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'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'')  is a playable character in ''[[Super Smash Bros. Brawl]]'', who also appears in ''[[Super Smash Bros. Melee]]'' and the original ''[[Super Smash Bros.]]'' {{s|mariowiki|Charles Martinet}} reprises his role as Mario, now providing new voice clips, sounding more akin to his appearances from ''{{s|mariowiki|Super Mario Galaxy}}'' onwards.
'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'')  is a playable character in ''[[Super Smash Bros. Brawl]]''. He was shown at the [[E3]] 2006 trailer for the game, alongside Link, Kirby and Pikachu, all of whom also appeared with him in ''[[Super Smash Bros. Melee]]'' and the original ''[[Super Smash Bros.]]''  


Mario is ranked 31st out of 38 on the current [[tier list]], the top position of F tier. This is a vast drop from his previous placement in ''Melee'', where he was ranked 15th out of 26, and his worst placement in the series to date. Mario possesses fast, low lag attacks throughout his moveset, as well as strong [[combo]]ing capabilities, with his [[up tilt]] and [[up aerial]] being especially good [[juggle]]rs on their own that can set up additional attacks well. Additionally, Mario possesses a notable [[gimp]]ing and disrupting tool in his [[Cape]], an effective projectile in his [[Fireball]], and even an effective [[out of shield]] option in his [[Super Jump Punch]]. However, he inherited problems from his ''Melee'' incarnation, which had been exacerbated. Mainly, he has poor [[reach]] with nearly every attack, giving him problems dealing with characters who have disjointed hitboxes (such as {{SSBB|Marth}}) and is easily gimped due to his predictable and short [[recovery]]. Mario also still possesses poor [[KO]] potential: He only has a few mediocre finishers (all being [[smash attack]]s), while his {{mvsub|Mario|SSBB|back aerial}} has below-average power, only KOing at very high percents, and his {{mvsub|Mario|SSBB|forward aerial}}, despite being a [[meteor smash]], is slow and too weak for KOing unless sweetspotted. As a result, he has no other effective finishers outside of his forward and up smashes, which combined with the existence of [[stale-move negation]], makes it difficult for him to score a KO, forcing him to not overrely on his forward and up smashes and keeping them fresh to take the stock. Lastly, his rather standard abilities are outshined by the abilities of most characters. This has resulted in poor [[matchup]]s beyond low tier, and terrible [[tournament]] results. However, on the Japanese tier list, Mario is ranked 25th out of 36 in the top of D tier, where he is considered to be a mid tier character rather than a low tier.
{{s|mariowiki|Charles Martinet}} reprises his role as Mario in all regions of ''Brawl''; rather than re-purposing his portrayal from ''Super Mario 64'' as in previous games, Martinet provides new voice clips that mimic the ones he recorded for ''{{s|mariowiki|Super Mario Galaxy}}''.
 
Mario is ranked 31st out of 38 on the current [[tier list]], the top position of F tier. This is a heavy drop from his previous placement in ''Melee'', where he was ranked 15th out of 26, and his worst placement in the series to date. Mario possesses fast, low-lag attacks throughout his moveset, as well as strong [[combo]]ing capabilities, with his [[up tilt]] and [[up aerial]] being especially good [[juggle]]rs on their own that can set up additional attacks well. Additionally, Mario possesses a notable [[gimp]]ing and disrupting tool in his [[Cape]], an effective projectile in his [[Fireball]], and even an effective [[out of shield]] option in his [[Super Jump Punch]]. However, he inherited problems from his ''Melee'' incarnation, which had been exacerbated. Mainly, he has poor [[reach]] with nearly every attack, giving him problems dealing with characters who have disjointed hitboxes (such as {{SSBB|Marth}}) and is easily gimped due to his predictable and short [[recovery]]. Mario also still possesses poor [[KO]] potential: He only has a few mediocre finishers (all being [[smash attack]]s), while his {{mvsub|Mario|SSBB|back aerial}} has below-average power, only KOing at very high percents, and his {{mvsub|Mario|SSBB|forward aerial}}, despite being a [[meteor smash]], is slow and too weak for KOing unless sweetspotted. As a result, he has no other effective finishers outside of his forward and up smashes, which combined with the existence of [[stale-move negation]], makes it difficult for him to score a KO, forcing him to not overrely on his forward and up smashes and keeping them fresh to take the stock. Lastly, his rather standard abilities are outshined by the abilities of most characters. This has resulted in poor [[matchup]]s beyond low tier, and terrible [[tournament]] results.
 
However, on the Japanese tier list, Mario is ranked 25th out of 36 in the middle of D tier, where he is considered to be a mid tier character rather than a low tier.


==Attributes==
==Attributes==
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Mario is a relatively straightforward, balanced character, with average attributes and a variety of tools designed to tackle any situation. His [[weight]], [[dashing]] speed, [[air speed]], and [[traction]] all range from average to slightly above average, though his [[falling speed]] and [[gravity]] both fall within the lower half of the cast.
Mario is a relatively straightforward, balanced character, with average attributes and a variety of tools designed to tackle any situation. His [[weight]], [[dashing]] speed, [[air speed]], and [[traction]] all range from average to slightly above average, though his [[falling speed]] and [[gravity]] both fall within the lower half of the cast.


Despite his low tier list placement, Mario has a few noticeable strengths. He has relatively quick frame data, with fast options across his entire moveset, both on the ground and in the air. He has some decent grounded options, such as his [[forward smash]] being his strongest finisher and one of his longest-ranged attacks, [[up smash]] with its fast speed and [[intangibility]], and his [[up tilt]] setting up for [[juggling|juggles]] and KOing at very high percentages. His [[grab]] game is versatile as well, with [[Back throw]] leading to KOs at high percentages, forward throw having the potential to set up for offstage situations, and [[up throw|up]] and [[down throw]] sending at favorable angles for juggles or combos. However, his grounded moveset does have some negatives. [[Down smash]], despite its very fast speed, is a rather weak finisher, and his [[down tilt]] is widely considered one of the worst moves in the entire game.
Despite his low tier list placement, Mario has a few noticeable strengths. He has relatively quick frame data, with fast options across his entire moveset, both on the ground and in the air. He has some decent grounded options, such as his [[forward smash]] being his strongest finisher and one of his longest-ranged attacks, [[up smash]] with its fast speed and [[intangibility]], and his [[up tilt]] setting up for [[juggling|juggles]] and KOing at very high percentages. His [[grab]] game is versatile as well, with his [[back throw]] leading to KOs at high percentages, forward throw having the potential to set up for offstage situations, and his [[up throw|up]] and [[down throw]]s sending at favorable angles for juggles or combos. However, his grounded moveset does have some negatives. His [[down smash]], despite its very fast speed, is a rather weak finisher, and his [[down tilt]] is widely considered one of the worst moves in the entire game.


