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{{Infobox Character | {{Infobox Character | ||
|name = Mario | |name = Mario | ||
|image = [[File: | |image = [[File:Mario SSBM.jpg]] | ||
|symbol = preBrawl | |symbol = preBrawl | ||
|game = SSBM | |game = SSBM | ||
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|rankingPAL = 15 | |rankingPAL = 15 | ||
}} | }} | ||
'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') returns as | '''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') returns as a [[starter character|starter]] character in ''[[Super Smash Bros. Melee]]''. He was announced at [[E3]] 2001. He also has a [[clone]], {{SSBM|Dr. Mario}}, with whom he shares a lot of attributes and special moves. | ||
Mario | Charles Martinet reprises his role as Mario, albeit via recycled voice clips from ''{{s|mariowiki|Super Mario 64}}''. | ||
Mario is ranked 15th out of 26 on the current tier list, placing him in the C+ tier. This is very similar to his previous ranking in | Mario is ranked 15th out of 26 on the current tier list, placing him in the C+ tier. This is very similar to his previous ranking in ''Smash 64'', where he is ranked 7th out of 12. It also puts him three places lower than his younger brother {{SSBM|Luigi}} at 12th place and two places lower than his clone {{SSBM|Dr. Mario}}. Like in ''Smash 64'', Mario acts as a well-rounded character, with average attributes across the board. He has above average comboing ability due to the somewhat low knockback and the angles at which his moves tend to send on, and a very versatile grab game: his powerful back throw can KO most opponents with ease and [[gimp]] some recoveries, while his up and down throws can [[chain-grab]]. Mario also has a solid [[edge-guarding]] game, with a solid projectile in his [[Fireball]], and his [[Cape]] which can easily and efficiently gimp almost every other character's recovery. Mario, however, lacks a reliable finisher, with many moves with aforementioned low knockback with the exception of his forward and down smash. His recovery is also predictable and short, though he can extend it, which leaves him vulnerable to being gimped by characters such as {{SSBM|Jigglypuff}}. His mediocre range also leaves him with trouble against characters with disjointed hitboxes such as {{SSBM|Marth}}. | ||
Overall, Mario has average matchups in tournament play, with favorable matchups against most lower tiered characters though having disadvantageous matchups against higher tiered characters, especially against those who can either gimp or outrange him. | |||
==Attributes== | ==Attributes== | ||
[[File:Mario's Recovery Options.gif|thumb|Mario | [[File:Mario's Recovery Options.gif|thumb|Mario using his various recovery options to recover onto the stage. This is a [[TAS]] clip from ''[[Perfect Control]]''.]] | ||
As a character, Mario falls under the archetype of being of an all-rounder character, with no particularly strong or weak traits; indeed, in terms of [[weight]], [[falling speed]], [[air speed]], size, and [[dash]] speed, Mario tends to fall in the middle of these attributes. | |||
One of Mario's strengths is | One of Mario's strengths is his rather good combo ability. While not having an extremely high air or falling speed, Mario can easily and efficiently combo most other characters in the air; Mario has plenty of low lag and low knockback aerials, and the addition of a long [[wavedash]] and fast ground attacks give Mario plenty of combo potential. Mario also has a good [[SHFFL]]. | ||
Mario | Mario also has an above average approach. Despite an only average air speed and dashing speed, Mario still has good options for getting closer to opponents. His Fireballs have good range and can disrupt opponents at a distance; differing terrains such as slopes and platforms can also give the Fireball many options. Mario, due to his average attributes in traction and falling speed, has a rather long and floaty wavedash; coupled with decently ranged smash attacks, Mario has good wavesmashing abilities. | ||
Mario is also a surprisingly good edgeguarder. He has a [[meteor smash]] in his forward aerial, albeit it having high [[startup]] and [[ending lag]] and not being too powerful, and his back aerial sends opponents on a decent angle for edgeguarding. Mario's Fireballs can also [[gimp]] recoveries; its low knockback makes it effective in the regard. Most notably, however, Mario has what is likely the absolute best edgeguarding weapon in all the game: his [[Cape]]. When used, it can effectively and quickly gimp almost every recovery in the game; it's especially useful against linear recoveries, such as Fox's [[Fire Fox]] or Luigi's [[Green Missile]]. | |||
Mario | Mario also has a surprisingly good grab game. Despite a rather poor grab range, Mario's throws are notable for their versatility; his forward and back throws can easily set up gimp KOs, especially the latter, while his up and down throws can act as combo starters, as well as very effective chain grabs: Mario's up throw can chain grab fast fallers such as {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Captain Falcon}}, while his down throw can chain grab heavy characters, as well as being able to chain grab {{SSBM|Pikachu}} and {{SSBM|Pichu}} up to high percents, if not to a KO. | ||
