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{{Infobox Character
{{Infobox Character
|name = Mario
|name = Mario
|image = [[File:Chris Pratt (SSBM).jpg]]
|image = [[File:Mario SSBM.jpg]]
|symbol = preBrawl
|symbol = preBrawl
|game = SSBM
|game = SSBM
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|rankingPAL = 15
|rankingPAL = 15
}}
}}
'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') returns as the most bog-standard [[starter character|starter]] character in ''[[Super Smash Bros. Melee]]'' that could ever have been conceived. He was announced at [[E3]] 2001. He also has a [[clone]], {{SSBM|Dr. Mario}}, who is a superior character by almost every metric and should be played instead unless you enjoy suffering.
'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') returns as a [[starter character|starter]] character in ''[[Super Smash Bros. Melee]]''. He was announced at [[E3]] 2001. He also has a [[clone]], {{SSBM|Dr. Mario}}, with whom he shares a lot of attributes and special moves.


Mario is portrayed by [https://en.wikipedia.org/wiki/Chris_Pratt Chris Pratt], albeit via recycled voice clips from Chris Pratt's other movies.
Charles Martinet reprises his role as Mario, albeit via recycled voice clips from ''{{s|mariowiki|Super Mario 64}}''.


Mario is ranked 15th out of 26 on the current tier list, placing him in the C+ tier. This is very similar to his previous ranking in the original ''[[Super Smash Bros.]]'' arcade game, where he is ranked 7th out of 12. Overall, he adjusted his placement on the tier list as much as Chris Pratt adjusted his natural voice to portray Mario. He remains a well-rounded character with average attributes across the board: passable comboing ability, okay throws, a serviceable projectile in [[Fireball]], and decent edgeguarding, especially with his [[Cape]], which can "easily and efficiently" gimp opponents who haven't faced Mario since the early 2000's and have no idea that it was part of his moveset. But unlike in the movie industry, being average in everything won't cut it in ''Super Smash Bros. Melee'' for the Nintendo GameCube. Mario simply doesn't have the X-factor needed to stand out in a cast filled with top-tier talent. Most notably, he doesn't have a truly reliable finisher or recovery and has about the same amount of range as his voice actor, leaving him vulnerable to being gimped or zoned out by characters like {{SSBM|Marth}}. He is also outclassed by his clone {{SSBM|Dr. Mario}} and brother {{SSBM|Luigi}}, who actually have solid playerbases and don't induce spectators to fall asleep watching them. Overall, Mario has average matchups in tournament play; he can spend hours stomping low-tiered characters such as [[Bowser (SSBM)|Koopa]], but competitive players will unfortunately have to spend years of their life even coming up with a plan to beat the actually good characters as him.
Mario is ranked 15th out of 26 on the current tier list, placing him in the C+ tier. This is very similar to his previous ranking in ''Smash 64'', where he is ranked 7th out of 12. It also puts him three places lower than his younger brother {{SSBM|Luigi}} at 12th place and two places lower than his clone {{SSBM|Dr. Mario}}. Like in ''Smash 64'', Mario acts as a well-rounded character, with average attributes across the board. He has above average comboing ability due to the somewhat low knockback and the angles at which his moves tend to send on, and a very versatile grab game: his powerful back throw can KO most opponents with ease and [[gimp]] some recoveries, while his up and down throws can [[chain-grab]]. Mario also has a solid [[edge-guarding]] game, with a solid projectile in his [[Fireball]], and his [[Cape]] which can easily and efficiently gimp almost every other character's recovery. Mario, however, lacks a reliable finisher, with many moves with aforementioned low knockback with the exception of his forward and down smash. His recovery is also predictable and short, though he can extend it, which leaves him vulnerable to being gimped by characters such as {{SSBM|Jigglypuff}}. His mediocre range also leaves him with trouble against characters with disjointed hitboxes such as {{SSBM|Marth}}.
 
Overall, Mario has average matchups in tournament play, with favorable matchups against most lower tiered characters though having disadvantageous matchups against higher tiered characters, especially against those who can either gimp or outrange him.


==Attributes==
==Attributes==
[[File:Mario's Recovery Options.gif|thumb|Mario abusing [[TAS]] to recover onto the stage.]]
[[File:Mario's Recovery Options.gif|thumb|Mario using his various recovery options to recover onto the stage. This is a [[TAS]] clip from ''[[Perfect Control]]''.]]
If it was your lifelong dream to become Mario in ''Smash'', then we're sorry to disappoint you, unless you wanted to play the most boring character of all time in a game where you can kill your opponents with giant sword swings and electrified knees. In terms of [[weight]], [[falling speed]], [[air speed]], size, and [[dash]] speed, Mario fails to stand out at all, being decidedly average in everything. That is, unless you share {{Sm|MagicScrumpy}}'s garbage balancing philosophy where he thought that everyone in ''Melee'' should be balanced around Mario... before eventually deciding to ragequit and steal [[Melee: SD Remix]]'s characters instead. An unforgivable action, of course, but an understandable one, given that even he was driven insane trying to make everyone in ''Melee'' as monotonous as Mario.
As a character, Mario falls under the archetype of being of an all-rounder character, with no particularly strong or weak traits; indeed, in terms of [[weight]], [[falling speed]], [[air speed]], size, and [[dash]] speed, Mario tends to fall in the middle of these attributes.


One of Mario's strengths is unfortunately his rather decent combos; he has plenty of low-lag and low-knockback tilts and aerials that he can string together. While mildly effective, they unfortunately have the dubious distinction of being some of the blandest-looking combos among the entire cast, having absolutely no cool visuals whatsoever besides a flame effect on his [[forward smash]] sweetspot that you're probably not going to hit against a real opponent. You could do a Mario combo that no one has ever seen before, and it could be the most technical combo that the character has ever used, and your region's {{SSBM|Captain Falcon}} tryhard will still hype up your local laundromat more than you ever will when he takes your last stock with yet another stomp to [[knee]], leaving you questioning why you decided to pick this game up in the first place.
One of Mario's strengths is his rather good combo ability. While not having an extremely high air or falling speed, Mario can easily and efficiently combo most other characters in the air; Mario has plenty of low lag and low knockback aerials, and the addition of a long [[wavedash]] and fast ground attacks give Mario plenty of combo potential. Mario also has a good [[SHFFL]].


Mario is also pretty good at edgeguarding, but most of his options, predictably, aren't flashy. Nice projectile in [[Fireball]]. Nice lingering [[neutral aerial]]. Nice [[back aerial|back air]]. Wonder where we've seen all that before? The one saving grace in Mario's edgeguarding kit is his [[Cape]], which is absolutely hilarious in many different ways. It is hilarious in execution because reversing the direction of your opponent's recovery without even a hitsound and watching them awkwardly and helplessly fall to their doom is peak comedy, and possibly the biggest middle finger you could ever give to a recovering opponent. It is also conceptually hilarious because you would think that Mario would use his cape feather power to actually fly for his recovery and make it not horrible, but he uses it to troll his opponents instead, truly the apex of sportsmanship from Nintendo's mascot and most honorable combatant.
Mario also has an above average approach. Despite an only average air speed and dashing speed, Mario still has good options for getting closer to opponents. His Fireballs have good range and can disrupt opponents at a distance; differing terrains such as slopes and platforms can also give the Fireball many options. Mario, due to his average attributes in traction and falling speed, has a rather long and floaty wavedash; coupled with decently ranged smash attacks, Mario has good wavesmashing abilities.


The last of Mario's decidedly above-average traits is his grab game. His down throw is the bane of all {{SSBM|Pikachu}} mains everywhere who thought they were the ones in control of matchup knowledge in your match, being able to execute a chaingrab that is somehow even more of a snoozefest than {{SSBM|Sheik}}'s chaingrab into a likely KO. His up throw can also chaingrab {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Captain Falcon}}, but good luck actually getting that grab or consistently killing them off it. This is particularly notable because these instances will also be most of your clips in your overedited Mario combo video, so there will be more pressure on you not to screw it up lest you lose 15 precious seconds of ad revenue on your montage.
Mario is also a surprisingly good edgeguarder. He has a [[meteor smash]] in his forward aerial, albeit it having high [[startup]] and [[ending lag]] and not being too powerful, and his back aerial sends opponents on a decent angle for edgeguarding. Mario's Fireballs can also [[gimp]] recoveries; its low knockback makes it effective in the regard. Most notably, however, Mario has what is likely the absolute best edgeguarding weapon in all the game: his [[Cape]]. When used, it can effectively and quickly gimp almost every recovery in the game; it's especially useful against linear recoveries, such as Fox's [[Fire Fox]] or Luigi's [[Green Missile]].


Mario, however, suffers from serious KOing problems, with a dearth of powerful or reliable finishers outside of his smash attacks. His '''[[forward aerial]]''' can be meteor canceled in ''Melee'' (because isn't instant [[meteor cancel]] such a fun mechanic) and has exorbitant ending lag, making it high-risk for low reward. His other moves don't quite hit the mark, either- it's very telling that his best kill setup against [[floaty]] characters is down throw to ''neutral aerial''. Most of Mario's KOs will come from routine, boring edgeguards where he clips some poor Fox or gets some random [[sidestep|spot dodge]] to down smash at 150%.
Mario also has a surprisingly good grab game. Despite a rather poor grab range, Mario's throws are notable for their versatility; his forward and back throws can easily set up gimp KOs, especially the latter, while his up and down throws can act as combo starters, as well as very effective chain grabs: Mario's up throw can chain grab fast fallers such as {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Captain Falcon}}, while his down throw can chain grab heavy characters, as well as being able to chain grab {{SSBM|Pikachu}} and {{SSBM|Pichu}} up to high percents, if not to a KO.


Mario's approaching game is also below-average, contrary to what early 2010's SmashWiki editors would want you to believe. The truth of the matter is that Mario's "average-at-everything" attributes, especially his lackluster range, make it a complete pain to get in on opponents, particularly the higher-tiered characters, and there are no two ways about it. In fact, the previous description on this page read exactly like a high schooler in English class who didn't do any actual research to justify their statement "Mario also has an above average approach" and just made up complete BS when asked to articulate their point of view by talking about bouncing fireballs. One might even come to believe that Chris Pratt himself contributed to this article with how similar his mannerisms were during the Mario movie teaser with Jack Black.
However, Mario suffers from some KOing problems. He lacks particularly powerful or reliable finishers; while his forward smash has good range, coupled with a very visible and easy to land sweetspot, his other smashes are rather short ranged. Additionally, while Mario's back throw is strong, it requires grabbing the opponent first; this can be a challenge, due to Mario's poor grab range. Mario's single meteor smash is also rather unwieldy and risky to use.


Mario also suffers from a below average recovery due to his refusal to actually use his [[Cape]] to fly, but rather only awkwardly stall him in the air for a split second. Super Jump Punch is probably Mario's most awkward- and pathetic-looking move, covering very little distance and being prone to interruption, while [[Mario Tornado]] can only grant vertical distance if you are a literal god of button mashing. He can wall jump to improve his recovery on certain stages such as [[Fountain of Dreams]], but the opponent will likely see this coming from a mile away and simply edgehog Mario without a second thought.
Mario also suffers from a below average recovery. Super Jump Punch only grants average to slightly below average horizontal and vertical distance, while [[Mario Tornado]] can only grant vertical distance if the B button is tapped quickly. Mario, however, does have some options to improve his recovery; Mario's Cape can allow him to recover from the sides, and he has the ability to wall-jump, which can act as a help on stages such as Final Destination.


Overall, Mario is just ok, I guess. But "okay" doesn't make you a good character in ''Melee'', and "okay" is not what people come to ''Melee'' for. While spectators and pro players alike worldwide will bask in the electrifying energy of a supermajor Top 8, embracing the obscenely high level of skill, mindgames, movement, and overall quality of play on display, all leading up to that decisive moment where the last player standing is crowned, ''Melee'' Mario and his playerbase of 10 smashers will forevermore continue to bore the world while not even placing consistently in their region.
Overall, Mario could be considered a poor-man's version of Marth. While both characters have great combo ability and a similar recovery, Marth has a much easier time finishing off opponents as well as having longer range in his attacks and his grab range making it much easier for Marth to chain-grab fast-fallers compared to Mario.


