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{{ArticleIcons|melee=y}}
{{ArticleIcons|melee=y}}
{{disambig2|Mario's appearance in ''Super Smash Bros. Melee''|the [[clone]] of Mario, see {{SSBM|Dr. Mario}}; and for the semi-clone of Mario, see {{SSBM|Luigi}}, and for the character in other contexts|Mario}}
{{Disambig2|Mario's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Mario}}
{{Infobox Character
{{Infobox Character
|name = Mario
|name = Mario
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|ssbgame4 = SSBU
|ssbgame4 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = E
|tier = C+
|tierPAL = E
|tierPAL = E
|ranking = 15
|ranking = 15
|rankingPAL = 15
|rankingPAL = 15
}}
}}
{{cquote|''A well-rounded hero who boasts a balance between offense and defence.'' <br>|cite=Description from ''Melee's'' manual.}}
'''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''' ({{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}}, whom with 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''.
As in ''Super Smash Bros.'', Charles Martinet's portrayal of Mario from ''{{s|mariowiki|Super Mario 64}}'' was re-purposed for ''Melee'', with the ones used in the previous ''Smash'' title returning alongside new ones.


Mario is ranked 15th out of 26 on the current tier list, placing him in the E tier. This is very similar to his previous ranking in ''Smash 64'', where he is ranked 7th out of 12. It also places him four places lower than his clone {{SSBM|Dr. Mario}} at 11th place and two places lower than his younger brother {{SSBM|Luigi}}. 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.
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==
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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 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, however, 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.
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.
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 to be a poor-man's 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.
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 ''[[Smash 64]]''==
==Changes from ''[[Super Smash Bros.]]''==
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.
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.