Mario | However, Mario suffers from some KOing problems. He lacks particularly powerful or reliable finishers; while his forward smash has good range, coupled with a very visible and easy to land sweetspot, his other smashes are rather short ranged. Additionally, while Mario's back throw is strong, it requires grabbing the opponent first; this can be a challenge, due to Mario's poor grab range. Mario's single meteor smash is also rather unwieldy and risky to use. | ||
Mario also suffers from a below average recovery | Mario also suffers from a below average recovery. Super Jump Punch only grants average to slightly below average horizontal and vertical distance, while [[Mario Tornado]] can only grant vertical distance if the B button is tapped quickly. Mario, however, does have some options to improve his recovery; Mario's Cape can allow him to recover from the sides, and he has the ability to wall-jump, which can act as a help on stages such as Final Destination. | ||
Overall, Mario | Overall, Mario could be considered a poor-man's version of Marth. While both characters have great combo ability and a similar recovery, Marth has a much easier time finishing off opponents as well as having longer range in his attacks and his grab range making it much easier for Marth to chain-grab fast-fallers compared to Mario. | ||
==Changes from ''[[Super Smash Bros.]]''== | ==Changes from ''[[Super Smash Bros.]]''== | ||
When making the transition from ''Smash 64'' to ''Melee'', Mario got a mix of [[buff]]s and [[nerf]]s, but was neither strongly buffed or [[nerf]]ed. Mario is faster on the ground and he greatly benefits from the introduction of [[air dodging]] giving him a solid [[wavedash]] which makes his grounded movement much more solid overall. The speed of Mario's attacks has been considerably improved as most of his attacks have decreased ending lag and a decent amount of them have decreased startup lag as well, and his new forward smash, a palm thrust that emits a fiery blast, has more range and is more reliable due to the addition of a sweetspot located on the explosion. His edgeguarding has also considerably improved as his back aerial is considerably faster and his up aerial has been retooled to give it more edgeguarding potential. His new side special [[Cape]] also gives him a new powerful edgeguarding tool as well as an extra tool for recovering. | |||
Mario's | As for his nerfs, Mario's damage output has been decreased and his KO power has been considerably decreased as many of his previous KO moves have been greatly weakened making it far more difficult for Mario to KO his opponents. In particular, his new forward aerial, while now capable of meteor smashing and losing its sourspot, is much slower and weaker and has less range. His strongest KO moves (his forward and down smashes) while faster now have sourspots making them more difficult to use effectively. While Mario has a few new options to recover such as his cape and [[wall jump]], his recovery is overall worse (especially when relative to the cast) as his air speed is slower, he falls faster, his fireballs are smaller making them a worse option to wall out opponents while recovering and his [[Super Jump Punch]] travels less distance making him easier to edgeguard. | ||
Overall, Mario is largely a much weaker character as his damage output is lower, his combo game is weaker in some aspects and many of his previous KO moves can no longer KO under 90-120%. In exchange, his attacks are much faster and his grounded movement has been improved especially due to the introduction of wavedashing. Mario remains in a similar spot on Melee's tier list and he overall struggles against higher tiered characters limiting his success in competitive play. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|The | *{{change|The graphical upgrades of the [[Nintendo GameCube]] allow for a more detailed appearance of Mario. His physique looks much more similar to its official art, while his red cap and shirt are slightly darker and the seams on his overalls are more accentuated.}} He also has a slightly darker skin tone, and his hair and shoes are a much darker brown color. | ||
*{{change|Mario's green alternate costume from ''Smash 64'' is now accessible through normal battles instead of just Team Battles.}} | *{{change|Mario's green alternate costume from ''Smash 64'' is now accessible through normal battles instead of just Team Battles.}} | ||
*{{change|Mario gains a new [[victory pose]]: he makes a fire and when the fire disappears, Mario strikes a pose. It | *{{change|Mario gains a new [[victory pose]]: he makes a fire and when the fire disappears, Mario strikes a pose. It replaces his hopping victory pose in ''Smash 64''.}} | ||
===Attributes=== | ===Attributes=== | ||
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*{{nerf|Mario's [[jumpsquat]] is longer (3 frames → 4).}} | *{{nerf|Mario's [[jumpsquat]] is longer (3 frames → 4).}} | ||
*{{nerf|Mario's [[air speed]] is slower (1 (30) → 0.86 (NTSC) / 0.83 (PAL)).}} | *{{nerf|Mario's [[air speed]] is slower (1 (30) → 0.86 (NTSC) / 0.83 (PAL)).}} | ||
*{{nerf|Mario's [[air acceleration]] is lower (0.0667 (2) → 0.045), | *{{nerf|Mario's [[air acceleration]] is lower (0.0667 (2) → 0.045), though it's no longer the slowest in the game.}} | ||
