Mario & Luigi Superstar Saga Download (2025)

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Mario (Japanese: マリオHepburn: Mario, pronounced [ma.ɾi.o]; English: /ˈmɑːrioʊ, ˈmær-/; Italian: [ˈmaːrjo]) is a fictional character in the Mario video game franchise, owned by Nintendo and created by Japanese video game designer Shigeru Miyamoto. Serving as the company's mascot and the eponymous protagonist of the series, Mario has appeared in over 200 video games since his creation. Depicted as a short, pudgy, Italianplumber who resides in the Mushroom Kingdom, his adventures generally center upon rescuing Princess Peach from the Koopa villain Bowser. His younger brother and sidekick is Luigi.

Mario
Mario character

Mario, as depicted in promotional artwork of New Super Mario Bros. U Deluxe

First appearanceDonkey Kong (1981)
Created byShigeru Miyamoto
Designed by
Portrayed by
  • Lou Albano(The Super Mario Bros. Super Show!)
  • Bob Hoskins(Super Mario Bros.)
  • John Lenahan(The Super Mario Challenge)
Voiced by
  • Ronald B. Ruben (Mario Teaches Typing)
  • Marc Graue (Hotel Mario)
  • Charles Martinet(1990–present)
  • Peter Cullen(Saturday Supercade)
  • Lou Albano(The Super Mario Bros. Super Show!)
  • Walker Boone (The Adventures of Super Mario Bros. 3 and Super Mario World)
  • Tōru Furuya(1986–1988; Super Mario Bros.: The Great Mission to Rescue Princess Peach! and Amada Anime Series: Super Mario Bros.)
  • Takeshi Aono(1992–1993; Mario Paint and Super Mario All-Stars)
  • Nozomu Sasaki(Super Mario Bros. Special Drama CD)
  • Kōsei Tomita(Japanese dub of Super Mario Bros film)
Information
NicknameSuper Mario
GenderMale
OccupationPlumber
RelativesLuigi(brother)
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With more than 500 million units sold worldwide, the overall Mario franchise is the best-selling video game franchise of all time.[1][2] Outside of the Super Mario platform series, other Mario genres include the Mario Kart racing series, sports games such as the Mario Tennis and Mario Golf series, role-playing games such as Mario & Luigi, Super Mario RPG and Paper Mario, and educational games such as Mario Is Missing!, Mario's Time Machine and Mario Teaches Typing. The franchise has branched into several media, including television shows, film, comics, and licensed merchandise. Since 1990, Mario has been voiced by Charles Martinet.

  • 2Appearances
  • 3Characteristics
  • 4Abilities
  • 5Reception

Concept and creation

Seen on his hat, Mario's emblem represents him in the interfaces of many of the games in which he has appeared.

Shigeru Miyamoto created Mario while developing Donkey Kong in an attempt to produce a best-selling video game for Nintendo; previous titles like Sheriff had not achieved the same success as titles like Pac-Man. Originally, Miyamoto wanted to create a video game that used the characters Popeye, Bluto, and Olive Oyl.[3] At the time, however, Miyamoto was unable to acquire a license to use the characters (and would not until 1982 with Popeye), so he ended up making an unnamed player character, Donkey Kong, and Lady (later known as Pauline).[3] In the early stages of Donkey Kong, Mario was unable to jump, and the focus was to escape a maze. However, Miyamoto enabled Mario to jump, saying 'If you had a barrel rolling towards you, what would you do?'[4][5]

While the protagonist was unnamed in the Japanese release, he would be named Jumpman in the game's English instructions[6] and Mario in the sales brochure.[7] Miyamoto originally named the character 'Mr. Video', and he was to be used in every video game Miyamoto developed.[8] According to a widely circulated story, during localization of Donkey Kong for American audiences, Nintendo of America's warehouse landlord Mario Segale confronted then-president Minoru Arakawa, demanding back rent. Following a heated argument in which the Nintendo employees eventually convinced Segale he would be paid, they opted to name the character in the game Mario after him.[9][10]

