Primary and Support Spirits.

  • 1. Mario

  • 2. Builder Mario

  • 3. Mario (Wedding)

  • 21. Metal Mario

    Project justice dreamcast. Sale Date ▲ ▼ Title ▲ ▼ ▲ ▼ Price 2019-01-16 $-01-04 $-11-26 $-11-03 $-10-23 $-10-03 $-09-04 $-08-31 $-08-28 $-08-24 $-08-21 $-08-16 $-08-14 $-07-03 $-07-01 $-07-01 $-06-29 $-06-13 $-05-13 $-05-05 $-04-04 $-03-20 $-03-17 $-03-10 $-02-10 $-02-10 $-02-02 $-01-20 $-01-19 $-12-13 $54.49. Sale Date ▲ ▼ Title ▲ ▼ ▲ ▼ Price 2019-01-24 $1-01-21 $-01-21 $1-01-20 $-01-19 $1-01-19 $1-01-12 $1-01-09 $1-12-31 $1-12-28 $1-12-28 $-12-27 $-12-25 $1-12-23 $1-12-22 $-12-20 $-12-15 $-12-14 $-12-13 $-12-09 $-12-06 $-12-05 $1-12-05 $1-12-05 $-12-02 $-11-30 $-11-26 $-11-26 $-11-24 $-11-18 $70.95. Sale Date ▲ ▼ Title ▲ ▼ ▲ ▼ Price 2019-01-14 $3-01-06 $2-11-02 $1-08-25 $2-02-10 $-12-11 $2-11-20 $-11-08 $1-10-24 $1-10-06 $2-01-30 $1-01-30 $3-10-09 $1-07-04 $2-05-31 $2-04-18 $1-01-03 $3-11-25 $4-11-02 $1-10-30 $1-07-28 $1-06-12 $1-05-26 $-03-25 $1-01-05 $1-12-12 $2-11-03 $2-09-09 $1-05-16 $3-12-23 $163.83.

  • 22. Boo Mario

  • 23. Rock Mario

  • 24. Gold Mario

  • 75. Starship Mario

  • 77. Plessie

  • 80. Goo-Goo Buggy

  • 93. Paper Mario

  • 110. Papercraft Mario

  • 126. Mini Mario

  • 127. Mini Mario & Hammers

  • 132. Mario (Mario Tennis Aces)

  • 299. Baby Mario

  • 300. Baby Mario (Superstar Mario)

  • 302. Stork

  • 319. Mega Eggdozer

  • 1133. MONSTER

In Spirit battles[edit]

As the main opponent[edit]