*{{nerf|Mario [[jump]] | *{{nerf|Mario's [[jump]] height is extremely lower (45.33 (1360) → 29), going from the 6th highest out of 12 characters to the 4th lowest out of 26.}} | ||
**{{change|Mario's [[short hop]] is also | **{{change|Mario's [[short hop]] is also drastically lower (26.6067 (798.2) → 11.025). This improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials and performing two aerials in a short hop.}} | ||
*{{change|Mario's [[gravity]] is higher (0.08 (2.4) → 0.095).}} | *{{change|Mario's [[gravity]] is higher (0.08 (2.4) → 0.095).}} | ||
*{{change|Mario [[falling speed|falls]] faster (1.467 (44) → 1.7), improving his vertical endurance but making him | *{{change|Mario [[falling speed|falls]] faster (1.467 (44) → 1.7), improving his vertical endurance but making him more susceptible to combos.}} | ||
**{{nerf|However, Mario's [[fast fall]]ing speed is slightly slower (2.333 (70) → 2.3). The difference between his falling speed and fast falling speed is much lower (increase: 59.1% → 39.3%), which makes it more predictable when landing and gives him fewer options in the air.}} | **{{nerf|However, Mario's [[fast fall]]ing speed is slightly slower (2.333 (70) → 2.3). The difference between his falling speed and fast falling speed is much lower (increase: 59.1% → 39.3%), which makes it more predictable when landing and gives him fewer options in the air.}} | ||
*{{nerf| | *{{nerf|Exclusively to the PAL version, Mario's [[weight]] is lower (100 (1) → 98).}} | ||
*{{buff|Mario | *{{buff|Mario now has the ability to [[wall jump]], improving his recovery.}} | ||
*{{buff|The introduction of [[air dodging]] benefits Mario as he can now [[wavedash]]. His wavedash is overall solid due to his short jumpsquat/average traction; improving his movement options.}} | *{{buff|The introduction of [[air dodging]] benefits Mario overall as he can now [[wavedash]]. His wavedash is overall solid due to his short jumpsquat/average traction; improving his movement options.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{buff|Fireballs travel faster.}} | **{{buff|Fireballs travel faster.}} | ||
**{{change|Fireballs can only bounce two times instead of three although it still covers the same amount of distance when used on the ground.}} | **{{change|Fireballs can only bounce two times instead of three although it still covers the same amount of distance when used on the ground.}} | ||
**{{nerf|Fireballs are smaller.}} | **{{nerf|Fireballs are smaller, reducing their hitbox.}} | ||
**{{nerf|Fireballs have a much shorter maximum duration (frames 16-154 → 14-88).}} | **{{nerf|Fireballs have a much shorter maximum duration (frames 16-154 → 14-88).}} | ||
***{{nerf|These changes combined with Mario's faster falling speed | ***{{nerf|These changes combined with Mario's faster falling speed greatly hinders the moves use as an offensive recovery tool.}} | ||
**{{nerf|Fireballs deal less damage (7% → 6%) and have decreased base knockback (10 → 5).}} | **{{nerf|Fireballs deal less damage (7% → 6%) and have decreased base knockback (10 → 5).}} | ||
*[[Cape]]: | *[[Cape]]: | ||
**{{change|As with all returning veterans, Mario now has a side special; | **{{change|As with all returning veterans, Mario now has a side special; Cape. It is based on the cape feather power-up in [[Super Mario World]]. It can reflect projectiles as well as reverse an opponent's direction if it hits them. It also gives Mario a slight boost when used in the air. This gives Mario an option to deal with projectiles; as well as an additional edgeguarding and recovery option.}} | ||
*[[Super Jump Punch]]: | *[[Super Jump Punch]]: | ||
**{{buff|Super Jump Punch can now be cancelled with a wall jump near the apex of the move, aiding Mario's recovery if he is | **{{buff|Super Jump Punch can now be cancelled with a wall jump near the apex of the move, aiding Mario's recovery if he is close to a wall.}} | ||
**{{nerf|It deals slightly less damage (16% → 15%).}} | **{{nerf|It deals slightly less damage (16% → 15%).}} | ||
**{{nerf|It has more startup lag (frame 2 → 3).}} | **{{nerf|It has more startup lag (frame 2 → 3).}} | ||
***{{nerf|Its intangibility also has more startup lag (frame 2 → 3).}} | ***{{nerf|Its intangibility also has more startup lag (frame 2 → 3).}} | ||
**{{nerf|It has more landing lag (25 frames → 30).}} | **{{nerf|It has more landing lag (25 frames → 30).}} | ||
**{{nerf| | **{{nerf|It grants Mario noticeably less distance, worsening its recovery potential.}} | ||
**{{change|The first hit has increased set knockback (110 → 130).}} | **{{change|The first hit has increased set knockback (110 → 130).}} | ||
**{{change|Hits 2-5 have increased set knockback (100 → 110/150).}} | **{{change|Hits 2-5 have increased set knockback (100 → 110/150).}} | ||
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**{{change|The 7th hit's angle has been altered (180° → 100°).}} | **{{change|The 7th hit's angle has been altered (180° → 100°).}} | ||