==Changes from ''[[Super Smash Bros.]]''==
==Changes from ''[[Super Smash Bros.]]''==
Mario's dream to become a more competitively viable character in ''Melee'' faced one critical challenge. And that is, he had to contend against his diabolical enemy, which was not actually anyone else on the cast, but rather the development team of ''Melee'' as a whole. He could not have been adjusted by a more perfect combination of [[buff]]s and [[nerf]]s from the supremely talented [[Masahiro Sakurai]], who ensured that despite all the changes made to Mario, he would still end up with around the same viability and be the most boring, middle-of-the-road character in the entire game. In a way, he and his voice actor share the same fate, because no matter how much fancy makeup and effects Hollywood puts on Chris Pratt, everyone watching knows it's literally just the same him.
When making the transition from ''Smash 64'' to ''Melee'', Mario got a mix of [[buff]]s and [[nerf]]s, but was neither strongly buffed or [[nerf]]ed. Mario is faster on the ground and he greatly benefits from the introduction of [[air dodging]] giving him a solid [[wavedash]] which makes his grounded movement much more solid overall. The speed of Mario's attacks has been considerably improved as most of his attacks have decreased ending lag and a decent amount of them have decreased startup lag as well, and his new forward smash, a palm thrust that emits a fiery blast, has more range and is more reliable due to the addition of a sweetspot located on the explosion. His edgeguarding has also considerably improved as his back aerial is considerably faster and his up aerial has been retooled to give it more edgeguarding potential. His new side special [[Cape]] also gives him a new powerful edgeguarding tool as well as an extra tool for recovering.


Mario's adjustments overall made him a "faster but weaker" character. He gained a solid [[wavedash]] from the introduction of [[air dodging]], which helped his grounded movement, and most of his moves have less startup and ending lag. Due to this, and the introduction of [[Cape]] to his moveset, Mario's off-stage game now actually resembles some sort of functionality. On the other hand, he lost a significant amount of power, with some of his moves even gaining notable sourspots that make his KOing ability more inconsistent. It certainly didn't help that he gained a new [[meteor smash]] that replaced a previous move in the only game where meteor smashes are wildly inconsistent, but I guess they really liked the animation and just didn't bother to fix Mario's after making Dr. Mario's version actually good.
As for his nerfs, Mario's damage output has been decreased and his KO power has been considerably decreased as many of his previous KO moves have been greatly weakened making it far more difficult for Mario to KO his opponents. In particular, his new forward aerial, while now capable of meteor smashing and losing its sourspot, is much slower and weaker and has less range. His strongest KO moves (his forward and down smashes) while faster now have sourspots making them more difficult to use effectively. While Mario has a few new options to recover such as his cape and [[wall jump]], his recovery is overall worse (especially when relative to the cast) as his air speed is slower, he falls faster, his fireballs are smaller making them a worse option to wall out opponents while recovering and his [[Super Jump Punch]] travels less distance making him easier to edgeguard.
 
Overall, Mario is largely a much weaker character as his damage output is lower, his combo game is weaker in some aspects and many of his previous KO moves can no longer KO under 90-120%. In exchange, his attacks are much faster and his grounded movement has been improved especially due to the introduction of wavedashing. Mario remains in a similar spot on Melee's tier list and he overall struggles against higher tiered characters limiting his success in competitive play.


This is all a shame, because {{SSBM|Luigi}} was also in ''Smash 64'' and they gave him almost everything he needed to not only succeed but stand out as a character as a whole. Why they failed to do that with Mario is completely unknown, but given what Sakurai did to his own creation {{SSBM|Kirby}}, one can't help but imagine that the soccer enthusiast just takes some sort of sadistic glee in selectively making characters miserable.
===Aesthetics===
===Aesthetics===
*{{change|The higher quality of the [[Nintendo GameCube]] console allows for a more detailed appearance of Mario. His physique looks much more similar to its official art, while his red cap and shirt are slightly darker and the seams on his overalls are more accentuated.}} He also has a slightly darker skin tone, and his hair and shoes are a much darker brown color.
*{{change|The graphical upgrades of the [[Nintendo GameCube]] allow for a more detailed appearance of Mario. His physique looks much more similar to its official art, while his red cap and shirt are slightly darker and the seams on his overalls are more accentuated.}} He also has a slightly darker skin tone, and his hair and shoes are a much darker brown color.
*{{change|Mario's green alternate costume from ''Smash 64'' is now accessible through normal battles instead of just Team Battles.}}
*{{change|Mario's green alternate costume from ''Smash 64'' is now accessible through normal battles instead of just Team Battles.}}
*{{change|Mario gains a new [[victory pose]]: he makes a fire and when the fire disappears, Mario strikes a pose. It replacing his hopping victory pose in ''Smash 64''.}}
*{{change|Mario gains a new [[victory pose]]: he makes a fire and when the fire disappears, Mario strikes a pose. It replaces his hopping victory pose in ''Smash 64''.}}


===Attributes===
===Attributes===
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*{{nerf|Mario's [[jumpsquat]] is longer (3 frames → 4).}}
*{{nerf|Mario's [[jumpsquat]] is longer (3 frames → 4).}}
*{{nerf|Mario's [[air speed]] is slower (1 (30) → 0.86 (NTSC) / 0.83 (PAL)).}}
*{{nerf|Mario's [[air speed]] is slower (1 (30) → 0.86 (NTSC) / 0.83 (PAL)).}}
*{{nerf|Mario's [[air acceleration]] is lower (0.0667 (2) → 0.045), although no longer being the slowest.}}
*{{nerf|Mario's [[air acceleration]] is lower (0.0667 (2) → 0.045), though it's no longer the slowest in the game.}}
*{{nerf|Mario [[jump]]s extremely lower (45.33 (1360) → 29), going from the 6th highest out of 12 characters to the 4th lowest out of 26.}}
*{{nerf|Mario's [[jump]] height is extremely lower (45.33 (1360) → 29), going from the 6th highest out of 12 characters to the 4th lowest out of 26.}}
**{{change|Mario's [[short hop]] is also extremely lower (26.6067 (798.2) → 11.025), improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials and performing two aerials in a short hop.}}
**{{change|Mario's [[short hop]] is also drastically lower (26.6067 (798.2) → 11.025). This improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials and performing two aerials in a short hop.}}
*{{change|Mario's [[gravity]] is higher (0.08 (2.4) → 0.095).}}
*{{change|Mario's [[gravity]] is higher (0.08 (2.4) → 0.095).}}
*{{change|Mario [[falling speed|falls]] faster (1.467 (44) → 1.7), improving his vertical endurance but making him easier to combo.}}
*{{change|Mario [[falling speed|falls]] faster (1.467 (44) → 1.7), improving his vertical endurance but making him more susceptible to combos.}}
**{{nerf|However, Mario's [[fast fall]]ing speed is slightly slower (2.333 (70) → 2.3). The difference between his falling speed and fast falling speed is much lower (increase: 59.1% → 39.3%), which makes it more predictable when landing and gives him fewer options in the air.}}
**{{nerf|However, Mario's [[fast fall]]ing speed is slightly slower (2.333 (70) → 2.3). The difference between his falling speed and fast falling speed is much lower (increase: 59.1% → 39.3%), which makes it more predictable when landing and gives him fewer options in the air.}}
*{{nerf|In the PAL version only, Mario is [[weight|lighter]] (100 (1) → 98).}}
*{{nerf|Exclusively to the PAL version, Mario's [[weight]] is lower (100 (1) → 98).}}
*{{buff|Mario can now [[wall jump]], aiding his recovery.}}
*{{buff|Mario now has the ability to [[wall jump]], improving his recovery.}}
*{{buff|The introduction of [[air dodging]] benefits Mario as he can now [[wavedash]]. His wavedash is overall solid due to his short jumpsquat/average traction; improving his movement options.}}
*{{buff|The introduction of [[air dodging]] benefits Mario overall as he can now [[wavedash]]. His wavedash is overall solid due to his short jumpsquat/average traction; improving his movement options.}}


===Ground attacks===
===Ground attacks===
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**{{buff|Fireballs travel faster.}}
**{{buff|Fireballs travel faster.}}
**{{change|Fireballs can only bounce two times instead of three although it still covers the same amount of distance when used on the ground.}}
**{{change|Fireballs can only bounce two times instead of three although it still covers the same amount of distance when used on the ground.}}
**{{nerf|Fireballs are smaller.}}
**{{nerf|Fireballs are smaller, reducing their hitbox.}}
**{{nerf|Fireballs have a much shorter maximum duration (frames 16-154 → 14-88).}}
**{{nerf|Fireballs have a much shorter maximum duration (frames 16-154 → 14-88).}}
***{{nerf|These changes combined with Mario's faster falling speed significantly hinders their use as an offensive recovery option.}}
***{{nerf|These changes combined with Mario's faster falling speed greatly hinders the moves use as an offensive recovery tool.}}
**{{nerf|Fireballs deal less damage (7% → 6%) and have decreased base knockback (10 → 5).}}
**{{nerf|Fireballs deal less damage (7% → 6%) and have decreased base knockback (10 → 5).}}
*[[Cape]]:
*[[Cape]]:
**{{change|As with all returning veterans, Mario now has a side special; a Cape based on the cape feather power-up in [[Super Mario World]]. It can reflect projectiles as well as reverse an opponent's direction if it hits them. It also gives Mario a slight boost when used in the air. This gives Mario an option to deal with projectiles; as well as an additional edgeguarding and recovery option.}}
**{{change|As with all returning veterans, Mario now has a side special; Cape. It is based on the cape feather power-up in [[Super Mario World]]. It can reflect projectiles as well as reverse an opponent's direction if it hits them. It also gives Mario a slight boost when used in the air. This gives Mario an option to deal with projectiles; as well as an additional edgeguarding and recovery option.}}
*[[Super Jump Punch]]:
*[[Super Jump Punch]]:
**{{buff|Super Jump Punch can now be cancelled with a wall jump near the apex of the move, aiding Mario's recovery if he is near a wall.}}
**{{buff|Super Jump Punch can now be cancelled with a wall jump near the apex of the move, aiding Mario's recovery if he is close to a wall.}}
**{{nerf|It deals slightly less damage (16% → 15%).}}
**{{nerf|It deals slightly less damage (16% → 15%).}}
**{{nerf|It has more startup lag (frame 2 → 3).}}
**{{nerf|It has more startup lag (frame 2 → 3).}}
***{{nerf|Its intangibility also has more startup lag (frame 2 → 3).}}
***{{nerf|Its intangibility also has more startup lag (frame 2 → 3).}}
**{{nerf|It has more landing lag (25 frames → 30).}}
**{{nerf|It has more landing lag (25 frames → 30).}}
**{{nerf|Its gains much less distance, worsening its recovery potential.}}
**{{nerf|It grants Mario noticeably less distance, worsening its recovery potential.}}
**{{change|The first hit has increased set knockback (110 → 130).}}
**{{change|The first hit has increased set knockback (110 → 130).}}
**{{change|Hits 2-5 have increased set knockback (100 → 110/150).}}
**{{change|Hits 2-5 have increased set knockback (100 → 110/150).}}
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**{{change|The 7th hit's angle has been altered (180° → 100°).}}
**{{change|The 7th hit's angle has been altered (180° → 100°).}}
**{{change|The final hit's angle has been altered (90° → 80°).}}
**{{change|The final hit's angle has been altered (90° → 80°).}}
**{{nerf|It has much more startup lag (frame 1 → 8), greatly hindering its utility.}}
**{{nerf|It has significantly more startup lag (frame 1 → 8), greatly hindering its utility.}}
***{{nerf|In addition to this, the first hit has altered knockback (70 (base), 1 (set) → 0/40) which as a result, prevents it from causing hitstun.}}
***{{nerf|In addition to this, the first hit has altered knockback (70 (base), 1 (set) → 0/40). As a result, it prevents it from causing hitstun.}}
**{{nerf|Due to hitting up to 8 times instead of 14:}}
**{{nerf|Due to hitting up to only 8 times instead of 14:}}
***{{nerf|Its maximum damage potential is slightly lower (14% → 13% (ground)/11% (air)).}}
***{{nerf|Its maximum damage potential is slightly lower (14% → 13% (ground)/11% (air)).}}
***{{nerf|It has a much shorter duration (frames 1-4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40, 43-44 → 8-9, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28, 38-39).}}
***{{nerf|It has a much shorter duration (frames 1-4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40, 43-44 → 8-9, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28, 38-39).}}
**{{nerf|The aerial version's final hit can no longer meteor smash opponents, significantly hindering its edgeguarding potential.}}
**{{nerf|The aerial version's final hit can no longer meteor smash opponents, significantly hindering its edgeguarding potential.}}
**{{nerf|There is now a small delay before the last hit, allowing foes to escape the attack more easily.}}
**{{nerf|There is now a small delay before the last hit, allowing foes to escape the attack more easily.}}
**{{nerf|Mario's faster falling speed and gravity hinders the move's use as a recovery tool.}}
**{{nerf|Mario's faster falling speed and gravity makes the move less effective as a recovery tool.}}
***{{nerf|Due to these changes, the move is now considered nearly useless outside of recovering, and as a situational vertical launcher.}}
***{{nerf|Due to these changes, the move is now considered to be nearly useless besides for recovering, and as a situational vertical launcher.}}


==Version history==
==Version history==
Mario was nerfed in the [[PAL]] version of ''Melee'' for some absolutely insane reason that we at SmashWiki cannot even ''begin'' to comprehend.
Mario was nerfed in the [[PAL]] version of ''Melee'' although due to many characters ranked above him being nerfed, his viability remains similar overall.