SpiritBattle parameters
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusic
21Metal MarioSuper Mario series•Metal Mario9,600The Great Cave Offensive (Battlefield form)N/A•The enemy is slow but has increased defense and attack
•The enemy is metal
Metal Battle
22Boo MarioSuper Mario series•Mario1,900Dracula's Castle (hazards off)•Hazard: High Gravity
•Hazard: Low Gravity
•Invisibility
•The enemy is invisible
•Your jumping power decreases when the enemy's at high damage
•The enemy is less affected by gravity
Castle / Boss Fortress - Super Mario World / SMB 3
34ToadsworthSuper Mario series•Mario1,900Princess Peach's Castle•Item: Mushrooms•Take your strongest team into this no-frills battleRicco Harbor
75Starship MarioSuper Mario series•Giant Mario4,100Mario Galaxy (Battlefield form)•Hazard: Low Gravity•Gravity is reduced
•The enemy is giant
The Starship Sails
78CappySuper Mario series•Mario3,600Rainbow Cruise•Invisibility
•Item: Boomerang
•The enemy is invisible
•The enemy is easily distracted by items
Jump Up, Super Star!
81Goo-Goo BuggyMario Kart series•Mario
•Luigi
3,400Mario Circuit•Assist Trophy Enemies (Chain Chomp)•Hostile assist trophies will appear
•The enemy has increased move speed
Mushroom Gorge - Mario Kart Wii
85B DasherMario Kart series•Mario (x3)9,400Figure-8 Circuit•Uncontrollable Speed•All fighters move faster and can't stop quickly
•The enemy can deal damage by dashing into you
Circuit - Mario Kart 7
119KidMario Golf series•Mario Team (×4)2,500Golden Plains (Battlefield form)•Item: Beastball
•Hazard: Heavy Wind
•Dangerously high winds are in effect
•The enemy is easily distracted by items
World Tour
128MC Ballyhoo & Big TopMario Party series•Mario
•Yoshi
•Peach
•Luigi
1,600Mario Circuit•Item Tidal Wave•Certain items will appear in large numbers after a little whilePandemonium
130Rabbid MarioMario + Rabbids Kingdom Battle•Bunny Mario3,4003D Land•Item: Shooting Types•The enemy starts the battle with a Ray GunArcade Bunny's Theme
132Mario (Mario Tennis Aces)Mario Tennis Aces•Mario
•Peach
8,800Wuhu Island
(Swordplay Colosseum)
•Assist Trophy Enemies (Color TV-Game 15)•Hostile assist trophies will appear
•The enemy favors smash attacks
Title Theme - Mario Tennis Aces
299Baby MarioYoshi series•Tiny Mario
•Yoshi (×8) ()
8,800Yoshi's IslandN/A•Defeat the main fighter to win
•The enemy shields often
Yoshi's Island (Brawl)
816Smoky ProggPikmin series•Mario1,600Distant Planet (Battlefield form)•Metal Shift•The enemy will occasionally turn metalStage Select - Pikmin 2
941Von KaiserPunch-Out!! series•Mario1,800Boxing RingN/A•The enemy's punches and elbow strikes have increased power
•Stamina battle
•The enemy favors side smash attacks
Minor Circuit (Original)
1,147Maruhige Shop OwnerTrade & Battle: Card Hero series•Mario3,700Pac-Land (Battlefield form)•Item: Assist Trophy•Stamina battle
•The enemy is easily distracted by items
Welcome Center
1,300 Dice BlockSuper Mario series•Mario
•Peach
1,900Princess Peach's Castle•Item Tidal Wave•Items will be pulled toward the enemy
•Certain items will appear in large numbers
Pandemonium

As a minion[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
27Baby PeachSuper Mario series•Tiny Isabelle
•Mario
3,600Peach's CastleN/A•Defeat the main fighter to win
•The enemy favors dash attacks
•The enemy has increased move speed
Ground Theme - Super Mario Bros (Melee)Either Mario or Baby Mario
29Peach (Wedding)Super Mario series•Peach
•Mario
9,900New Donk City Hall•Flowery•Defeat the main fighter to win
•You constantly take minor damage
•The enemy tends to avoid conflict
Break Free (Lead The Way)Mario
79PaulineSuper Mario series•Peach
•Mario
•Giant Donkey Kong
13,70075m•Jump Power ↓•Defeat the main fighter to win
•You have reduced jump power
•Reinforcements will appear during the battle
Jump Up, Super Star!Jumpman (Mario)
104GenoSuper Mario RPG: Legend of the Seven Stars•Sheik
•Peach
•Kirby
•Bowser
•Mario
13,700Mario Galaxy (Battlefield form)N/A•Defeat the main fighter to win
•Timed battle
•The enemy's FS Meter charges quickly
Rainbow Road MedleyMario
108StarlowMario & Luigi series•Pac-Man
•Luigi
•Mario
3,300Brinstar (Battlefield form)•Tiny
•Giant
•The enemy is giant
•The enemy is tiny after a little while
Tough Guy Alert!Mario
118WandaSuper Mario series•Tiny Palutena
•Yoshi
•Peach
•Mario
1,500Green Greens (Battlefield form)N/A•Defeat the main fighter to win
•Reinforcements will appear after an enemy is KO'd
Mario Paint MedleyMario
1,107Fighting Alloy TeamSuper Smash Bros. series•Captain Falcon Team (×4)
•Zelda Team (×4)
•Mario Team (×4)
•Kirby Team (×4)
3,300Final Destination (Battlefield form)N/A•Take your strongest team into this no-frills battleCruel SmashYellow Alloy
1,321PeachetteSuper Mario series•Peach
•Mii Brawler (Toad Hat, Yellow Toad Outfit)
•Luigi
•Mario
10,000Mushroom Kingdom U•Easy to Launch
•Low Gravity
•All fighters are easy to launch
•Timed battle
•Gravity is reduced
Ground Theme - New Super Mario Bros. UMario

Alternate costumes[edit]

Gallery[edit]

  • Mario and Rathalos artwork, as posted on the official Japanese Monster Hunter Twitter account.

