Mario (SSBU)/Final Smash
A smash original. Mario unleashes a large wave of fire to push opponents off the stage. At lower percents, opponents may fall out of the final smash. It also has no finishing hitbox, so the final smash needs to be positioned so that it will carry opponents into the blastzone. The final smash will connect consistently around 50% or above. If used in the air, it pushes Mario backwards a little, as well as give him a little jump upwards, so it can also be used as a desperate recovery tool when aimed away from the stage.
- Mario Finale's Final Smash Meter version has a higher knockback multiplier (0.9× → 0.91×).
- At the start of Mario Finale, nearby opponents will be slowed down for a longer period.
- Mario Finale deals more damage per hit (2% (early)/2.5% (clean)/3% (late) → 2.5%/3%/3.5%).
- The fireballs' hitboxes stretch vertically (Y offset: 0u, -3u—3u), increasing their range and making the Final Smash harder to escape.
|Early hits||65-104 (rehit rate: 7)|
|Mid hits||105-154 (rehit rate: 7)|
|Late hits||155-224 (rehit rate: 7)|