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.
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.  
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===
===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.}}
*{{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===
*{{buff|Mario [[walk]]s faster (0.3 → 1.1).}}
*{{buff|Mario [[walk]]s much faster (0.8 (24) → 1.1).}}
*{{buff|Mario [[dash]]es faster (44 → 1.5).}}
*{{buff|Mario [[dash]]es slightly faster (1.467 (44) → 1.5).}}
*{{nerf|Mario's initial dash is slower (54 → 1.5) and covers less distance.}}
**{{nerf|However, Mario's initial dash is much slower (1.8 (54) → 1.5) and covers less distance.}}
*{{nerf|Mario's [[air speed]] is slightly slower (30 → 0.86).}}
*{{buff|Mario's [[traction]] is slightly higher (0.0533 (1.6) → 0.06), making it easier for him to punish [[out of shield]].}}
*{{change|Mario [[falling speed|falls]] faster (44 → 1.7), improving his vertical endurance but making him easier to combo.}}
*{{nerf|Mario's [[jumpsquat]] is longer (3 frames → 4).}}
*{{change|Mario's [[gravity]] is higher (2.7 0.095).}}
*{{nerf|Mario's [[air speed]] is slower (1 (30) → 0.86 (NTSC) / 0.83 (PAL)).}}
**{{nerf|As a result, his jumps are lower.}}
*{{nerf|Mario's [[air acceleration]] is lower (0.0667 (2) → 0.045), though it's no longer the slowest in the game.}}
*{{buff|Mario can now [[wall jump]], aiding his recovery.}}
*{{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.}}
*{{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 improves his movement options.}}
**{{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 [[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|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===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Both the first and third hits deal more damage (2%/4% → 3%/5%).}}
**{{buff|Both the first and third hits deal more damage (2% (hit 1)/4% (hit 3) → 3%/5%).}}
**{{buff|The first and second hits now have [[set knockback]], allowing the third hit to connect more reliably.}}
**{{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).}}
**{{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|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 second hit has a shorter duration (frames 3-5 → 3-4)}}
**{{nerf|The third hit has more startup lag (frame 3 → 5).}}
**{{nerf|The third hit has more startup lag (frame 3 → 5).}}
**{{change|The third hit can now [[clang]].}}
**{{change|The third hit no longer has [[Priority#Moves that cannot rebound|anti-rebounding priority]].}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has less startup (frame 8 → 5) and ending lag (FAF 43 → 33).}}
**{{buff|Forward tilt has less startup (frame 8 → 5) and ending lag (FAF 43 → 33).}}
**{{nerf|It deals less damage (12%/13%/14% → 8%/9%/10%).}}
**{{nerf|It has a much shorter duration (frames 8-17 → 5-7).}}
**{{nerf|It has a much shorter duration (frames 8-17 → 5-7).}}
**{{nerf|It has lower base knockback (10 → 6).}}
**{{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|The down angled variant now has very weak set knockback (1), making it extremely punishable at any percentage.}}
***{{nerf|Additionally, the down angled variant now has very weak set knockback (1), making it extremely punishable on hit at any percentage.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has less startup (frame 5 → 4) and ending lag (FAF 42 → 30) and combos more reliably at lower percentages.}}
**{{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%).}}
**{{nerf|It deals less damage (10% → 8%).}}
**{{nerf|It has a shorter duration (frames 5-16 → 4-12).}}
**{{change|It has more base knockback but lower knockback scaling (0 (base), 150 (scaling) → 26/125).}}
**{{change|Its knockback has been altered (0 (base), 150 (scaling) → 26/125), hindering its KO potential but improving its juggling potential.}}
***{{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]]:
*[[Down tilt]]:
**{{buff|Down tilt has less ending lag (FAF 40 → 35).}}
**{{buff|Down tilt has less ending lag (FAF 40 → 35).}}
**{{nerf|It deals less damage (12% → 8%).}}
**{{nerf|It deals less damage (12% → 8%/9%) and knockback (0 (base), 100 (scaling) → 10/80).}}
**{{nerf|It deals less knockback (0 (base), 100 (scaling) → 10/80).}}
**{{nerf|It has a shorter duration (frames 5-11 → 5-8).}}
**{{nerf|It lasts a shorter duration (frames 5-11 → 5-8).}}
**{{nerf|Mario no longer moves forward while using it, giving it much less range.}}
**{{change|Its knockback has been altered (361° → 80°), now launching opponents vertically instead of the [[Sakurai angle]].}}
**{{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]]:
*[[Dash attack]]:
**{{buff|Dash attack has less startup (frame 8 → 6) and ending lag (FAF 41 → 38).}}
**{{buff|Dash attack has less startup (frame 8 → 6) and ending lag (FAF 41 → 38).}}
***{{nerf|However, its duration is one frame shorter.}}
**{{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 deals less damage (12% (clean), 10% (late) → 9%/7%).}}
**{{nerf|It has more base knockback but lower knockback scaling (16/10 (base), 100 (scaling) → 70/50) hindering its KO potential.}}
**{{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 knocks opponents behind Mario (361° → 110°).}}
**{{change|It now launches opponents behind Mario (361° → 110° (clean)/120° (late)).}}
*[[Forward smash]]:
*[[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.}}
**{{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).}}
**{{buff|It has less startup (frame 16 → 12) and ending lag (FAF 54 → 42); now matching {{SSBM|Luigi}}'s version.}}
**{{buff|It now has a sweetspot that deals more damage (18% (up)/17 (side)%/16% (down) → 19%/18%/17%).}}
**{{buff|The fire hitbox deals more damage (18% (up)/17 (side)%/16% (down) → 19%/18%/17%).}}
***{{nerf|Its sourspots deals less damage (18% (up)/17 (side)%/16% (down) → 15%/11%/13%).}}
***{{nerf|However, it deals less knockback (30 (base), 100 (scaling) → 25/95), hindering its KO potential despite its higher damage.}}
****{{nerf|Additionally, the non-angled variant has another sourspot on Mario's right arm that deals 10% 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).}}
**{{buff|It has more [[range]].}}
**{{nerf|Both the sweetspots and sourspots deals less knockback (30 (base), 100 (scaling) → 25/95 (sweetspot)/96 (sourspot)).}}
*[[Up smash]]:
*[[Up smash]]:
**{{change|Up smash's animation has been altered with Mario now taking a massive step forward as he leans for the headbutt.}}
**{{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|The animation change gives the move more horizontal range than before.}}
**{{nerf|However, Mario no longer performs a small jump, reducing its vertical range.}}
***{{buff|It also gives the move significantly less ending lag (FAF 60 → 40) than before.}}
**{{buff|It has significantly less ending lag (FAF 60 40).}}
***{{nerf|However, Mario no longer performs a small jump, reducing its vertical range.}}
**{{nerf|It has more startup and a shorter hitbox duration (frames 7-15 → 9-11).}}
**{{nerf|It has more startup lag with a shorter duration (frames 7-15 9-11).}}
**{{nerf|It deals less damage (19% → 15%).}}
**{{nerf|It grants less [[intangibility]] to Mario's head (frames 7-10 → 9-11).}}
**{{nerf|It deals less knockback (26 (base)/120 (scaling) → 32/97) no longer being one of Mario's reliable KO moves and is no longer the strongest up smash (this title now belongs to {{SSBM|Pikachu}}).}}
**{{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]]:
*[[Down smash]]:
**{{buff|Down smash has less startup (frame 8 → 5) and ending lag (FAF 45 → 38).}}
**{{buff|Down smash has less startup lag (frame 8 → 5) and a shorter total duration (FAF 45 → 38).}}
**{{nerf|It deals less damage (17% 16% (front), 12%/10% (back)).}}
**{{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|It deals less knockback (20 (base)/100 (scaling) → 40/75 (front), 35/75 (back)) greatly hindering its KO potential and making the back hit now weaker than the front hit.}}
***{{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===
===Aerial attacks===
*{{nerf|Forward, up and down aerials [[auto-cancel]] later (frame 26 → 43 (forward), frame 11 → 16 (up), frame 32 → 33 (down). Due to his faster falling speed, Mario can no longer auto-cancel neutral, forward or down aerials in a short hop which is hindered further by the weakening of [[L-canceling]].}}
*{{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]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has higher base knockback (15 (clean)/0 (late) 20/15).}}
**{{buff|Neutral aerial has less ending lag (FAF 50 46).}}
**{{buff|It has less ending lag (FAF 50 46).}}
**{{buff|It auto-cancels slightly earlier (frame 37 36).}}
**{{nerf|It deals less damage (14% (clean)/11% (late) → 12%/10%).}}
***{{nerf|However, it no longer auto-cancels as soon as its hitboxes are no longer active.}}
**{{nerf|It has a shorter duration (frames 3-36 → 3-32).}}
**{{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]]:
*[[Forward aerial]]:
**{{change|Mario has a new forward aerial: an overhanded downward swing with an enlarged fist.}}
**{{change|Mario has a new forward aerial: an overhanded downward swing with an enlarged fist; officially referred to as "Meteor Knuckle".}}
**{{buff|It is [[meteor smash]] (361° → 280°) and lacks a sourspot.}}
**{{change|It is now a [[meteor smash]] (361° → 280°).}}
**{{nerf|It has noticeably more startup lag with a shorter duration (frames 11-26 → 18-22) and has much more ending lag (FAF 40 → 60).}}
***{{buff|This significantly improves its combo potential against grounded opponents.}}
**{{nerf|The introduction of meteor canceling makes the move less reliable for [[edgeguarding]].}}
***{{nerf|However when combined with the introduction of meteor cancelling, this significantly hinders its reliability.}}
**{{nerf|It deals less damage (16% 15%).}}
**{{buff|It has less landing lag (30 frames → 21).}}
**{{nerf|It deals less knockback (10 (base), 100 (scaling) → 30/70), and has less combo potential, now being one of the weakest forward aerials.}}
**{{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.}}
**{{nerf|It has less range.}}
*[[Back aerial]]:
*[[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.}}
**{{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|It has less startup lag with a longer duration (frames 10-19 → 6-17) and ending lag (FAF 40 → 29) making it a more effective tool for [[edgeguarding]] and [[wall of pain]]s.}}
***{{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.}}
**{{nerf|It deals less damage (16% (clean)/10% (late) → 11%/9%) greatly hindering the clean hit's KO potential. However, although the sourspot's base knockback was compensated (0 → 7).}}
**{{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 pain]]s.}}
***{{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]]:
*[[Up aerial]]:
**{{buff|Up aerial has less ending lag (FAF 40 → 30).}}
**{{buff|Up aerial has less ending lag (FAF 40 → 30).}}
***{{nerf|Despite this, Mario can no longer perform two up aerials in a short hop due to his higher fall speed and lower short hop.}}
**{{buff|It has much less landing lag (40 frames → 15).}}
**{{nerf|It deals less damage (12% 11%).}}
**{{change|Its angle has been altered (80° (clean)/70° (late) 55°).}}
**{{nerf|It has a shorter duration (frames 2-11 → 4-9).}}
***{{buff|This grants the move edgeguarding potential.}}
**{{nerf|It has reduced knockback scaling (120 → 100).}}
***{{nerf|However, this significantly hinders its combo and juggling potential removing one of Mario's most powerful combo tools.}}
**{{change|Its knockback angle has been changed (80° (clean), 70° (late) → 55°). This improves its edgeguarding potential but hinders its juggling and combo potential.}}
**{{nerf|It deals less damage (12% → 11%) and has decreased knockback scaling (120 → 100).}}
**{{change|It also no longer has a weaker late hit.}}
**{{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|This prevents it from comboing into moves such as itself and up smash as easily.}}
**{{nerf|It auto-cancels later (frame 12 → 16).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has less ending lag (FAF 39 → 38).}}
**{{buff|Down aerial has a shorter total duration (FAF 39 → 38).}}
**{{buff|Down aerial now has a landing hitbox.}}
**{{buff|It has less landing lag (36 frames → 23).}}
**{{nerf|Mario can also no longer perform another aerial after it in a short hop.}}
**{{buff|It now has a landing hitbox.}}
**{{nerf|Due to hitting seven times instead of eight, it has a much lower maximum damage output (24% → 10%).}}
**{{nerf|Each hit deals less damage (3% → 2%), greatly reducing the move's maximum damage potential (24% → 12%).}}
**{{nerf|It is no longer a meteor smash (-70° → 94°), removing its edgeguarding potential and making it connect less reliably. Additionally, it no longer setups into other moves such as up aerial and an up tilt as easily due to its new angle along with L-canceling being less effective.}}
**{{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 combo]]s.}}


