Mario (SSB): Difference between revisions

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Mario ranks 7th on the [[tier list]], in the B tier. As an all-rounder character, Mario generally has a great balance of offensive and defensive capabilities. He has a strong [[combo]] game, including a versatile {{mvsub|Mario|SSB|down aerial}} (that can easily lead into an up aerial to continue the combo, an {{mvsub|Mario|SSB|up smash}} as a finisher, or itself offstage to drag opponents down) and his {{mvsub|Mario|SSB|up tilt}} (which can chain into itself at moderately low to moderate percentages), as well as among the best [[edgeguarding]] abilities, with powerful forward and back aerials that can also [[space]] against opponents easily, down aerial [[meteor smash]] with extremely low [[set knockback]], and a powerful {{mvsub|Mario|SSB|down smash}} that can easily cover [[edge]] options and [[roll]]s. To further compliment his offstage game, he also has one of the few good [[recover]]ies in the game; despite a moderate [[falling speed]] and low [[air speed]], his [[Super Jump Punch]] gains some good distance while being relatively quick, and he also has an additional option in his [[Mario Tornado]], which can even meteor smash a careless edgeguarder on the last hit. Mario has numerous additional tools, including a [[projectile]] in his [[Fireball]], a very powerful finisher in his up smash, and useful [[throw]]s, with his {{mvsub|Mario|SSB|back throw}} being especially powerful.
Mario ranks 7th on the [[tier list]], in the B tier. As an all-rounder character, Mario generally has a great balance of offensive and defensive capabilities. He has a strong [[combo]] game, including a versatile {{mvsub|Mario|SSB|down aerial}} (that can easily lead into an up aerial to continue the combo, an {{mvsub|Mario|SSB|up smash}} as a finisher, or itself offstage to drag opponents down) and his {{mvsub|Mario|SSB|up tilt}} (which can chain into itself at moderately low to moderate percentages), as well as among the best [[edgeguarding]] abilities, with powerful forward and back aerials that can also [[space]] against opponents easily, down aerial [[meteor smash]] with extremely low [[set knockback]], and a powerful {{mvsub|Mario|SSB|down smash}} that can easily cover [[edge]] options and [[roll]]s. To further compliment his offstage game, he also has one of the few good [[recover]]ies in the game; despite a moderate [[falling speed]] and low [[air speed]], his [[Super Jump Punch]] gains some good distance while being relatively quick, and he also has an additional option in his [[Mario Tornado]], which can even meteor smash a careless edgeguarder on the last hit. Mario has numerous additional tools, including a [[projectile]] in his [[Fireball]], a very powerful finisher in his up smash, and useful [[throw]]s, with his {{mvsub|Mario|SSB|back throw}} being especially powerful.


Mario, however, has limited [[range]] compared to characters tiered higher than him, with issues in the [[hitbox]]es of his tilts and aerials. He also has poor mobility, with subpar [[walking]] and [[dashing]] speeds, and a low air speed, also slightly limiting his combo ability. In addition to this, his [[recovery]], despite being good, is on the more predictable side against most characters, with his Super Jump Punch and Mario Tornado traveling in a linear way that isn't too difficult to attack out of. Overall, however, Mario has the tools to take on any character. He is also considered to be slightly better in the Japanese version due to the changes to [[SDI]].
Mario, however, has limited [[range]] compared to characters tiered higher than him, with issues in the [[hitbox]]es of his tilts and aerials. He also has poor mobility, with subpar [[walking]] and [[dashing]] speeds, and a low air speed, also slightly limiting his combo ability. In addition to this, his [[recovery]], despite being good, is on the more predictable side against most characters, with his Super Jump Punch and Mario Tornado traveling in a linear way that isn't too difficult to attack out of.  
 
Overall, Mario has the tools to take on any character. He is also considered to be slightly better in the Japanese version due to the changes to [[SDI]].


