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{{Infobox Character | {{Infobox Character | ||
|name = Mario | |name = Mario | ||
|image = {{tabber|title1=Website| | |image = {{tabber|title1=Website|tab1=[[File:Mario SSB4.png|x250px]]|title2=In-game|tab2=[[File:Mario SSB4 Alt.png|x250px]]}} | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
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'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed on June 11th, 2013 during the E3 2013 Nintendo Direct.<ref name="trailer1">[http://www.youtube.com/watch?v=xvudMu-5kIU Super Smash Bros. for 3DS/Wii U 1st Trailer]</ref> He was also one of the main subjects of the Developer's Direct for ''Super Smash Bros.'' later during E3 2013.<ref name="devdirect">[http://www.youtube.com/watch?v=vQD1yJinzeQ Wii U & Nintendo 3DS Developer Direct - Super Smash Bros. for Nintendo 3DS and Wii U @E3 2013]</ref> He was among the first wave of [[amiibo]] figurines for ''Smash 4''. Charles Martinet's portrayal of Mario from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Smash 4''.<ref name="treehouseday2">[http://www.youtube.com/watch?v=edCQDRuL8Dk Nintendo Treehouse: Live @ E3 2014 -- Day 2: Super Smash Bros. for Wii U]</ref> | '''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed on June 11th, 2013 during the E3 2013 Nintendo Direct.<ref name="trailer1">[http://www.youtube.com/watch?v=xvudMu-5kIU Super Smash Bros. for 3DS/Wii U 1st Trailer]</ref> He was also one of the main subjects of the Developer's Direct for ''Super Smash Bros.'' later during E3 2013.<ref name="devdirect">[http://www.youtube.com/watch?v=vQD1yJinzeQ Wii U & Nintendo 3DS Developer Direct - Super Smash Bros. for Nintendo 3DS and Wii U @E3 2013]</ref> He was among the first wave of [[amiibo]] figurines for ''Smash 4''. Charles Martinet's portrayal of Mario from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Smash 4''.<ref name="treehouseday2">[http://www.youtube.com/watch?v=edCQDRuL8Dk Nintendo Treehouse: Live @ E3 2014 -- Day 2: Super Smash Bros. for Wii U]</ref> | ||
Mario is ranked 9th out of 54 characters on the [[tier list]], in the A tier, which is at the lower end of the top tier | Mario is currently ranked 9th out of 54 characters on the [[tier list]], in the A tier, which is at the lower end of the top tier. This is a huge improvement from his 31st out of 38 ranking in ''Brawl'' where he stood at the top of the bottom tier, rendering him as the veteran with the most improvement in the transition. Additionally, ''Smash 4'' is the first release in ''Super Smash Bros.'' where he is placed higher than a mid-tier, resulting in his best tier list placement yet. Mario's greatest asset is his effective frame data; most of his moves have little startup lag and have relatively low end lag. This results in Mario being fairly difficult to [[punish]] relative to most of the cast. His combo game is quite flexible, as Mario can rack up damage quickly and reliably, most notoriously with his down throw into multiple up tilts. In addition, he also has a versatile moveset: a disruptive [[projectile]] in his [[Fireball]], a [[reflection]]-based and [[reverse]]-based move in his [[Cape]] that can counteract [[camping]], and a decent, if niche [[edgeguard]]ing option with [[F.L.U.D.D.]]. | ||
Despite being buffed significantly from ''Brawl'', Mario retains several weaknesses. | Despite being buffed significantly from ''Brawl'', Mario retains several weaknesses. Mario's overall range is below average, giving him trouble against characters with long [[disjointed]] range such as {{SSB4|Cloud}} and {{SSB4|Marth}}. Furthermore, he cannot effectively outcamp other characters, due to Fireball being relatively slow compared to some other projectiles in the game. Mario also suffers from a lack of consistent KO setups, lack of strong and effective KO options outside of forward and up smash and along side his short frame and relative floatiness for a middleweight, a weakness to [[rage]] setups. Mario's average attributes do not allow him to quickly gain an advantage either, as the strengths of other characters can contest his, with the most notable being his overall mobility. | ||