'''NTSC 1.01'''
'''NTSC 1.01'''
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|game=SSBM
|game=SSBM
|neutralcount=3
|neutralcount=3
|neutralname= 
|neutralname=Left Jab ({{ja|左ジャブ|Hidari Jabu}}) / Right Cross ({{ja|右クロス|Migi Kurosu}}) / Toe Kick ({{ja|トーキック|Tō Kikku}})
|neutraldesc=Punches twice, then kicks upward. Originates from Mario's standard combo in ''[[Super Mario 64]]''.
|neutraldesc=Punches twice, then kicks upward. Originates from Mario's standard combo in ''[[Super Mario 64]]''.
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=5%
|neutral3dmg=5%
|ftiltname= 
|ftiltname=Plumber Kick ({{ja|配管工キック|Haikan-Kō Kikku}})
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=10%
|ftiltupdmg=10%
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|ftiltdowndmg=8%
|ftiltdowndmg=8%
|ftiltdesc=Does a back spinning kick with his right leg. It comes out fast and is useful for spacing, but has low knockback. Can be angled.
|ftiltdesc=Does a back spinning kick with his right leg. It comes out fast and is useful for spacing, but has low knockback. Can be angled.
|utiltname= 
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltdmg=8%
|utiltdmg=8%
|utiltdesc=Does a spinning uppercut. It's an effective juggler and combo starter at low percentages, and can KO at very high percentages. It is based on the Mega Glove combo in ''{{s|mariowiki|Super Mario RPG}}''.
|utiltdesc=Does a spinning uppercut. It's an effective juggler and combo starter at low percentages, and can KO at very high percentages. It is based on the Mega Glove combo in ''{{s|mariowiki|Super Mario RPG}}''.
|dtiltname= 
|dtiltname=Leg Sweep ({{ja|レッグスイープ|Reggu Suīpu}})
|dtiltdmg=8% (foot), 9% (leg)
|dtiltdmg=8% (foot), 9% (leg)
|dtiltdesc=Does a legsweep. The move itself deals very low knockback, and is only useful at high percentages.
|dtiltdesc=Does a legsweep. The move itself deals very low knockback, and is only useful at high percentages.
|dashname= 
|dashname=Slide ({{ja|滑り台|Suberidai}})
|dashdmg=9% (clean), 7% (late)
|dashdmg=9% (clean), 7% (late)
|dashdesc=Does a baseball slide, which knocks the opponent behind Mario. Very similar animation to Mario's dashing attack from ''Super Mario 64''.
|dashdesc=Does a baseball slide, which knocks the opponent behind Mario. Very similar animation to Mario's dashing attack from ''Super Mario 64''.
|fsmashname= 
|fsmashname=Fire Glove ({{ja|ファイアーグローブ|Faiā Gurōbu}})
|fsmashangles=3
|fsmashangles=3
|fsmashupdmg={{ChargedSmashDmgSSBM|19}} (fire), {{ChargedSmashDmgSSBM|15}} (arm)
|fsmashupdmg={{ChargedSmashDmgSSBM|19}} (fire), {{ChargedSmashDmgSSBM|15}} (arm)
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|fsmashdowndmg={{ChargedSmashDmgSSBM|17}} (fire), {{ChargedSmashDmgSSBM|13}} (arm)
|fsmashdowndmg={{ChargedSmashDmgSSBM|17}} (fire), {{ChargedSmashDmgSSBM|13}} (arm)
|fsmashdesc=Launches a blast of fire from his palm. Its sweetspot is the fire blast and has [[Priority#Transcendent_priority|transcendental priority]], and the sourspot is at Mario's arm. When sweetspotted, it has high knockback,KOing at around 70% when fully charged. Average strength compared to other forward smashes, being the 13th strongest in terms of knockback. Can be angled.
|fsmashdesc=Launches a blast of fire from his palm. Its sweetspot is the fire blast and has [[Priority#Transcendent_priority|transcendental priority]], and the sourspot is at Mario's arm. When sweetspotted, it has high knockback,KOing at around 70% when fully charged. Average strength compared to other forward smashes, being the 13th strongest in terms of knockback. Can be angled.
|usmashname=Lead Headbutt
|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashdmg={{ChargedSmashDmgSSBM|15}}
|usmashdmg={{ChargedSmashDmgSSBM|15}}
|usmashdesc=Headbutts upward. A fast, strong move with more range behind Mario than in front. Mario's head is intangible while the hitboxes are active.
|usmashdesc=Headbutts upward. A fast, strong move with more range behind Mario than in front. Mario's head is intangible while the hitboxes are active.
|dsmashname= 
|dsmashname=Breakdance Sweep ({{ja|ブレイクダンス スイープ|Bureikudansu Suīpu}})
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|10}} (back feet), {{ChargedSmashDmgSSBM|12}} (back legs)
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|10}} (back feet), {{ChargedSmashDmgSSBM|12}} (back legs)
|dsmashdesc=Performs a breakdancing sweep kick. Extremely fast, one of Mario's stronger moves. This is based off Mario's crouching attack from ''Super Mario 64''.
|dsmashdesc=Performs a breakdancing sweep kick. Extremely fast, one of Mario's stronger moves. This is based off Mario's crouching attack from ''Super Mario 64''.
|nairname= 
|nairname=Plumber's Boot ({{ja|配管工のブーツ|Haikan Kō no Būtsu}})
|nairdmg=12% (clean), 8% (late)
|nairdmg=12% (clean), 8% (late)
|nairdesc=A [[sex kick]]. Mario kicks forward. As with other sex kicks, it does weaker damage and knockback after a few frames.
|nairdesc=A [[sex kick]]. Mario kicks forward. As with other sex kicks, it does weaker damage and knockback after a few frames.
|fairname=Meteor Knuckle
|fairname=Plunger ({{ja|メテオナックル|Meteo Nakkuru}}, ''Meteor Knuckle'')
|fairdmg=15%
|fairdmg=15%
|fairdesc=Throws an overhanded punch with an enlarged fist. Slow, predictable and has high [[ending lag]], but it is a [[meteor smash]], with no sourspot. Still, it is relatively weak and not very reliable to use for an [[edgeguard]], but can be used to send opponents into his forward smash.
|fairdesc=Throws an overhanded punch with an enlarged fist. Slow, predictable and has high [[ending lag]], but it is a [[meteor smash]], with no sourspot. Still, it is relatively weak and not very reliable to use for an [[edgeguard]], but can be used to send opponents into his forward smash.
|bairname= 
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairdmg=11% (clean), 9% (late)
|bairdmg=11% (clean), 9% (late)
|bairdesc=Does a dropkick. Has low startup, and can be good for [[spacing]] and edgeguarding.
|bairdesc=Does a dropkick. Has low startup, and can be good for [[spacing]] and edgeguarding.
|uairname= 
|uairname=Bicycle Kick ({{ja|バイシクルキック|Baishikuru Kikku}})
|uairdmg=11%
|uairdmg=11%
|uairdesc=Does a bicycle kick. Good move for juggling and comboing, but has low knockback.
|uairdesc=Does a bicycle kick. Good move for juggling and comboing, but has low knockback.
|dairname= 
|dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|dairdmg=2% (hits 1-7 & landing)
|dairdmg=2% (hits 1-7 & landing)
|dairdesc=Performs a downwards drill kick. Hits multiple times and has a landing hitbox that deals weak knockback. All hits can deal up to ≈12.92% if they connect.
|dairdesc=Performs a downwards drill kick. Hits multiple times and has a landing hitbox that deals weak knockback. All hits can deal up to ≈12.92% if they connect.
|grabname=
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=
|pummelname= 
|pummelname=Clutch Headbutt ({{ja|クラッチ頭突き|Kuratchi Zudzuki}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Headbutts opponent. Relatively slow.
|pummeldesc=Headbutts opponent. Relatively slow.
|fthrowname= 
|fthrowname=Heave-Ho ({{ja|ヘーブホー|Hēbuhō}})
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Spins around once, and throws his opponent forward with decent knockback.
|fthrowdesc=Spins around once, and throws his opponent forward with decent knockback.
|bthrowname=Airplane Swing
|bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowdmg=12% (throw), 8% (collateral)
|bthrowdmg=12% (throw), 8% (collateral)
|bthrowdesc=Similar to his throw against Bowser in ''Super Mario 64''; spins around three times and throws his opponent backward. Surprisingly high knockback, can hit enemies mid-swing. One of the stronger back throws in the game, with KO potential under 150% near the [[edge]].
|bthrowdesc=Similar to his throw against Bowser in ''Super Mario 64''; spins around three times and throws his opponent backward. Surprisingly high knockback, can hit enemies mid-swing. One of the stronger back throws in the game, with KO potential under 150% near the [[edge]].
|uthrowname= 
|uthrowname=Mario Launch ({{ja|マリオローンチ|Mario Rōnchi}})
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Throws his opponent upward. Good for leading into an up tilt, or starting combos at higher percentages. Can [[chaingrab]] [[fastfaller]]s.
|uthrowdesc=Throws his opponent upward. Good for leading into an up tilt, or starting combos at higher percentages. Can [[chaingrab]] [[fastfaller]]s.
|dthrowname= 
|dthrowname=Down the Drain ({{ja|ダウン・ザ・ドレイン|Daun za Dorein}})
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Throws his opponent on the ground. At lower to mid percentages, it can chaingrab characters with moderate falling speeds (such as {{SSBM|Pikachu}}), and at high to very high percentages, it can chaingrab fast-fallers.
|dthrowdesc=Throws his opponent on the ground. At lower to mid percentages, it can chaingrab characters with moderate falling speeds (such as {{SSBM|Pikachu}}), and at high to very high percentages, it can chaingrab fast-fallers.
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|dsdmg=2% (hit 1), 1% (hits 2-7), 5% (hit 8 ground), 3% (hit 8 air)
|dsdmg=2% (hit 1), 1% (hits 2-7), 5% (hit 8 ground), 3% (hit 8 air)
|dsdesc=Does a multi-hit spinning attack, very similar to the {{s|mariowiki|Spin Jump}} from ''Super Mario World''. The final hit knocks the opponent straight up, and the move can rack up damage, though it has some [[ending lag]]. It can be used for recovery by [[button mashing|rapidly tapping]] the [[B button]], though this requires fast reflexes. Has transcendent priority. Deals up to ≈12.01% on the ground and ≈10.19% in the air if all hits connect.
|dsdesc=Does a multi-hit spinning attack, very similar to the {{s|mariowiki|Spin Jump}} from ''Super Mario World''. The final hit knocks the opponent straight up, and the move can rack up damage, though it has some [[ending lag]]. It can be used for recovery by [[button mashing|rapidly tapping]] the [[B button]], though this requires fast reflexes. Has transcendent priority. Deals up to ≈12.01% on the ground and ≈10.19% in the air if all hits connect.
}}
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 100
|rweight = 8-10
|dash = 1.5
|rdash = 10-13
|run = 1.5
|rrun = 11-15
|walk = 1.1
|rwalk = 12-15
|trac = 0.06
|rtrac = 15-23
|airfric = 0.016
|rairfric = 10-13
|air = 0.86
|rair = 16
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.025
|raddaccel = 22-23
|gravity = 0.095
|rgravity = 14-16
|fall = 1.7
|rfall = 16-18
|ff = 2.3
|rff = 14-18
|jumpsquat = 4
|rjumpsquat = 8-15
|jumpheight = 29
|rjumpheight = 21-23
|shorthop = 11.025
|rshorthop = 17-19
|djump = 26.7
|rdjump = 11-13
}}
'''PAL'''
{{Attributes
|cast = 26
|weight = 98
|rweight = 10
|dash = 1.5
|rdash = 10-13
|run = 1.5
|rrun = 11-16
|walk = 1.1
|rwalk = 12-15
|trac = 0.06
|rtrac = 15-23
|airfric = 0.016
|rairfric = 10-13
|air = 0.83
|rair = 18-20
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.025
|raddaccel = 22-23
|gravity = 0.095
|rgravity = 14-16
|fall = 1.7
|rfall = 16-18
|ff = 2.3
|rff = 14-18
|jumpsquat = 4
|rjumpsquat = 8-15
|jumpheight = 29
|rjumpheight = 21-23
|shorthop = 11.025
|rshorthop = 17-19
|djump = 26.7
|rdjump = 11-13
}}
}}