==Attributes==
==Attributes==
[[File:SSB64 Congratulations Mario.png|thumb|230px|Mario's ending picture in Super Smash Bros.]]
[[File:SSB64 Congratulations Mario.png|thumb|230px|Mario's ending picture in Super Smash Bros.]]
[[File:Ssb64mario.jpg|thumb|right|Mario using Super Jump Punch in the ''Smash 64'' instruction booklet.]]
[[File:Ssb64mario.jpg|thumb|Mario using Super Jump Punch in the ''Smash 64'' instruction booklet.]]
Mario is considered to be the balanced character. His stats are overall average to slightly subpar, with average [[weight]], size, falling speed, and traction and below average walking, dashing, and air speeds as well as a subpar jump. He overall has a good combination of low power and high power attacks, giving him a pretty strong combo ability with many options, yet a variety of KO moves and options. He also has a projectile in his Fireball, that is a decent way to prevent opponent [[approach]]es due to falling downward while moving forward if used in the air. On the ground, it travels too slowly (along with the move's [[ending lag]]) to be effective however.
Mario is considered to be the balanced character. His stats are overall average to slightly subpar, with average [[weight]], size, falling speed, and traction and below average walking, dashing, and air speeds as well as a subpar jump. He overall has a good combination of low power and high power attacks, giving him a pretty strong combo ability with many options, yet a variety of KO moves and options. He also has a projectile in his Fireball, that is a decent way to prevent opponent [[approach]]es due to falling downward while moving forward if used in the air. On the ground, it travels too slowly (along with the move's [[ending lag]]) to be effective however.


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Despite his advantages which compensate for his disadvantages, Mario still has some weaknesses that prevent him from being in the higher tiers. His attacks generally have short [[range]], allowing many characters to outspace and out[[camp]] him easily, particularly ones with some [[disjointed]] moves (most notably {{SSB|Kirby}}, Pikachu, and maybe {{SSB|Fox}}). He also lacks a reliable way to deal with projectiles, which combined with his poor mobility, gives him difficulty approaching characters such as Fox. Mario's attacks also aren't very fast, with his best finisher (up smash) having major ending lag, and only very few of his moves (such as up aerial) having notably fast [[startup]]. Mario also isn't too good at dealing with [[pressure]] due to his poor mobility, though he has good [[OoS]] options.
Despite his advantages which compensate for his disadvantages, Mario still has some weaknesses that prevent him from being in the higher tiers. His attacks generally have short [[range]], allowing many characters to outspace and out[[camp]] him easily, particularly ones with some [[disjointed]] moves (most notably {{SSB|Kirby}}, Pikachu, and maybe {{SSB|Fox}}). He also lacks a reliable way to deal with projectiles, which combined with his poor mobility, gives him difficulty approaching characters such as Fox. Mario's attacks also aren't very fast, with his best finisher (up smash) having major ending lag, and only very few of his moves (such as up aerial) having notably fast [[startup]]. Mario also isn't too good at dealing with [[pressure]] due to his poor mobility, though he has good [[OoS]] options.
Mario, overall, has above average [[matchup]]s. His only disadvantageous matchup is Pikachu on Dream Land, with a handful of his matchups being even.


==Differences between game versions==
==Differences between game versions==
In his transition to the NTSC-U version, Mario got a mix of buffs and nerfs, but was slightly nerfed overall due to the higher SDI presence. However, he is still considered to be somewhat viable in competitive play.
In his transition to the NTSC-U version, Mario got a mix of buffs and nerfs, but was slightly nerfed overall due to the higher SDI presence. Nevertheless, he is still considered to be viable in competitive play.


===Attributes===
===Attributes===
*{{change|Mario is bigger (1.0x → 1.12x). This improves his range but makes him easier to hit.}}
*{{change|Mario is bigger (1.0x → 1.12x). This improves his range but makes him easier to hit.}}
*{{buff|Mario's head is skinnier (Y stretch: 160 → 140), although he is still slightly taller overall due to his larger model size.}}
*{{buff|Mario's head is skinnier (Y stretch: 160 → 140), making his head hurtbox a bit smaller. However, he is still slightly taller overall due to his larger model size.}}
*{{buff|Rolls travel farther due to Mario's larger size.}}
*{{buff|Rolls travel farther due to Mario's larger size.}}


===Special attacks===
===Special attacks===
*{{buff|Fireballs do more damage (6% → 7%).}}
*{{buff|Fireballs do more damage (6% → 7%).}}
*{{change|Fireballs have lower knockback (22 base/50 scaling → 10/25), but travel a longer distance.}}
*{{buff|Fireballs travel a longer distance.}}
*{{buff|Super Jump Punch covers more distance.}}
*{{nerf|Fireballs have less knockback (22 (base), 50 (scaling) → 10/25).}}
*{{buff|Super Jump Punch covers more distance due to Mario's larger size.}}