Due to his lack of severe weaknesses, as well as one of the lowest technical curves in the game, Mario has had among the highest representation in tournaments, and has achieved excellent results at top level play. Owing to Mario's incredible tournament placings, especially during the summer of 2016, many smashers have viewed Mario as one of the best characters in the game and possibly deserving of an even higher ranking on the tier list; {{Sm|ESAM}}, for instance, has notably argued that Mario is the best character in ''Smash 4'', while others claim that Mario should be lower due to his not as dominant results and his glaring range issues. | Due to his lack of severe weaknesses, as well as one of the lowest technical curves in the game, Mario has had among the highest representation in tournaments, and has achieved excellent results at top level play. Owing to Mario's incredible tournament placings, especially during the summer of 2016, many smashers have viewed Mario as one of the best characters in the game and possibly deserving of an even higher ranking on the tier list; {{Sm|ESAM}}, for instance, has notably argued that Mario is the best character in ''Smash 4'', while others claim that Mario should be lower due to his not as dominant results and his glaring range issues. | ||
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Another valuable strength of Mario is his grab game. Even though his grab reach is only average, his grabs are among the fastest in the game, and his [[pummel]], while moderately slow, can rack up some damage before throwing the opponent. His forward and up throws have the same overall use: they send the opponent at a disadvantageous position, where Mario can capitalize on their mistake. His back throw is by far his strongest throw and can reliably KO below 150% near the ledge on any character, and even earlier with [[rage]]. Finally, his down throw is a notorious combo starter. It can repeatedly lead into up tilt at low percentages, or down tilts to regrab on fast fallers or heavyweights and rack up at least 20% in the process. Alternatively, it can lead into neutral attack, forward tilt, down tilt, up smash and down smash at low percentages, as well as neutral aerial, up aerial, down aerial and Super Jump Punch at medium percentages. Finally, and due to the favorable angles his moves send at, his tremendously quick frame data and his extensive amount of combo starters, Mario's combo ability is among the most reliable in the game, and it is also worth noting that seven of Mario's moves can [[lock]] (forward tilt, neutral attack's first two hits, [[Fireball]], down aerials landing hit, and neutral, forward and back aerials (the former and latter being usually effective when sourspotted, though a majority of them are only usable at low percents). This makes it almost always imperative for Mario's opponent to [[tech]] all attacks at low percentages when needed, otherwise Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process. | Another valuable strength of Mario is his grab game. Even though his grab reach is only average, his grabs are among the fastest in the game, and his [[pummel]], while moderately slow, can rack up some damage before throwing the opponent. His forward and up throws have the same overall use: they send the opponent at a disadvantageous position, where Mario can capitalize on their mistake. His back throw is by far his strongest throw and can reliably KO below 150% near the ledge on any character, and even earlier with [[rage]]. Finally, his down throw is a notorious combo starter. It can repeatedly lead into up tilt at low percentages, or down tilts to regrab on fast fallers or heavyweights and rack up at least 20% in the process. Alternatively, it can lead into neutral attack, forward tilt, down tilt, up smash and down smash at low percentages, as well as neutral aerial, up aerial, down aerial and Super Jump Punch at medium percentages. Finally, and due to the favorable angles his moves send at, his tremendously quick frame data and his extensive amount of combo starters, Mario's combo ability is among the most reliable in the game, and it is also worth noting that seven of Mario's moves can [[lock]] (forward tilt, neutral attack's first two hits, [[Fireball]], down aerials landing hit, and neutral, forward and back aerials (the former and latter being usually effective when sourspotted, though a majority of them are only usable at low percents). This makes it almost always imperative for Mario's opponent to [[tech]] all attacks at low percentages when needed, otherwise Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process. | ||
