Mario (SSB4)

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SSB4 Icon.png
This article is about Mario's appearance in Super Smash Bros. 4. For the character in other contexts, see Mario.
in Super Smash Bros. 4
Universe Mario
Other Smash Bros. appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Mario Finale

Mario (マリオ, Mario) was confirmed to be a playable character in Super Smash Bros. 4 on June 11th, 2013 during the E3 2013 Nintendo Direct.[1] He was also one of the main subjects of the Developer's Direct for Smash Bros. later during E3 2013.[2] He will be among the first wave of amiibo figurines for Super Smash Bros. for Wii U. Mario is voiced by Charles Martinet, who also reprises his long-time role as Luigi, Wario, and Waluigi, albeit mostly with the same voice clips from Super Smash Bros. Brawl. [3]

Changes from Brawl[edit]

Mario has been significantly buffed from Brawl to Smash 4. He appears to be nimble and stronger than in past games, as well as being more capable of comboing and KOing. His reach seems somewhat greater as well.

  • Buff.png Mario has slightly increased air speed.
  • Buff.png Mario jumps higher.
  • Buff.png Many of his attacks have been sped up.
  • Buff.png Forward smash has a larger blast radius, giving it a larger hitbox.
  • Buff.png Down smash has much stronger knockback, to the point where it can KO at high percentages.
  • Nerf.png Down smash deals noticeably less damage.
  • Buff.png Forward aerial's speed, knockback, and damage have been increased.
  • Buff.png His back aerial appears to have strengthened, and its ending lag has been noticeably reduced.
  • Buff.png Back throw is slightly more powerful on both the throw and hitting bystanders. It has also been sped up a bit.
  • Buff.png Down throw has drastically less base knockback, allowing it to combo into other moves more reliably at lower percentages.
  • Buff.png F.L.U.D.D. has increased range.
  • Buff.png Mario Finale does more damage than in Brawl.
  • Nerf.png Mario Finale has less vertical range.
  • Nerf.png Cape deals less damage when on the ground.
  • Nerf.png Mario's means of approach with cape are hindered by the lack of Cape Gliding.
  • Buff.png Mario can dash over an edge and grab it right after flinging the cape if timed correctly.
  • Nerf.png Super Jump Punch deals slightly less damage.
  • Nerf.png Many of his attacks deal less damage.
  • Nerf.png Jab combo is weaker.
  • Nerf.png Forward tilt deals less damage, and has a slightly shorter range.
  • Buff.png The hits of Mario Tornado link to another drastically better than in Brawl. The final hit also deals significantly more knockback.
  • Notice.png Fireballs have higher falling speed.
  • Notice.png When a fireball hits a foe, the sound effect when an enemy is defeated in Super Mario Bros. plays.
  • Notice.png Mario now grabs with one hand as opposed to two.
  • Notice.png Hitting with the cape now makes a sound effect akin to Mario spinning his cape in Super Mario World (but faster and higher-pitched).
  • Notice.png Super Jump Punch makes a slightly higher-pitched ding on the last hit.
  • Notice.png The coins from the Super Jump Punch are now 3D and designed closer to the Star Coins from the New Super Mario Bros. series.
  • Notice.png After using or fully charging F.L.U.D.D., it doesn't stay on his back anymore.

Instead of the more realistic look he had in Brawl, Mario has a more cartoonish and sleeker look that's more like his appearances in the Mario games. His clothes are more brightly colored, and the seams in his overalls are much less accentuated. His proportions are more inline with recent 3D Mario games such as Super Mario Galaxy or Super Mario 3D Land. For example, his head is smaller than it was in Brawl to fit with these proportions.

Unlike in previous installments, Mario will now have his chest facing the foreground regardless of whether he's facing left or right.