==Moveset==
==Moveset==
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|game=SSB
|game=SSB
|neutralcount=3
|neutralcount=3
|neutralname=Left Punch, Right Punch, kick
|neutralname=Left Punch ({{ja|左パンチ|Hidari Panchi}}) / Right Punch ({{ja|右パンチ|Migi Panchi}}) / Kick ({{ja|キック|Kikku}})
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
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|neutraldesc=Mario performs two quick jabs followed by a kick. Due to the speed of his first jab, Mario can perform a [[jab grab]]. This combo is taken directly from ''[[Super Mario 64]]''.
|neutraldesc=Mario performs two quick jabs followed by a kick. Due to the speed of his first jab, Mario can perform a [[jab grab]]. This combo is taken directly from ''[[Super Mario 64]]''.
|ftiltangles=3
|ftiltangles=3
|ftiltname=Middle Kick
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltupdmg=14%
|ftiltupdmg=14%
|ftiltsidedmg=13%
|ftiltsidedmg=13%
|ftiltdowndmg=12%
|ftiltdowndmg=12%
|ftiltdesc=Kicks straight forward. Can be angled up or down and it can used for spacing but rarely used due to Mario having better options. Comes out fast with decent range and power, although it has high ending lag.
|ftiltdesc=Kicks straight forward. Can be angled up or down and it can used for spacing but rarely used due to Mario having better options. Comes out fast with decent range and power, although it has high ending lag.
|utiltname=Uppercut
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltdmg=10%
|utiltdmg=10%
|utiltdesc=Performs a spinning uppercut. Mario twirls and punches upwards. Above average knockback scaling for a tilt attack, allowing it to KO at extremely high percentages. It does have low base knockback, meaning it can easily chain into itself or combo into other aerials at around moderate percentages. The move has high ending lag however, which makes the move punishable on hit at lower percents when combined with its low base knockback.
|utiltdesc=Performs a spinning uppercut. Mario twirls and punches upwards. Above average knockback scaling for a tilt attack, allowing it to KO at extremely high percentages. It does have low base knockback, meaning it can easily chain into itself or combo into other aerials at around moderate percentages. The move has high ending lag however, which makes the move punishable on hit at lower percents when combined with its low base knockback.
|dtiltname=Spinning Kick
|dtiltname=Spinning Kick ({{ja|スピニングキック|Supiningu Kikku}})
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=Does a sweep kick forward. Has decent power and surprisingly great range, although it has fairly high ending lag, limiting its effectiveness outside of gimping recoveries in very specific situations.
|dtiltdesc=Does a sweep kick forward. Has decent power and surprisingly great range, although it has fairly high ending lag, limiting its effectiveness outside of gimping recoveries in very specific situations.
|dashname=Slide
|dashname=Slide ({{ja|滑り台|Suberidai}})
|dashdmg=12% (clean), 10% (late)
|dashdmg=12% (clean), 10% (late)
|dashdesc=Does a sliding tackle, taken from ''Super Mario 64''. Above average ending lag and not many followup options.
|dashdesc=Does a sliding tackle, taken from ''Super Mario 64''. Above average ending lag and not many followup options.
|fsmashangles=3
|fsmashangles=3
|fsmashname=Smash Punch
|fsmashname=Smash Punch ({{ja|スマッシュパンチ|Sumasshu Panchi}})
|fsmashupdmg=18%
|fsmashupdmg=18%
|fsmashsidedmg=17%
|fsmashsidedmg=17%
|fsmashdowndmg=16%
|fsmashdowndmg=16%
|fsmashdesc=Punches in front of him, his fist enlarging as he does so. Medium speed and average power for a forward smash, though it is slower than his up and down smashes and back throw.