**{{change|The final hit's angle has been altered (90° → 80°).}} | **{{change|The final hit's angle has been altered (90° → 80°).}} | ||
**{{nerf|It has | **{{nerf|It has significantly more startup lag (frame 1 → 8), greatly hindering its utility.}} | ||
***{{nerf|In addition to this, the first hit has altered knockback (70 (base), 1 (set) → 0/40) | ***{{nerf|In addition to this, the first hit has altered knockback (70 (base), 1 (set) → 0/40). As a result, it prevents it from causing hitstun.}} | ||
**{{nerf|Due to hitting up to 8 times instead of 14:}} | **{{nerf|Due to hitting up to only 8 times instead of 14:}} | ||
***{{nerf|Its maximum damage potential is slightly lower (14% → 13% (ground)/11% (air)).}} | ***{{nerf|Its maximum damage potential is slightly lower (14% → 13% (ground)/11% (air)).}} | ||
***{{nerf|It has a much shorter duration (frames 1-4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40, 43-44 → 8-9, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28, 38-39).}} | ***{{nerf|It has a much shorter duration (frames 1-4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40, 43-44 → 8-9, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28, 38-39).}} | ||
**{{nerf|The aerial version's final hit can no longer meteor smash opponents, significantly hindering its edgeguarding potential.}} | **{{nerf|The aerial version's final hit can no longer meteor smash opponents, significantly hindering its edgeguarding potential.}} | ||
**{{nerf|There is now a small delay before the last hit, allowing foes to escape the attack more easily.}} | **{{nerf|There is now a small delay before the last hit, allowing foes to escape the attack more easily.}} | ||
**{{nerf|Mario's faster falling speed and gravity | **{{nerf|Mario's faster falling speed and gravity makes the move less effective as a recovery tool.}} | ||
***{{nerf|Due to these changes, the move is now considered nearly useless | ***{{nerf|Due to these changes, the move is now considered to be nearly useless besides for recovering, and as a situational vertical launcher.}} | ||
==Version history== | ==Version history== | ||
Mario was nerfed in the [[PAL]] version of ''Melee'' | Mario was nerfed in the [[PAL]] version of ''Melee'' although due to many characters ranked above him being nerfed, his viability remains similar overall. | ||
'''NTSC 1.01''' | '''NTSC 1.01''' | ||
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|game=SSBM | |game=SSBM | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname=Left Jab ({{ja|左ジャブ|Hidari Jabu}}) / Right Cross ({{ja|右クロス|Migi Kurosu}}) / Toe Kick ({{ja|トーキック|Tō Kikku}}) | ||
|neutraldesc=Punches twice, then kicks upward. Originates from Mario's standard combo in ''[[Super Mario 64]]''. | |neutraldesc=Punches twice, then kicks upward. Originates from Mario's standard combo in ''[[Super Mario 64]]''. | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=5% | |neutral3dmg=5% | ||
|ftiltname= | |ftiltname=Plumber Kick ({{ja|配管工キック|Haikan-Kō Kikku}}) | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=10% | |ftiltupdmg=10% | ||
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|ftiltdowndmg=8% | |ftiltdowndmg=8% | ||
|ftiltdesc=Does a back spinning kick with his right leg. It comes out fast and is useful for spacing, but has low knockback. Can be angled. | |ftiltdesc=Does a back spinning kick with his right leg. It comes out fast and is useful for spacing, but has low knockback. Can be angled. | ||
|utiltname= | |utiltname=Uppercut ({{ja|アッパーカット|Appākatto}}) | ||
|utiltdmg=8% | |utiltdmg=8% | ||
|utiltdesc=Does a spinning uppercut. It's an effective juggler and combo starter at low percentages, and can KO at very high percentages. It is based on the Mega Glove combo in ''{{s|mariowiki|Super Mario RPG}}''. | |utiltdesc=Does a spinning uppercut. It's an effective juggler and combo starter at low percentages, and can KO at very high percentages. It is based on the Mega Glove combo in ''{{s|mariowiki|Super Mario RPG}}''. | ||
|dtiltname= | |dtiltname=Leg Sweep ({{ja|レッグスイープ|Reggu Suīpu}}) | ||
|dtiltdmg=8% (foot), 9% (leg) | |dtiltdmg=8% (foot), 9% (leg) | ||
|dtiltdesc=Does a legsweep. The move itself deals very low knockback, and is only useful at high percentages. | |dtiltdesc=Does a legsweep. The move itself deals very low knockback, and is only useful at high percentages. | ||
|dashname= | |dashname=Slide ({{ja|滑り台|Suberidai}}) | ||
|dashdmg=9% (clean), 7% (late) | |dashdmg=9% (clean), 7% (late) | ||
|dashdesc=Does a baseball slide, which knocks the opponent behind Mario. Very similar animation to Mario's dashing attack from ''Super Mario 64''. | |dashdesc=Does a baseball slide, which knocks the opponent behind Mario. Very similar animation to Mario's dashing attack from ''Super Mario 64''. | ||
|fsmashname= | |fsmashname=Fire Glove ({{ja|ファイアーグローブ|Faiā Gurōbu}}) | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashupdmg={{ChargedSmashDmgSSBM|19}} (fire), {{ChargedSmashDmgSSBM|15}} (arm) | |fsmashupdmg={{ChargedSmashDmgSSBM|19}} (fire), {{ChargedSmashDmgSSBM|15}} (arm) | ||
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|fsmashdowndmg={{ChargedSmashDmgSSBM|17}} (fire), {{ChargedSmashDmgSSBM|13}} (arm) | |fsmashdowndmg={{ChargedSmashDmgSSBM|17}} (fire), {{ChargedSmashDmgSSBM|13}} (arm) | ||
|fsmashdesc=Launches a blast of fire from his palm. Its sweetspot is the fire blast and has [[Priority#Transcendent_priority|transcendental priority]], and the sourspot is at Mario's arm. When sweetspotted, it has high knockback,KOing at around 70% when fully charged. Average strength compared to other forward smashes, being the 13th strongest in terms of knockback. Can be angled. | |fsmashdesc=Launches a blast of fire from his palm. Its sweetspot is the fire blast and has [[Priority#Transcendent_priority|transcendental priority]], and the sourspot is at Mario's arm. When sweetspotted, it has high knockback,KOing at around 70% when fully charged. Average strength compared to other forward smashes, being the 13th strongest in terms of knockback. Can be angled. | ||