Despite Mario's numerous strengths, he is not flawless. Most characters are able to outperform him in various areas: notable examples include {{SSB4|Bayonetta}} having a more versatile combo ability, {{SSB4|Sonic}} having better mobility, {{SSB4|Donkey Kong}} having higher power right off the bat and {{SSB4|Cloud}} having larger reach. In particular, the latter two are his main weaknesses: his KOing ability is largely inconsistent, with very few guaranteed KO set-ups, and all of them being hard to confirm. While much of his moveset can get the job done, there is a noticeable gap in power between his strongest moves and his other ones, with this meaning he'll usually have to rely on his sweetspotted forward smash, up smash, down smash's back hit, or back throw to score kills | Despite Mario's numerous strengths, he is not flawless. Most characters are able to outperform him in various areas: notable examples include {{SSB4|Bayonetta}} having a more versatile combo ability, {{SSB4|Sonic}} having better mobility, {{SSB4|Donkey Kong}} having higher power right off the bat and {{SSB4|Cloud}} having larger reach. In particular, the latter two are his main weaknesses: his KOing ability is largely inconsistent, with very few guaranteed KO set-ups, and all of them being hard to confirm. While much of his moveset can get the job done, there is a noticeable gap in power between his strongest moves and his other ones, with this meaning he'll usually have to rely on his sweetspotted forward smash, up smash, down smash's back hit, or back throw to score kills, which are all further compounded by the poor reach of his attacks. As such, he cannot afford to get predictable, especially with the existence of [[stale-move negation]]. His lack of reach also prevents him from fighting at a safe distance and consistently forces Mario to approach characters. This leads into having some difficulty against characters with large or [[disjointed]] reach, though fortunately, these types of characters tend to have significantly slower attacks than Mario, meaning that this tends to be the least of his worries. | ||
Lastly, his recovery is rather limited. He has fast air speed, a high jump, and a very fast and safe up special in [[Super Jump Punch]]. However, Super Jump Punch does not travel a very long distance and is fairly linear, making it easy to predict. His other options also are unreliable, as Cape and F.L.U.D.D. each travel very little momentum and are extremely easy to edgeguard, F.L.U.D.D. being useful only to substitute for his air speed, and Cape only to guard break edgeguarders or wait them out. This necessitates that Mario returns to the stage quickly | Lastly, his recovery is rather limited. He has fast air speed, a high jump, and a very fast and safe up special in [[Super Jump Punch]]. However, Super Jump Punch does not travel a very long distance and is fairly linear, making it easy to predict. His other options also are unreliable, as Cape and F.L.U.D.D. each travel very little momentum and are extremely easy to edgeguard, F.L.U.D.D. being useful only to substitute for his air speed, and Cape only to guard break edgeguarders or wait them out. This necessitates that Mario returns to the stage quickly, as a single opening offstage may be fatal for him. Nevertheless, Mario's recovery provides serviceable distance, but caution must be exercised when offstage. | ||