|fsmashdesc=Punches in front of him, his fist enlarging as he does so. Medium speed and average power for a forward smash, though it is slower than his up and down smashes and back throw.
|usmashname=Lead Headbutt
|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashdmg=19%
|usmashdmg=19%
|usmashdesc=Headbutts upwards. His whole head becomes intangible for a period of time and it has a very large disjointed hitbox, with extremely high vertical knockback, being one of the strongest up smashes in the game (tied with {{SSB|Luigi}}'s {{SSB|Donkey Kong}}'s and {{SSB|Jigglypuff}}'s). Its high ending lag and somewhat short range horizontally limits its effectiveness however.
|usmashdesc=Headbutts upwards. His whole head becomes intangible for a period of time and it has a very large disjointed hitbox, with extremely high vertical knockback, being one of the strongest up smashes in the game (tied with {{SSB|Luigi}}'s {{SSB|Donkey Kong}}'s and {{SSB|Jigglypuff}}'s). Its high ending lag and somewhat short range horizontally limits its effectiveness however.
|dsmashname=Double Kick
|dsmashname=Double Kick ({{ja|ダブルキック|Daburu Kikku}})
|dsmashdmg=17%
|dsmashdmg=17%
|dsmashdesc=Twirls around while breakdancing on both sides. A good KO/edgeguard move, also a decent way to space. Usually used to [[punish]] [[tech]]s/rolls.
|dsmashdesc=Twirls around while breakdancing on both sides. A good KO/edgeguard move, also a decent way to space. Usually used to [[punish]] [[tech]]s/rolls.
|nairname=Mario Kick
|nairname=Mario Kick ({{ja|マリオキック|Mario Kikku}})
|nairdmg=14% (clean), 11% (late)
|nairdmg=14% (clean), 11% (late)
|nairdesc=Performs a [[sex kick]]. It gets weaker the longer it's out, though when it first comes out, it is a good finisher (though weaker than his forward and back aerials). One of the better neutral aerials overall in the game due to its frame 3 startup and long lasting hitbox.
|nairdesc=Performs a [[sex kick]]. It gets weaker the longer it's out, though when it first comes out, it is a good finisher (though weaker than his forward and back aerials). One of the better neutral aerials overall in the game due to its frame 3 startup and long lasting hitbox.
|fairname=Forward Dropkick
|fairname=Forward Dropkick ({{ja|前方ドロップキック|Zenpō Doroppukikku}})
|fairdmg=16% (clean), 10% (late)
|fairdmg=16% (clean), 10% (late)
|fairdesc=Performs a forwards spin kick. Has slow startup lag but it has a decently powerful hitbox when it first comes out. Highly useful against the majority of recoveries in the game. Can combo easily at moderate percentages.
|fairdesc=Performs a forwards spin kick. Has slow startup lag but it has a decently powerful hitbox when it first comes out. Highly useful against the majority of recoveries in the game. Can combo easily at moderate percentages.
|bairname=Backward Dropkick
|bairname=Backward Dropkick ({{ja|バックワードキック|Bakkuwādo Kikku}})
|bairdmg=16% (clean), 10% (late)
|bairdmg=16% (clean), 10% (late)
|bairdesc=Performs a backwards kick. Similar to forward aerial except it has slightly lower startup and a shorter lasting hitbox. Good for edgeguarding, and has good power.
|bairdesc=Performs a backwards kick. Similar to forward aerial except it has slightly lower startup and a shorter lasting hitbox. Good for edgeguarding, and has good power.
|uairname=Air Slash
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairdmg=12% (clean), 9% (late)
|uairdmg=12% (clean), 9% (late)
|uairdesc=Performs a flip kick. It comes out on frame 2, making it the fastest aerial in the game in terms of startup lag (along with {{mvsub|Luigi|SSB|up aerial|poss=y}}). Knockback direction depends on which angle the foe was hit on. Lower power than most of his moves, but an effective juggling and combo move.