Mario also has rather good aerials, as they are fairly quick and have decent power. His [[neutral aerial]] is a very quick [[sex kick]], [[up aerial]] is his main juggling tool and is very useful in combos, [[forward aerial]] is a [[meteor smash]] that is somewhat useful for edgeguarding, [[back aerial]] is a fast and useful KO tool offstage, and [[down aerial]] is fast, deals solid damage, and can lead to combos.
Mario also has rather good aerials, as they are fairly quick and have decent power. His [[neutral aerial]] is a very quick [[sex kick]], [[up aerial]] is his main juggling tool and is very useful in combos, [[forward aerial]] is a [[meteor smash]] that is somewhat useful for edgeguarding, [[back aerial]] is a fast and useful KO tool offstage, and [[down aerial]] is fast, deals solid damage, and can lead to combos.


His specials are useful too. [[Fireball]] is a projectile that is able to interrupt approaches and can somewhat remedy Mario's short range. [[Cape]] is a [[reflector]] that can also be used to [[gimp]] opponents, and can be used as a option for [[recovery]] as it boosts Mario upwards slightly. [[Super Jump Punch]] is Mario's main recovery move and Mario's fastest [[out of shield]] option. As it deals a reasonable amount of damage, it can also be used as a combo finisher. Lastly, [[F.L.U.D.D]] does no damage, but it can be charged to unleash a powerful [[windbox]] that can be used to push opponents away, leading to edgeguards or simply blowing them offstage.
His specials are useful, too. [[Fireball]] is a projectile that is able to interrupt approaches and can somewhat remedy Mario's short range. [[Cape]] is a [[reflector]] that can also be used to [[gimp]] opponents, and can be used as a option for [[recovery]] as it boosts Mario upwards slightly. [[Super Jump Punch]] is Mario's main recovery move and his fastest [[out of shield]] option. As it deals a reasonable amount of damage, it can also be used as a combo finisher. Lastly, [[F.L.U.D.D]] does no damage, but it can be charged to unleash a powerful [[windbox]] that can be used to push opponents away, leading to edgeguards or simply blowing them offstage.


Despite his strengths, he has many glaring flaws. Compared to ''Melee'', his already poor KO potential has been further worsened. His forward and up smashes are relatively weak compared to the rest of the cast, his back aerial has short range, back throw is easy to [[DI]] due to its slow startup, and forward aerial is slow, laggy, and can be [[meteor cancel]]led. However, Mario's most glaring flaw is his poor reach. While Mario does have a projectile, the rest of his attacks are very short ranged, forcing him to get up close to do meaningful damage or land KOs. Coupled with Mario's average speed, he can have difficulty landing hits on enemies who outrange him, such as {{SSBB|Marth}} and {{SSBB|Meta Knight}}. His recovery is also rather mediocre. While Super Jump Punch is fast, it follows a predictable path and doesn't go particularly far, leading to Mario getting gimped rather easily. His grab game, while decent, is rendered less effective by his short grab and [[hitstun canceling]] limiting his combo potential.
Despite his strengths, he has many glaring flaws. Compared to ''Melee'', his already poor KO potential has been further worsened. His forward and up smashes are relatively weak compared to the rest of the cast, his back aerial has short range, his back throw is easy to [[DI]] due to its slow startup, and his forward aerial is slow, laggy, and can be [[meteor cancel]]led. However, Mario's most glaring flaw is his poor reach. While Mario does have a projectile, the rest of his attacks are very short-ranged, forcing him to get up close to do meaningful damage or land KOs. Coupled with Mario's average speed, he can have difficulty landing hits on enemies who outrange him, such as {{SSBB|Marth}} and {{SSBB|Meta Knight}}. His recovery is also rather mediocre. While Super Jump Punch is fast, it follows a predictable path and doesn't go particularly far, leading to Mario getting gimped rather easily. His grab game, while decent, is rendered less effective by his short grab and [[hitstun canceling]] limiting his combo potential.


Overall, Mario's weaknesses overshadow his strengths, resulting in poor matchups and tournament representation.
Overall, Mario's weaknesses overshadow his strengths, resulting in poor matchups and tournament representation.


==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''[[Super Smash Bros. Melee]]''==
Mario has received a mix of [[nerf]]s and [[buff]]s from ''Melee'' to ''Brawl'', but his buffs are flooded over by his more pronounced flaws from his previous incarnation, and the changes to ''Brawl''{{'}}s mechanics hinder Mario more than they help him. As a result, he was heavily nerfed overall. The removal of [[wavedashing]] hinders Mario's mobility and grounded approach, while the introduction of [[hitstun canceling]] limits Mario's combo game, and his up and down throws cannot chaingrab anymore because of that. His already mediocre KO power was reduced even further, almost completely removing his back throw's KO potential and his back aerial is still weak for its type, KOing opponents onstage only at very high percentages, forcing him to overuse his forward and up smashes to secure a KO, with the former being slower, and his smash attacks in general are less useful overall, with forward smash's sweetspot being weaker and is now outprioritized by a stronger sourspot while up smash and the front hit of down smash also deal less damage and knockback.
Mario has received a mixture of [[nerf]]s and [[buff]]s from ''Melee'' to ''Brawl'', but his buffs are flooded over by his more pronounced flaws from his previous incarnation, and the changes to ''Brawl''{{'}}s mechanics hinder Mario more than they help him. As a result, he was greatly nerfed overall. The removal of [[wavedashing]] hinders Mario's already below average mobility and grounded approach, while the introduction of [[hitstun canceling]] no longer makes it possible for him to chaingrab with his up and down throws, drastically hindering his combo game. His already mediocre KO power was even further reduced, almost completely removing his back throw's KO potential, and his smash attacks, his main KOing tools in previous games, were weakened significantly as well, with his forward smash's sweetspot being weaker and is now outprioritized by a stronger sourspot, while his up smash and the front hit of his down smash also deal less damage and knockback. Lastly, Mario's new [[down special move]], [[F.L.U.D.D.]], doesn't push opponents far and doesn't deal any damage to the opponent, which when combined with losing a vital move for his recovery, makes it a step backward from [[Mario Tornado]].
 
However, Mario has also seen a few notable buffs. [[Fireball]] can now be [[B-reverse]]d, which improves his neutral game. While his [[Cape]] has also seen some useful buffs, as it can now shift the opponent's momentum and can briefly [[reverse]] opponents, giving it extreme [[edgeguard]]ing potential. [[Super Jump Punch]]'s linking hitboxes connect more reliably, and the final hit deals more knockback, enough for it to be a situational KO move near the upper blast line at high percents. Finally, Mario's aerials have also seen some notable buffs; all of them (with the exception of his forward aerial) now have decreased landing lag, and his back and up aerials can now be performed twice in a short hop thanks to his higher short hop, making them even safer on shield and improving Mario’s ability to shield pressure.


Overall, Mario is considered less effective than he was in ''64'' and ''Melee''. He is one of the characters to have been the most severely nerfed in his transition from ''Melee''.
Overall, in spite of the handful of decent buffs, Mario's nerfs weigh him down drastically, and he is considered much less effective than he was in ''64'' and ''Melee''. He is one of the most severely nerfed characters in the transition from ''Melee'' to ''Brawl''.