Mario's [[custom moves]] define the fundamentals of customization, with all of them following an "X over Y" pattern. Fast Fireball deals less damage and barely causes flinching, but covers more range at a much faster pace and can further improve his already above average [[camping]] abilities as well as disrupt most attacks. Fire Orb has less range and is much slower, but deals repeated damage and lingers after being shot, allowing for potential follow-ups. Shocking Cape is [[electric]] and has actual KO power, but cannot stall in the air as much as its other variants or reflect projectiles. Gust Cape pushes opponents away, especially at point-blank range, but it deals less damage and possesses more ending lag. Super Jump grants almost twice as much distance, but is unable to hit opponents. Explosive Punch deals high [[flame]] damage, but travels a short distance at a fixed direction. Scalding F.L.U.D.D. hits multiple times and can disrupt an opponent's [[approach]] better, but is not as useful in edgeguarding and has less reach. High-Pressure F.L.U.D.D. takes much longer to charge, but its push effect is greatly amplified. | Mario's [[custom moves]] define the fundamentals of customization, with all of them following an "X over Y" pattern. Fast Fireball deals less damage and barely causes flinching, but covers more range at a much faster pace and can further improve his already above average [[camping]] abilities as well as disrupt most attacks. Fire Orb has less range and is much slower, but deals repeated damage and lingers after being shot, allowing for potential follow-ups. Shocking Cape is [[electric]] and has actual KO power, but cannot stall in the air as much as its other variants or reflect projectiles. Gust Cape pushes opponents away, especially at point-blank range, but it deals less damage and possesses more ending lag. Super Jump grants almost twice as much distance, but is unable to hit opponents. Explosive Punch deals high [[flame]] damage, but travels a short distance at a fixed direction. Scalding F.L.U.D.D. hits multiple times and can disrupt an opponent's [[approach]] better, but is not as useful in edgeguarding and has less reach. High-Pressure F.L.U.D.D. takes much longer to charge, but its push effect is greatly amplified. | ||
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In ''Super Smash Bros Brawl'', Mario was regarded as an unviable low tier, as while he had very solid frame data, decent edgeguarding, an effective projectile and a powerful and versatile tool in the form of his [[Cape]], he also suffered from having poor range, limited/difficult to land KO moves and a poor recovery, which was very linear, did not cover much distance, and could be easily [[edge hog]]ged. As a result, Mario struggled against a majority of the cast and despite the developer's intention to design him as a beginner friendly all arounder, he still ended being an unpopular choice due to his poor relative strength to the cast. | In ''Super Smash Bros Brawl'', Mario was regarded as an unviable low tier, as while he had very solid frame data, decent edgeguarding, an effective projectile and a powerful and versatile tool in the form of his [[Cape]], he also suffered from having poor range, limited/difficult to land KO moves and a poor recovery, which was very linear, did not cover much distance, and could be easily [[edge hog]]ged. As a result, Mario struggled against a majority of the cast and despite the developer's intention to design him as a beginner friendly all arounder, he still ended being an unpopular choice due to his poor relative strength to the cast. | ||
As a result of this, Mario has received a fair share of buffs and nerfs in ''Super Smash Bros. 4'' | As a result of this, Mario has received a fair share of buffs and nerfs in ''Super Smash Bros. 4'' and he has been significantly [[buff]]ed overall. Mario's mobility is overall better especially in the air; with his jumps and up special being higher and his air speed being much higher which along with his faster [[air dodge]] and the removal of [[edge hogging]], significantly improves his recovery. | ||