Miyamoto commented that if he had named Mario 'Mr. Video', Mario likely would have 'disappeared off the face of the Earth'.[5] By Miyamoto's own account, Mario's profession was chosen to fit with the game design. Since Donkey Kong was set on a construction site, Mario was made into a carpenter. When he appeared again in Mario Bros., it was decided he should be a plumber, since a lot of the game is played in underground settings.[11] Mario's character design, particularly his large nose, draws on western influences; once he became a plumber, Miyamoto decided to 'put him in New York' and make him Italian,[11] lightheartedly attributing Mario's nationality to his mustache.[12] Other sources have Mario's profession chosen to be carpenter in an effort to depict the character as an ordinary hard worker, and make it easier for players to identify with him.[13] After a colleague suggested that Mario more closely resembled a plumber, Miyamoto changed Mario's profession accordingly and developed Mario Bros.,[3] featuring the character in the sewers of New York City.[14]

Due to the graphical limitations of arcade hardware at the time, Miyamoto clothed the character in red overalls and a blue shirt to contrast against each other and the background. A red cap was added to let Miyamoto avoid drawing the character's hairstyle, forehead, and eyebrows, as well as to circumvent the issue of animating his hair as he jumped.[3][11] To give distinctly human facial features on an 8×8 pixel head, Miyamoto drew a large nose and a mustache, which avoided the need to draw a mouth and facial expressions.[15]

Miyamoto envisioned a 'go to' character that could be put into any game as needed, albeit in cameo appearances, as at the time Miyamoto was not expecting the character to become singularly popular.[8] To this end, he originally called the character 'Mr. Video', comparing his intent for appearances in later games to the cameos that Alfred Hitchcock had done within his films.[16] Over time, Mario's appearance has become more defined; blue eyes, white gloves, brown shoes, a red 'M' in a white circle on the front of his hat and gold buttons on his overalls have been added. The colors of his shirt and overalls were also reversed from a blue shirt with red overalls to a red shirt with blue overalls. Miyamoto attributed this process to the different development teams and artists for each game as well as advances in technology.[13]

Appearances

1981–1990

Mario's sprite animation from Super Mario Bros. (1985).

Mario debuted as 'Jumpman' in the arcade game Donkey Kong on July 9, 1981.[17] He is shown to be a carpenter and has a pet ape called Donkey Kong.[18] The carpenter mistreats the ape and Donkey Kong escapes to kidnap Jumpman's girlfriend, originally known as the Lady, but later named Pauline. The player must take the role of Jumpman and rescue the girl.

Jumpman was later renamed 'Mario' in the 1982 arcade game Donkey Kong Junior, the only game in which he has been portrayed as an antagonist. In the 1983 arcade game Mario Bros., Mario and his younger brother Luigi are portrayed as Italian-American[11] plumbers[19] who have to defeat creatures that have been coming from the sewers below New York City.

In Super Mario Bros. for the Nintendo Entertainment System, Mario saves Princess Toadstool (later known as Princess Peach) of the Mushroom Kingdom from King Koopa.[20] To save Princess Toadstool, Mario conquers the eight worlds of the Mushroom Kingdom by going to the castle in each to defeat a minion of King Koopa. To reach each castle, Mario battles through three sub-worlds by defeating King Koopa's henchmen. If Mario successfully fights his way through the castle and defeats the minion, he frees a Mushroom Retainer.[citation needed] Inside the eighth castle, Mario has a final fight with King Koopa and frees Princess Toadstool. In Super Mario Bros. 2, the player can choose between Mario, Luigi, Toad, or Princess Peach. Each character possesses unique abilities (Luigi has stronger jumping ability, Toad can dig the fastest, and Peach can float), with Mario being the most well-rounded. In Super Mario Bros. 3, Mario quests to save the rulers of seven kingdoms from Bowser and his children, the Koopalings, and Mario travels across eight worlds to restore order to the Mushroom World and to rescue Princess Peach.[21] Mario is introduced to new power-ups that augment his abilities.[22]

1989–1995

In Super Mario Land, an alien named Tatanga appears, hypnotizes the inhabitants of an area called Sarasaland, and kidnaps its ruler, Princess Daisy. Mario sets out to rescue her, traveling through the four geographical areas of Sarasaland and defeating Tatanga's minions along the way. He corners Tatanga in the skies of the Chai kingdom, bringing down the alien warship and rescuing Daisy.[23] In Super Mario World, Mario and Luigi take Princess Peach for a vacation in Dinosaur World sometime after the events of Super Mario Bros. 3; during the vacation, Peach is kidnapped by Bowser. Mario and Luigi meet the Yoshis, dinosaurs that live in Dinosaur World, and they help rescue Peach by allowing Mario and Luigi to ride them.[24]

