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Mario (SSB4)

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This article is about Mario's appearance in Super Smash Bros. 4. For the character in other contexts, see Mario.
Mario
in Super Smash Bros. 4
Mario
MarioSymbol.svg
Universe Mario
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Mario Finale
Mario's stock icon in Super Smash Bros. for Wii U.

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's voice is played by Charles Martinet who also is reprising his long-time role as Luigi and Wario, albeit seemingly with the same voice clips from Super Smash Bros. Brawl. [3]


Changes from Brawl

Mario seems to be buffed from Brawl to Smash 4. He appears to be quicker than in past games. His reach seems somewhat greater as well, with most of his attacks given a white streak to accompany their extended hitboxes, similar to the slash effect in Brawl.

  • Buff Some of his attacks, (Up smash, Forward aerial, Up aerial, Down tilt, Neutral attack, Forward tilt) have been sped up.
  • Buff Forward smash has a larger blast, making it have a larger hitbox
  • Buff Down smash has much stronger knockback.
    • Nerf However, it deals noticeably less damage.
  • Buff Mario has slightly increased air speed.
  • Buff F.L.U.D.D. has increased range.
  • Buff Down throw has drastically less base knockback, allowing it to combo into other moves more reliably at lower percentages.
  • Buff Back throw is slightly more powerful on both the throw and hitting bystanders. It has also been sped up a bit.
  • Buff Up smash and back aerial both deal slightly more damage.
    • Buff His back aerial also appears to have strengthened, and its ending lag has been noticeably reduced.
  • Buff Forward aerial has been strengthened, being even stronger than in Brawl. It also deals 2% more damage.
  • Buff Mario Finale does more damage than in Brawl.
    • Nerf It has less vertical range.
  • Nerf Forward throw, neutral attack, up aerial, up tilt, forward smash, and down throw deal less damage.
    • Buff However, his down throw and up aerial have been sped up.
  • Nerf Forward tilt deals less damage, and has a slightly shorter range.
  • Nerf Cape deals less damage when on the ground.
  • Change Mario now grabs with one hand as oppose to two.
  • Change Fireballs have higher falling speed.
  • Change Super Jump Punch appears to make a slightly higher-pitched ding on the last hit.
    • Nerf It deals slightly less damage.
  • Change Hitting with the cape now makes a sound effect akin to Mario spinning his cape in Super Mario World (but faster and higher-pitched).

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.

Moveset

Ground attacks

Normal

  • Neutral attack - Mario jabs with one fist, his other fist, and then finishes with a forward kick. Originates from Super Mario 64. 2%, 2%, then 4% damage.
  • Dash attack - Mario slides forward and kicks with both feet as done in Super Mario 64. 8% damage.
  • Forward tilt - Mario performs a spinning kick. 7% damage.
  • Up tilt - Mario performs a spinning uppercut from Super Mario RPG: Legend of the Seven Stars. 7% damage.
  • Down tilt - Mario sweeps with his leg low to the ground. 5% damage.

Smash Attacks

  • Forward smash - Mario thrusts his arm forward and produces a small blast of fire. It is larger than in previous installments. 16% uncharged, 20% fully charged.
  • Up smash - Mario performs a standard headbutt skyward. 15% uncharged, 19% fully charged.
  • Down smash - Mario performs a breakdance sweep that originated from Super Mario 64. 11% uncharged, 14% fully charged.

Aerial attacks

Grabs and throws

  • Forward throw - Mario spins his opponent around once and tosses the opponent forward. 7% damage.
  • Back throw - 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. 11% damage.
  • Up throw - Mario throws his opponent high into the air with both hands. 7% damage.
  • Down throw - Mario slams his opponent into the ground. 5% damage.

Special Moves

In Super Smash Bros. 4, special moves can be swapped out for different variants. All of Mario's special moves were revealed at the Super Smash Bros. Roundtable. These are Mario's special moves:

  • Neutral special - Fireball: Mario fires a weak, bouncy ball of flames is shot from his hand as a projectile.
    • Custom 1 - Fast Fireball: Mario quickly fires a ball of flame as if a shot from the Ray Gun. It does not bounce on the ground.
    • Custom 2 - Fire Orb: a slow but large orb of fire is launched from Mario's hand. 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 - Cape: Mario swings a defensive cape that reflect projectiles. It can also be used as a brief but continuously available recovery.
    • Custom 1: Shocking Cape: seemingly an offensive variant of Cape that shoots electrical damage.
    • Custom 2: Gust Cape: seemingly, Mario will shoot small gusts of wind from his cape. It is unknown whether it is offensive or defensive.
  • Up special - Super Jump Punch: Mario performs an upward punch that releases aesthetic coins from those it hits.
    • Custom 1: Super Jump: seemingly a recovery giving more distance than the standard Super Jump Punch, at the cost of not having a hitbox.
    • Custom 2: Explosive Punch: a much stronger recovery move that causes explosive fire damage instead of releasing star coins.
  • Down special - F.L.U.D.D.: 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.
    • Custom 1: Scalding F.L.U.D.D.: the jets of water fired now emit steam as well. It deals rapid fire damage that keeps the enemy in place. Only the first few hits of this move have been shown and it is unknown if it has any knockback or not.
    • Custom 2: High-Pressure F.L.U.D.D.: it is unknown how it will function, but the naming implies that the water will push back foes further than the normal F.L.U.D.D.
Special Move Basic Custom 1 Custom 2
Neutral Special Fireball Fast Fireball Fire Orb
Side Special Cape Shocking Cape Gust Cape
Up Special Super Jump Punch Super Jump Explosive Punch
Down Special F.L.U.D.D. Scalding F.L.U.D.D. High-Pressure F.L.U.D.D.
Final Smash Mario Finale - -

Final Smash

  • Mario Finale: Mario's final smash from Super Smash Bros. Brawl. He shoots a massive tornado of flames horizontally across the stage.

Taunts

  • 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

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

Victory Fanfare

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, his alter-ego, Dr. Mario, and Peach.

Palette Swaps

Gallery

Trivia

  • 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.

References