Mario is overall more capable of comboing and KOing both due to universal changes and changes to some of his moves. Mario's forward and up smash which were already his main KO moves have been made stronger. The changes to [[hitstun canceling]] and [[directional influence]] have significantly improved Mario's combo potential and two of his moves have been altered to further enforce this. Mario's down throw has significantly reduced base knockback which has made it a much better combo tool at low percents while still being a much more reliable combo tool at higher percents due to the changes to hitstun canceling/DI. Mario's grabs are also faster | Mario is overall more capable of comboing and KOing both due to universal changes and changes to some of his moves. Mario's forward and up smash which were already his main KO moves have been made stronger. The changes to [[hitstun canceling]] and [[directional influence]] have significantly improved Mario's combo potential and two of his moves have been altered to further enforce this. Mario's down throw has significantly reduced base knockback which has made it a much better combo tool at low percents while still being a much more reliable combo tool at higher percents due to the changes to hitstun canceling/DI. Mario's grabs are also faster; making it easier for him to start his powerful grab game. | ||
Mario's up aerial now launches opponents vertically like its ''Smash 64'' counterpart which has made Mario's already decent juggling potential much more potent especially with the afforementioned changes to hitstun canceling/DI. The move can very easily chain into itself and lead into a [[Super Jump Punch]] making it a very powerful juggling tool. Mario's forward aerial is also noticeably more effective. The move is not only stronger and naturally benefits from the removal of [[meteor canceling]], but it can also be comboed into due to the afforementioned changes to hitstun canceling/DI as well as his altered down throw/up aerial. | Mario's up aerial now launches opponents vertically like its ''Smash 64'' counterpart which has made Mario's already decent juggling potential much more potent especially with the afforementioned changes to hitstun canceling/DI. The move can very easily chain into itself and lead into a [[Super Jump Punch]] making it a very powerful juggling tool. Mario's forward aerial is also noticeably more effective. The move is not only stronger and naturally benefits from the removal of [[meteor canceling]], but it can also be comboed into due to the afforementioned changes to hitstun canceling/DI as well as his altered down throw/up aerial. | ||
Mario also greatly benefits from the introduction of [[rage]] as it not only allows him to KO earlier as well as allowing his combos to work sooner but it also enables him to KO opponents at insanely low percents with his Super Jump Punch; | Mario also greatly benefits from the introduction of [[rage]] as it not only allows him to KO earlier as well as allowing his combos to work sooner but it also enables him to KO opponents at insanely low percents with his Super Jump Punch; giving him a cheesy KO option which can occasionally allow Mario to score insanely early KOes. Mario's solid weight also means that he is capable of building up a decent amount of rage before getting KOed. | ||
Mario has received some nerfs however. Mario's damage output has now been decreased noticeably even relative to the cast, now being average. This makes it harder for Mario to rack up damage although his more consistent combo game somewhat alleviates this. This also means that quite a few of Mario's more situational KO moves (such as the front hit of down smash, neutral aerial and back throw) are weaker than they were before meaning that Mario still has to rely on landing a forward or an up smash to secure a KO if he does not score an early KO from an edgeguard or a Super Jump Punch or Ladder Combo. Mario's frame data while still solid is also worse with multiple moves having increased ending lag as well as some moves having shorter hitbox durations. | |||
Mario's [[Fireball]]s and [[Cape]] have also seen some nerfs. Fireballs; while travelling further | Mario's [[Fireball]]s and [[Cape]] have also seen some nerfs. Fireballs; while travelling further are laggier and weaker making them a worse camping tool overall. Cape's reflection period has been reduced and the removal of [[edge momentum shifting]] has hindered Cape more than almost any other special significantly hindering its edgeguarding and approach potential. Even before edge momentum shifting was removed in patch [[1.0.8]], Cape did not gain as much momentum when used off an edge. Cape is also hindered by the removal of edge hogging and the speeding up of air dodges although Mario still overall benefits from these changes. | ||