|usmashname=Lead Headbutt | |usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'') | ||
|usmashdmg={{ChargedSmashDmgSSBM|15}} | |usmashdmg={{ChargedSmashDmgSSBM|15}} | ||
|usmashdesc=Headbutts upward. A fast, strong move with more range behind Mario than in front. Mario's head is intangible while the hitboxes are active. | |usmashdesc=Headbutts upward. A fast, strong move with more range behind Mario than in front. Mario's head is intangible while the hitboxes are active. | ||
|dsmashname= | |dsmashname=Breakdance Sweep ({{ja|ブレイクダンス スイープ|Bureikudansu Suīpu}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|10}} (back feet), {{ChargedSmashDmgSSBM|12}} (back legs) | |dsmashdmg={{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|10}} (back feet), {{ChargedSmashDmgSSBM|12}} (back legs) | ||
|dsmashdesc=Performs a breakdancing sweep kick. Extremely fast, one of Mario's stronger moves. This is based off Mario's crouching attack from ''Super Mario 64''. | |dsmashdesc=Performs a breakdancing sweep kick. Extremely fast, one of Mario's stronger moves. This is based off Mario's crouching attack from ''Super Mario 64''. | ||
|nairname= | |nairname=Plumber's Boot ({{ja|配管工のブーツ|Haikan Kō no Būtsu}}) | ||
|nairdmg=12% (clean), 8% (late) | |nairdmg=12% (clean), 8% (late) | ||
|nairdesc=A [[sex kick]]. Mario kicks forward. As with other sex kicks, it does weaker damage and knockback after a few frames. | |nairdesc=A [[sex kick]]. Mario kicks forward. As with other sex kicks, it does weaker damage and knockback after a few frames. | ||
|fairname=Meteor Knuckle | |fairname=Plunger ({{ja|メテオナックル|Meteo Nakkuru}}, ''Meteor Knuckle'') | ||
|fairdmg=15% | |fairdmg=15% | ||
|fairdesc=Throws an overhanded punch with an enlarged fist. Slow, predictable and has high [[ending lag]], but it is a [[meteor smash]], with no sourspot. Still, it is relatively weak and not very reliable to use for an [[edgeguard]], but can be used to send opponents into his forward smash. | |fairdesc=Throws an overhanded punch with an enlarged fist. Slow, predictable and has high [[ending lag]], but it is a [[meteor smash]], with no sourspot. Still, it is relatively weak and not very reliable to use for an [[edgeguard]], but can be used to send opponents into his forward smash. | ||
|bairname= | |bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}}) | ||
|bairdmg=11% (clean), 9% (late) | |bairdmg=11% (clean), 9% (late) | ||
|bairdesc=Does a dropkick. Has low startup, and can be good for [[spacing]] and edgeguarding. | |bairdesc=Does a dropkick. Has low startup, and can be good for [[spacing]] and edgeguarding. | ||
|uairname= | |uairname=Bicycle Kick ({{ja|バイシクルキック|Baishikuru Kikku}}) | ||
|uairdmg=11% | |uairdmg=11% | ||
|uairdesc=Does a bicycle kick. Good move for juggling and comboing, but has low knockback. | |uairdesc=Does a bicycle kick. Good move for juggling and comboing, but has low knockback. | ||
|dairname= | |dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}}) | ||
|dairdmg=2% (hits 1-7 & landing) | |dairdmg=2% (hits 1-7 & landing) | ||
|dairdesc=Performs a downwards drill kick. Hits multiple times and has a landing hitbox that deals weak knockback. All hits can deal up to ≈12.92% if they connect. | |dairdesc=Performs a downwards drill kick. Hits multiple times and has a landing hitbox that deals weak knockback. All hits can deal up to ≈12.92% if they connect. | ||
|grabname= | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname=Clutch Headbutt ({{ja|クラッチ頭突き|Kuratchi Zudzuki}}) | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Headbutts opponent. Relatively slow. | |pummeldesc=Headbutts opponent. Relatively slow. | ||
|fthrowname= | |fthrowname=Heave-Ho ({{ja|ヘーブホー|Hēbuhō}}) | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc=Spins around once, and throws his opponent forward with decent knockback. | |fthrowdesc=Spins around once, and throws his opponent forward with decent knockback. | ||
|bthrowname=Airplane Swing | |bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'') | ||
|bthrowdmg=12% (throw), 8% (collateral) | |bthrowdmg=12% (throw), 8% (collateral) | ||
|bthrowdesc=Similar to his throw against Bowser in ''Super Mario 64''; spins around three times and throws his opponent backward. Surprisingly high knockback, can hit enemies mid-swing. One of the stronger back throws in the game, with KO potential under 150% near the [[edge]]. | |bthrowdesc=Similar to his throw against Bowser in ''Super Mario 64''; spins around three times and throws his opponent backward. Surprisingly high knockback, can hit enemies mid-swing. One of the stronger back throws in the game, with KO potential under 150% near the [[edge]]. | ||
|uthrowname= | |uthrowname=Mario Launch ({{ja|マリオローンチ|Mario Rōnchi}}) | ||
|uthrowdmg=8% | |uthrowdmg=8% | ||
|uthrowdesc=Throws his opponent upward. Good for leading into an up tilt, or starting combos at higher percentages. Can [[chaingrab]] [[fastfaller]]s. | |uthrowdesc=Throws his opponent upward. Good for leading into an up tilt, or starting combos at higher percentages. Can [[chaingrab]] [[fastfaller]]s. | ||