In Super Mario Land 2: 6 Golden Coins, whose events take place immediately after the original Super Mario Land, Mario's evil counterpart Wario has put an evil spell over Mario Land while Mario was away in Sarasaland, renaming the area Wario Land. The inhabitants are brainwashed into thinking that Wario is their master and Mario is their enemy. Wario's motive behind this sudden attack was to take control over Mario's castle in order to have one of his own. To stop Wario, Mario finds the 6 Golden Coins throughout Mario Land and regains access to his castle. In Super Mario World 2: Yoshi's Island, a stork carries Baby Mario and Baby Luigi across the sea, but the evil MagikoopaKamek steals Baby Luigi, and Baby Mario falls onto an island called Yoshi's Island, home to Yoshis. After Mario meets the Yoshis, the group journeys through the game's six worlds to rescue Baby Luigi and the stork from Baby Bowser and Kamek.

1996–2002

Super Mario 64 (1996) featured Mario's first 3D rendering.

Mario made his 3D debut in Super Mario 64 for the Nintendo 64.[25]Princess Peach sends Mario a letter inviting him to join her at her castle for cake;[26] however, when he arrives, Mario discovers that Bowser has invaded the castle and imprisoned the princess and her servants within it using the castle's 120 Power Stars. Many of the castle's paintings are portals to other worlds, in which Bowser's minions guard the stars. Mario explores the castle and other worlds to recover the stars. He gains access to more painting portals as he recovers more stars,[27] and he traverses three obstacle courses that lead him to battles with Bowser. Defeating Bowser the first two times earns Mario keys that open new levels of the castle,[28] while the final battle releases Peach, who rewards Mario by baking the cake that she promised him.[28][29]

In Super Mario Sunshine, Mario, Toadsworth, and Princess Peach take a vacation to Isle Delfino, a tropical island. A person resembling Mario, known as 'Shadow Mario', vandalizes and pollutes the entire island using a magic paintbrush. The vandalism has caused the Shine Sprites to flee from the island's main city, Delfino Plaza, and blanket the island in darkness. Blamed for the mess, Mario is arrested by the island authorities and ordered to clean up Isle Delfino. Mario is equipped with FLUDD, a robotic hosing device invented by Professor E. Gadd, which he uses to clean up the pollution and collect the Shine Sprites.[30] Meanwhile, Peach is kidnapped by Shadow Mario, who reveals himself to be Bowser Jr., one of Bowser's children, having stolen the paintbrush from Professor E. Gadd. Mario eventually confronts Bowser and Bowser Jr. and rescues the princess. With the island cleaned up, Mario and Peach begin their vacation.[31]

2006–present

Mario went to 2.5D in New Super Mario Bros. While Mario and Peach take a walk together through the Mushroom Kingdom, Bowser Jr. kidnaps Peach and flees.[32] Mario gives chase, venturing through eight worlds. Mario eventually catches up, defeating both Bowser and Bowser Jr. and rescuing Peach.[33] In Super Mario Galaxy, Mario is invited by Princess Peach to the centennial Star Festival in the Mushroom Kingdom.[34] Upon arrival, Bowser invades the kingdom and rips Peach's castle from its foundations and lifts it into outer space. After failing to prevent the princess from being kidnapped, Mario meets star-like creatures called Lumas and their companion, Rosalina. Rosalina tells Mario that Bowser has stolen the Power Stars, the source of power for Rosalina's mobile observatory, and has taken Peach to the center of the universe. Mario then travels to various galaxies to reclaim the Power Stars to restore power to the observatory and reclaim Princess Peach.[35]

In New Super Mario Bros. Wii, another 2.5D game, Mario, Luigi, and two Toads are attending Princess Peach's birthday party when Bowser Jr. and the other seven Koopalings ambush the princess and kidnap her. Mario, Luigi, and the two Toads chase after them across eight worlds, defeating each Koopaling as they progress. The quartet eventually confronts Bowser, defeating him and saving the princess.[36] In Super Mario Galaxy 2, Bowser, who has transformed himself into a giant using the Power Stars, attacks the Mushroom Kingdom and abducts Peach, taking her to the center of the universe. With the help of the Lumas, Mario pilots Starship Mario, a mobile planet in the shape of his head, in order to travel to various galaxies and gather the Power Stars, used to fuel the ship. After multiple battles against both Bowser and Bowser Jr., Mario eventually arrives at Bowser's lair at the center of the universe, where he defeats him and rescues the princess.[37]

In 2012, Mario returned in New Super Mario Bros. 2 where he collects several coins scattered across the Mushroom Kingdom in addition to saving Princess Peach from the evil clutches of Bowser and the Koopalings. Mario returns to defeat Bowser and his minions in New Super Mario Bros. U. Mario is one of the playable characters in Super Mario 3D World, where he has average running speed and jump height compared to other characters. Mario is the protagonist of the Nintendo Switch game Super Mario Odyssey, where the character Cappy replaces Mario's traditional hat, allowing Mario to throw it like a long-range weapon, and 'capture' enemies to gain their abilities.