Mario's traction is also lower which hinders his ability to punish out of shield despite still possessing excellent out of shield options. Mario can also no longer use a pivoted forward smash to make it cover a lot more distance which considerably hinders Mario's ability to whiff punish moves while being on the ground. | Mario's traction is also lower which hinders his ability to punish out of shield despite still possessing excellent out of shield options. Mario can also no longer use a pivoted forward smash to make it cover a lot more distance which considerably hinders Mario's ability to whiff punish moves while being on the ground. | ||
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*{{nerf|[[Spot dodge]] has a shorter duration (frames 2-20 → 2-17) and has more ending lag (FAF 26 → 27).}} | *{{nerf|[[Spot dodge]] has a shorter duration (frames 2-20 → 2-17) and has more ending lag (FAF 26 → 27).}} | ||
*{{buff|The changes to [[hitstun canceling]] and [[directional influence]] greatly improve Mario's combo potential.}} | *{{buff|The changes to [[hitstun canceling]] and [[directional influence]] greatly improve Mario's combo potential.}} | ||
*{{buff|The removal of [[edge hogging]], combined with Mario’s faster air speed and air dodge, drastically improve his recovery, remedying one of his main weaknesses from the previous game.}} | *{{buff|The removal of [[edge hogging]], combined with Mario’s faster air speed and air dodge, drastically improve his recovery, remedying one of his main weaknesses from the previous game.}} | ||
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==Update history== | ==Update history== | ||
Compared to other top/high tier characters, Mario only received a few minor changes in updates, receiving some subtle improvements to forward smash and [[F.L.U.D.D.]] But while Mario remains mostly the same in the final game as his initial incarnation, Mario did receive a rather significant universal buff early on. | Compared to other top/high tier characters, Mario only received a few minor changes in updates, receiving some subtle improvements to forward smash and [[F.L.U.D.D.]]. But while Mario remains mostly the same in the final game as his initial incarnation, Mario did receive a rather significant universal buff early on. | ||
Update 1.0.4 removed the ability to [[LSI]] moves which launched between 65°-115° and 245°-295° which in Mario's case, benefitted him significantly. Mario has a vast array of vertical launching moves, with most of them being vital to his combo game. In early 3DS versions, the presence of vertical LSI meant that Mario's combo potential was much more limited and inconsistent. The opponent could utilise LSI on Mario's vertical launching moves to escape his combos much sooner which overall gave Mario significantly less damage racking potential. This also meant that it was significantly harder for Mario to score a KO from a combo or even a simple confirm, forcing Mario to rely on his raw KO moves or his edgeguarding more to score KOes, with most of Mario's raw KO moves being rather weak knockback wise. | Update 1.0.4 removed the ability to [[LSI]] moves which launched between 65°-115° and 245°-295° which in Mario's case, benefitted him significantly. Mario has a vast array of vertical launching moves, with most of them being vital to his combo game. In early 3DS versions, the presence of vertical LSI meant that Mario's combo potential was much more limited and inconsistent. The opponent could utilise LSI on Mario's vertical launching moves to escape his combos much sooner which overall gave Mario significantly less damage racking potential. This also meant that it was significantly harder for Mario to score a KO from a combo or even a simple confirm, forcing Mario to rely on his raw KO moves or his edgeguarding more to score KOes, with most of Mario's raw KO moves being rather weak knockback wise. | ||