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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Very early in the ''Melee'' [[metagame]], when few players actually played the game competitively, Mario was considered one of the best characters in the game, ranking as high as 5th on the first tier list. This could be attributed to literally everyone being absolute dogshit at the game. As the metagame advanced, however, people finally realized how ridiculous other characters' tools are and that being mediocre at everything, shockingly, doesn't actually make a character good. This caused Mario to slowly slip down the tier list as time progressed (read: immediately), as well as lose significant placing in large tournaments. Eventually, {{Sm|Mango}} (under the alias "Scorpion Master") was the only person who placed anywhere significant with him, but despite his good record in low-stakes [[money match]]es where his opponents probably threw to some extent to feed the Scorpion Master illusion, he rarely placed high enough to earn money from playing Mario, getting 25th at [[Apex 2010]] despite literally being the best player in the world at the time.
On the current [[tier list]], he ranks 15th place in the C+ tier; on the other hand, his clone {{SSBM|Dr. Mario}} and semi-clone {{SSBM|Luigi}}, who were somehow once considered worse than Mario, have far surpassed him. Despite the tier differences, some players, most notably {{Sm|Shroomed}}, believe Mario could potentially be better than Dr. Mario. However, none of these claims should be taken seriously because Shroomed is simply jaded from having his Dr. Mario camped out relentlessly by {{Sm|SFAT}} and the NorCal scene, causing him to view Mario with rose-tinted glasses because his Mario probably never shared the same fate. The harsh reality of the matter is that Mario is so mediocre that good players don't respect him enough to actually camp him in important matches, because it doesn't matter when they can win anyway ''and'' also have fun while doing so.


If you're still not convinced, reckon with the fact that while Luigi and Dr. Mario have strong playerbases with frequent rising mid-tier heroes in the top 100, dedicated Mario mains usually instead ragequit the character when they realize that playing ''Melee'' Mario is not a productive use of their time. Eat your heart out, Shroomed.
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


:''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which no actual full-time Mario main would have ever actually reached.''
''See also: [[:Category:Mario players (SSBM)]]''


''See also: [[:Category:Mario players (SSBM)]]''
*{{Sm|A Rookie|USA}} - Widely considered to be the best Mario player in the world. While he almost exclusively plays in events located in Florida, he is the first to make multiple top 24s at majors with the character, placing 17th at {{Trn|Kings of Cali 4}}, {{Trn|Press Start}}, and {{Trn|Low Tier City 6}}. His 33rd place at {{Trn|Shine 2019}} is also tied with {{Trn|Viva La Smashtaclysm}} as Mario's best supermajor placement.
*{{Sm|Green Mario|USA}} - A notable Mario player in the United States, residing in Georgia. His 17th place at {{Trn|Pound 2}} marked the first time a Mario player reached top 24 at a major and his 33rd at {{Trn|Viva La Smashtaclysm}} became the first time a Mario player reached top 64 at a supermajor.
*{{Sm|KoopaTroopa895|USA}} - One of the best Mario players in the United States before switching to {{SSBM|Marth}}. His 25th place at {{Trn|Kings of Cali 4}} is one of the best major results seen with Mario in the 2010s outside of A Rookie's results. He also amassed some of Mario's best wins in the modern era of ''Melee'', beating top players such as {{Sm|Spark}} and {{Sm|Nintendude}}.
*{{Sm|Mango|USA}} - Once mained Mario under the tag "Scorpion Master" and occasionally used him in side events or online tournaments. While his Mario is known as a sort of [[sandbagging]] character, he has shown prominence with the character, placing 2nd at {{Trn|Good Shit German}} and garnering the character's best wins with {{Sm|HugS}}, {{Sm|SilentSpectre}}, and {{Sm|Westballz}} while under the alias.
*{{Sm|Matt Deezie|USA}} - One of the first tournament organizers seen in ''Melee'' and the best Mario player in the world in the game's first two years. Placed top 6 at a few [[Tournament Go]] events with his best being 3rd at {{Trn|Tournament Go 2}}. He eventually switched to playing {{SSBM|Fox}} before retiring from competitive ''Melee'' altogether.
*{{Sm|SchlimmShady|Germany}} - Formerly the best Mario player in Europe prior to switching to {{SSBM|Captain Falcon}}. He was previously ranked top 10 through several power rankings in Germany, peaking at 7th in April 2016. He placed well at many regionals such as 17th at {{Trn|Syndicate 2017}} and 25th at {{Trn|B.E.A.S.T 6}} and {{Trn|B.E.A.S.T 7}}.


*{{Sm|A Rookie|USA}} - yikes
===Tier placement and history===
*{{Sm|Green Mario|USA}} - A notable Mario player in the United States, whose uncreative tag embodies the complete monotony of playing Mario at a competitive level. His tag is so uncreative, in fact, that there is literally a [[User:Green Mario|SmashWiki user]] with the same name. Placed 9th at {{Trn|Tipped Off 4}} and 13th at {{Trn|TGMTSBCO}}.
Very early in the ''Melee'' [[metagame]], when few players knew the potential of now-top tier characters, Mario was considered one of the best characters in the game, ranking as high as 5th on the first tier list. This could be attributed to Mario's simple but effective [[combo]] setups, strong attacks, low learning curve, and lack of any outstanding drawbacks due to being well-rounded, as well as his extendable [[recovery]]. As the metagame advanced, however, Mario's average statistics were magnified as the potentials for many other superior characters, such as {{SSBM|Peach}}, {{SSBM|Captain Falcon}}, and the {{SSBM|Ice Climbers}}, were discovered. This caused Mario to slowly slip down the tier list as time progressed, as well as lose significant placing in large tournaments; eventually, {{Sm|Mango}} (under the alias "Scorpion Master") was the only person who placed anywhere significant with him, but even he rarely placed high enough to earn money from playing Mario, cashing in at 25th place at [[Apex 2010]] instead of his usual top 8 placements when using better characters. On the current [[tier list]], he ranks 15th place in the C+ tier; on the other hand, his clone {{SSBM|Dr. Mario}} and semi-clone {{SSBM|Luigi}}, who were once widely considered worse than Mario, have surpassed him in placements. Despite the tier differences, some players, such as Shroomed, believe Mario could potentially be better than Dr. Mario, due to his faster aerials, arguably better recovery, and longer reach and disjoint in some of his attacks, such as forward Smash and down Smash, supplemented with {{Sm|A Rookie}}’s respectable representation with the character. However, other Luigi and Dr. Mario mains have since achieved stronger competitive breakthroughs (exhibited with Luigi’s bigger player base and Franz’s rising success), which influenced most top players to view Mario’s standing otherwise.
*{{Sm|KoopaTroopa895|USA}} - A braggadocious Mario player whose tag is a reference to the number of Koopas he stomped in the original ''Super Mario Bros.'' arcade game at his local laundromat. Later switched to {{SSBM|Marth}}, making his tag completely nonsensical in the process. Placed 25th at {{Trn|Kings of Cali 4}}. Has wins over {{Sm|Spark}} and {{Sm|Nintendude}}.
*{{Sm|Mango|USA}} (#3) - Once "mained" Mario under the tag "Scorpion Master" before realizing he was trolling the wrong game as Scorpion is not a playable character in ''Melee''. Utilized Mario as an occasional counterpick, particularly against {{Sm|Axe}}.
*{{Sm|Matt Deezie|USA}} - Former best Mario main in the world when literally no one played the game (much less ''Mario'' in it). Placed top 6 at a few [[Tournament Go]] events.
*{{Sm|SchlimmShady|Germany}} - Another Mario player with an uncreative tag befitting of the character, stealing the moniker wholesale from Eminem. Later made the correct decision to switch to Captain Falcon. Placed 17th at {{Trn|Syndicate 2017}} and 25th at {{Trn|B.E.A.S.T 6}} and {{Trn|B.E.A.S.T 7}}.


==In 1-P Mode==
==In 1-P Mode==
==={{SSBM|Classic Mode}}===
==={{SSBM|Classic Mode}}===
In Classic Mode, Mario can appear as an ally in team and giant fights (that you would never want), a solo, team, giant, multi, and metal opponent. In Mario's appearances, he either appears on [[Princess Peach's Castle]] or [[Rainbow Cruise]]. On a team with Bowser, he appears on {{SSBM|Battlefield}} and with Peach, he appears on [[Mushroom Kingdom II]]; during the battle against Mario + Bowser on Battlefield, the stage will play the [https://www.youtube.com/watch?v=KD3vkVOw3rc Mario Bros. movie teaser] by Chris Pratt and Jack Black.
In Classic Mode, Mario can appear as an ally in team and giant fights, a solo, team, giant, multi, and metal opponent. In Mario's appearances, he either appears on [[Princess Peach's Castle]] or [[Rainbow Cruise]]. On a team with Bowser, he appears on {{SSBM|Battlefield}} and with Peach, he appears on [[Mushroom Kingdom II]]; during the battle against Mario + Bowser on Battlefield, the stage will play the Princess Peach's Castle track.


===[[Adventure Mode]]===
===[[Adventure Mode]]===
Mario is one of only two characters who can appear twice in Adventure Mode, alongside his brother Luigi, because a character as bland as ''Melee'' Mario needs every little bit of help standing out.
Mario is one of only two characters who can appear twice in Adventure Mode, alongside his brother Luigi.


In the game's Adventure Mode, Mario gets carried by {{SSBM|Peach}} against the player in the second part of the first stage, taking place on Princess Peach's Castle. If the player finished the previous segment, [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]], with the remaining time registering 2 in the seconds digit, his younger brother {{SSBM|Luigi}} will take his place in a cutscene that will trigger right before this battle, which has Luigi stomping on Mario's head to get to the top of the castle, just like how he stomped over Mario on his way to a higher placement on the tier list.
In the game's Adventure Mode, Mario teams up with {{SSBM|Peach}} against the player in the second part of the first stage, taking place on Princess Peach's Castle. If the player finished the previous segment, [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]], with the remaining time registering 2 in the seconds digit, his younger brother {{SSBM|Luigi}} will take his place in a cutscene that will trigger right before this battle, which has Luigi stomping on Mario's head to get to the top of the castle.


Later on, in the second half of Stage 11, [[Metal Mario]] will fight the player's character on the Battlefield stage, where he functions as simply a Mario permanently under the influence of the [[Metal Box]] item, a buff that he probably would have needed on his base character to compete meaningfully anywhere in ''Melee''. If the player unlocked Luigi, Metal Mario will be joined by [[Metal Luigi]], and they both team up on the player, making for a harder fight due to the presence of a better character.
Later on, in the second half of Stage 11, [[Metal Mario]] will fight the player's character on the Battlefield stage, where he functions as simply a Mario permanently under the influence of the [[Metal Box]] item. If the player unlocked Luigi, Metal Mario will be joined by [[Metal Luigi]], and they both team up on the player, making for a harder fight.