===Aesthetics===
===Aesthetics===
*{{change|Mario has been updated graphically, with his overalls looking more realistic. Additionally, the color of his cap, shirt, and overalls are a darker shade of red and blue and his skin became paler, matching his appearance used since ''Luigi's Mansion''.}}
*{{change|Mario has been updated graphically, with his overalls looking more realistic. Additionally, the color of his cap, shirt, and overalls are a darker shade of red and blue, and his skin has become paler, matching his appearance used since ''Luigi's Mansion'' and ''Super Mario Sunshine''.}}
*{{change|Mario no longer vocalizes during his first jump, and all of his jumps make variations of the "boing" noise from ''[[Super Mario Bros.]]''; the pitch increases with each jump: the short ground and wall jumps make a shortened version, the high ground jump uses the unaltered standard version, and the second jump and [[Super Jump Punch]] each make higher-pitched versions.}}
*{{change|Mario no longer vocalizes during his first jump. All of his jumps now make variations of the "boing" noise from ''[[Super Mario Bros.]]''; the pitch increases with each jump: the short ground and wall jumps make a shortened version, the high ground jump uses the unaltered standard version, and the second jump and [[Super Jump Punch]] each make higher-pitched versions.}}
*{{change|Mario shouts at both the start and end instead of saying "Here we go!" at end during his left- and right-inputted victory poses; he also now vocalizes during his up-inputted victory pose.}}
*{{change|Mario shouts at both the start and end instead of saying "Here we go!" at the end during his left- and right-inputted victory poses; he also now vocalizes during his up-inputted victory pose.}}
*{{change|Mario no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}}
*{{change|Mario no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}}
*{{change|Mario has been given updated voice clips, rather than reusing voice clips from ''Super Mario 64'', like in ''Smash 64'' and ''Melee''.}}
*{{change|Mario has been given new updated voice clips, rather than reusing his voice clips from ''Super Mario 64'', like in ''Smash 64'' and ''Melee''.}}
*{{change|Mario has a new alternate costume based on {{s|mariowiki|Fire Mario}}.}}
*{{change|Mario has a new alternate costume based on {{s|mariowiki|Fire Mario}}.}}
*{{change|Mario now has two new taunts: a side taunt where he spins, removes his hat and puts him back on his head, resembling his level clear animation from ''New Super Mario Bros.'', and a down taunt where he spins around in the air, falls to the ground and the gets up, similarly to his dying animation in ''Donkey Kong''.}}
*{{change|Mario now has two new taunts: a side taunt where he spins, removes his hat and puts him back on his head, resembling his level clear animation from ''New Super Mario Bros.'', and a down taunt where he spins around in the air, falls to the ground and the gets up, similarly to his dying animation in ''Donkey Kong''.}}
**{{change|Mario's previous taunt has been moved to his up taunt.}}


