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Mario (SSB4)

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Revision as of 06:36, April 10, 2014 by Mathwiz86 (talk | contribs) (Prepared Mario SSB4 Hitbox)
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This article is about Mario's appearance in Super Smash Bros. 4. For the character in other contexts, see Mario.
Mario
in Super Smash Bros. 4
Mario
MarioSymbol.svg
Universe Mario
Other playable appearances in SSB
in Melee
in Brawl
Final Smash Mario Finale
Mario's stock icon in Super Smash Bros. for Wii U.

Mario (マリオ, Mario) will be a playable character in Super Smash Bros. 4. Instead of the more realistic look he had in Brawl, Mario has a more cartoonish and sleeker appearance that's more inline with his appearance in the Mario games, with his clothes more brightly colored, and the seams in his overalls much less accentuated.

Confirmed information

  • The following attacks are visually unchanged:
  • Forward smash appears to produce a larger fire blast.
  • In a demo match shown against Mega Man, Mario's down smash appears to deal much stronger knockback [1], with it KOing Mega Man under 100% from neutral.
  • The Super Jump Punch appears to make a slightly higher-pitched ding on the last hit.
  • The jet of water fired by F.L.U.D.D. is thicker. It is unknown whether this is indicative of a boost in power or range.
  • Mario retains all of his taunts.

Moveset

For a visual representation of Mario's attack hitboxes, see this page.
  Name Damage Description
Neutral attack Combo Kick Jabs with his right, then his left, and then kicks with his right foot. All are from Super Mario 64. Beneficial in making combos. First hit jab locks characters laying on the ground.
Forward tilt Power Kick Does a back spinning kick with his right leg. Has average damage and knockback, but has better reach than his other tilts (it is still short).
Up tilt Uppercut Delivers an uppercut while spinning. Similar to a move in Super Mario RPG. Average damage and above-average knockback. An excellent juggler that can be comboed into itself, an up smash, and an up aerial juggle.
Down tilt Crouch Kick Sweeps low to the ground with his leg. Though it has a very fast start-up, it deals very little damage, has high ending lag, low knockback, very low hitstun, and very short reach.
Dash attack Slide Kick Slides forward and kicks with both feet. Also from Super Mario 64. Has low diagonal knockback behind Mario that is difficult to follow up on.
Invalid number of f-smash angles entered.
Up smash Head Snap Sends opponents skyward with a headbutt. Has fast start-up lag and its ending lag is rather low as well. It does have good base knockback and knockback scaling, but its KO power is rather average for an up-smash. This is Mario's only reliable finisher outside his forward smash and it is his only attack that can KO vertically under 150%.
Down smash
Neutral aerial Drop Kick Performs a sex kick in the air. Similar to an attack from Super Mario 64. Its almost instantaneous start-up can be used to break certain chainthrows and combos but it has low knockback and short reach.
Forward aerial Meteor Punch Punches downward. This is a slow Meteor Smash with below-average power if it is sweetspotted. It is a weak meteor smash that is difficult to land, but it does have the benefit of sending opponents on a horizontal trajectory instead of straight down. When sourspotted, it sends opponents on a horizontal trajectory with decent knockback.
Back aerial Rear Kick Spins and kicks backward. Similar to his forward aerial from the original Super Smash Bros. game. Very fast start-up with decent reach and knockback. Can WoP at low to mid percentages and KO at very high percentages (but not below 150% outside of edgeguard situations).
Up aerial Flip Kick Does a somersault and kicks upward. Very low start-up and ending lag with low knockback, it works very well as a juggler at low to mid percentages.
Down aerial Mario Tornado Spins with fists then strikes with both on opposite sides. Like the original move, it looks somewhat like the Spin Jump from various Mario games, such as Super Mario World. Similar to his other aerials, it has almost no start-up with short reach, but it does have some ending lag. The final hit does low vertical knockback. It can set-up a down smash at low percentages if the final hit is landed in the ground.
Grab Grab
Pummel
Forward throw Spin Chuck Mario spins around once then throws his opponent in front of him. It has low knockback scaling even for a throw. It is mostly only used to get the opponent off the edge.
Back throw Spin Throw Mario spins around several 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 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 its knockback scaling is high enough to reliably KO around 185%. While powerful for a throw, it is very slow, making it very easy to DI, limiting its KO potential. It is also Mario's most damaging throw.
Up throw
Down throw
Floor attack (front)
Floor attack (back)
Floor attack (trip)
Edge attack (fast) Quick Kick Does a somersault and then kicks upwards, from a laying down position.
Edge attack (slow)
Neutral special Fireball A small, weak projectile.
Side special Cape Reverses projectiles and enemies.
Up special Super Jump Punch Soars upwards, dragging along enemies. Has good initial range and great to use offensively as well as out of shield. The final hit plays a higher pitched ding sound.
Down special F.L.U.D.D. Sprays water that does nothing but push.
Final Smash Mario Finale 3% (larger), 2% (smaller) Unleashes a torrent of flame sideways.

Trivia

  • Based on hitbox data, the Super Jump Punch making a different sound on the final hit seems to have been intended to be in all three previous games.

Gallery

References