|dthrowname= | |dthrowname=Down the Drain ({{ja|ダウン・ザ・ドレイン|Daun za Dorein}}) | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=Throws his opponent on the ground. At lower to mid percentages, it can chaingrab characters with moderate falling speeds (such as {{SSBM|Pikachu}}), and at high to very high percentages, it can chaingrab fast-fallers. | |dthrowdesc=Throws his opponent on the ground. At lower to mid percentages, it can chaingrab characters with moderate falling speeds (such as {{SSBM|Pikachu}}), and at high to very high percentages, it can chaingrab fast-fallers. | ||
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|dsdmg=2% (hit 1), 1% (hits 2-7), 5% (hit 8 ground), 3% (hit 8 air) | |dsdmg=2% (hit 1), 1% (hits 2-7), 5% (hit 8 ground), 3% (hit 8 air) | ||
|dsdesc=Does a multi-hit spinning attack, very similar to the {{s|mariowiki|Spin Jump}} from ''Super Mario World''. The final hit knocks the opponent straight up, and the move can rack up damage, though it has some [[ending lag]]. It can be used for recovery by [[button mashing|rapidly tapping]] the [[B button]], though this requires fast reflexes. Has transcendent priority. Deals up to ≈12.01% on the ground and ≈10.19% in the air if all hits connect. | |dsdesc=Does a multi-hit spinning attack, very similar to the {{s|mariowiki|Spin Jump}} from ''Super Mario World''. The final hit knocks the opponent straight up, and the move can rack up damage, though it has some [[ending lag]]. It can be used for recovery by [[button mashing|rapidly tapping]] the [[B button]], though this requires fast reflexes. Has transcendent priority. Deals up to ≈12.01% on the ground and ≈10.19% in the air if all hits connect. | ||
}} | |||
===Stats=== | |||
'''NTSC''' | |||
{{Attributes | |||
|cast = 26 | |||
|weight = 100 | |||
|rweight = 8-10 | |||
|dash = 1.5 | |||
|rdash = 10-13 | |||
|run = 1.5 | |||
|rrun = 11-15 | |||
|walk = 1.1 | |||
|rwalk = 12-15 | |||
|trac = 0.06 | |||
|rtrac = 15-23 | |||
|airfric = 0.016 | |||
|rairfric = 10-13 | |||
|air = 0.86 | |||
|rair = 16 | |||
|baseaccel = 0.02 | |||
|rbaseaccel = 2-23 | |||
|addaccel = 0.025 | |||
|raddaccel = 22-23 | |||
|gravity = 0.095 | |||
|rgravity = 14-16 | |||
|fall = 1.7 | |||
|rfall = 16-18 | |||
|ff = 2.3 | |||
|rff = 14-18 | |||
|jumpsquat = 4 | |||
|rjumpsquat = 8-15 | |||
|jumpheight = 29 | |||
|rjumpheight = 21-23 | |||
|shorthop = 11.025 | |||
|rshorthop = 17-19 | |||
|djump = 26.7 | |||
|rdjump = 11-13 | |||
}} | |||
'''PAL''' | |||
{{Attributes | |||
|cast = 26 | |||
|weight = 98 | |||
|rweight = 10 | |||
|dash = 1.5 | |||
|rdash = 10-13 | |||
|run = 1.5 | |||
|rrun = 11-16 | |||
|walk = 1.1 | |||
|rwalk = 12-15 | |||
|trac = 0.06 | |||
|rtrac = 15-23 | |||
|airfric = 0.016 | |||
|rairfric = 10-13 | |||
|air = 0.83 | |||
|rair = 18-20 | |||
|baseaccel = 0.02 | |||
|rbaseaccel = 2-23 | |||
|addaccel = 0.025 | |||
|raddaccel = 22-23 | |||
|gravity = 0.095 | |||
|rgravity = 14-16 | |||
|fall = 1.7 | |||
|rfall = 16-18 | |||
|ff = 2.3 | |||
|rff = 14-18 | |||
|jumpsquat = 4 | |||
|rjumpsquat = 8-15 | |||
|jumpheight = 29 | |||
|rjumpheight = 21-23 | |||
|shorthop = 11.025 | |||
|rshorthop = 17-19 | |||
|djump = 26.7 | |||
|rdjump = 11-13 | |||
}} | }} | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--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 --> | <!--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 --> | ||
''See also: [[:Category:Mario players (SSBM)]]'' | |||
'' | *{{Sm|A Rookie|USA}} - Widely considered to be the best Mario player in the world. While he almost exclusively plays in events located in Florida, he is the first to make multiple top 24s at majors with the character, placing 17th at {{Trn|Kings of Cali 4}}, {{Trn|Press Start}}, and {{Trn|Low Tier City 6}}. His 33rd place at {{Trn|Shine 2019}} is also tied with {{Trn|Viva La Smashtaclysm}} as Mario's best supermajor placement. | ||
*{{Sm|Green Mario|USA}} - A notable Mario player in the United States, residing in Georgia. His 17th place at {{Trn|Pound 2}} marked the first time a Mario player reached top 24 at a major and his 33rd at {{Trn|Viva La Smashtaclysm}} became the first time a Mario player reached top 64 at a supermajor. | |||
*{{Sm|KoopaTroopa895|USA}} - One of the best Mario players in the United States before switching to {{SSBM|Marth}}. His 25th place at {{Trn|Kings of Cali 4}} is one of the best major results seen with Mario in the 2010s outside of A Rookie's results. He also amassed some of Mario's best wins in the modern era of ''Melee'', beating top players such as {{Sm|Spark}} and {{Sm|Nintendude}}. | |||
*{{Sm|Mango|USA}} - Once mained Mario under the tag "Scorpion Master" and occasionally used him in side events or online tournaments. While his Mario is known as a sort of [[sandbagging]] character, he has shown prominence with the character, placing 2nd at {{Trn|Good Shit German}} and garnering the character's best wins with {{Sm|HugS}}, {{Sm|SilentSpectre}}, and {{Sm|Westballz}} while under the alias. | |||
*{{Sm|Matt Deezie|USA}} - One of the first tournament organizers seen in ''Melee'' and the best Mario player in the world in the game's first two years. Placed top 6 at a few [[Tournament Go]] events with his best being 3rd at {{Trn|Tournament Go 2}}. He eventually switched to playing {{SSBM|Fox}} before retiring from competitive ''Melee'' altogether. | |||