===Attributes===
===Attributes===
*{{change|Mario's character model is slightly smaller, more in line with his own games, making him harder to hit but decreasing his reach.}}
*{{change|Mario's character model is slightly smaller, more in line with his own games. This makes him harder to hit but it also decreases his already poor reach.}}
*{{change|Mario is slightly [[Weight|lighter]] (100 → 98).}}
*{{change|Mario is slightly [[Weight|lighter]] (100 → 98), as in the PAL version of ''Melee''.}}
*{{change|As with the returning veterans, Mario's [[falling speed]] was reduced (1.7 → 1.28). Compared with the returning veterans, however, Mario falls faster. While improving his vertical endurance, it makes him more vulnerable to combos and worsens his already poor recovery.}}
*{{change|As with the returning veterans, Mario's [[falling speed]] and [[fast fall]] were reduced (1.7 → 1.28 (falling speed), 2.3 → 1.792 (fast fall)). Compared with the returning veterans, however, Mario falls faster. While improving his vertical endurance, it makes him more vulnerable to combos and hinders his already poor recovery.}}
*{{change|Mario's [[gravity]] is lower (0.095 → 0.075).}}
*{{change|Mario's [[gravity]] is lower (0.095 → 0.075).}}
*{{buff|Mario [[jump]]s higher (29 → 31.755375), going from the 4th lowest out of 26 characters to the 25th highest out of 39.}}
*{{buff|Mario [[jump]]s higher (29 → 31.755375), going from the 4th lowest out of 26 characters to the 25th highest out of 39.}}
*{{buff|Mario's [[traction]] has been unchanged (0.06). Compared with the returning veterans, however, Mario's traction is significantly higher, making it easier for him to punish out of shield.}}
*{{buff|Mario's [[traction]] has been unchanged (0.06). Compared with the returning veterans, however, Mario's traction is significantly higher, going from tied for the 16th highest amongst 26 fighters to tied for the 11th highest out of 39, making it easier for him to punish out of shield.}}
*{{buff|Mario's [[air speed]] is higher (0.86 → 0.94), improving his recovery and aerial approach.}}
*{{buff|Mario's [[air speed]] is higher (0.86 → 0.94), improving his recovery and aerial approach.}}
*{{buff|Mario's additional [[air acceleration]] is higher (0.025 → 0.08), increasing the total amount (0.045 → 0.09) despite his base air acceleration being lower (0.02 → 0.01). His air acceleration has gone from being the 5th lowest out of 26 characters in ''Melee'' to the 13th highest out of 39 characters in ''Brawl''.}}
*{{buff|Mario's additional [[air acceleration]] is higher (0.025 → 0.08), increasing the total amount (0.045 → 0.09), despite his base air acceleration being lower (0.02 → 0.01). His air acceleration has also gone from being the 5th lowest out of 26 characters in ''Melee'' to the 13th highest out of 39 characters in ''Brawl''.}}
*{{buff|Mario's [[sidestep]] has a longer duration (frames 2-15 → 2-20).}}
*{{buff|Mario's [[sidestep]] has a longer duration (frames 2-15 → 2-20).}}
*{{nerf|Sidestep has more ending lag (FAF 23 → 26).}}
*{{nerf|Sidestep has more ending lag (FAF 23 → 26).}}
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===Ground attacks===
===Ground attacks===
*[[Neutral attack]]
*[[Neutral attack]]
**{{buff|Holding down the attack button now makes Mario quickly repeat the first hit of neutral attack until it connects, improving its [[punish]] potential.}}
**{{buff|Holding down the attack button now makes Mario quickly repeat the first hit of his neutral attack until it connects, improving its [[punish]] potential.}}
**{{buff|The second hit has less startup lag (frame 3 → 2).}}
**{{buff|The second hit has less startup lag (frame 3 → 2).}}
**{{buff|Both the first and second hits have different angles (83°/85° → [[Sakurai angle|361°]]/80°). This allows the near hits to [[jab lock]] opponents.}}
**{{buff|Both the first and second hits have different angles (83°/85° → [[Sakurai angle|361°]]/80°). This allows the near hits to [[jab lock]] opponents.}}
***{{nerf|However, this makes the far hits connect into the later hits less reliably.}}
***{{nerf|However, this makes the far hits connect into the later hits less reliably.}}
**{{nerf|The last hit deals less damage (5% → 4%) without full compensation on its knockback (10 (base)/100 (scaling) → 30/95).}}
**{{nerf|The last hit deals less damage (5% → 4%) without full compensation on its knockback (10 (base)/100 (scaling) → 30/95).}}
**{{nerf|The last hit has more startup with a shorter duration (frames 5-9 → 7-10), more ending lag (FAF 23 → 30).}}
**{{nerf|The last hit has more startup with a shorter duration (frames 5-9 → 7-10) and more ending lag (FAF 23 → 30).}}
*[[Forward tilt]]
*[[Forward tilt]]
**{{buff|Forward tilt deals more base knockback (6 → 8), and no longer deals minimal [[set knockback]] (1 → 0) when angled down.}}
**{{buff|Forward tilt deals more base knockback (6 → 8 (up and non-angled)/13 (down)), and no longer deals minimal [[set knockback]] (1 → 0) when angled down.}}
**{{buff|It has less ending lag (FAF 33 → 25).}}
**{{buff|It has less ending lag (FAF 33 → 25).}}
**{{nerf|It now deals consistent damage across all angles (10% (up)/9% (non-angled)/8% (down) → 8%), weakening both the up and non-angled versions.}}
**{{nerf|It now deals consistent damage across all angles (10% (up)/9% (non-angled)/8% (down) → 8%), weakening both the up and non-angled versions.}}
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**{{nerf|Up tilt deals less damage (8% → 7%) without full compensation on its knockback (26 (base)/125/122/120 (scaling) → 28/130).}}
**{{nerf|Up tilt deals less damage (8% → 7%) without full compensation on its knockback (26 (base)/125/122/120 (scaling) → 28/130).}}
***{{buff|However, this allows it to chain into itself more reliably at lower percents.}}
***{{buff|However, this allows it to chain into itself more reliably at lower percents.}}
***{{buff|Also, in spite of its weaker knockback, the lower falling speeds and changes to the knockback formula allow the move to serve as a niche KOing option at 150%.}}
**{{nerf|It has more startup with a shorter duration (frames 4-12 → 5-11).}}
**{{nerf|It has more startup with a shorter duration (frames 4-12 → 5-11).}}
**{{nerf|The introduction of [[hitstun canceling]] removes all its combo ability except into itself at low percents.}}
**{{nerf|The introduction of [[hitstun canceling]] removes all its combo ability except into itself at low percents.}}
*[[Down tilt]]
*[[Down tilt]]
**{{nerf|Down tilt deals less damage (8%/9% → 5%/7%), with only a slight increased to its base knockback (10 → 20).}}
**{{nerf|Down tilt deals less damage (8%/9% → 5%/7%), with only a slight increase to its base knockback (10 → 20).}}
**{{nerf|Its has a shorter duration (frames 5-8 → 5-7).}}
**{{nerf|Its has a shorter duration (frames 5-8 → 5-7).}}
*[[Dash attack]]
*[[Dash attack]]
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**{{buff|Its sourspot has more knockback scaling (96 → 100).}}
**{{buff|Its sourspot has more knockback scaling (96 → 100).}}
**{{nerf|It has more startup with a shorter duration (frames 12-16 → 16-18) and more ending lag (FAF 42 → 48).}}
**{{nerf|It has more startup with a shorter duration (frames 12-16 → 16-18) and more ending lag (FAF 42 → 48).}}
**{{nerf|Its sweetspot deals less damage across all angles (19% (up)/18% (non-angled)/17% (down) → 18%/17%/16%).}}
**{{nerf|Its sweetspot deals less damage across all angles (19% (up)/18% (non-angled)/17% (down) → 18%/17%/16%) and has less knockback scaling (95 → 90), resulting in it KOing about 14% later.}}
**{{nerf|Its sweetspot has less knockback scaling (95 → 90).}}
**{{nerf|The sweetspot is now placed at the bottom of the ID stack (0 → 2), making it significantly harder to connect with, especially on larger characters.}}
**{{nerf|The sweetspot is now placed at the bottom of the ID stack (0 → 2), making it significantly harder to connect with, especially on larger characters.}}
*[[Up smash]]
*[[Up smash]]
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**{{buff|The introduction of [[DACUS]] improves its approach potential.}}
**{{buff|The introduction of [[DACUS]] improves its approach potential.}}
**{{buff|Up smash has a longer duration (frames 9-11 → 9-14), improving its horizontal range in front of Mario when combined with the new animation.}}
**{{buff|Up smash has a longer duration (frames 9-11 → 9-14), improving its horizontal range in front of Mario when combined with the new animation.}}
**{{nerf|It deals less damage (15% → 14%) and has decreased knockback scaling (97 → 90), hindering its KO potential.}}
**{{nerf|It deals less damage (15% → 14%) and has decreased knockback scaling (97 → 90), hindering its KO potential even with the universally decreased falling speeds.}}
*[[Down smash]]
*[[Down smash]]
**{{buff|Down smash's back hit no longer has a sourspot (10%/12% → 12%), allowing it to KO more consistently.}}
**{{buff|Down smash's back hit no longer has a sourspot (10%/12% → 12%), allowing it to KO more consistently.}}
**{{nerf|Its front hit deals less damage (16% → 15%).}}
**{{nerf|Its front hit deals less damage (16% → 15%) and has less knockback scaling (75 → 73), hindering its KO potential.}}
**{{nerf|Its front hit has less knockback scaling (75 → 73), hindering its KO potential.}}