===Grabs and throws===
===Throws/other attacks===
*{{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.}}
*[[Grab]]s:
*{{nerf|Grabs have more startup lag (frame 6 → 7 (standing), 11 (dash)) and ending lag (FAF 16 → 31 (standing), 41 (dash)).}}
**{{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|Forward throw deals less damage (12% → 9%) and knockback (80 (base), 70 (scaling) → 60/65).}}
**{{nerf|Grabs have more startup lag (frame 6 → 7 (standing), 11 (dash)) and ending lag (FAF 16 → 31 (standing), 41 (dash)).}}
*{{nerf|Back throw deals less damage (16% (throw)/12% (collateral) → 12% (throw)/10% (collateral)) and knockback (70 (base), 70 (scaling) → 80/65), making it much weaker.}}
**{{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===
===Special moves===
*[[Fireball]]:
*[[Fireball]]:
**{{buff|Fireball has less startup (frame 16 → 14) and ending lag (FAF 46 → 44) and travels faster.}}
**{{buff|Fireball has less startup (frame 16 → 14) and ending lag (FAF 46 → 44).}}
**{{nerf|Fireballs are smaller and deals less damage (7% → 6%).}}
**{{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]]:
*[[Cape]]:
**{{change|Like the rest of the returning cast from ''Smash 64'', Mario now has a side special. In his case, it is 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.}}
**{{buff|Cape has the ability to reflect projectiles and characters, allowing him to deal better with [[camp]]ing and gives him a deadly edgeguarding tool. It also gives him a additional recovery option while in the air.}}
*[[Super Jump Punch]]:
*[[Super Jump Punch]]:
**{{buff|Super Jump Punch can now be canceled with a wall jump near the apex of the move, further aiding Mario's recovery.}}
**{{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 (15% → 14%).}}
**{{nerf|It deals slightly less damage (16% → 15%).}}
**{{nerf|Its [[intangibility]] has more startup (frame 2 → 3).}}
**{{nerf|It has more startup lag (frame 2 3).}}
**{{nerf|Its gains much less distance, worsening its recovery potential.}}
***{{nerf|Its intangibility also has more startup lag (frame 2 → 3).}}
**{{change|The first few hits (110 (set) 130) and final hit (0 (base), 170 (scaling) → 40/140) have altered knockback.}}
**{{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]]:
*[[Mario Tornado]]:
**{{buff|Mario Tornado has less ending lag (FAF 87 → 80).}}
**{{buff|Mario Tornado has less ending lag (FAF 87 → 80).}}
**{{buff|The last hit no longer has set knockback (120 (base), 0 (scaling) → 60/115), allowing it to KO at high percentages.}}
**{{buff|Mario travels slightly faster when using it on the ground.}}
**{{nerf|Due to hitting up to 8 times instead of 14, it has a lower damage output (14% → 10%).}}
**{{buff|The first and final hit deal more damage (1% (both) → 2% (hit 1)/5% (hit 8 ground)/3% (hit 3 air)).}}
**{{nerf|It has more startup lag (frame 1 → 8).}}
**{{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|The first hit deals no knockback and there's now a small delay before the last hit, allowing foes to escape the attack more easily. Due to these changes, the move is now considered nearly useless outside of recovering, and as a situational vertical launcher.}}
***{{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.}}