===[[All-Star Mode]]===
===[[All-Star Mode]]===
In All-Star Mode, Mario and his allies are fought on Rainbow Cruise, because the only way you would lose to an AI Mario with a better character is to SD on an autoscroller.
In All-Star Mode, Mario and his allies are fought on Rainbow Cruise.


===[[Event Match]]es===
===[[Event Match]]es===
Mario is featured in the following event matches:
Mario is featured in the following event matches:
*'''[[Event 1: Trouble King]]''': In the most predictable first event match of all time, the player plays as Mario and fights against {{SSBM|Bowser}} on {{SSBM|Battlefield}}.
*'''[[Event 1: Trouble King]]''': The player plays as Mario and fights against {{SSBM|Bowser}} on {{SSBM|Battlefield}}.
*'''[[Event 10: All-Star Match 1]]''': Mario is the first opponent to be fought in this series of staged battles. The player battles him on {{SSBM|Yoshi's Island}}, which will transition to the next stage <s>if</s> when Mario gets defeated. With a timer of four minutes, the player must defeat him along with {{SSBM|Donkey Kong}}, {{SSBM|Yoshi}}, {{SSBM|Peach}}, and Bowser.
*'''[[Event 10: All-Star Match 1]]''': Mario is the first opponent to be fought in this series of staged battles. The player battles him on {{SSBM|Yoshi's Island}}, which will transition to the next stage if Mario gets defeated. With a timer of four minutes, the player must defeat him along with {{SSBM|Donkey Kong}}, {{SSBM|Yoshi}}, {{SSBM|Peach}}, and Bowser.
*'''[[Event 19: Peach's Peril]]''': Mario must protect Peach from a slightly larger Bowser on {{SSBM|Final Destination}}, even though in ''Melee'', this would very clearly be the other way around. Both Mario and Peach have 1 stock each while Bowser has infinite lives.
*'''[[Event 19: Peach's Peril]]''': Mario must protect Peach from a slightly larger Bowser on {{SSBM|Final Destination}}. Both Mario and Peach have 1 stock each while Bowser has infinite lives.
*'''[[Event 22: Super Mario 128]]''': The player chooses any character and must endure the torture of listening to 128 tiny Marios' KO sound effects on [[Mushroom Kingdom II]].
*'''[[Event 22: Super Mario 128]]''': The player chooses any character and must defeat a total of 128 tiny Marios on [[Mushroom Kingdom II]].
*'''[[Event 25: Gargantuans]]''': A scenario designed as a homage to {{s|wikipedia|kaiju}} movies and their various tropes. On the [[Fourside]] stage, with unlimited time, the player plays as a giant-sized Bowser (as "Godzilla") with 1 stock against a giant-sized Donkey Kong (as "King Kong") with 2 stock. A tiny Mario and a tiny Peach are also present in this match, who usually gets KO'd in one hit. It is a wonder how Universal didn't try to sue Nintendo again for making this reference given how weak {{SSBM|Kirby}} was in this game.
*'''[[Event 25: Gargantuans]]''': A scenario designed as a homage to {{s|wikipedia|kaiju}} movies and their various tropes. On the [[Fourside]] stage, with unlimited time, the player plays as a giant-sized Bowser (as "Godzilla") with 1 stock against a giant-sized Donkey Kong (as "King Kong") with 2 stock. A tiny Mario and a tiny Peach are also present in this match, who usually gets KO'd in one hit.
*'''[[Event 31: Mario Bros. Madness]]''': The player chooses any character and must fight Mario and {{SSBM|Luigi}} in a two-timed match on {{SSBM|Mushroom Kingdom}}. The player must have more points than Luigi (well, Mario too, but that's usually a given) within the two minutes to clear this event.
*'''[[Event 31: Mario Bros. Madness]]''': The player chooses any character and must fight Mario and {{SSBM|Luigi}} in a two-timed match on {{SSBM|Mushroom Kingdom}}. The player must have the most points within the two minutes to clear this event.
*'''[[Event 38: Super Mario Bros. 2]]''': The player chooses any character and must defeat Mario, Luigi, and Peach in a two-stock match on [[Mushroom Kingdom II]]. Both the characters and the stage are a direct throwback to the original ''Super Mario Bros. 2'', an NES sequel to ''Super Mario Bros.'' It is a little-known fact that this event match was actually designed to be unwinnable, but they substituted Mario for Toad at the last minute and removed the blatantly overpowered Toad from the game, thus unintentionally making it feasible.
*'''[[Event 38: Super Mario Bros. 2]]''': The player chooses any character and must defeat Mario, Luigi, and Peach in a two-stock match on [[Mushroom Kingdom II]]. Both the characters and the stage are a direct throwback to the original ''Super Mario Bros. 2'', an NES sequel to ''Super Mario Bros.''


===[[Congratulations_screen#Super_Smash_Bros._Melee|Ending Images]]===
===[[Congratulations_screen#Super_Smash_Bros._Melee|Ending Images]]===
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==[[Trophies]]==
==[[Trophies]]==
In addition to the normal trophy about Mario as a character, there are two trophies about him as a fighter which both try to downplay his mediocrity in gameplay, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Mario on any difficulty:
In addition to the normal trophy about Mario as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Mario on any difficulty:


{{Trophy/Fighter
{{Trophy/Fighter
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<center>
<center>
<gallery>
<gallery>
Mario SSBM art.png|Alternate artwork of Mario.
Mario SSBM art.png|Official artwork of Mario.
MarioInGameArtworkSSBM.png|Artwork of Mario from the [[CSS]].
MarioInGameArtworkSSBM.png|Artwork of Mario from the [[CSS]].
Mario Landing SSBM.jpg|Mario landing on [[Corneria]].
Mario Landing SSBM.jpg|Landing on [[Corneria]].
MarioTornadoMelee.jpg|Performing [[Mario Tornado]] on [[Brinstar]].
MarioTornadoMelee.jpg|Using [[Mario Tornado]] on [[Brinstar]].
Mario SuperJumpPunchSSBM.jpg|Hitting {{SSBM|Ness}} with a [[Super Jump Punch]] on {{SSBM|Kongo Jungle}}.
Mario SuperJumpPunchSSBM.jpg|Using [[Super Jump Punch]] on {{SSBM|Ness}} on {{SSBM|Kongo Jungle}}.
Ssbmmario4.jpg|Tossing a [[Fireball]] on [[Onett]].
Ssbmmario4.jpg|Using [[Fireball]] on [[Onett]].
Mario Cape Kirby SSBM.jpg|Flipping {{SSBM|Kirby}} with his [[Cape]] on [[Mute City]].
Mario Cape Kirby SSBM.jpg|Using [[Cape]] on {{SSBM|Kirby}} on [[Mute City]].
Mario Forward Smash Image SSBM.jpg|Performing his [[forward smash]].
Mario Forward Smash Image SSBM.jpg|Using his [[forward smash]] on Brinstar.
</gallery>
</gallery>
</center>
</center>
Line 492: Line 566:
*Mario, {{SSBM|Peach}}, {{SSBM|Yoshi}}, {{SSBM|Young Link}}, {{SSBM|Kirby}}, {{SSBM|Falco}}, and {{SSBM|Pikachu}} are the only characters whose portraits on the [[character select screen]] match their [[character artwork|official artwork]].
*Mario, {{SSBM|Peach}}, {{SSBM|Yoshi}}, {{SSBM|Young Link}}, {{SSBM|Kirby}}, {{SSBM|Falco}}, and {{SSBM|Pikachu}} are the only characters whose portraits on the [[character select screen]] match their [[character artwork|official artwork]].
*Mario, Peach, {{SSBM|Luigi}}, {{SSBM|Jigglypuff}} and {{SSBM|Dr. Mario}} are the only fighters with English voice actors in ''Melee''.
*Mario, Peach, {{SSBM|Luigi}}, {{SSBM|Jigglypuff}} and {{SSBM|Dr. Mario}} are the only fighters with English voice actors in ''Melee''.
*When Star KO'ing Giant Mario or Giant {{SSBM|Dr. Mario}}, their voice will immediately fade out. This will not happen with any other character.


==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0807/index.html Mario's page at Smabura-Ken]


*[[smashwiki:26TP/Mario|Translation]]
{{SSBMCharacters}}
{{SSBMCharacters}}
{{EnemiesAdvSSBM}}
{{EnemiesAdvSSBM}}

Revision as of 01:26, March 12, 2024

This article is about Mario's appearance in Super Smash Bros. Melee. For the character in other contexts, see Mario.
Mario
in Super Smash Bros. Melee
Mario in Super Smash Bros. Melee.
MarioSymbol(preBrawl).svg
Universe Mario
Other playable appearances in SSB
in Brawl
in SSB4
in Ultimate
Availability Starter
Tier C+ (15) (North America)
E (15) (Europe)
MarioHeadSSBM.png

Mario (マリオ, Mario) returns as a starter character in Super Smash Bros. Melee. He was announced at E3 2001. He also has a clone, Dr. Mario, with whom he shares a lot of attributes and special moves.

Charles Martinet reprises his role as Mario, albeit via recycled voice clips from Super Mario 64.

Mario is ranked 15th out of 26 on the current tier list, placing him in the C+ tier. This is very similar to his previous ranking in Smash 64, where he is ranked 7th out of 12. It also puts him three places lower than his younger brother Luigi at 12th place and two places lower than his clone Dr. Mario. Like in Smash 64, Mario acts as a well-rounded character, with average attributes across the board. He has above average comboing ability due to the somewhat low knockback and the angles at which his moves tend to send on, and a very versatile grab game: his powerful back throw can KO most opponents with ease and gimp some recoveries, while his up and down throws can chain-grab. Mario also has a solid edge-guarding game, with a solid projectile in his Fireball, and his Cape which can easily and efficiently gimp almost every other character's recovery. Mario, however, lacks a reliable finisher, with many moves with aforementioned low knockback with the exception of his forward and down smash. His recovery is also predictable and short, though he can extend it, which leaves him vulnerable to being gimped by characters such as Jigglypuff. His mediocre range also leaves him with trouble against characters with disjointed hitboxes such as Marth.

Overall, Mario has average matchups in tournament play, with favorable matchups against most lower tiered characters though having disadvantageous matchups against higher tiered characters, especially against those who can either gimp or outrange him.

Attributes

Mario using his various recovery options to recover onto the edge. Taken from the video Perfect Control.
Mario using his various recovery options to recover onto the stage. This is a TAS clip from Perfect Control.

As a character, Mario falls under the archetype of being of an all-rounder character, with no particularly strong or weak traits; indeed, in terms of weight, falling speed, air speed, size, and dash speed, Mario tends to fall in the middle of these attributes.

One of Mario's strengths is his rather good combo ability. While not having an extremely high air or falling speed, Mario can easily and efficiently combo most other characters in the air; Mario has plenty of low lag and low knockback aerials, and the addition of a long wavedash and fast ground attacks give Mario plenty of combo potential. Mario also has a good SHFFL.

Mario also has an above average approach. Despite an only average air speed and dashing speed, Mario still has good options for getting closer to opponents. His Fireballs have good range and can disrupt opponents at a distance; differing terrains such as slopes and platforms can also give the Fireball many options. Mario, due to his average attributes in traction and falling speed, has a rather long and floaty wavedash; coupled with decently ranged smash attacks, Mario has good wavesmashing abilities.

Mario is also a surprisingly good edgeguarder. He has a meteor smash in his forward aerial, albeit it having high startup and ending lag and not being too powerful, and his back aerial sends opponents on a decent angle for edgeguarding. Mario's Fireballs can also gimp recoveries; its low knockback makes it effective in the regard. Most notably, however, Mario has what is likely the absolute best edgeguarding weapon in all the game: his Cape. When used, it can effectively and quickly gimp almost every recovery in the game; it's especially useful against linear recoveries, such as Fox's Fire Fox or Luigi's Green Missile.