===Aerial attacks===
===Aerial attacks===
*{{change|All aerials except forward aerial have decreased landing lag (16/8 frames → 10 (neutral), 15/7 frames → 10 (back), 15/7 frames → 10 (up), 23/11 frames → 19 (down)). Due to the removal of [[L-canceling]], however, their landing lag is not fully compensated.}}
*{{change|All of Mario's aerials except his forward aerial have decreased landing lag (16/8 frames → 10 (neutral), 15/7 frames → 10 (back), 15/7 frames → 10 (up), 23/11 frames → 19 (down)). Due to the removal of [[L-canceling]], however, their landing lag is not fully compensated.}}
**{{buff|Back and up aerials can now be performed twice in a short hop due to Mario's higher short hop.}}
**{{buff|Back and up aerials can now be performed twice in a short hop due to Mario's higher short hop.}}
*[[Neutral aerial]]
*[[Neutral aerial]]
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**{{change|It now consists of an early hit, a clean hit and a late hit; with the early and late hits launching opponents horizontally (280° → 361°).}}
**{{change|It now consists of an early hit, a clean hit and a late hit; with the early and late hits launching opponents horizontally (280° → 361°).}}
***{{buff|This makes the early hit more effective at KOing opponents on stage.}}
***{{buff|This makes the early hit more effective at KOing opponents on stage.}}
***{{nerf|However, this makes the move less consistent at edgeguarding overall as the clean hit has a much shorter duration (frames 18-22 → 17-19).}}
***{{nerf|However, this makes the move less consistent at edgeguarding overall, as the clean hit has a much shorter duration (frames 18-22 → 17-19).}}
**{{buff|Mario's lower falling speed makes the move safer to use off stage.}}
**{{buff|Mario's lower falling speed makes the move safer to use off-stage.}}
**{{nerf|It deals less damage (15% → 12% (early)/13% (clean)/10% (late)), without full compensation on its knockback (30 (base)/70 (scaling) → 30/80 (early), 20/75 (clean), 20/80 (late)).}}
**{{nerf|It deals less damage (15% → 12% (early)/13% (clean)/10% (late)), without full compensation on its knockback (30 (base)/70 (scaling) → 30/80 (early), 20/75 (clean), 20/80 (late)).}}
***{{buff|However the changes to [[meteor canceling]] makes it more reliable at edeguarding despite its decreased power.}}
***{{buff|However the changes to [[meteor canceling]] makes it more reliable at edeguarding despite its decreased power.}}
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**{{buff|Its clean hit deals more damage (11% → 12%) without full compensation on its knockback scaling (100 → 95).}}
**{{buff|Its clean hit deals more damage (11% → 12%) without full compensation on its knockback scaling (100 → 95).}}
**{{nerf|Its late hit deals less damage (9% → 7%) and has decreased knockback scaling (100 → 90).}}
**{{nerf|Its late hit deals less damage (9% → 7%) and has decreased knockback scaling (100 → 90).}}
***{{buff|Its reduced knockback enables the late hit to lock opponents for longer.}}
***{{buff|However, its reduced knockback enables the late hit to lock opponents for longer.}}
**{{nerf|It has a shorter hitbox duration (frames 6-17 → 6-13).}}
**{{nerf|It has a shorter hitbox duration (frames 6-17 → 6-13).}}
**{{nerf|It has more ending lag (FAF 29 → 34).}}
**{{nerf|It has more ending lag (FAF 29 → 34).}}
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**{{change|The last hit's angle has been altered (94° → 75°).}}
**{{change|The last hit's angle has been altered (94° → 75°).}}
**{{nerf|The loop hits deal less damage (2% → 1%).}}
**{{nerf|The loop hits deal less damage (2% → 1%).}}
**{{nerf|Due to hitting six times instead of seven coupled with the loop hits dealing less damage, the move's maximum damage potential is lower (14.74% → 12%).}}
**{{nerf|Due to hitting only six times instead of seven coupled with the loop hits dealing less damage, the move's maximum damage potential is lower (14.74% → 12%).}}
**{{nerf|There is now a large gap between the last two hits (2 frames → 11) which allows the opponent to either trade with down aerial if they have a frame 3 aerial or they can avoid it (and potentially punish Mario) if they have a fast, intangible special move.}}
**{{nerf|There is now a large gap between the last two hits (2 frames → 11) which allows the opponent to either trade with down aerial if they have a frame 3 aerial or they can avoid it (and potentially punish Mario) if they have a fast, intangible special move.}}
**{{nerf|Down aerial's new animation is longer (38 frames → 44), increasing the amount of time Mario cannot grab the ledge after using the move.}}
**{{nerf|Down aerial's new animation is longer (38 frames → 44), increasing the amount of time Mario cannot grab the ledge after using the move.}}
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===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*[[Grab]]s:
**{{buff|Standing [[grab]] has less startup lag (frame 7 → 6) and both his standing and dash grabs have less ending lag (FAF 31 → 30 (standing), frame 41 → 40 (dash).}}
**{{buff|Standing [[grab]] has less startup lag (frame 7 → 6), and both his standing and dash grabs have less ending lag (FAF 31 → 30 (standing), frame 41 → 40 (dash).}}
**{{nerf|Dash grab has more startup lag (frame 11 → 12).}}
**{{nerf|Dash grab has more startup lag (frame 11 → 12).}}
*[[Pummel]]:
*[[Pummel]]:
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===Special moves===
===Special moves===
*[[Fireball]]:
*[[Fireball]]:
**{{buff|Fireball can now be [[B-reverse]]d.}}
**{{buff|Mario can now [[B-reverse]] Fireball.}}
**{{buff|Mario can now auto cancel Fireballs in a short hop due to his lower falling speed.}}
**{{buff|Mario can now auto cancel Fireballs in a short hop due to his lower falling speed.}}
**{{buff|It deals slightly more knockback and a larger hitbox.}}
**{{buff|It deals slightly more knockback and has a larger hitbox.}}
**{{nerf|Fireballs deals slightly less damage (6% → 5%).}}
**{{nerf|Fireballs deals slightly less damage (6% → 5%).}}
**{{nerf|Fireballs travels a shorter distance.}}
**{{nerf|Fireballs travel a shorter distance.}}
**{{change|Fireballs look more realistic and have a revamped sound effect.}}
**{{change|Fireballs look more realistic and have a revamped sound effect.}}
*[[Cape]]:
*[[Cape]]:
**{{buff|Cape can now be [[B-reverse]]d.}}
**{{buff|Mario can now [[B-reverse]] Cape.}}
**{{buff|It now reverses the opponent's momentum rather than just reversing their direction, and temporarily reverses their controls as well, making it much more effective as a disrupting tool. Mario also now has access to several new techniques such as the [[Cape Glide]], greatly improving its utility.}}
**{{buff|It now reverses the opponent's momentum rather than just reversing the direction they're facing, while also temporarily reversing their controls as well, making it drastically more effective as a disrupting tool. Mario also now has access to several new techniques (such as the [[Cape Glide]]), greatly improving its utility.}}
**{{nerf|It deals less damage when performed on the ground (10%/8% (ground)/8%/6% (air) → 8/6%).}}
**{{nerf|It deals less damage when performed on the ground (10%/8% (ground)/8%/6% (air) → 8/6%).}}
**{{nerf|It has less range.}}
**{{nerf|It has less range.}}
**{{nerf|Its effectiveness as an edgeguarding tool have been reduced due to characters being able to grab the ledge from behind in ''Brawl''.}}
**{{nerf|Its effectiveness as an edgeguarding tool have been reduced due to characters now being able to grab the ledge from both sides.}}
**{{nerf|If Mario hits certain characters out of their specials moves with Cape (including {{SSBB|Sonic}}'s [[Spring Jump]], {{SSBB|Mr. Game & Watch}}'s [[Fire]], {{SSBB|Snake}}'s [[Cypher]] or {{SSBB|Diddy Kong}}'s [[Monkey Flip]]), they will be able to reuse their specials making Cape a non-viable edgeguarding option against those characters.}}
**{{nerf|If Mario hits certain characters out of their recovery moves with Cape (including {{SSBB|Sonic}}'s [[Spring Jump]], {{SSBB|Mr. Game & Watch}}'s [[Fire]], {{SSBB|Snake}}'s [[Cypher]] or {{SSBB|Diddy Kong}}'s [[Monkey Flip]]), they will be able to use that recovery again making Cape a non-viable edgeguarding option against those characters.}}
**{{change|It no longer deals vertical knockback on opponents attempting a grab.}}
**{{change|It no longer deals vertical knockback on opponents attempting a grab.}}
**{{change|Mario no longer vocalizes when using Cape. Additionally, Cape has a different sound effect.}}
**{{change|Mario no longer vocalizes when using Cape. Additionally, Cape has a different sound effect.}}
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*[[Super Jump Punch]]:
*[[Super Jump Punch]]:
**{{buff|Super Jump Punch has received several changes to allow it to connect more reliably: the first hit's outermost hitbox has more set knockback (120 → 130), the second to fourth hits have consistent set knockback (110/150 → 150) and a higher angle on their outermost hitbox (78° → 90°), and the fifth and sixth hits use the [[autolink angle]] (72°/78° → 365°), in addition to all hits benefiting from the DI changes in ''Brawl''.}}
**{{buff|Super Jump Punch has received several changes to allow it to connect more reliably: the first hit's outermost hitbox has more set knockback (120 → 130), the second to fourth hits have consistent set knockback (110/150 → 150) and a higher angle on their outermost hitbox (78° → 90°), and the fifth and sixth hits use the [[autolink angle]] (72°/78° → 365°), in addition to all hits benefiting from the DI changes in ''Brawl''.}}
**{{buff|Its last hit deals more knockback (40 (base)/140 (scaling) → 52/145) and launches at a higher angle (50° → 60°), allowing it to KO near the upper blast line much more effectively.}}
**{{buff|Its last hit deals more knockback (40 (base)/140 (scaling) → 52/145) and launches at a higher angle (50° → 60°), allowing the move to KO near the upper blast line much more effectively.}}
**{{nerf|It now deals seven hits instead of nine, with its hitbox timings altered (frames 3-24 → 3-15), shortening its duration and reducing its total damage output (14.1% → 12%).}}
**{{nerf|It now deals only seven hits instead of nine, with its hitbox timings altered (frames 3-24 → 3-15), shortening its duration and reducing its total damage output (14.1% → 12%).}}
**{{nerf|It can no longer cancel itself into a [[wall jump]].}}
**{{nerf|Super Jump Punch can no longer cancel itself into a [[wall jump]].}}
**{{change|Super Jump Punch has an altered landing animation where Mario lands on his back as opposed to his feet.}}
**{{change|Super Jump Punch has an altered landing animation where Mario lands on his back rather than to his feet.}}
*[[F.L.U.D.D.]]:
*[[F.L.U.D.D.]]:
**{{change|Mario has a new down special: F.L.U.D.D., replacing Mario Tornado from ''Melee''. It is a [[charge]]able move that fires water that pushes opponents away.}}
**{{change|Mario has a new down special: F.L.U.D.D. This replaces Mario Tornado from ''Melee''. It is a [[charge]]able move that fires water that pushes opponents away.}}
**{{buff|F.L.U.D.D. is a much more effective edgeguarding move due to pushing opponents away, has much greater reach than Mario Tornado, and can be angled to adjust its hitbox positioning, improving its safety.}}
**{{buff|F.L.U.D.D. is a much more effective edgeguarding move due to it pushing opponents away, has extremely more reach than Mario Tornado, and can be angled to adjust its hitbox positioning, improving its safety.}}
**{{nerf|Compared to Mario Tornado, F.L.U.D.D. cannot extend Mario's recovery or hit opponents behind him, and does not deal any damage.}}
**{{nerf|Compared to Mario Tornado, however, F.L.U.D.D. cannot extend Mario's recovery or hit opponents behind him, and does not deal any damage.}}
**{{change|F.L.U.D.D. lacks [[transcendent priority]], unlike Mario Tornado.}}
**{{change|F.L.U.D.D. lacks [[transcendent priority]], unlike Mario Tornado.}}
*[[Mario Finale]]:
*[[Mario Finale]]:
**{{change|Mario now has a [[Final Smash]]: Mario Finale. Mario fires two large streams of fire that hits multiple times and goes full screen. The two streams grow larger vertically as the move progresses, and opponents that are hit get trapped in the attack and are forced to travel with it.}}
**{{change|Mario now has a [[Final Smash]]: Mario Finale. Mario fires two large streams of fire that hit multiple times and go full screen. The two streams grow larger vertically as the move progresses, and opponents that are hit get trapped in the attack and are forced to travel with it.}}