*{{Sm|SchlimmShady|Germany}} - Formerly the best Mario player in Europe prior to switching to {{SSBM|Captain Falcon}}. He was previously ranked top 10 through several power rankings in Germany, peaking at 7th in April 2016. He placed well at many regionals such as 17th at {{Trn|Syndicate 2017}} and 25th at {{Trn|B.E.A.S.T 6}} and {{Trn|B.E.A.S.T 7}}. | |||
===Tier placement and history=== | |||
Very early in the ''Melee'' [[metagame]], when few players knew the potential of now-top tier characters, Mario was considered one of the best characters in the game, ranking as high as 5th on the first tier list. This could be attributed to Mario's simple but effective [[combo]] setups, strong attacks, low learning curve, and lack of any outstanding drawbacks due to being well-rounded, as well as his extendable [[recovery]]. As the metagame advanced, however, Mario's average statistics were magnified as the potentials for many other superior characters, such as {{SSBM|Peach}}, {{SSBM|Captain Falcon}}, and the {{SSBM|Ice Climbers}}, were discovered. This caused Mario to slowly slip down the tier list as time progressed, as well as lose significant placing in large tournaments; eventually, {{Sm|Mango}} (under the alias "Scorpion Master") was the only person who placed anywhere significant with him, but even he rarely placed high enough to earn money from playing Mario, cashing in at 25th place at [[Apex 2010]] instead of his usual top 8 placements when using better characters. On the current [[tier list]], he ranks 15th place in the C+ tier; on the other hand, his clone {{SSBM|Dr. Mario}} and semi-clone {{SSBM|Luigi}}, who were once widely considered worse than Mario, have surpassed him in placements. Despite the tier differences, some players, such as Shroomed, believe Mario could potentially be better than Dr. Mario, due to his faster aerials, arguably better recovery, and longer reach and disjoint in some of his attacks, such as forward Smash and down Smash, supplemented with {{Sm|A Rookie}}’s respectable representation with the character. However, other Luigi and Dr. Mario mains have since achieved stronger competitive breakthroughs (exhibited with Luigi’s bigger player base and Franz’s rising success), which influenced most top players to view Mario’s standing otherwise. | |||
==In 1-P Mode== | ==In 1-P Mode== | ||
==={{SSBM|Classic Mode}}=== | ==={{SSBM|Classic Mode}}=== | ||
In Classic Mode, Mario can appear as an ally in team and giant fights | In Classic Mode, Mario can appear as an ally in team and giant fights, a solo, team, giant, multi, and metal opponent. In Mario's appearances, he either appears on [[Princess Peach's Castle]] or [[Rainbow Cruise]]. On a team with Bowser, he appears on {{SSBM|Battlefield}} and with Peach, he appears on [[Mushroom Kingdom II]]; during the battle against Mario + Bowser on Battlefield, the stage will play the Princess Peach's Castle track. | ||
===[[Adventure Mode]]=== | ===[[Adventure Mode]]=== | ||
Mario is one of only two characters who can appear twice in Adventure Mode, alongside his brother Luigi | Mario is one of only two characters who can appear twice in Adventure Mode, alongside his brother Luigi. | ||
In the game's Adventure Mode, Mario | In the game's Adventure Mode, Mario teams up with {{SSBM|Peach}} against the player in the second part of the first stage, taking place on Princess Peach's Castle. If the player finished the previous segment, [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]], with the remaining time registering 2 in the seconds digit, his younger brother {{SSBM|Luigi}} will take his place in a cutscene that will trigger right before this battle, which has Luigi stomping on Mario's head to get to the top of the castle. | ||
Later on, in the second half of Stage 11, [[Metal Mario]] will fight the player's character on the Battlefield stage, where he functions as simply a Mario permanently under the influence of the [[Metal Box]] item | Later on, in the second half of Stage 11, [[Metal Mario]] will fight the player's character on the Battlefield stage, where he functions as simply a Mario permanently under the influence of the [[Metal Box]] item. If the player unlocked Luigi, Metal Mario will be joined by [[Metal Luigi]], and they both team up on the player, making for a harder fight. | ||
===[[All-Star Mode]]=== | ===[[All-Star Mode]]=== | ||
In All-Star Mode, Mario and his allies are fought on Rainbow Cruise | In All-Star Mode, Mario and his allies are fought on Rainbow Cruise. | ||
===[[Event Match]]es=== | ===[[Event Match]]es=== | ||
Mario is featured in the following event matches: | Mario is featured in the following event matches: | ||
*'''[[Event 1: Trouble King]]''': | *'''[[Event 1: Trouble King]]''': The player plays as Mario and fights against {{SSBM|Bowser}} on {{SSBM|Battlefield}}. | ||
*'''[[Event 10: All-Star Match 1]]''': Mario is the first opponent to be fought in this series of staged battles. The player battles him on {{SSBM|Yoshi's Island}}, which will transition to the next stage | *'''[[Event 10: All-Star Match 1]]''': Mario is the first opponent to be fought in this series of staged battles. The player battles him on {{SSBM|Yoshi's Island}}, which will transition to the next stage if Mario gets defeated. With a timer of four minutes, the player must defeat him along with {{SSBM|Donkey Kong}}, {{SSBM|Yoshi}}, {{SSBM|Peach}}, and Bowser. | ||