Mario also has a surprisingly good grab game. Despite a rather poor grab range, Mario's throws are notable for their versatility; his forward and back throws can easily set up gimp KOs, especially the latter, while his up and down throws can act as combo starters, as well as very effective chain grabs: Mario's up throw can chain grab fast fallers such as Fox, Falco, and Captain Falcon, while his down throw can chain grab heavy characters, as well as being able to chain grab Pikachu and Pichu up to high percents, if not to a KO.

However, Mario suffers from some KOing problems. He lacks particularly powerful or reliable finishers; while his forward smash has good range, coupled with a very visible and easy to land sweetspot, his other smashes are rather short ranged. Additionally, while Mario's back throw is strong, it requires grabbing the opponent first; this can be a challenge, due to Mario's poor grab range. Mario's single meteor smash is also rather unwieldy and risky to use.

Mario also suffers from a below average recovery. Super Jump Punch only grants average to slightly below average horizontal and vertical distance, while Mario Tornado can only grant vertical distance if the B button is tapped quickly. Mario, however, does have some options to improve his recovery; Mario's Cape can allow him to recover from the sides, and he has the ability to wall-jump, which can act as a help on stages such as Final Destination.

Overall, Mario could be considered a poor-man's version of Marth. While both characters have great combo ability and a similar recovery, Marth has a much easier time finishing off opponents as well as having longer range in his attacks and his grab range making it much easier for Marth to chain-grab fast-fallers compared to Mario.

Changes from Super Smash Bros.

When making the transition from Smash 64 to Melee, Mario got a mix of buffs and nerfs, but was neither strongly buffed or nerfed. Mario is faster on the ground and he greatly benefits from the introduction of air dodging giving him a solid wavedash which makes his grounded movement much more solid overall. The speed of Mario's attacks has been considerably improved as most of his attacks have decreased ending lag and a decent amount of them have decreased startup lag as well, and his new forward smash, a palm thrust that emits a fiery blast, has more range and is more reliable due to the addition of a sweetspot located on the explosion. His edgeguarding has also considerably improved as his back aerial is considerably faster and his up aerial has been retooled to give it more edgeguarding potential. His new side special Cape also gives him a new powerful edgeguarding tool as well as an extra tool for recovering.

As for his nerfs, Mario's damage output has been decreased and his KO power has been considerably decreased as many of his previous KO moves have been greatly weakened making it far more difficult for Mario to KO his opponents. In particular, his new forward aerial, while now capable of meteor smashing and losing its sourspot, is much slower and weaker and has less range. His strongest KO moves (his forward and down smashes) while faster now have sourspots making them more difficult to use effectively. While Mario has a few new options to recover such as his cape and wall jump, his recovery is overall worse (especially when relative to the cast) as his air speed is slower, he falls faster, his fireballs are smaller making them a worse option to wall out opponents while recovering and his Super Jump Punch travels less distance making him easier to edgeguard.

Overall, Mario is largely a much weaker character as his damage output is lower, his combo game is weaker in some aspects and many of his previous KO moves can no longer KO under 90-120%. In exchange, his attacks are much faster and his grounded movement has been improved especially due to the introduction of wavedashing. Mario remains in a similar spot on Melee's tier list and he overall struggles against higher tiered characters limiting his success in competitive play.

Aesthetics

  • Change The graphical upgrades of the Nintendo GameCube allow for a more detailed appearance of Mario. His physique looks much more similar to its official art, while his red cap and shirt are slightly darker and the seams on his overalls are more accentuated. He also has a slightly darker skin tone, and his hair and shoes are a much darker brown color.
  • Change Mario's green alternate costume from Smash 64 is now accessible through normal battles instead of just Team Battles.
  • Change Mario gains a new victory pose: he makes a fire and when the fire disappears, Mario strikes a pose. It replaces his hopping victory pose in Smash 64.

Attributes

  • Buff Mario walks much faster (0.8 (24) → 1.1).
  • Buff Mario dashes slightly faster (1.467 (44) → 1.5).
    • Nerf However, Mario's initial dash is much slower (1.8 (54) → 1.5) and covers less distance.
  • Buff Mario's traction is slightly higher (0.0533 (1.6) → 0.06), making it easier for him to punish out of shield.
  • Nerf Mario's jumpsquat is longer (3 frames → 4).
  • Nerf Mario's air speed is slower (1 (30) → 0.86 (NTSC) / 0.83 (PAL)).
  • Nerf Mario's air acceleration is lower (0.0667 (2) → 0.045), though it's no longer the slowest in the game.
  • Nerf Mario's jump height is extremely lower (45.33 (1360) → 29), going from the 6th highest out of 12 characters to the 4th lowest out of 26.
    • Change Mario's short hop is also drastically lower (26.6067 (798.2) → 11.025). This improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to auto-cancel his aerials and performing two aerials in a short hop.
  • Change Mario's gravity is higher (0.08 (2.4) → 0.095).
  • Change Mario falls faster (1.467 (44) → 1.7), improving his vertical endurance but making him more susceptible to combos.
    • Nerf However, Mario's fast falling speed is slightly slower (2.333 (70) → 2.3). The difference between his falling speed and fast falling speed is much lower (increase: 59.1% → 39.3%), which makes it more predictable when landing and gives him fewer options in the air.
  • Nerf Exclusively to the PAL version, Mario's weight is lower (100 (1) → 98).
  • Buff Mario now has the ability to wall jump, improving his recovery.
  • Buff The introduction of air dodging benefits Mario overall as he can now wavedash. His wavedash is overall solid due to his short jumpsquat/average traction; improving his movement options.

Ground attacks

  • Neutral attack:
    • Buff Both the first and third hits deal more damage (2% (hit 1)/4% (hit 3) → 3%/5%).
    • Buff The first two hits now have set knockback (8 (base), 50 (scaling) → 20 (set)/100), and their angles have been altered (361° (hit 1)/70° (hit 2) → 83°/85° (both)), allowing them to connect more reliably.
    • Buff The first two hits transition into the later hits sooner (frame 10 (hit 1)/8 (hit 2) → 6 (both)).
    • Buff All hits have less ending lag (FAF 18 (hit 1)/20 (hit 2)/26 (hit 3) → 16/19/23).
    • Nerf Mario can no longer cancel the first hit into grab.
    • Nerf The second hit has a shorter duration (frames 3-5 → 3-4)
    • Nerf The third hit has more startup lag (frame 3 → 5).
    • Change The third hit no longer has anti-rebounding priority.
  • Forward tilt:
    • Buff Forward tilt has less startup (frame 8 → 5) and ending lag (FAF 43 → 33).
    • Nerf It has a much shorter duration (frames 8-17 → 5-7).
    • Nerf It deals less damage (14% (up)/13% (side)/12% (down) → 10%/9%/8%) and has decreased base knockback (10 → 6), significantly hindering its KO potential.
      • Nerf Additionally, the down angled variant now has very weak set knockback (1), making it extremely punishable on hit at any percentage.
  • Up tilt:
    • Buff Up tilt has less startup (frame 5 → 4) and ending lag (FAF 42 → 30).
    • Buff It now launches opponents towards Mario (86° → 96°).
    • Nerf It has a shorter duration (frames 5-16 → 4-12).
    • Nerf It deals less damage (10% → 8%).
    • Change It has more base knockback but lower knockback scaling (0 (base), 150 (scaling) → 26/125).
      • Buff This along with its lower ending lag makes it much safer on hit at lower percents.
      • Nerf However, this along with its lower damage also hinders its KO potential.
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 40 → 35).
    • Nerf It deals less damage (12% → 8%/9%) and knockback (0 (base), 100 (scaling) → 10/80).
    • Nerf It has a shorter duration (frames 5-11 → 5-8).
    • Nerf Mario no longer moves forward while using it, giving it much less range.
    • Nerf It now launches opponents vertically (361° → 80°). This hinders its spacing potential while not granting it combo potential due to its low power and high ending lag.
  • Dash attack:
    • Buff Dash attack has less startup (frame 8 → 6) and ending lag (FAF 41 → 38).
    • Nerf The late hit has a shorter duration (frames 12-28 → 10-25).
    • Nerf It deals less damage (12% (clean), 10% (late) → 9%/7%).
    • Nerf It has more base knockback but lower knockback scaling (16 (base), 100 (scaling) → 70/50 (clean), 10/100 → 45/30 (late)), hindering its KO potential.
    • Change It now launches opponents behind Mario (361° → 110° (clean)/120° (late)).
  • Forward smash:
    • Change Mario has a new forward smash: he leans forward and thrusts his hand in front of him, emitting a small fiery explosion from his palm.
    • Buff It has less startup (frame 16 → 12) and ending lag (FAF 54 → 42); now matching Luigi's version.
    • Buff The fire hitbox deals more damage (18% (up)/17 (side)%/16% (down) → 19%/18%/17%).
      • Nerf However, it deals less knockback (30 (base), 100 (scaling) → 25/95), hindering its KO potential despite its higher damage.
    • Nerf The non fire hitboxes deal less damage (18% (up)/17 (side)%/16% (down) → 15%/(11%/10%)/13%) and knockback (30 (base), 100 (scaling) → 25/96).
  • Up smash:
    • Change Up smash's animation has been altered with Mario now taking a massive step forward as he leans for the headbutt.
      • Buff The animation change gives the move more horizontal range than before.
      • Buff It also gives the move significantly less ending lag (FAF 60 → 40) than before.
      • Nerf However, Mario no longer performs a small jump, reducing its vertical range.
    • Nerf It has more startup lag with a shorter duration (frames 7-15 → 9-11).
    • Nerf It grants less intangibility to Mario's head (frames 7-10 → 9-11).
    • Nerf It deals much less damage (19% → 15%), knockback (26 (base), 120 (scaling) → 32/97), and launches at a slightly lower angle (85° → 83°). This greatly hinders its KO potential; no longer being one of the strongest up smashes.
  • Down smash:
    • Buff Down smash has less startup lag (frame 8 → 5) and a shorter total duration (FAF 45 → 38).
    • Nerf It has a much shorter duration due to now possessing a front hit and a back hit rather than a constantly active hitbox (frames 8-29 → 5-6 (front), 14 (back)).
      • Nerf This also gives the move more ending lag as its total duration was not fully compensated (now having 23 frames of cooldown as opposed to 15).
      • Buff However, this also allows the move to hit twice.
    • Nerf The front hit deals less damage (17% → 16%) and knockback (20 (base), 100 (scaling) → 40/75), significantly hindering its KO potential.
    • Nerf The back hit deals much less damage (17% → 10%/12%) and knockback (20 (base), 100 (scaling) → 35/75), drastically hindering its KO potential.