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


*{{change|Mario is slightly lighter (100 → 98).}}  
'''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).}}
*{{nerf|Mario's air speed was reduced even further (0.86 → 0.83).}}
*{{nerf|Fireball no longer increase speed when used off slopes at certain angles.}}


==Moveset==
==Moveset==
Line 191: Line 254:
|game=SSBM
|game=SSBM
|neutralcount=3
|neutralcount=3
|neutralname=&nbsp;
|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=&nbsp;
|ftiltname=Plumber Kick ({{ja|配管工キック|Haikan-Kō Kikku}})
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=10%
|ftiltupdmg=10%
Line 202: Line 265:
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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)
|fsmashsidedmg={{ChargedSmashDmgSSBM|18}} (fire), {{ChargedSmashDmgSSBM|11}} (left arm), {{ChargedSmashDmgSSBM|10}} (right arm)
|fsmashsidedmg={{ChargedSmashDmgSSBM|18}} (fire), {{ChargedSmashDmgSSBM|11}} (left arm), {{ChargedSmashDmgSSBM|10}} (right arm)
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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.
Line 280: Line 343:
|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
}}
===[[Announcer]] call===
[[File: Mario Announcer SSBM.wav]]


===[[Taunt]]===
===[[Taunt]]===
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|char=Mario
|char=Mario
|game=Melee
|game=Melee
|desc-us=Ma-ri-o!
|desc-us=Ma-Ri-O!
|desc-jp=Ma-ri-o!
|desc-jp=Ma-Ri-O!
|pitch-us=Group chant
|pitch-us=Group chant
|pitch-jp=Group chant}}
|pitch-jp=Group chant}}
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|victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]''.
|victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]''.
|desc-1=Winds up for a punch and steps forward while punching in front of the screen, shouting "Here we go!"
|desc-1=Winds up for a punch and steps forward while punching in front of the screen, shouting "Here we go!"
|desc-2=Makes fire explode from his palm and strikes a pose.  
|desc-2=Makes fire explode from his palm and strikes a pose.
|desc-3=Does a short spin-jump and lands in a strong-man pose, shouting "Here we go!"
|desc-3=Does a short spin-jump and lands in a strong-man pose, shouting "Here we go!"
|char=Mario}}
|char=Mario}}


==In [[Competitive play]]==
==In [[competitive play]]==
===[[Character matchups (SSBM)|Matchups]]===
{{SSBMMatchupTable|mario=yes}}
Mario has an above-average matchup spread, as he is not as harshly countered by top tier characters as other mid-tiered characters are. He is countered by two characters ({{SSBM|Marth}} and {{SSBM|Jigglypuff}}), soft countered by eight characters, has four even matchups, soft counters three characters, counters seven (including {{SSBM|Pikachu}} and {{SSBM|Yoshi}}, despite them being 6 and 3 places higher, respectively), and hard counters one, {{SSBM|Pichu}}. Mario tends to struggle against characters who can space him easily or edgeguard him, such as {{SSBM|Marth}} and {{SSBM|Jigglypuff}}, and tends to do well against characters who he can combo or chaingrab (especially {{SSBM|Pichu}}). Overall, Mario has the tools to take on most characters in the cast.
====Current metagame====
Mario's matchups against two characters who are higher then him, Yoshi and Pikachu, are being called into question due to their increasing dominance in the metagame, while Mario's own metagame has began to stagnate. As it now stands, he loses to Yoshi and only has a slight advantage against Pikachu (due to his chaingrab) in the current metagame instead of cleanly countering them. Fox, Falco, Marth, and Sheik remain highly problematic matchups that often impede Mario from advancing in bracket, and he has had few competitive developments that have helped him in those matchups. Since {{SSBM|Dr. Mario}} has much stronger matchups all around, including a close to even matchup against Jigglypuff, many competitive players opt to choose him instead of regular Mario, further leading to metagame stagnation.