  • Link, Kirby, Mario, and Cloud artwork, as posted by Tetsuya Nomura's official Twitter account.

  • Mario's fighter card.

  • Mario's grab animation on Onett.

  • Up Taunting on 3D Land.

  • Side Taunting in his Builder outfit on Wrecking Crew.

  • Using F.L.U.D.D. on Arena Ferox.

  • Mario's new Wedding and Builder costumes on Princess Peach's Castle.

  • Jumping in his Wedding costume with Peach on Skyworld.

  • Buried by Inkling's Splat Roller on Figure-8 Circuit.

  • Mario crouching near Isabelle on Tomodachi Life.

  • Mario using his Fireball on Isabelle on Skyworld.

  • With Olimar, Pac-Man, and Sonic on Gaur Plain.

  • With a giant Pikachu on Tortimer Island.

  • Taunting in his Waluigi-inspired costume with Wario on Big Blue.

  • Trapped in the Black Hole item by Palutena on Gaur Plain.

  • Getting buried by Donkey Kong's Headbutt on Gaur Plain.

  • With Young Link on Tomodachi Life.

  • With Donkey Kong, Link, Samus, Ice Climbers, Pit, Villager and Inkling on Battlefield.

  • With Kirby, Link, Inkling, Marth, Pit, Ridley and Villager on Battlefield.

  • With Peach and Bowser on Princess Peach's Castle.

  • Mario in Piranha Plant's victory pose.

Character Showcase Video[edit]

Trivia[edit]

Mario 'dies' in the bad ending.
  • The segment during the E3 2018 Nintendo Direct focusing on his new Builder suit features Mario knocking Squirtle off of a Pipe on Mushroomy Kingdom. This is likely a reference to the series' common Koopa Troopa enemies, which are also turtles.
  • In the E3 demo of the game, Mario's portrait, strangely, used his in-game model as opposed to the render made for him in the game. This was also the case with Link, Pikachu and Villager. This has since been fixed.
    • Coincidentally, all four of these characters were playable in the Super Smash Bros. for 3DS demo.
  • Mario's trailer is the only one that uses a background song with English lyrics; in this case, 'Jump Up, Super Star!', the main theme of Super Mario Odyssey.
    • Mario is also the only character to vocalize at all in their character trailers (shouting “oh yeah!”), whereas every other character's trailer has their voices muted.
    • Additionally, Mario and Yoshi are the only characters to vocalize in the 'Everyone Is Here!' trailer.
  • This is the first game where Mario no longer has his Wario-based alternate costume since the first game, and the first since Melee where Mario no longer has a Fire Flower-based alternate costume, possibly to make room for his Builder and Wedding Tuxedo-based outfits.
  • Coincidentally enough, five of his alternate costumes (besides his Builder and Wedding outfits, also his default, Golf, and Waluigi-based outfits) also appeared in Super Mario Odyssey. Dr. Mario (portrayed here as his own character) also appeared in Odyssey as well. Only his cyan/pink, white/black, and green/brown costumes do not appear in Odyssey.
  • Mario is the only character in World of Light that appears in every cutscene featuring the presence of a fighter, and is also the only character to appear in the bad ending where Dharkon emerges victorious.
    • Due to his presence in every cutscene, as well as his status as the first character unlocked in World of Light, Mario loosely fills the role of co-protagonist or deuteragonist in the mode. This reflects The Subspace Emissary, where Mario and Kirby were the first characters to be playable, with Mario being attacked and removed and Kirby being more prominent during the early portions of the mode.
  • Mario, Ken, and Bowser are the only characters that possess the Neutral typing when unlocking them in World of Light.
  • Mario and Chrom are the only characters to appear in another character's victory pose (in this case, Piranha Plant).
  • When KO'd by reaching 0 HP in Stamina Mode, Mario uses his heavy knockback scream rather than the standard KO scream. This also applies to Dr. Mario and Hero.
  • Looking underneath Mario's Wedding costume reveals a gap between his shirt and pants.[1]
  • Whenever Mario grabs onto an edge, his hat briefly shifts upward, revealing that his hair is missing and exposing a gap.
  • Mario is the only Mario character (sub-universes included) to face Giga Bowser as his final boss in his Classic Mode route.
    • In addition, both he and Captain Falcon are the only characters to face Giga Bowser as their final boss in Classic Mode. Coincidentally, both are Smash 64 veterans and have fire-based abilities.
    • Mario fights more playable opponents in his Classic Mode route than any other character, 23 in total, including Bowser before his transformation into Giga Bowser.
  • If Mario gets hit hard in the head, there's a chance his face will flatten. This is the same expression used whenever he gets Screen KO'd. This also happens with Dr. Mario.
  • Mario's official artwork is based on the sex kick in his neutral aerial.
  • With the addition of the Peachette Spirit, Mario is now one of the few characters who can appear in their default costume as a puppet in Spirit battles. The other ten are Mr. Game & Watch, Bowser Jr., Yoshi, Peach, Luigi, R.O.B., Inkling, Robin, Joker and Hero.
    • This is not counting Alph and female Corrin, who use their main colors in a few spirit battles, but themselves are alternate costumes.
  • Ultimate marks the first time since Melee in which Mario's official artwork depicts him smiling.