  Name Damage Description
Neutral attack - 2.5% Mario jabs with one fist, his other fist, and then finishes with a forward kick. Originates from Super Mario 64.
Forward tilt 7% Mario performs a spinning kick.
Up tilt 5.5% Mario performs a spinning uppercut from Super Mario RPG: Legend of the Seven Stars.
Down tilt 5% (foot), 7% (body) Mario sweeps with his leg low to the ground.
Dash attack 8% (clean), 6% (late) Mario slides forward and kicks with both feet as done in Super Mario 64.
Forward smash - 17.85% (fire), 14.7% (arm) Mario thrusts his arm forward and produces a small blast of fire. It is larger than in previous installments.
17% (fire), 14% (arm)
17.51% (fire), 14.42% (arm)
Up smash 14% Mario performs a standard headbutt skyward.
Down smash 10% (front), 10% (back) Mario performs a breakdance sweep that originated from Super Mario 64.
Neutral aerial 8% (clean), 5% (late) Mario does a sex kick similar to a move from Super Mario 64.
Forward aerial 12% (early), 14% (clean), 10% (late) Mario punches forward and initiates a meteor smash upon impact.
Back aerial 10.5% (clean), 7% (late) Mario spins and kicks backward. It appears to be based on his original forward aerial from Super Smash Bros. for the Nintendo 64.
Up aerial 7% Mario performs a somersault and kicks backward.
Down aerial Mario Tornado 1% (hits 1-5), 5% (hit 6), 2% (landing) Mario spins with both both fists outward. It was one of Mario's special moves up until Super Smash Bros. Brawl.
Grab Mario's grab range is relatively short.
Pummel 3.25% Headbutts opponent.
Forward throw 8% Mario spins his opponent around once and tosses the opponent forward.
Back throw 11% A powerful throw that has Mario spinning the opponent several times and throwing the opponent in the opposite direction grabbed. Originates from Super Mario 64.
Up throw 7% Mario throws his opponent high into the air with both hands.
Down throw 5% Mario slams his opponent into the ground.
Floor attack (front) 7% Gets up then kicks behind him, then in front of him.
Floor attack (back) 7% Gets up then punches behind him, then in front of him.
Floor attack (trip) 5% Kicks behind him, then in front of him while getting up.
Edge attack 7%
Neutral special Default Fireball 5% (early), 4% (late) Mario fires a weak, bouncy ball of flames is shot from his hand as a projectile.
Custom 1 Fast Fireball 3% (early), 2.3% (mid), 1.5% (late) Mario quickly fires a ball of flame directly forward, akin to a shot from the Ray Gun. It does not bounce on the ground and inflicts no knockback.
Custom 2 Fire Orb 1.5% per hit A slow but large orb of fire is launched from Mario's hand in an arc. It will damage any opponent it hits in its predetermined path until it fades away, because unlike the other two variants of Fireball it does not disappear upon impact.
Side special Default Cape 7% Mario swings a defensive cape that reflects projectiles and enemies. It can also be used as a brief but continuously available recovery.
Custom 1 Shocking Cape 11.2% An offensive variant of Cape that shoots electricity. It cannot be used to reflect projectiles, although it can destroy them on contact.
Custom 2 Gust Cape 5% Mario shoots a small gust of wind from his cape, pushing his opponent back in addition to turning them around.
Up special Default Super Jump Punch 5% (hit 1), 1% (hits 2-5), 3% (hit 6) Mario performs an upward punch that releases aesthetic coins from those it hits.
Custom 1 Super Jump 0% A recovery giving more distance than the standard Super Jump Punch, at the cost of not having a hitbox.
Custom 2 Explosive Punch 8% (hit 1), 13% (hit 2) A much stronger recovery move that causes explosive fire damage instead of releasing star coins. However, it covers far less distance than the standard Super Jump Punch.
Down special Default F.L.U.D.D. 0% Mario pulls out F.L.U.D.D. from Super Mario Sunshine, which will blast jets of water to push back opponents, but not damage them. Mario can now change the angle of the stream.
Custom 1 Scalding F.L.U.D.D. 1.2% per hit The jets of water fired now emit steam as well. It deals rapid fire damage that keep the enemy in place rather than pushing them back.
Custom 2 High-Pressure F.L.U.D.D. 0% The water will push back foes further than the normal F.L.U.D.D. and does so with more force, but has a slower charging time.
Final Smash Mario Finale 3% (bigger fireball), 2% (smaller fireball) Mario's final smash from Super Smash Bros. Brawl. He shoots a massive tornado of flames horizontally across the stage.


  • Transforms into Super Mario as if he obtained a Super Mushroom. He immediately shrinks back to normal size afterwards. Based upon Super Mario Bros.
  • Takes off his hat, twirls around, and says "woo hoo!" He then puts his hat back on. It may be based upon New Super Mario Bros., where he does the same pose after reaching the top of a level's flag.
  • Spins in the air and falls to the ground with his legs in the air. It is based on the dying animation from Donkey Kong.

On-Screen Appearance[edit]

A green Warp Pipe appears. Mario leaps out in an iconic pose and shouts "Let's-a go!".[4]

Victory Fanfare[edit]

A flourished remix directly from Brawl based on the sound clip that would play when Mario reaches the end of a level in Super Mario Bros. It is shared with Luigi, Dr. Mario, and Peach.


Mario's regular trophy can be obtained by completing Classic Mode with him and his alternative trophy can be obtained by completing All-Star mode with him in Super Smash Bros. for Nintendo 3DS.


North America 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!"
Europe It's-a him! Maaario! Whether he's wearing one of his special outfits or just his normal blue dungarees, this running, jumping, Bowser-bashing, princess-saving hero is an all-round superstar. And in this game, he's got enough tricks up his sleeve to deal with anything. If you don't know which fighter to pick, Mario's a solid choice.
Appears In
NES: Donkey Kong Classics 09/1988
NES: Super Mario Bros. 10/1985

Mario (Alt.)

North America 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!
Europe Mario's Super Jump Punch takes you high into the air, and if you catch an opponent with it, they'll go up with you. Try to hit them at the very start of the move to do the most damage. His default side special, Cape, can flip fighters around. If you're really crafty, you can even use it to keep someone from getting back on the stage!
Appears In
NES: Donkey Kong Classics 09/1988
NES: Super Mario Bros. 10/1985

Update history[edit]

SSB4-3 Icon.png 1.0.4

  • Nerf.png Changed up tilt's damage from 6.3% to 5.5%.

Alternate costumes[edit]

Mario Palette (SSB4).png
MarioHeadSSB4-3.png MarioHeadWhiteSSB4-3.png MarioHeadBlueSSB4-3.png MarioHeadYellowSSB4-3.png MarioHeadBlackSSB4-3.png MarioHeadGreenSSB4-3.png MarioHeadStripedSSB4-3.png MarioHeadPurpleSSB4-3.png



  • Based on hitbox data, the Super Jump Punch making a different sound on the final hit seems to have been intended to be in all three previous games.
  • Mario is one of the four characters to lose a costume that appeared in every game prior to SSB4 along with Link, Jigglypuff and Pikachu. In Mario's case, he lost his blue costume.