|uairdesc=Performs a flip kick. It comes out on frame 2, making it the fastest aerial in the game in terms of startup lag (along with {{mvsub|Luigi|SSB|up aerial|poss=y}}). Knockback direction depends on which angle the foe was hit on. Lower power than most of his moves, but an effective juggling and combo move.
|dairname=Drill Kick
|dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|dairdmg=3% (hits 1-8), 24% (total)
|dairdmg=3% (hits 1-8), 24% (total)
|dairdesc=Performs a downward drill kick, 3%/hit, up to 8 hits for a total of 24%. A useful [[meteor smash]]; Similar to {{mvsub|Jigglypuff|SSB|down aerial|poss=y}}, it can be used multiple times to ensure that the foe is unable to recover. It has slow startup lag but minimal ending lag compared to other drill kills. Can combo into itself and up aerial easily. It also has solid shield pressuring potential due to its low ending lag. Like other drills, it is heavily SDIable, however.
|dairdesc=Performs a downward drill kick, 3%/hit, up to 8 hits for a total of 24%. A useful [[meteor smash]]; Similar to {{mvsub|Jigglypuff|SSB|down aerial|poss=y}}, it can be used multiple times to ensure that the foe is unable to recover. It has slow startup lag but minimal ending lag compared to other drill kills. Can combo into itself and up aerial easily. It also has solid shield pressuring potential due to its low ending lag. Like other drills, it is heavily SDIable, however.
|grabname=
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=
|fthrowname=Forward Spin Throw
|fthrowname=Forward Spin Throw ({{ja|前方スピンスロー|Zenpō supinsurō}})
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Performs a Spin throw forward. He quickly swings the foe once and tosses them in front of him. A standard forward throw with decent knockback, though back throw is usually better for KOs. Can easily get opponents offstage. Also usable to [[chaingrab]] in the "tent" portion of Hyrule Castle.
|fthrowdesc=Performs a Spin throw forward. He quickly swings the foe once and tosses them in front of him. A standard forward throw with decent knockback, though back throw is usually better for KOs. Can easily get opponents offstage. Also usable to [[chaingrab]] in the "tent" portion of Hyrule Castle.
|bthrowname=Airplane Swing
|bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowdmg=16% (throw), 10% (collateral)
|bthrowdmg=16% (throw), 10% (collateral)
|bthrowdesc=Grabs opponent by the legs and swings them until release (similar to his ''Super Mario 64'' [[Bowser]] throw). It has standard knockback for a back throw, being a very reliable finisher. The throw is slow, although Mario's opponent has a hitbox while he spins them around.
|bthrowdesc=Grabs opponent by the legs and swings them until release (similar to his ''Super Mario 64'' [[Bowser]] throw). It has standard knockback for a back throw, being a very reliable finisher. The throw is slow, although Mario's opponent has a hitbox while he spins them around.
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===[[Taunt]]===
===[[Taunt]]===
{{Taunt/SSB|char=Mario|desc=Puts his arms by his sides and grows, as if receiving a Super Mushroom. He shrinks shortly after. It is a rather long taunt, so it is often used sparingly. Mario's taunt can be immediately canceled when he starts to shrink by using the Z button.}}
{{Taunt/SSB|char=Mario|desc=Puts his arms by his sides and grows, as if receiving a Super Mushroom. He shrinks shortly after. It is a rather long taunt (the longest in the game), so it is often used sparingly. Mario's taunt can be immediately canceled when he starts to shrink by using the Z button.}}