==Moveset==
==Moveset==
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|dtiltname= 
|dtiltname= 
|dtiltdmg=5% (foot), 7% (leg)
|dtiltdmg=5% (foot), 7% (leg)
|dtiltdesc=Performs a legsweep. Though it has low startup lag and surprisingly decent range, it deals low damage, has high [[ending lag]] and low vertical knockback. This means that when Mario connects the move, the opponent almost always has the advantage overall him. The move is flat out [[Punishment|punishable]] on hit all the way up to mid percents or even high percents, depending on the opponent's character. As such, it is Mario's least effective move and it is even considered to be one of the worst moves in the game.
|dtiltdesc=Performs a legsweep. Even though this move has low startup lag and overall a decent range, it deals low damage, has high [[ending lag]] and low vertical knockback. This means that when Mario connects the move, the opponent almost always has the advantage overall him. The move is flat out [[Punishment|punishable]] on hit all the way up to mid percents or even high percents, depending on the opponent's character. As a result, it is Mario's least effective move and is also considered to be one of the worst moves in the game.
|dashname= 
|dashname= 
|dashdmg=9% (clean), 7% (late)
|dashdmg=9% (clean), 7% (late)
|dashdesc=Performs a sliding tackle. Also from ''Super Mario 64''. Has low diagonal knockback behind Mario that is difficult to follow up on. It has low startup lag and a long duration but it does not cover a ton of distance at a quick speed, making dash attack fairly unspectacular overall.
|dashdesc=Performs a sliding tackle. Also from ''Super Mario 64''. Has low diagonal knockback behind Mario that is difficult to follow up on. It has low startup lag and a long duration, but it does not cover a ton of distance at a quick speed, making dash attack fairly unspectacular overall.
|fsmashangles=3
|fsmashangles=3
|fsmashname= 
|fsmashname= 
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|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashdmg={{ChargedSmashDmgSSBB|14}}
|usmashdmg={{ChargedSmashDmgSSBB|14}}
|usmashdesc=Sends opponents skyward with a headbutt. For an up smash, it has relatively low startup and ending lag. It has serviceable knockback, KOing Mario at around 124% on Final Destination. Another finisher. Mario's head is [[intangible]] while the [[hitbox]]es are active. All these factors make up smash a fairly solid move overall.
|usmashdesc=Sends opponents skyward with a headbutt. For an up smash, it has relatively low startup and ending lag. It has serviceable knockback, KOing Mario at around 124% on Final Destination, making it another finisher. Mario's head is [[intangible]] while the [[hitbox]]es are active. All these factors make his up smash a fairly solid move overall.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBB|15}} (front), {{ChargedSmashDmgSSBB|12}} (back)
|dsmashdmg={{ChargedSmashDmgSSBB|15}} (front), {{ChargedSmashDmgSSBB|12}} (back)
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|uairname= 
|uairname= 
|uairdmg=11%
|uairdmg=11%
|uairdesc=Performs a bicycle kick. Very low startup and ending lag with low knockback, it works very well as a juggler at low to mid percentages although it has short reach. It can also KO opponents horizontally at very high percents if they are close to the horizontal blastzone. Overall a very useful move.
|uairdesc=Performs a bicycle kick. Very low startup and ending lag with low knockback. It works very well as a juggler at low to mid percentages, although it has short reach. It can also KO opponents horizontally at very high percents if they are close to the horizontal blast zone. Overall a very useful move.
|dairname=[[Mario Tornado]] ({{ja|マリオトルネード|Mario Torunēdo}})
|dairname=[[Mario Tornado]] ({{ja|マリオトルネード|Mario Torunēdo}})
|dairdmg=1% (hits 1-5), 7% (hit 6), 2% (landing)
|dairdmg=1% (hits 1-5), 7% (hit 6), 2% (landing)
|dairdesc=Performs several discus spinning clotheslines followed by a backfist body stretch. Like his down special in earlier games, it looks somewhat like the Spin Jump from various ''Mario'' games, originating in ''[[Super Mario World]]''. It it a multi-hit attack with low startup and ending lag, as well as a decent auto-cancel window. The final hit does decent vertical knockback, KOing at very high percents. The first five hits have set knockback and the move has a landing hitbox which deals horizontal set knockback. It is overall a useful move, being a quick move to rack up damage and set up juggles although it has short horizontal range, the multi hits can be SDIed out of and even it the opponent does not SDI out, they can still avoid the final hit if they have a very fast aerial or a move with intangibility during its first few startup frames.
|dairdesc=Performs several discus spinning clotheslines followed by a backfist body stretch. Like his down special in earlier games, it looks somewhat like the Spin Jump from various ''Mario'' games, originating in ''[[Super Mario World]]''. It is a multi-hit attack with low startup and ending lag, as well as a decent auto-cancel window. The final hit does decent vertical knockback, KOing at very high percents. The first five hits have set knockback and the move has a landing hitbox which deals horizontal set knockback. It is overall a useful move, being a quick move to rack up damage and set up juggles although it has short horizontal range, the multi hits can be SDIed out of and even it the opponent does not SDI out, they can still avoid the final hit if they have a very fast aerial or a move with intangibility during its first few startup frames.
|grabname= 
|grabname= 
|grabdesc=A clinch grab. Mario's grab range is short.
|grabdesc=A clinch grab. Mario's grab range is short.
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|bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant 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=Spins around three times then throws his opponent backwards. It is similar to when Mario grabs Bowser by the tail, and then swings him around in an attempt to throw him into the bombs in ''Super Mario 64''. While a very slow throw, he can damage other characters with the character he is swinging around. This is by far Mario's strongest throw and it can KO Mario as low as 111% at the ledge, and at 179% from the center of Final Destination. While powerful for a throw, it is very slow, making it very easy to DI, limiting its KO potential, although as the throw is weight dependent, this is harder for lighter characters to perform. It is Mario's most damaging throw.
|bthrowdesc=Spins around three times then throws his opponent backwards. It is similar to when Mario grabs Bowser by the tail, and then swings him around in an attempt to throw him into the bombs in ''Super Mario 64''. While a very slow throw, he can damage other characters with the character he is swinging around. This is by far Mario's strongest throw, and it can KO Mario as low as 111% at the ledge, and at 179% from the center of Final Destination. While powerful for a throw, it is very slow, making it very easy to DI, limiting its KO potential, although as the throw is weight dependent, this is harder for lighter characters to perform. It is Mario's most damaging throw.
|uthrowname= 
|uthrowname= 
|uthrowdmg=8%
|uthrowdmg=8%
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|usname=Super Jump Punch
|usname=Super Jump Punch
|usdmg=5% (hit 1), 1% (hits 2-6), 3% (hit 7)
|usdmg=5% (hit 1), 1% (hits 2-6), 3% (hit 7)
|usdesc=Jumps upwards, dragging opponents along. Mario can slightly alter the trajectory when using it. It comes out very quickly on frame 3, making it the fastest up special and [[out of shield]] option by two frames. This allows Mario to punish attacks on shield no other character can (without powershielding). It also has deceptively long range and intangibility while its first hitbox is active, further cementing its effectiveness out of shield, as well as the latter point allowing it to be used in pressure situations. The opponent can fall out of the move however, limiting its effectiveness against strong opponents. As a [[recovery]] option however, it does not go extremely high or far, it is fairly linear and it can easily be edgehogged, making it easily exploitable off stage overall.
|usdesc=Jumps upwards, dragging opponents along. Mario can slightly alter the trajectory when using it. It comes out very quickly on frame 3, making it the fastest up special and [[out of shield]] option by two frames. This allows Mario to punish attacks on shield no other character can (without powershielding). It also has deceptively long range and intangibility while its first hitbox is active, further cementing its effectiveness out of shield, as well as the latter point allowing it to be used in pressure situations. The opponent can fall out of the move however, limiting its effectiveness against strong opponents. As a [[recovery]] option, however, it does not go extremely high or far, it is fairly linear and it can easily be edgehogged, making it easily exploitable off stage overall.
|dsname=F.L.U.D.D.
|dsname=F.L.U.D.D.
|dsdmg=0%
|dsdmg=0%
|dsdesc=Pulls out F.L.U.D.D. from ''{{s|mariowiki|Super Mario Sunshine}}'', who blasts a water stream that pushes back opponents, although without damaging them. Mario can charge it for longer distance, store the charge, and alter the angle of the stream when it is unleashed. Can be used for [[edgeguarding]] but it is overall not a very strong option as the pushback from the water is often too weak.
|dsdesc=Pulls out F.L.U.D.D. from ''{{s|mariowiki|Super Mario Sunshine}}'', who blasts a water stream that pushes back opponents, although without damaging them. Mario can charge it for longer distance, store the charge, and alter the angle of the stream when it is unleashed. Can be used for [[edgeguarding]], but it is overall not a very strong option as the pushback from the water is often too weak.
|fsname=Mario Finale
|fsname=Mario Finale
|fsdmg=3% (larger), 2% (smaller)
|fsdmg=3% (larger), 2% (smaller)
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<!--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 -->