Other Mario games

Mario games of other genres include various Game & Watch games; Mario Pinball Land, a pinball game for the Game Boy Advance;[38] various educational games; and the Dr. Mariopuzzle video game, (with Dr. Mario itself first released in 1990).[39] In these games, Dr. Mario throws vitamins that the player must align to destroy the viruses that populate the playing field.[39] 1996's Super Mario RPG is the first Mariorole-playing game;[40] ten games have followed, including five in the Paper Mario series (Paper Mario for the Nintendo 64, Paper Mario: The Thousand-Year Door for the GameCube, Super Paper Mario for the Wii, Paper Mario: Sticker Star for the Nintendo 3DS, and Paper Mario: Color Splash for the Wii U) and six in the Mario & Luigi series (Mario & Luigi: Superstar Saga for the Game Boy Advance, Mario & Luigi: Partners in Time and Mario & Luigi: Bowser's Inside Story for the Nintendo DS, Mario & Luigi: Dream Team, Mario & Luigi: Paper Jam, and Mario & Luigi: Superstar Saga + Bowser's Minions for the Nintendo 3DS).

Several other sub-series of Mario video games, especially those inspired from sports, have been released. The Mario Kart franchise, which began with Super Mario Kart for the Super Nintendo Entertainment System in 1992, is the most successful and longest-running kart racing franchise.[41] Other Mario sports games include the Camelot-developed series Mario Golf and Mario Tennis, and, respectively, the baseball and soccer games Mario Superstar Baseball and Super Mario Strikers. In 1999, Hudson Soft developed the Mario Party series, which began on the Nintendo 64. The games revolve around a set of minigames and are playable with up to four players.

Mario & Sonic at the Olympic Games, released for both Nintendo DS and Wii, is a collection of 24 events based on the 2008 Summer Olympic Games from Beijing, in which characters from Sega's Sonic the Hedgehog series compete with Mario characters. This was followed in 2009 by Mario & Sonic at the Olympic Winter Games on both systems, based on the 2010 Winter Olympics in Vancouver. Two more sports games for the Wii were released in 2011, Mario Sports Mix and the third Mario & Sonic game, Mario & Sonic at the London 2012 Olympic Games while the latter was released for the Nintendo 3DS in February 2012, which is based on the 2012 Summer Olympics in London. The fourth edition of the Mario & Sonic series for the Wii U is called Mario & Sonic at the Sochi 2014 Olympic Winter Games, which is based on the 2014 Winter Olympics in Sochi. A fifth title, Mario & Sonic at the Rio 2016 Olympic Games, which is based on the 2016 Summer Olympics in Rio de Janeiro, was released in 2016 for the Nintendo 3DS, Wii U and Arcade.

In other media

Apart from his platformer and spin-off game appearances, Mario has made guest appearances in non-Mario games, such as Mike Tyson's Punch-Out!!, where Mario is a referee.[42] Mario appears as a playable character in NBA Street V3[43] and SSX on Tour.[44] He makes countless cameo appearances in many forms in many games, such as portraits and statues in The Legend of Zelda: A Link to the Past, The Legend of Zelda: Ocarina of Time, and Metal Gear Solid: The Twin Snakes.[45]

Television

The first appearance of Mario in media other than games was Saturday Supercade, an animated television series produced by Ruby-Spears Productions in 1983. Each episode was composed of several shorter segments featuring video game characters from the golden age of video arcade games. Mario (voiced by Peter Cullen) appeared in Donkey Kong segments where he and Pauline would try to recapture Donkey Kong.

Mario stars in The Super Mario Bros. Super Show!, played by 'Captain' Lou Albano.

Mario stars in The Adventures of Super Mario Bros. 3 and Super Mario World, voiced by Walker Boone.