Aerial attacks

  • Nerf Due to his lower short hop, Mario can no longer auto-cancel neutral, forward or down aerials in a short hop, nor can he perform two aerials in a short hop.
    • Nerf When combined with the weakening of L-canceling and the reduction to shieldstun, this hinders the combo potential, shield pressuring potential and safety of Mario's aerials.
  • Neutral aerial:
    • Buff Neutral aerial has less ending lag (FAF 50 → 46).
    • Buff It auto-cancels slightly earlier (frame 37 → 36).
      • Nerf However, it no longer auto-cancels as soon as its hitboxes are no longer active.
    • Nerf It deals less damage (14% (clean)/11% (late) → 12%/8%) without full compensation on its base knockback (15 (clean)/0 (late) → 20/15).
    • Nerf It has a shorter duration (frames 3-10 (clean)/11-36 (late) → 3-6/7-32).
    • Nerf It has more landing lag (14 frames → 16).
  • Forward aerial:
    • Change Mario has a new forward aerial: an overhanded downward swing with an enlarged fist; officially referred to as "Meteor Knuckle".
    • Change It is now a meteor smash (361° → 280°).
      • Buff This significantly improves its combo potential against grounded opponents.
      • Nerf However when combined with the introduction of meteor cancelling, this significantly hinders its reliability.
    • Buff It has less landing lag (30 frames → 21).
    • Nerf It has noticeably increased startup lag with a shorter duration (frames 11-26 → 18-22).
    • Nerf It has much more ending lag (FAF 40 → 60).
    • Nerf It has a much longer animation (39 frames → 74).
    • Nerf It auto-cancels later (frame 27 → 43).
    • Nerf It deals less damage (16% → 15%) and knockback (10 (base), 100 (scaling) → 30/70), significantly hindering its KO potential.
    • Nerf It has less range.
  • Back aerial:
    • Change Back aerial has a new animation where Mario kicks more sideways with his right side facing up, instead of kicking backward face-down. Mario also recovers differently without curling up into a flip.
      • Buff This new animation is much shorter (39 frames → 28), decreasing its ending lag (FAF 40 → 29), as well as the amount of time Mario cannot grab the ledge after using the move.
    • Buff It has less startup lag with a longer duration (frames 10-19 → 6-17).
      • Buff When combined with its decreased ending lag, this makes it a more effective tool for edgeguarding and wall of pains.
      • Nerf However, the clean hit has a shorter duration (frames 10-13 → 6-8).
    • Buff It auto-cancels slightly earlier (frame 20 → 19).
    • Nerf It deals less damage (16% (clean)/10% (late) → 11%/9%), greatly hindering the clean hit's KO potential.
      • Buff The late hit has increased base knockback (0 → 7) although this does not fully compensate for its reduced damage.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 40 → 30).
    • Buff It has much less landing lag (40 frames → 15).
    • Change Its angle has been altered (80° (clean)/70° (late) → 55°).
      • Buff This grants the move edgeguarding potential.
      • Nerf However, this significantly hinders its combo and juggling potential removing one of Mario's most powerful combo tools.
    • Nerf It deals less damage (12% → 11%) and has decreased knockback scaling (120 → 100).
    • Nerf It has more startup lag with a shorter duration due to no longer having a late hit (frames 2-4 (clean)/5-11 (late) → 4-9). It is no longer the fastest aerial in the game in terms of startup lag.
    • Nerf It auto-cancels later (frame 12 → 16).
  • Down aerial:
    • Buff Down aerial has a shorter total duration (FAF 39 → 38).
    • Buff It has less landing lag (36 frames → 23).
    • Buff It now has a landing hitbox.
    • Nerf Each hit deals less damage (3% → 2%), greatly reducing the move's maximum damage potential (24% → 12%).
    • Nerf Due to hitting seven times instead of eight:
      • Nerf It has a shorter duration (frames 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29, 31-32 → 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29), increasing its ending lag.
      • Nerf It no longer auto-cancels as soon as its hitboxes are no longer active.
    • Nerf It is no longer a meteor smash (-70° → 94°), removing its edgeguarding potential and making it connect less reliably.
    • Nerf The weakening of L-cancelling combined with the move losing its ability to auto-cancel in a short hop and with it gaining a landing hitbox has significantly hindered down aerial's followup potential.
      • Nerf These changes combined with the changes to shieldstun and its lower damage have drastically hindered down aerial's shield pressuring potential; no longer being able to lead into shield break combos.

Throws/other attacks

  • Grabs:
    • Buff Mario now has a pummel, up throw and a down throw, increasing his options out of a grab. He can also chaingrab characters with said throws.
    • Nerf Grabs have more startup lag (frame 6 → 7 (standing), 11 (dash)) and ending lag (FAF 16 → 31 (standing), 41 (dash)).
    • Change Mario's throws are now weight dependant.
  • Forward throw:
    • Buff Mario releases opponents from forward throw earlier (frame 14 → 12) and it has less ending lag (FAF 31 → 28).
    • Nerf It deals less damage (12% → 9%) and knockback (80 (base), 70 (scaling) → 60/65).
  • Back throw:
    • Buff Back throw's collateral hit has much less startup lag with a longer duration (frames 18-44 → 1-43).
    • Change Mario releases opponents from back throw slightly earlier (frame 45 → 44).
    • Nerf It deals less damage (16% → 12%) and knockback (70 (base), 70 (scaling) → 80/65), making it much weaker.
    • Nerf The collateral hit deals less damage (12% → 10%).
    • Nerf It has slightly more ending lag (FAF 66 → 67).
    • Nerf It has been hindered greatly by the introduction of DI, as opponents now have ample time to correctly DI the throw and survive it for even longer.

Special moves

  • Fireball:
    • Buff Fireball has less startup (frame 16 → 14) and ending lag (FAF 46 → 44).
    • Buff Fireballs travel faster.
    • Change Fireballs can only bounce two times instead of three although it still covers the same amount of distance when used on the ground.
    • Nerf Fireballs are smaller, reducing their hitbox.
    • Nerf Fireballs have a much shorter maximum duration (frames 16-154 → 14-88).
      • Nerf These changes combined with Mario's faster falling speed greatly hinders the moves use as an offensive recovery tool.
    • Nerf Fireballs deal less damage (7% → 6%) and have decreased base knockback (10 → 5).
  • Cape:
    • Change As with all returning veterans, Mario now has a side special; Cape. It is based on the cape feather power-up in Super Mario World. It can reflect projectiles as well as reverse an opponent's direction if it hits them. It also gives Mario a slight boost when used in the air. This gives Mario an option to deal with projectiles; as well as an additional edgeguarding and recovery option.
  • Super Jump Punch:
    • Buff Super Jump Punch can now be cancelled with a wall jump near the apex of the move, aiding Mario's recovery if he is close to a wall.
    • Nerf It deals slightly less damage (16% → 15%).
    • Nerf It has more startup lag (frame 2 → 3).
      • Nerf Its intangibility also has more startup lag (frame 2 → 3).
    • Nerf It has more landing lag (25 frames → 30).
    • Nerf It grants Mario noticeably less distance, worsening its recovery potential.
    • Change The first hit has increased set knockback (110 → 130).
    • Change Hits 2-5 have increased set knockback (100 → 110/150).
    • Change Hits 6-9 no longer have consistent set knockback (100 → 90/120).
    • Change The final hit has altered knockback (0 (base), 170 (scaling) → 40/140).
  • Mario Tornado:
    • Buff Mario Tornado has less ending lag (FAF 87 → 80).
    • Buff Mario travels slightly faster when using it on the ground.
    • Buff The first and final hit deal more damage (1% (both) → 2% (hit 1)/5% (hit 8 ground)/3% (hit 3 air)).
    • Buff The last hit no longer has set knockback (120 (base), 1 (set), 0 (scaling) → 60/0/115 (ground), 70/120 (air)), allowing it to KO at high (albeit unrealistic) percentages.
      • Nerf However, this hinders its safety at lower percents.
    • Buff The loop hits have longer durations (1 frame → 2).
    • Change The first hit's angle has been altered (180°/90° → 140°).
    • Change The loop hits have decreased base knockback (70 → 40).
    • Change The 7th hit's angle has been altered (180° → 100°).
    • Change The final hit's angle has been altered (90° → 80°).
    • Nerf It has significantly more startup lag (frame 1 → 8), greatly hindering its utility.
      • Nerf In addition to this, the first hit has altered knockback (70 (base), 1 (set) → 0/40). As a result, it prevents it from causing hitstun.
    • Nerf Due to hitting up to only 8 times instead of 14:
      • Nerf Its maximum damage potential is slightly lower (14% → 13% (ground)/11% (air)).
      • Nerf It has a much shorter duration (frames 1-4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40, 43-44 → 8-9, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28, 38-39).
    • Nerf The aerial version's final hit can no longer meteor smash opponents, significantly hindering its edgeguarding potential.
    • Nerf There is now a small delay before the last hit, allowing foes to escape the attack more easily.
    • Nerf Mario's faster falling speed and gravity makes the move less effective as a recovery tool.
      • Nerf Due to these changes, the move is now considered to be nearly useless besides for recovering, and as a situational vertical launcher.

Version history

Mario was nerfed in the PAL version of Melee although due to many characters ranked above him being nerfed, his viability remains similar overall.

NTSC 1.01

  • Nerf Fireball no longer increase speed when used off slopes at certain angles.

PAL

  • Nerf Mario is slightly lighter (100 → 98).
  • Nerf Mario's air speed was reduced even further (0.86 → 0.83).

Moveset

For a gallery of Mario's hitboxes, see here.

Mario's aerial attacks.
  Name Damage Description
Neutral attack Left Jab (左ジャブ) / Right Cross (右クロス) / Toe Kick (トーキック) 3% Punches twice, then kicks upward. Originates from Mario's standard combo in Super Mario 64.
2%
5%
Forward tilt Plumber Kick (配管工キック) 10% Does a back spinning kick with his right leg. It comes out fast and is useful for spacing, but has low knockback. Can be angled.
9%
8%
Up tilt Uppercut (アッパーカット) 8% Does a spinning uppercut. It's an effective juggler and combo starter at low percentages, and can KO at very high percentages. It is based on the Mega Glove combo in Super Mario RPG.
Down tilt Leg Sweep (レッグスイープ) 8% (foot), 9% (leg) Does a legsweep. The move itself deals very low knockback, and is only useful at high percentages.
Dash attack Slide (滑り台) 9% (clean), 7% (late) Does a baseball slide, which knocks the opponent behind Mario. Very similar animation to Mario's dashing attack from Super Mario 64.
Forward smash Fire Glove (ファイアーグローブ) 19% (fire), 15% (arm) Launches a blast of fire from his palm. Its sweetspot is the fire blast and has transcendental priority, and the sourspot is at Mario's arm. When sweetspotted, it has high knockback,KOing at around 70% when fully charged. Average strength compared to other forward smashes, being the 13th strongest in terms of knockback. Can be angled.
18% (fire), 11% (left arm), 10% (right arm)
17% (fire), 13% (arm)
Up smash Lead Headbutt (スマッシュヘッドバット, Smash Headbutt) 15% Headbutts upward. A fast, strong move with more range behind Mario than in front. Mario's head is intangible while the hitboxes are active.
Down smash Breakdance Sweep (ブレイクダンス スイープ) 16% (front), 10% (back feet), 12% (back legs) Performs a breakdancing sweep kick. Extremely fast, one of Mario's stronger moves. This is based off Mario's crouching attack from Super Mario 64.
Neutral aerial Plumber's Boot (配管工のブーツ) 12% (clean), 8% (late) A sex kick. Mario kicks forward. As with other sex kicks, it does weaker damage and knockback after a few frames.
Forward aerial Plunger (メテオナックル, Meteor Knuckle) 15% Throws an overhanded punch with an enlarged fist. Slow, predictable and has high ending lag, but it is a meteor smash, with no sourspot. Still, it is relatively weak and not very reliable to use for an edgeguard, but can be used to send opponents into his forward smash.
Back aerial Drop Kick (ドロップキック) 11% (clean), 9% (late) Does a dropkick. Has low startup, and can be good for spacing and edgeguarding.
Up aerial Bicycle Kick (バイシクルキック) 11% Does a bicycle kick. Good move for juggling and comboing, but has low knockback.
Down aerial Drill Kick (ドリルキック) 2% (hits 1-7 & landing) Performs a downwards drill kick. Hits multiple times and has a landing hitbox that deals weak knockback. All hits can deal up to ≈12.92% if they connect.
Grab Grab (つかみ)
Pummel Clutch Headbutt (クラッチ頭突き) 3% Headbutts opponent. Relatively slow.
Forward throw Heave-Ho (ヘーブホー) 9% Spins around once, and throws his opponent forward with decent knockback.
Back throw Airplane Swing (ジャイアントスイング, Giant Swing) 12% (throw), 8% (collateral) Similar to his throw against Bowser in Super Mario 64; spins around three times and throws his opponent backward. Surprisingly high knockback, can hit enemies mid-swing. One of the stronger back throws in the game, with KO potential under 150% near the edge.
Up throw Mario Launch (マリオローンチ) 8% Throws his opponent upward. Good for leading into an up tilt, or starting combos at higher percentages. Can chaingrab fastfallers.
Down throw Down the Drain (ダウン・ザ・ドレイン) 6% Throws his opponent on the ground. At lower to mid percentages, it can chaingrab characters with moderate falling speeds (such as Pikachu), and at high to very high percentages, it can chaingrab fast-fallers.
Floor attack (front)   6% Gets up and punches behind him, then in front.
Floor attack (back)   6% Swirls around in a similar fashion to his down smash.
Edge attack (fast)   6% (body), 8% (legs) Does a somersault and then kicks upward onto the stage.
Edge attack (slow)   10% Slowly gets up and kicks forward with one leg.
Neutral special Fireball 6% Shoots a fireball as a projectile, which travels forward and loses momentum with each bounce. Because of this, they are best used in the air, and at higher locations. They can be spammed, though with some difficulty, and are a decent way to approach. The move can be more efficient when used in the air, falling to meet the enemy at ground level, while still moving, and negating lag.
Side special Cape Ground: 10% (close), 8% (far)
Air: 9% (close), 7% (far)
Flicks his Cape from Super Mario World forward, hitting opponents with the reverse effect, as well as being able to reflect projectiles. Very useful for gimping certain recoveries. Slightly aids Mario's horizontal recovery. Has transcendent priority.
Up special Super Jump Punch 5% (hit 1), 1% (hits 2-8), 3% (hit 9) Does a jumping uppercut diagonally upward, being a multi-hit attack that causes coins to fly out of the opponent. Mainly a recovery move. Additionally, if used while Mario is directly next to a wall and the control stick is flicked backward at the apex of the jump, the move will be cancelled into a wall jump without making Mario helpless, like the move normally does. It is also a great out-of-shield option. Deals up to ≈14% if all hits connect.
Down special Mario Tornado 2% (hit 1), 1% (hits 2-7), 5% (hit 8 ground), 3% (hit 8 air) Does a multi-hit spinning attack, very similar to the Spin Jump from Super Mario World. The final hit knocks the opponent straight up, and the move can rack up damage, though it has some ending lag. It can be used for recovery by rapidly tapping the B button, though this requires fast reflexes. Has transcendent priority. Deals up to ≈12.01% on the ground and ≈10.19% in the air if all hits connect.