*{{Sm|Boss|USA}} - While better known for being considered the best {{SSBB|Luigi}} in ''Brawl'', he also frequently used Mario at high-level tournaments and was considered as possibly Mario's best player too. Boss' 17th placing at {{Trn|Apex 2009}} and {{Trn|MLG Columbus 2010}} using Mario alongside Luigi are the best major placements anyone ever achieved playing Mario in any capacity.
*{{Sm|Boss|USA}} - While better known for being considered the best {{SSBB|Luigi}} in ''Brawl'', he also frequently used Mario at high-level tournaments and was considered as possibly Mario's best player, too. Boss' 17th placing at {{Trn|Apex 2009}} and {{Trn|MLG Columbus 2010}} using Mario alongside Luigi are the best major placements anyone has ever achieved playing Mario in any capacity.
*{{Sm|Irios|France}} - The best Mario player in [[Europe]] and possibly the best Mario player in the world during ''Brawl'''s competitive life. Irios most notably placed 5th at [[Bushido Impact 9]] using solo Mario, one of the largest European ''Brawl'' tournaments, and has defeated {{Sm|Mr. R}}.
*{{Sm|Irios|France}} - The best Mario player in [[Europe]] and possibly the best Mario player in the world during ''Brawl'''s competitive life. Irios most notably placed 5th at both [[Bushido Impact 9]] and [[Bushido Nibaï Impact III]] using solo Mario, the former being one of the largest European ''Brawl'' tournaments, and has defeated {{Sm|Mr. R}}.
*{{Sm|KirinBlaze|USA}} - Dual mained Mario with {{SSBB|Link}}, and was one of the very few well-renown Mario mains in ''Brawl''. KirinBlaze's most notable results were placing 33rd at {{Trn|MLG Raleigh 2010}} and {{Trn|Pound V}}, which are the only times aside from Boss' aforementioned placings that someone placed top 64 at a ''Brawl'' supermajor or major using Mario in any capacity.  
*{{Sm|KirinBlaze|USA}} - Dual mained Mario with {{SSBB|Link}}, and was one of the very few well-renowned Mario mains in ''Brawl''. KirinBlaze's most notable results were placing 33rd at {{Trn|MLG Raleigh 2010}} and {{Trn|Pound V}}, which are the only times aside from Boss' aforementioned placings that someone has placed top 64 at a ''Brawl'' supermajor or major using Mario in any capacity.  