*'''[[Event 19: Peach's Peril]]''': Mario must protect Peach from a slightly larger Bowser on {{SSBM|Final Destination}} | *'''[[Event 19: Peach's Peril]]''': Mario must protect Peach from a slightly larger Bowser on {{SSBM|Final Destination}}. Both Mario and Peach have 1 stock each while Bowser has infinite lives. | ||
*'''[[Event 22: Super Mario 128]]''': The player chooses any character and must | *'''[[Event 22: Super Mario 128]]''': The player chooses any character and must defeat a total of 128 tiny Marios on [[Mushroom Kingdom II]]. | ||
*'''[[Event 25: Gargantuans]]''': A scenario designed as a homage to {{s|wikipedia|kaiju}} movies and their various tropes. On the [[Fourside]] stage, with unlimited time, the player plays as a giant-sized Bowser (as "Godzilla") with 1 stock against a giant-sized Donkey Kong (as "King Kong") with 2 stock. A tiny Mario and a tiny Peach are also present in this match, who usually gets KO'd in one hit | *'''[[Event 25: Gargantuans]]''': A scenario designed as a homage to {{s|wikipedia|kaiju}} movies and their various tropes. On the [[Fourside]] stage, with unlimited time, the player plays as a giant-sized Bowser (as "Godzilla") with 1 stock against a giant-sized Donkey Kong (as "King Kong") with 2 stock. A tiny Mario and a tiny Peach are also present in this match, who usually gets KO'd in one hit. | ||
*'''[[Event 31: Mario Bros. Madness]]''': The player chooses any character and must fight Mario and {{SSBM|Luigi}} in a two-timed match on {{SSBM|Mushroom Kingdom}}. The player must have | *'''[[Event 31: Mario Bros. Madness]]''': The player chooses any character and must fight Mario and {{SSBM|Luigi}} in a two-timed match on {{SSBM|Mushroom Kingdom}}. The player must have the most points within the two minutes to clear this event. | ||
*'''[[Event 38: Super Mario Bros. 2]]''': The player chooses any character and must defeat Mario, Luigi, and Peach in a two-stock match on [[Mushroom Kingdom II]]. Both the characters and the stage are a direct throwback to the original ''Super Mario Bros. 2'', an NES sequel to ''Super Mario Bros.'' | *'''[[Event 38: Super Mario Bros. 2]]''': The player chooses any character and must defeat Mario, Luigi, and Peach in a two-stock match on [[Mushroom Kingdom II]]. Both the characters and the stage are a direct throwback to the original ''Super Mario Bros. 2'', an NES sequel to ''Super Mario Bros.'' | ||
===[[Congratulations_screen#Super_Smash_Bros._Melee|Ending Images]]=== | ===[[Congratulations_screen#Super_Smash_Bros._Melee|Ending Images]]=== | ||
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==[[Trophies]]== | ==[[Trophies]]== | ||
In addition to the normal trophy about Mario as a character, there are two trophies about him as a fighter | In addition to the normal trophy about Mario as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Mario on any difficulty: | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
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<center> | <center> | ||
<gallery> | <gallery> | ||
Mario SSBM art.png| | Mario SSBM art.png|Official artwork of Mario. | ||
MarioInGameArtworkSSBM.png|Artwork of Mario from the [[CSS]]. | MarioInGameArtworkSSBM.png|Artwork of Mario from the [[CSS]]. | ||
Mario Landing SSBM.jpg| | Mario Landing SSBM.jpg|Landing on [[Corneria]]. | ||
MarioTornadoMelee.jpg| | MarioTornadoMelee.jpg|Using [[Mario Tornado]] on [[Brinstar]]. | ||
Mario SuperJumpPunchSSBM.jpg| | Mario SuperJumpPunchSSBM.jpg|Using [[Super Jump Punch]] on {{SSBM|Ness}} on {{SSBM|Kongo Jungle}}. | ||
Ssbmmario4.jpg| | Ssbmmario4.jpg|Using [[Fireball]] on [[Onett]]. | ||
Mario Cape Kirby SSBM.jpg| | Mario Cape Kirby SSBM.jpg|Using [[Cape]] on {{SSBM|Kirby}} on [[Mute City]]. | ||
Mario Forward Smash Image SSBM.jpg| | Mario Forward Smash Image SSBM.jpg|Using his [[forward smash]] on Brinstar. | ||
</gallery> | </gallery> | ||
</center> | </center> | ||
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*Mario, {{SSBM|Peach}}, {{SSBM|Yoshi}}, {{SSBM|Young Link}}, {{SSBM|Kirby}}, {{SSBM|Falco}}, and {{SSBM|Pikachu}} are the only characters whose portraits on the [[character select screen]] match their [[character artwork|official artwork]]. | *Mario, {{SSBM|Peach}}, {{SSBM|Yoshi}}, {{SSBM|Young Link}}, {{SSBM|Kirby}}, {{SSBM|Falco}}, and {{SSBM|Pikachu}} are the only characters whose portraits on the [[character select screen]] match their [[character artwork|official artwork]]. | ||
*Mario, Peach, {{SSBM|Luigi}}, {{SSBM|Jigglypuff}} and {{SSBM|Dr. Mario}} are the only fighters with English voice actors in ''Melee''. | *Mario, Peach, {{SSBM|Luigi}}, {{SSBM|Jigglypuff}} and {{SSBM|Dr. Mario}} are the only fighters with English voice actors in ''Melee''. | ||
*When Star KO'ing Giant Mario or Giant {{SSBM|Dr. Mario}}, their voice will immediately fade out. This will not happen with any other character. | |||
==External links== | |||
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0807/index.html Mario's page at Smabura-Ken] | |||
*[[smashwiki:26TP/Mario|Translation]] | |||
{{SSBMCharacters}} | {{SSBMCharacters}} | ||
{{EnemiesAdvSSBM}} | {{EnemiesAdvSSBM}} |