Stats

NTSC

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 100 1.5 – Initial dash
1.5 – Run
1.1 0.06 0.016 0.86 0.02 – Base
0.025 – Additional
0.095 1.7 – Base
2.3Fast-fall
4 29 - Base
11.025 - Short hop
26.7

PAL

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 98 1.5 – Initial dash
1.5 – Run
1.1 0.06 0.016 0.83 0.02 – Base
0.025 – Additional
0.095 1.7 – Base
2.3Fast-fall
4 29 - Base
11.025 - Short hop
26.7

Announcer call

Taunt

  • Grows to a super size, as if taking a Super Mushroom power-up, before shrinking again. This also increases the size of his hurtbox. The size increase stacks with special matches and actual super mushrooms. It is the second longest taunt in Melee.
Mario-Taunt-SSBM.gif

Idle pose

  • Adjusts his cap.
Mario Idle Pose Melee.gif

Crowd cheer

English Japanese
Cheer
Description Ma-Ri-O! Ma-Ri-O!
Pitch Group chant Group chant

Victory poses

An orchestrated cover of the iconic "Level Completed" music from Super Mario Bros..
  • Winds up for a punch and steps forward while punching in front of the screen, shouting "Here we go!"
  • Makes fire explode from his palm and strikes a pose.
  • Does a short spin-jump and lands in a strong-man pose, shouting "Here we go!"
Mario-Victory1-SSBM.gif Mario-Victory2-SSBM.gif Mario-Victory3-SSBM.gif

In competitive play

Most historically significant players

See also: Category:Mario players (SSBM)

  • USA A Rookie - Widely considered to be the best Mario player in the world. While he almost exclusively plays in events located in Florida, he is the first to make multiple top 24s at majors with the character, placing 17th at Kings of Cali 4, Press Start, and Low Tier City 6. His 33rd place at Shine 2019 is also tied with Viva La Smashtaclysm as Mario's best supermajor placement.
  • USA Green Mario - A notable Mario player in the United States, residing in Georgia. His 17th place at Pound 2 marked the first time a Mario player reached top 24 at a major and his 33rd at Viva La Smashtaclysm became the first time a Mario player reached top 64 at a supermajor.
  • USA KoopaTroopa895 - One of the best Mario players in the United States before switching to Marth. His 25th place at Kings of Cali 4 is one of the best major results seen with Mario in the 2010s outside of A Rookie's results. He also amassed some of Mario's best wins in the modern era of Melee, beating top players such as Spark and Nintendude.
  • USA Mango - Once mained Mario under the tag "Scorpion Master" and occasionally used him in side events or online tournaments. While his Mario is known as a sort of sandbagging character, he has shown prominence with the character, placing 2nd at Good Shit German and garnering the character's best wins with HugS, SilentSpectre, and Westballz while under the alias.
  • USA Matt Deezie - One of the first tournament organizers seen in Melee and the best Mario player in the world in the game's first two years. Placed top 6 at a few Tournament Go events with his best being 3rd at Tournament Go 2. He eventually switched to playing Fox before retiring from competitive Melee altogether.
  • Germany SchlimmShady - Formerly the best Mario player in Europe prior to switching to Captain Falcon. He was previously ranked top 10 through several power rankings in Germany, peaking at 7th in April 2016. He placed well at many regionals such as 17th at Syndicate 2017 and 25th at B.E.A.S.T 6 and B.E.A.S.T 7.

Tier placement and history

Very early in the Melee metagame, when few players knew the potential of now-top tier characters, Mario was considered one of the best characters in the game, ranking as high as 5th on the first tier list. This could be attributed to Mario's simple but effective combo setups, strong attacks, low learning curve, and lack of any outstanding drawbacks due to being well-rounded, as well as his extendable recovery. As the metagame advanced, however, Mario's average statistics were magnified as the potentials for many other superior characters, such as Peach, Captain Falcon, and the Ice Climbers, were discovered. This caused Mario to slowly slip down the tier list as time progressed, as well as lose significant placing in large tournaments; eventually, Mango (under the alias "Scorpion Master") was the only person who placed anywhere significant with him, but even he rarely placed high enough to earn money from playing Mario, cashing in at 25th place at Apex 2010 instead of his usual top 8 placements when using better characters. On the current tier list, he ranks 15th place in the C+ tier; on the other hand, his clone Dr. Mario and semi-clone Luigi, who were once widely considered worse than Mario, have surpassed him in placements. Despite the tier differences, some players, such as Shroomed, believe Mario could potentially be better than Dr. Mario, due to his faster aerials, arguably better recovery, and longer reach and disjoint in some of his attacks, such as forward Smash and down Smash, supplemented with A Rookie’s respectable representation with the character. However, other Luigi and Dr. Mario mains have since achieved stronger competitive breakthroughs (exhibited with Luigi’s bigger player base and Franz’s rising success), which influenced most top players to view Mario’s standing otherwise.

In 1-P Mode

Classic Mode

In Classic Mode, Mario can appear as an ally in team and giant fights, a solo, team, giant, multi, and metal opponent. In Mario's appearances, he either appears on Princess Peach's Castle or Rainbow Cruise. On a team with Bowser, he appears on Battlefield and with Peach, he appears on Mushroom Kingdom II; during the battle against Mario + Bowser on Battlefield, the stage will play the Princess Peach's Castle track.

Adventure Mode

Mario is one of only two characters who can appear twice in Adventure Mode, alongside his brother Luigi.

In the game's Adventure Mode, Mario teams up with Peach against the player in the second part of the first stage, taking place on Princess Peach's Castle. If the player finished the previous segment, Mushroom Kingdom, with the remaining time registering 2 in the seconds digit, his younger brother Luigi will take his place in a cutscene that will trigger right before this battle, which has Luigi stomping on Mario's head to get to the top of the castle.

Later on, in the second half of Stage 11, Metal Mario will fight the player's character on the Battlefield stage, where he functions as simply a Mario permanently under the influence of the Metal Box item. If the player unlocked Luigi, Metal Mario will be joined by Metal Luigi, and they both team up on the player, making for a harder fight.

All-Star Mode

In All-Star Mode, Mario and his allies are fought on Rainbow Cruise.

Event Matches

Mario is featured in the following event matches:

  • Event 1: Trouble King: The player plays as Mario and fights against Bowser on Battlefield.
  • Event 10: All-Star Match 1: Mario is the first opponent to be fought in this series of staged battles. The player battles him on Yoshi's Island, which will transition to the next stage if Mario gets defeated. With a timer of four minutes, the player must defeat him along with Donkey Kong, Yoshi, Peach, and Bowser.
  • Event 19: Peach's Peril: Mario must protect Peach from a slightly larger Bowser on Final Destination. Both Mario and Peach have 1 stock each while Bowser has infinite lives.
  • Event 22: Super Mario 128: The player chooses any character and must defeat a total of 128 tiny Marios on Mushroom Kingdom II.
  • Event 25: Gargantuans: A scenario designed as a homage to kaiju movies and their various tropes. On the Fourside stage, with unlimited time, the player plays as a giant-sized Bowser (as "Godzilla") with 1 stock against a giant-sized Donkey Kong (as "King Kong") with 2 stock. A tiny Mario and a tiny Peach are also present in this match, who usually gets KO'd in one hit.
  • Event 31: Mario Bros. Madness: The player chooses any character and must fight Mario and Luigi in a two-timed match on Mushroom Kingdom. The player must have the most points within the two minutes to clear this event.
  • Event 38: Super Mario Bros. 2: The player chooses any character and must defeat Mario, Luigi, and Peach in a two-stock match on Mushroom Kingdom II. Both the characters and the stage are a direct throwback to the original Super Mario Bros. 2, an NES sequel to Super Mario Bros.

Ending Images

Trophies

In addition to the normal trophy about Mario as a character, there are two trophies about him as a fighter, unlocked by completing both Adventure and All-Star modes respectively with Mario on any difficulty:

Mario trophy from Super Smash Bros. Melee.
Classic Mode trophy
Mario
Known worldwide as Mr. Nintendo, Mario uses his incredible jumping ability to thwart the evil Bowser time after time. While he's best known as a hero, Mario has played many roles, including racer, doctor, golfer, and villain. His tastes have changed over 20 years of gaming; he long ago swapped the colors of his shirt and overalls.
Donkey Kong (Arcade 1981)
Mario trophy from Super Smash Bros. Melee.
Adventure Mode [Smash] trophy
Mario [Smash]
Mario is a character without any glaring weaknesses and plenty of strong attacks: he's even equipped with a Meteor Smash. He's a straightforward character who'll reflect the actual skills of the player. Mario's Cape will turn other characters in the opposite direction and can also reflect missile weapons.
B: Fireball
Smash B: Cape
Mario trophy from Super Smash Bros. Melee.
All-Star Mode [Smash] trophy
Mario [Smash]
Mass determines how easily a character can be sent flying, as well as a character's physical strength: Mario's mass is the standard upon which other Smash fighters are measured. His Super Jump Punch sends foes skyward in a shower of coins, while the Mario Tornado pulls in nearby foes, spins them silly, and scatters them every which way.
Up & B: Super Jump Punch
Down & B: Mario Tornado

Alternate costumes

Mario's palette swaps, with corresponding tournament mode colours.
MarioHeadSSBM.png MarioHeadYellowSSBM.png MarioHeadBlackSSBM.png MarioHeadBlueSSBM.png MarioHeadGreenSSBM.png

Gallery

Trivia

  • Mario's Up Special attack is the only Up Special move in Melee that allows the player to break out of their freefall.
  • A taunting Mario with a Super Mushroom in Giant Melee Mode is the largest possible character size that can be achieved without hacking.
  • Mario's taunt is the second longest taunt out of all the characters, the longest one being Young Link's.
  • If the Master Hand glitch is used in an event and sets a record, the score is shown on Mario.
  • In the PAL Version, Mario's weight was decreased from 100 to 98. This has been carried over into future installments.
  • Mario's taunt also expands his hitbox size. Getting hit during the taunt animation causes Mario to automatically transform to back to his normal size.
  • Mario, Peach, Yoshi, Young Link, Kirby, Falco, and Pikachu are the only characters whose portraits on the character select screen match their official artwork.
  • Mario, Peach, Luigi, Jigglypuff and Dr. Mario are the only fighters with English voice actors in Melee.
  • When Star KO'ing Giant Mario or Giant Dr. Mario, their voice will immediately fade out. This will not happen with any other character.

External links