===Tier placement and history===
===Tier placement and history===
Since the very beginning of ''Brawl'' competitive play, Mario has always been viewed by competitive players as a low tier, nonviable character; as such, he never experienced a period of positive competitive prospects. Although Mario's own attributes were only slightly [[nerf]]ed from ''Melee'', players quickly noticed that his comparatively standard abilities failed to standout against the many overpowered newcomers added to ''Brawl''. Mario was additionally more severely hindered by the new [[hitstun cancelling]] mechanics than most other characters, due to his heavy reliance on [[combo]]s to compensate for his lackluster damage-per-hit, as well as having very few KO options also making him more relatively hindered by the much more severe [[staling]] mechanics. These traits kept Mario from being viable even in the early stages of competitive ''Brawl''.
Since the very beginning of ''Brawl'' competitive play, Mario has always been viewed by competitive players as a non-viable low tier character; as such, he never experienced a period of positive competitive prospects. Although Mario's own attributes were only slightly [[nerf]]ed from ''Melee'', players immediately noticed that his comparatively standard abilities failed to standout against the many overpowered newcomers added to ''Brawl''. Mario was additionally more severely hindered by the new [[hitstun cancelling]] mechanics than most other characters, due to his heavy reliance on [[combo]]s to compensate for his lackluster damage-per-hit, as well as having very few KO options also making him more relatively hindered by the much more severe [[staling]] mechanics. These traits kept Mario from being viable even in the early stages of competitive ''Brawl''.


On the [[List of SSBB tier lists (NTSC)|Brawl Back Room's tier lists]], Mario was never ranked higher than 27th on the second tier list, and he would then be consistently ranked in 31st place on all subsequent tier lists, remaining eternally in the low tiers. Mario's competitive viability never improved in ''Brawl'', with very few players ever maining Mario and even fewer playing him at a high level, resulting in very low representation in tournaments and similarly poor results. In [[low tier tournament]]s, however, Mario is one of the most successful characters, as players can easily pick him up due to his low learning curve and play him to a reasonably competent degree. Along with this, Mario performs reasonably well against other low tier characters, including a few positive [[matchup]]s against those who are lower-tiered than him. This kept Mario from ever dropping farther in the tier list, but with his inability to viably compete against the majority of the cast ranked above him, and the lack of any competitive breakthroughs for Mario leading to a stagnant [[metagame]], he could never rise any higher on the tier list and never became a relevant character in competitive ''Brawl''.
On the [[List of SSBB tier lists (NTSC)|Brawl Back Room's tier lists]], Mario was never ranked higher than 27th on the second tier list, and he would then be consistently ranked in 31st place on all subsequent tier lists, remaining eternally in the low tiers. Mario's competitive viability never improved in ''Brawl'', with only a few players maining Mario and even fewer playing him at a high level, resulting in very low representation in tournaments and similarly poor results. In [[low tier tournament]]s, however, Mario is one of the most successful characters, as players can easily pick him up due to his low learning curve and play him to a reasonably competent degree. Along with this, Mario performs reasonably well against other low tier characters, including a few positive [[matchup]]s against those who are lower-tiered than him. This kept Mario from ever dropping further in the tier list, but with his inability to viably compete against the majority of the cast ranked above him, and the lack of any competitive breakthroughs for Mario leading to a stagnant [[metagame]], he could never rise any further on the tier list and never became a relevant character in competitive ''Brawl''.


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:SubspaceIntro-Mario.png|thumb|250px|Mario in ''[[SSE]]''.]]
[[File:SubspaceIntro-Mario.png|thumb|250px|Mario in ''[[SSE]]''.]]
In the beginning, trophies of Mario and {{SSBB|Kirby}} are thrown into the [[Midair Stadium]], where they come to life and have a friendly fight (a reference to the introduction in [[Super Smash Bros.|the first game of the series]], where Mario and Kirby prepare to fight each other towards the end). The player chooses the one they want to play as, where the character not chosen is the opponent. After the battle between the two, the winner revives the loser, they shake hands, and wave to the [[crowd]]. Suddenly, ominous red clouds appear above the stadium, and the [[Halberd]] emerges from them. It releases [[Shadow Bug]]s which form into [[Primid]]s. {{SSBB|Peach}} and {{SSBB|Zelda}}, who were watching the match, come to help, and after defeating all of the enemies, they are all confronted by the [[Ancient Minister]]. After seeing two R.O.B.s setting up a [[Subspace Bomb]], Mario runs to try and stop it, only to be blasted out of the stadium and [[Star KO|Star KO'd]] by a cannonball apparently fired by [[Petey Piranha]].
In the beginning, trophies of Mario and {{SSBB|Kirby}} are thrown into the [[Midair Stadium]], where they come to life and have a friendly fight (a reference to the introduction in [[Super Smash Bros.|the first game of the series]], where Mario and Kirby prepare to fight each other towards the end). The player chooses the one they want to play as, and the character not chosen is the opponent. After the battle between the two, the winner revives the loser, they shake hands, and wave to the [[crowd]]. Suddenly, ominous red clouds appear above the stadium, and the [[Halberd]] emerges from them. It releases [[Shadow Bug]]s which form into [[Primid]]s. {{SSBB|Peach}} and {{SSBB|Zelda}}, who were watching the match, come to help, and after defeating all of the enemies, they are all confronted by the [[Ancient Minister]]. After seeing two R.O.B.s setting up a [[Subspace Bomb]], Mario runs to try and stop it, only to be blasted out of the stadium and [[Star KO]]'d by a cannonball apparently fired by [[Petey Piranha]].
During his descent from [[Skyworld]], {{SSBB|Pit}} finds Mario's trophy and revives him. Once Mario recounts what happened, the two proceeded on their journey. When they reach the ground, they fight Primids across [[the Plain]] and attempt to stop the Ancient Minister from delivering another Subspace Bomb. Mario attempts to reach the Minister, but falls short; Pit also tries to get him by using a [[Footstool Jump]] on Mario, but he also fails. They then continue on their quest.
During his descent from [[Skyworld]], {{SSBB|Pit}} finds Mario's trophy and revives him. Once Mario recounts what happened, the two proceeded on their journey. When they reach the ground, they fight Primids across [[the Plain]] and attempt to stop the Ancient Minister from delivering another Subspace Bomb. Mario attempts to reach the Minister, but falls short; Pit also tries to get him by using a [[Footstool Jump]] on Mario, but he also fails. They then continue on their quest.