===[[Crowd cheer]]===
===[[Crowd cheer]]===
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==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
:''See also: [[:Category:Mario professionals (SSB)]]''
 
''Numbers in brackets indicate position in the [[2019-2020 Smash 64 Power Rankings]]''
:''See also: [[:Category:Mario players (SSB)]]''
*{{Sm|Alvin|Peru}} (#5) - A {{SSB|Pikachu}} and {{SSB|Captain Falcon}} co-main who has a Mario secondary. Placed 1st at {{Trn|CEO Dreamland}} and 13th at {{Trn|Super Smash Con 2016}} as one of his characters.
<!--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|Czar|USA}} (#34) - One of the best active solo Mario players. Placed 5th at {{Trn|Super Smash Con 2015}}, 9th at {{Trn|Shine 2019}}, and 17th at {{Trn|Super Smash Con 2019}}.
 
*{{Sm|FAUST|Japan}} - Japan's best Mario, placed 4th at {{Trn|Kanto 2016}} and {{Trn|Kanto 2018}}.
*{{Sm|Czar|USA}} - One of the most prominent Mario players in all of ''Smash 64''. He notably placed 5th at {{Trn|Super Smash Con 2015}}, defeating {{Sm|Josh Brody}} and {{Sm|Mercy}} with Mario. He additionally marked some of the highest major placements while solely using Mario, with 7th at {{Trn|Keystoned V}} and 13th at {{Trn|Boss Battle 3}}. He is commonly ranked as the best Mario player in recent years, peaking at 34th on the [[2019-2020 Smash 64 Power Rankings]].
*{{Sm|Fireblaster|USA}} - (#36) Uses Mario alongside {{SSB|Yoshi}}. Placed 7th at {{Trn|Shine 2018}}, 9th at {{Trn|Get On My Level 2018}}, and 17th at {{Trn|Super Smash Con 2016}}.
*{{Sm|FAUST|Japan}} - The best Mario player from Japan, but has since been inactive. Has done well playing Mario at events such as 4th at {{Trn|Kanto 2016}} where he beat {{Sm|Shizuku}}, and two other top 12 placements at {{Trn|Kanto 2014}} and {{Trn|Kanto 2017}}.
*{{Sm|Fruity|Spain}} - Placed 7th at {{Trn|B.E.A.S.T 7}}.
*{{Sm|Fireblaster|USA}} - A high-level {{SSB|Yoshi}} player who previously used Mario as a co-main. He played both characters in sets shown with his wins against Mercy and {{Sm|LD}} at {{Trn|Super Smash Con 2015}} where he placed 5th. He has also made other top 8s such as 5th at {{Trn|Shine 2017}} and 7th at {{Trn|Apex 2015}} using both characters. He was previously ranked 36th on the [[2019-2020 Smash 64 Power Rankings]].
*{{Sm|Hendrix|Brazil}} - Placed 7th at {{Trn|Fête}}.
*{{Sm|Fruity|Spain}} - One of the most notable European ''Smash 64'' players. Placed 7th at {{Trn|B.E.A.S.T 7}} with solo Mario, as well as 2nd at {{Trn|Vivaldi Autumn}} and {{Trn|Brussels Smash 64 Meetup}} using him as a secondary. He is also active in online weeklies, being ranked 2nd on the February 2023 Online All-Time [[European Smash 64 Power Rankings]].
*{{Sm|Hydra|USA}} - Kimimaru's twin brother and Doubles partner. Placed 17th at {{Trn|GENESIS 5}}.
*{{Sm|Hydra|USA}} - One of the best solo Mario players in the United States alongside Kimimaru. Most notably placed 5th at {{Trn|Snosa IV}} where his tournament run included wins over {{Sm|Darkhorse}}, {{Sm|SOMBRERO}}, and {{Sm|cobr}}. He also made major placements with 13th at {{Trn|Snosa III}} and 17th at {{Trn|GENESIS 5}}. Previously ranked 59th on the [[2017 64 League Rankings]] before becoming mainly inactive since early 2019.
*{{Sm|Isai|USA}} (#12) - placed 2nd at [[Apex 2013]] with Mario.
*{{Sm|Isai|USA}} - One of the best ''Smash 64'' players of all time who is efficient with the entire cast. Notably placed 2nd at {{Trn|Apex 2013}} with solo Mario, beating {{Sm|KeroKeroppi}}, {{Sm|Kikoushi}}, and {{Sm|Ruoka Dancho}} at the tournament. His Apex run remains the highest Mario result seen in the history of ''Smash 64''. He has used the character again at many tournaments such as his 1st at {{Trn|Keystoned V}} and 5th at {{Trn|Snosa 5}}.  
*{{Sm|Kimimaru|USA}} - Placed 9th at {{Trn|GENESIS 5}} and 17th at {{Trn|GENESIS 4}}.
*{{Sm|Kimimaru|USA}} - One of the best solo Mario players in the United States alongside Hydra. Placed 9th at both {{Trn|Snosa III}} and {{Trn|GENESIS 5}}, and 17th at {{Trn|GENESIS 3}} with overall wins over {{Sm|Shihman}}, {{Sm|SotoH}}, and {{Sm|NaCl}}. Previously ranked 41st on the [[2017 64 League Rankings]] before becoming mainly inactive since early 2018.
*{{Sm|Nintendude|USA}} - Placed 13th at {{Trn|Apex 2014}}. Now mains Fox.
*{{Sm|Nintendude|USA}} - Considered one of the best Mario players in the United States before switching to {{SSB|Fox}}. He notably went solo Mario at 9th at {{Trn|Apex 2013}}, as well as 4th at {{Trn|Zenith 2013}} and 13th at {{Trn|Apex 2014}} as one of his characters. He took sets over LD and Josh Brody back when he mained the character.
*{{Sm|Noriaki|Japan}} - Placed 7th at {{Trn|Kanto 2016}}.
*{{Sm|NTA|USA}} - A Mario and {{SSB|Captain Falcon}} dual-main. Placed 5th at {{Trn|CEO Dreamland}} and {{Trn|Apex 2016}}, and 25th at {{Trn|Super Smash Con 2016}} with both characters. Currently inactive.
*{{Sm|Red|Japan}} - One of the best Japanese players and the best Japanese Mario players in the early meta.