References[edit]


Fighters in Super Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Squirtle ·Ivysaur ·Charizard) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersBanjo & Kazooie ·Chrom ·Daisy ·Dark Samus ·Hero ·Incineroar ·Inkling ·Isabelle ·Joker ·Ken ·King K. Rool ·Piranha Plant ·Richter ·Ridley ·Simon
FightersMario (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Luigi (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Peach (SSBM ·SSBB ·SSB4 ·SSBU) ·Bowser (SSBM ·SSBB ·SSB4 ·SSBU) ·Dr. Mario (SSBM ·SSB4 ·SSBU) ·Rosalina & Luma (SSB4 ·SSBU) ·Bowser Jr. (SSB4 ·SSBU) (Koopalings) ·Daisy (SSBU) ·Piranha Plant (SSBU)
Assist TrophiesChain Chomp ·Flies & Hand ·Hammer Bro ·Lakitu and Spinies ·Thwomp ·Waluigi
BossesMetal Mario and Luigi ·Petey Piranha
StagesPeach's Castle ·Mushroom Kingdom (SSB) ·Princess Peach's Castle ·Rainbow Cruise ·Mushroom Kingdom (SSBM) ·Mushroom Kingdom II ·Delfino Plaza ·Mushroomy Kingdom ·Figure-8 Circuit ·Luigi's Mansion ·Mario Bros. ·3D Land ·Golden Plains ·Rainbow Road ·Paper Mario ·Mario Galaxy ·Mushroom Kingdom U ·Mario Circuit (SSB4) ·Super Mario Maker ·New Donk City Hall
Mushroom Kingdom (Adventure Mode)
ItemsBob-omb ·Fire Flower ·Green Shell ·Red Shell ·Super Star ·Bullet Bill ·Freezie ·Hothead ·Metal Box ·Poison Mushroom ·Super Mushroom ·Banana Peel ·Golden Hammer ·Lightning Bolt ·Boomerang ·Fire Bar ·POW Block ·Spiny Shell ·Super Leaf ·Grass ·Super Launch Star
EnemiesBanzai Bill ·Bill Blaster ·Bullet Bill ·Flame Chomp ·Goomba ·Giant Goomba ·Hammer Bro ·Koopa Paratroopa ·Koopa Troopa ·Lakitu ·Magikoopa ·Shy Guy ·Spike Top ·Shellcreeper ·Sidestepper
OtherBirdo ·Boo ·Cappy ·F.L.U.D.D. ·Geno ·Ghosts ·Gold Fighter ·Kamek ·Nabbit ·Pauline ·Pidgit ·Poltergust 5000 ·Shadow Mario ·Shellcreeper ·Shy Guy ·Sidestepper ·Toad ·Vegetable ·Warp Pipe
Trophies, Stickers and SpiritsTrophies (SSBM ·SSBB ·SSB4) ·Stickers ·Spirits
MusicBrawl (Mario Kart) ·SSB4 ·Ultimate (Mario Kart)
Related universesDonkey Kong ·Yoshi ·Wario ·Wrecking Crew

Super Mario Mushroom Kingdom

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