Film

Mario appears in the live-action film Super Mario Bros. as played by Bob Hoskins. Mario finds himself in an alternate universe in which dinosaurs rule where he must save the Earth from invasion. The film was a commercial failure at the box office.[46]

Outside the original games, television shows, and film, Mario has influenced the creation of a line of licensed merchandise and has appeared in popular culture. The Nintendo Comics System series, along with the Nintendo Adventure Books, were created due to Mario as well.[citation needed]

Theme parks

Mario will appear at Universal Studios Japan in Osaka in the upcoming section of Super Nintendo World, which is scheduled to open in 2020 in time of the 2020 Summer Olympics in Tokyo. One of the rides will be themed to Mario Kart. Universal Parks & Resorts also has plans to import Super Nintendo World to Universal Studios Hollywood in Los Angeles, California and Universal Orlando Resort in Orlando, Florida.

Characteristics

Mario is depicted as a portly plumber who lives in the fictional land of the Mushroom Kingdom with Luigi, his younger, taller brother.[3][47][48] In the television series and film, Mario and Luigi are originally from Brooklyn, New York.[47] Little is known of Mario's childhood, though the infant version of Mario, Baby Mario, first appeared in 1995 in Super Mario World 2: Yoshi's Island, and has often appeared in Nintendo sports games since then. Baby Mario has a major role along with Baby Luigi in Mario & Luigi: Partners in Time and appears in Yoshi's Island DS. He, along with the adult Mario, is voiced by Charles Martinet.[49][50]

He wears a longsleeved red shirt, a pair of blue overalls with yellow buttons, brown shoes, white gloves and a red cap with a red 'M' printed on a white circle. In Donkey Kong, he wore a pair of red overalls, and a blue shirt. In Super Mario Bros., he wore a brown shirt with red overalls. He has blue eyes, and, like Luigi, has brown hair, and a dark brown or black mustache. This consistent difference in color is attributed to being a relic from designing the characters for their original platforms, wherein certain features were actively distinguished while others had to be curtailed due to technical limitations.[51] In a 2005 interview, Miyamoto stated that Mario's physical age was about 24-25 years old.[52]

Surname

Nintendo did not initially reveal Mario's full name. In a 1989 interview, his full name was stated not to be 'Mario Mario' though it may be inferred from the title of the Mario Bros. series.[53] The first notable use of 'Mario Mario' is in the 1993 live-action film adaptation. This was again used in two of Prima's official strategy guides, in 2000[54] for Mario Party 2 and in 2003[55] for Mario and Luigi: Superstar Saga. In 2012 after Charles Martinet voiced Mario declaring himself 'Mario Mario' at the San Diego Comic-Con[56] the next month Satoru Iwata said he had no last name,[57] which Shigeru Miyamoto agreed with the month after.[58] Two months after Iwata's death in July 2015, Miyamoto changed his stance September 2015 at the Super Mario Bros. 30th Anniversary festival, asserting that his name was indeed Mario Mario.[59][60]

Occupation and hobbies

Mario's occupation is plumbing, though in the original Donkey Kong games he is a carpenter.[61] Mario has had several other occupations: in the Dr. Mario series of puzzle games, which debuted in 1990,[39] Mario is portrayed as a medical physician named 'Dr. Mario';[62] in the Game Boy game Mario's Picross, Mario is an archaeologist; and in Mario vs. Donkey Kong 2: March of the Minis, Mario is the president of a profitable toy-making company.[63] Mario is an athlete in various Mario sports titles including Mario Sports Mix, Mario Strikers Charged, and Mario Tennis Aces; as well as a kart racer in the Mario Kart series. Mario usually saves Princess Peach and the Mushroom Kingdom and purges antagonists, such as Bowser, from various areas. Mario has gained fame in the Mushroom Kingdom due to his heroic deeds, as shown in Mario & Luigi: Superstar Saga, where the brothers are referred to as 'superstars'.[64] In September 2017, Nintendo confirmed on their official Japanese profile for the character that Mario was no longer considered a plumber, most likely due to his various occupations and hobbies.[65] However as of March 2018, the Japanese profile has since been changed to state that Mario's occupation is still a plumber.[66]