===Tier placement and history===
===Tier placement and history===
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==Techniques==
==Techniques==
===Tornado recovery===
===Tornado recovery===
Mario can gain vertical distance during the Mario Tornado if the B button is mashed often enough during the attack animation, similarly to the [[Luigi Cyclone]]. However, the button must be mashed much faster than with {{SSB|Luigi}} due to Mario's faster [[falling speed]] and slightly lower maximum height that can be reached from his Down B.
Mario can gain vertical distance during the Mario Tornado if the special button is mashed often enough during the attack animation, similarly to the [[Luigi Cyclone]]. However, the button must be mashed much faster than with {{SSB|Luigi}} due to Mario's faster [[falling speed]] and slightly lower maximum height that can be reached from his down special.


===Mario Bros. "pseudo-spike"===
===Mario Bros. "pseudo-spike"===
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==In 1P Game==
==In 1P Game==
In the game's single-player mode, a player and a randomly chosen ally fight against Mario and {{SSB|Luigi}} in a team battle on [[Peach's Castle]]. Later on in the single-player mode, [[Metal Mario]], a metallic incarnation of Mario (introduced in ''Super Mario 64''), is featured as a "boss character"  in [[Meta Crystal]]. He is not merely a heavier texture-swap of Mario, as his attacks also deal much more knockback.
In the game's single-player mode, a player and a randomly chosen ally fight against Mario and {{SSB|Luigi}} in a team battle on [[Peach's Castle]]. If the player hasn't dealt any damage to Mario before defeating Luigi, the player will be awarded with the [[List of bonuses|Bros. Calamity]] bonus, which is worth 25,000 points.
 
Later on in the single-player mode, [[Metal Mario]], a metallic incarnation of Mario (introduced in ''Super Mario 64''), is featured as a "boss character"  in [[Meta Crystal]]. He is not merely a heavier texture-swap of Mario, as his attacks also deal much more knockback.


==Description==
==Description==
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==Trivia==
==Trivia==
*Mario's artwork pose has him holding up a {{s|wikipedia|V sign}}, as he did in several older games such as ''[[Super Mario World]]''; the pose very nearly matches [[mariowiki:File:SMB2_Mario_V-Sign_Artwork.png|a piece of official artwork]] from ''[[Super Mario Bros. 2]].
*Mario's artwork pose has him holding up a {{s|wikipedia|V sign}}, as he did in several older games such as ''[[Super Mario World]]''; the pose very nearly matches [[mariowiki:File:SMB2_Mario_V-Sign_Artwork.png|a piece of official artwork]] from ''[[Super Mario Bros. 2]]''.
*Mario's portrait on the [[character selection screen]] greatly resembles [[mariowiki:File:Mario_smiling_SM64_artwork.png|an official artwork]] from ''{{s|mariowiki|Super Mario 64}}''.
*Mario's portrait on the [[character selection screen]] greatly resembles [[mariowiki:File:Mario_smiling_SM64_artwork.png|an official artwork]] from ''{{s|mariowiki|Super Mario 64}}''.
*Mario is the only character who speaks in one of his victory poses (the line being "Here we go!").
*Mario is the only character who speaks in one of his victory poses (the line being "Here we go!").
 
*In several images on the Japanese ''Super Smash Bros.'' website, Mario's default costume's overalls seem to have a tint of purple to them, similarly to Luigi's. This was changed in the final game.
*in the game's system debug menu, FGM 437 is an unused voice clip of Mario saying "Let’s-a go!", which is recycled from ''Super Mario 64''.
{{SSBCharacters}}
{{SSBCharacters}}
{{Mario universe}}
{{Mario universe}}
[[Category:Mario (SSB)| ]]
[[Category:Mario (SSB)| ]]
[[es:Mario (SSB)]]
[[es:Mario (SSB)]]
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