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|cast = 58 | |cast = 58 | ||
|weight = 98 | |weight = 98 | ||
|rweight = | |rweight = 21-23 | ||
|dash = 1.6 | |dash = 1.6 | ||
|rdash = 15-23 | |rdash = 15-23 | ||
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''See also: [[:Category:Mario players (SSB4)]]'' | ''See also: [[:Category:Mario players (SSB4)]]'' | ||
*{{Sm|Ally|Canada}} - The best Mario player | *{{Sm|Ally|Canada}} (#5) - The best Mario player in the world. Placed 1st at {{Trn|Smash 'N' Splash 2}}, {{Trn|EVO 2016}}, and {{Trn|2GGC: Greninja Saga}}, as well as 2nd at both {{Trn|GENESIS 4}} and {{Trn|Smash 'N' Splash 3}}. | ||
*{{Sm|ANTi|USA}} - Co-mained Mario alongside {{SSB4|Zero Suit Samus}} and | *{{Sm|ANTi|USA}} (#14) - Co-mained Mario alongside {{SSB4|Zero Suit Samus}} and is the best Mario player in the United States. Placed 1st at both {{Trn|Get On My Level 2017}} and {{Trn|CEO 2016}}, 2nd at both {{Trn|Port Priority 3: Tristate Throwdown}} and {{Trn|The Big House 6}}, and 5th at {{Trn|PAX Arena}}. | ||
*{{Sm|bAhuto|Japan}} - One of the best Mario players in Japan. | *{{Sm|bAhuto|Japan}} - One of the best Mario players in Japan. Placed 4th at {{Trn|Umebura 30}}, 5th at {{Trn|Umebura 28}}, 7th at both {{Trn|Umebura 22}} and {{Trn|Umebura Smash 4 Final}}, and 13th at {{Trn|Umebura 31}} with wins over players such as {{Sm|Kirihara}}, {{Sm|T}}, and {{Sm|Eim}}. | ||
*{{Sm| | *{{Sm|Big D|Canada}} - Co-mained Mario alongside {{SSB4|Captain Falcon}}. Placed 3rd at {{Trn|Cascade 2}}, 5th at {{Trn|Don't Park on the Grass}}, 7th at {{Trn|Battle of BC 2}}, 9th at {{Trn|Port Priority 2: Midwest Invasion}}, and 13th at {{Trn|Port Priority 3: Tristate Throwdown}}. Ranked 8th on the [[Smash Canada Rankings]]. | ||
*{{Sm|Ron|Japan}} -Tri-mained Mario alongside {{SSB4|Luigi}} and {{SSB4|Yoshi}} and | *{{Sm|Blacktwins|Canada}} - Co-mained Mario alongside {{SSB4|Cloud}} and is one of the best Mario players in Canada. Placed 7th at {{Trn|Get On My Level 2017}}, 9th at {{Trn|Smash 'N' Splash 3}}, 13th at {{Trn|Shine 2018}}, and 17th at both {{Trn|DreamHack Montreal 2017}} and {{Trn|The Big House 8}}. Ranked 10th on the [[Smash Canada Rankings]]. | ||
*{{Sm|Supahsemmie|Netherlands}} - The best Mario player in Europe and | *{{Sm|Dark Wizzy|USA}} (#95) - The best Mario player in the northeast. Placed 5th at {{Trn|Collision XV}}, 7th at both {{Trn|Shine 2018}} and {{Trn|DreamHack Atlanta 2018}}, 13th at {{Trn|Shine 2017}}, and 25th at {{Trn|Super Smash Con 2016}} with wins over players such as {{Sm|Marss}}, {{Sm|CaptainZack}}, and {{Sm|ESAM}}. | ||
*{{Sm|Zenyou|USA}} - The best solo Mario player in the United States. | *{{Sm|Ron|Japan}} (#57) -Tri-mained Mario alongside {{SSB4|Luigi}} and {{SSB4|Yoshi}} and is one of the best Mario players in Japan. Placed 1st at {{Trn|Sumabato 18}}, 2nd at both {{Trn|Sumabato 12}} and {{Trn|Sumabato 20}}, 3rd at {{Trn|Sumabato Tokaigi Qualifier 2}}, and 5th at {{Trn|Sumabato Tokaigi Qualifier 1}}. | ||
*{{Sm|Supahsemmie|Netherlands}} - The best Mario player in Europe. Placed 2nd at {{Trn|Elysium II}}, 4th at {{Trn|Smash Session: Final Encore}}, 5th at {{Trn|Albion 2}}, 9th at {{Trn|Syndicate 2017}}, and 17th at {{Trn|Glitch 5}} with wins over players such as {{Sm|S1}}, {{Sm|Meru}}, and {{Sm|cyve}}. Ranked 13th on the [[European Smash 4 Power Rankings]]. | |||
*{{Sm|Super Dan|USA}} - The best Mario players in the Midwest. Placed 7th at {{Trn|Rebirth X}}, 13th at {{Trn|Smash 'N' Splash 3}}, 17th at both {{Trn|Showdown: Battle Royale}} and {{Trn|Midwest Mayhem 10}}, and 25th at {{Trn|Midwest Mayhem 11}} with wins over players such as {{Sm|Ned}}, {{Sm|Tyroy}}, and {{Sm|dyr}}. Ranked 8th on the [[Chicago Power Rankings]]. | |||
*{{Sm|Zenyou|USA}} (#61) - The best solo Mario player in the United States. Placed 5th at {{Trn|2GGC: GENESIS Saga}}, 7th at {{Trn|The Big House 5}}, 13th at both {{Trn|2GGC: SCR Saga}} and {{Trn|GameTyrant Expo 2017}}, and 17th at {{Trn|EVO 2018}} with wins over players such as {{Sm|Nairo}}, {{Sm|Ally}}, and {{Sm|Mr.R}}. | |||
==[[Trophies]]== | ==[[Trophies]]== |