Relationships

Since his first game, Mario has usually had the role of saving the damsel in distress.[47] Originally, he had to rescue his girlfriend Pauline in Donkey Kong from Donkey Kong.[67] Pauline was soon replaced by a new damsel in distress, Princess Peach, in Super Mario Bros.,[3] but returned in the Game Boy remake of Donkey Kong in 1994, and in Mario vs. Donkey Kong 2: March of the Minis in 2006, although the character is now described as 'Mario's friend'.[68] Mario has rescued Princess Peach multiple times since Super Mario Bros.[47] In a role reversal, Peach rescues Mario in Super Princess Peach.[69] Mario rescued Princess Daisy of Sarasaraland in Super Mario Land,[70] but Luigi seems to be more linked to her. In Super Smash Bros. Melee, the text explaining Daisy's trophy states that 'after her appearance in Mario Golf, gossips portrayed her as Luigi's answer to Mario's Peach'.[71]

Luigi is Mario's younger fraternal twin brother.[48] He is a companion in the Mario games,[48] and the character whom the second player controls in two-player sessions of many of the video games,[72] though he occasionally rescues Mario, as seen in Mario Is Missing! and Luigi's Mansion.[73]Super Mario Land 2: 6 Golden Coins for the Game Boy saw the arrival of Wario, Mario's greedy counterpart, who is often Mario's antagonist or an antihero.[74]Yoshi is a dinosaur whose species is also named Yoshi.[75] They vary in color, though the original Yoshi is green.[75] Yoshi serves as Mario's steed in games such as Super Mario World,[75] and is depicted as an independent character in games like Super Mario Kart and Super Mario World 2: Yoshi's Island.

Abilities

During the development of Donkey Kong, Mario was known as Jumpman.[3] Jumping—both to access places and as an offensive move—is a common gameplay element in Mario games, especially the Super Mario series. By the time Super Mario RPG was released, jumping became such a signature act of Mario that the player was often tasked with jumping to prove to non-player characters that he was Mario. Mario's most commonly portrayed form of attack is jumping to stomp on the heads of enemies, first used in Super Mario Bros. This jump-stomp move may entirely crush smaller enemies on the stage, and usually deals damage to larger ones, sometimes causing secondary effects.[3]

This attack often enables Mario to knock the turtle-like Koopa Troopas into or out of their shells, which can be used as weapons.[3] Subsequent games have elaborated on Mario's jumping-related abilities. Super Mario World added the ability to spin-jump, which allows Mario to break blocks beneath him. The Game Boy version of Donkey Kong allows Mario to jump higher with consecutive jumps, and perform a back-flip. In Super Mario 64, Mario gains new jumping abilities such as a sideways somersault; a ground pound, which is a high-impact downward thrusting motion; and the 'Wall Kick', which propels him upwards by kicking off walls.

Power-ups

Mario seen wearing the Tanooki Suit. The suit is derived from the Japanese raccoon dog, tanuki.

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Mario uses items, which give him various powers, and differ between the games he is in. The first power-up Mario used was the Hammer in Donkey Kong.[67]

Super Mario Bros. introduced the basic three power-ups that have become staples for the series, especially the 2D games — the Super Mushroom, which causes Mario to grow larger; the Fire Flower, which allows Mario to throw fireballs; and the Starman, which gives Mario temporary invincibility. These powers have appeared regularly throughout the series.[3] Throughout the series' history, there have been several kinds of Mushroom power-ups, including the 1-up Mushroom, which gives Mario an extra life; the Poison Mushroom, which causes Mario to either shrink or die;[76] the Mega Mushroom, which causes Mario to grow very large; and the Mini Mushroom, which causes Mario to shrink.[77]

A reoccurring power-up throughout the series is an item that gives Mario the ability of flight. The first of this type was introduced in Super Mario Bros. 3: one power-up, which gives Mario a raccoon suit, is called the Super Leaf,[78] while another is called the Tanooki Suit (a transliteration of tanuki) and grants Mario the ability to fly or turn into a statue.[79] In Super Mario World, an item called the Cape Feather was introduced that gave Mario a cape.[80] In Super Mario Land 2: 6 Golden Coins, a carrot was available that gave Mario rabbit ears that allowed him to fly,[79] and in Super Mario 64, Mario could acquire an item called the Wing Cap, which temporarily gave him the ability of flight.[81]Super Mario Sunshine introduces a pump-water spraying device named 'F.L.U.D.D.', which abilities included spraying water and hovering.[82]

Super Mario Galaxy introduced new power-ups, including the Bee Mushroom, which turned Mario into a bee and allowed him to fly temporarily; the Boo Mushroom, which turned Mario into a ghost, allowing him to float and pass through walls; the Spring Mushroom, which encased Mario in a spring, allowing him to jump higher; and the Ice Flower, which allowed the player to temporarily walk on water and lava without sinking or taking damage.[83]Super Mario Galaxy 2 introduced more power ups, including the Cloud Flower which allows Mario to create platforms in midair and Rock Mario, which transforms Mario into a boulder that could be used to break through barriers.[84]