===Notable players===
===Most historically significant players===
:''See also: [[:Category:Mario professionals (SSBM)]]''
<!--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 -->
====Active====
*{{Sm|A Rookie|USA}} - Widely considered to be the best Mario player in the world.
*{{Sm|Eggz|USA}} - Notably defeated [[Noobking]], [[Deva]], [[Hero Sublime]], [[Silent Wolf]], [[Balloon]], [[Jamo]], [[Bladewise]], and [[Gimpyfish]]
*{{Sm|Green Mario|USA}}
*{{Sm|KoopaTroopa895|USA}}
*{{Sm|Mango|USA}} - Once mained Mario under the tag "Scorpion Master". Continues to utilize Mario as an occasional counterpick, particularly against {{Sm|Axe}}.
*{{Sm|Wobbles|USA}}


====Inactive====
''See also: [[:Category:Mario players (SSBM)]]''
*{{Sm|Matt Deezie|USA}} - Former Mario main, best in the world when active.
 
*{{Sm|Maverick|USA}} - Best Mario in Florida
*{{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|PPMD|USA}}
*{{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|SchlimmShady|Germany}} - Formerly the best Mario player in Europe prior to switching to Captain Falcon.
*{{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}}.


===Tier placement and history===
===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 {{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 E 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 ranking. In today's metagame, some players, such as Shroomed, believe Mario could potentially be better than Doctor Mario, due to his faster aerials, better recovery, and longer reach and disjoint in some of his attacks, such as Forward Smash and Down Smash, and {{Sm|A Rookie}} has represented the character with many strong placements. Otherwise, many people still place him below many characters and the whole metagame of Mario has remained stagnant.
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.


==In [[Solo#1-P_Mode|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, 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.
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.
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</center>
</center>


==Trophies==
==[[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 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:


:'''Mario'''
{{Trophy/Fighter
:''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.''
|name=Mario
:*''[[Donkey Kong (game)|Donkey Kong Arcade]] 1981
|image=Mario Trophy Melee.png
|mode=Classic
|desc=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.
|gamelist={{Trophy games|game1=Donkey Kong|release1=Arcade 1981}}
|game=Melee
}}
{{clrl}}


:'''Mario''' [<span style="color:#FF0000">Smash</span>]
{{Trophy/Fighter
:''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.''
|name=Mario
:*B: Fireball
|image=Mario Trophy (Smash).png
:*Smash B: Cape
|mode=Adventure
|desc=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.
|gamelist=:B: Fireball
:Smash B: Cape
|game=Melee
}}
{{clrl}}


:'''Mario''' [<span style="color:#0000FF">Smash</span>]
{{Trophy/Fighter
:''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.''
|name=Mario
:*Up & B: Super Jump Punch
|image=Mario Trophy (Smash 2).png
:*Down & B: Mario Tornado
|mode=All Star
 
|desc=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.
<center>
|gamelist=:Up & B: Super Jump Punch
<gallery>
:Down & B: Mario Tornado
Mario Trophy Melee.png|Classic
|game=Melee
Mario Trophy (Smash).png|[<span style="color:#FF0000">Smash</span>]
}}
Mario Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>]
{{clrl}}
</gallery>
</center>


==[[Alternate costume (SSBM)#Mario|Alternate costumes]]==
==[[Alternate costume (SSBM)#Mario|Alternate costumes]]==
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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>


==Trivia==
==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.
*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 {{SSBM|Young Link}}'s.
*Mario's taunt is the second longest taunt out of all the characters, the longest one being {{SSBM|Young Link}}'s.
*If the [[Master Hand glitch]] is used in an event and sets a record, the score is shown on Mario.
*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.
*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'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, {{SSBM|Peach}}, {{SSBM|Yoshi}}, {{SSBM|Link}}, {{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''.
*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}}