New Super Mario Bros. Wii updated the Ice Flower, which allows Mario to shoot ice balls that temporally freeze enemies; and introduced the Propeller Mushroom, which allows him to fly; as well as the Penguin Suit, which allows Mario to easily traverse ice and swim through water in addition to shooting ice balls. Super Mario 3D Land introduced the Boomerang Flower, which allows Mario to throw boomerangs at nearby enemies; and the Statue Leaf, which allows Mario to turn to a statue. In New Super Mario Bros. U, a Super Acorn makes its debut. This transforms Mario to his new Flying squirrel form where he can glide and stick on walls. Super Mario 3D World introduced the Super Bell, which transforms Mario into his cat form as well as a Double Cherry to make multiple copies of himself.

Reception

Critical response

Mario in Kungsbacka, Sweden

As Nintendo's primary mascot, Mario is widely considered to be the most famous video game character in history, and has been called an icon of the gaming industry.[1][4][85] The Mario series of video games has sold more than 510 million copies, making it the best-selling video game franchise.[3] Mario was one of the first video game character inductees at the Walk of Game in 2005, alongside Link and Sonic the Hedgehog.[86] Mario was the first video game character to be honored with a wax figure in the Hollywood Wax Museum in 2003. In 1990, a national survey found that Mario was more recognizable to American children than Mickey Mouse.[87][88] Mario has also been called the 'most recognisable' figure in the gaming industry.[89]

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Creator Shigeru Miyamoto has stated that Mario is his favorite out of all characters that he has created.[90]Electronic Gaming Monthly gave Mario their 'Coolest Mascot' award for 1996, calling him 'an age-old friend.'[91]Nintendo Power listed Mario as their favorite hero, citing his defining characteristics as his mustache, red cap, plumbing prowess, and his mushrooms.[92] In a poll conducted in 2008 by Oricon, Mario was voted the most popular video game character in Japan.[93]

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GameDaily listed the 'unlikely hero' on its top 25 video game archetypes, and used Mario as an example of this. It stated that in spite of the fact that he should have run out of energy through the first level, he kept going.[94] Mario ranked fourth on GameDaily's top ten Smash Bros. characters list.[95] Mario was fourth on UGO's list of the 'Top 100 Heroes of All Time'.[96] They also listed Mario's hat twenty-first on their list of 'The Coolest Helmets and Headgear in Video Games', stating 'there's always somebody at your Halloween party wearing one.'[97]CNET listed him first on its list of the 'Top 5 video game characters'.[98] He was voted 100th in IGN's Top 100 Villains for his appearance in Donkey Kong Junior, adding 'This Mario is a total jerk, holding Donkey Kong Jr.'s dad hostage',[99] and he has also been elected by GamesRadar as the 90th 'most dastardly ne'er-do-wells' villain in video games in their 'top 100'.[100]

Legacy

The 2016 Olympics closing ceremony featured Mario-inspired imagery.

Japanese prime minister Shinzō Abe holding Mario's cap.

Dancers performing alongside an oversized Warp Pipe.

Mario has been established as a pop culture icon, and has starred in numerous television shows, comic books, and in a feature film. He has appeared on lunch boxes, T-shirts, magazines, commercials (notably, in a Got Milk? commercial),[101] in candy form, on shampoo bottles, cereal, badges, board games, and as a plush toy.[1] Nintendo produced a 60-minute anime film based on the original Super Mario Bros. titled Super Mario Bros.: Peach-Hime Kyushutsu Dai Sakusen! in 1986, although this film has not been released outside Japan and has not been released on any home video format except VHS.

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The animated series The Super Mario Bros. Super Show! featured a live-action series of skits which starred former WWF manager 'Captain' Lou Albano as Mario and Danny Wells as Luigi. Mario appeared in a book series, the Nintendo Adventure Books. Mario has inspired unlicensed paintings,[102] performances on talent shows such as India's Got Talent,[103] and short films, which have been viewed hundreds of thousands of times.[104] The character has been present in a number of works created by third parties other than Nintendo, such as in the iOS and Android video game Platform Panic, in which one of the purchasable skins is a reference to him.[105]

Many people and places have been named or nicknamed after Mario. Bergsala, the distributor of Nintendo's products in the Nordic and the Baltic countries, is located at Marios Gata 21 (Mario's Street 21) in Kungsbacka, Sweden, named after Mario.[106] Many sports stars, including Bundesligafootball players Mario Götze and Mario Gómez, National Hockey League player Mario Lemieux,[107]Italian footballerMario Balotelli,[108] and Italian cyclist Mario Cipollini have been given the nickname 'Super Mario'. In a suburb of the Spanish city of Zaragoza, streets were named after video games, including 'Avenida de Super Mario Bros'.[109][110]

Mario's legacy is recognized by Guinness World Records, who awarded the Nintendo mascot, and the series of platform games he has appeared in, seven world records in the Guinness World Records: Gamer's Edition 2008. These records include 'Best Selling Video Game Series of All Time', 'First Movie Based on an Existing Video Game', and 'Most Prolific Video Game Character', with Mario appearing in 116 distinct titles (not including remakes or re-releases).[111]

Mario appeared in the 2016 Summer Olympics closing ceremony to promote the 2020 Summer Olympics in Tokyo. In a pre-recorded video, the prime minister Shinzō Abe became Mario to use a Warp pipe planted by Doraemon from Shibuya Crossing to Maracanã Stadium. Abe then appeared dressed as Mario in an oversized Warp Pipe in the middle of the stadium.[112][113][114]

Mario Day (previously known as National Mario Day) is celebrated on March 10,[115][116][117] as when that date is presented as Mar 10 it resembles the name MARIO.[118][119] Since 2016, the day was officially observed by Nintendo[120], and celebrates this day annually by promoting Mario games and holding Mario-related events.[121]

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External links

  • Media related to Mario at Wikimedia Commons
  • Quotations related to Mario at Wikiquote
  • Mario on IMDb

Mario Luigi Superstar Saga Music Download

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Mario&oldid=899928066'

This article is about Mario's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Mario.
Mario
in Super Smash Bros. Ultimate

UniverseMario
Other Smash Bros. appearancesin SSB
in Melee
in Brawl
in SSB4
AvailabilityStarter
Final SmashMario Finale
“Mario is an all-around fighter who uses his wide variety of techniques to respond to any situation. In Super Smash Bros. Ultimate, he shows up in his Wedding tux and his Builder outfit, and Cappy even makes an appearance!”
—Super Smash Blog, Super Smash Bros. Ultimate Official Site

Mario (マリオ, Mario) is a playable character in Super Smash Bros. Ultimate. He was suggested to appear in the then unnamed Ultimate in its first teaser trailer at the end of the March 8th, 2018 Nintendo Direct, and officially announced in Ultimate's E3 2018 trailer on June 12th, 2018 alongside the rest of the returning roster. Mario is classified as fighter #01.

As in Smash 4, Charles Martinet's portrayal of Mario from Brawl was repurposed for Ultimate.

  • 2Changes from Super Smash Bros. 4
  • 4Moveset
  • 5In competitive play
  • 6Classic Mode: Let's-a Go!
  • 7Role in World of Light
  • 9In Spirit battles
  • 11Gallery

Attributes[edit]

Mario is a middleweight staying true to the majority a balanced character in terms of attributes, possessing average walking, dashing and falling speeds, air acceleration, gravity and weight. However, he also has high air speed and jump power. These balanced stats do not give Mario the edge when it comes to overall movement, but they nevertheless make him adept at most situations where a key attribute is needed to gain the advantage, which when combined with his very quick frame data, grants Mario a very effective neutral game. As a result, despite his attributes implying a jack-of-all-trades type of character, Mario is more of a rushdown character in practice.

Thanks to his incredibly quick attack speed, Mario shines in close-quarters combat. His fast attack speed allows him to consistently apply pressure to the opponent, and he is capable of quickly racking up damage once he gets the momentum, which is easy to do so on characters that cannot match his attack speed without getting heavily punished for it. Excluding his forward smash, forward aerial and special moves, all of Mario's moves have fast startup and low ending and landing lag (the latter in the case of his aerial attacks). All of his grounded moves are prime examples of his quick frame data: his neutral attack is his fastest move and an overall effective way to rack up damage, along with handy combo capabilities, while his up and down tilts are effective combo starters that can help rack up plenty of damage, and the former chains into itself at low percentages. All of his smash attacks are excellent KO options, as they can reliably KO at high percentages without being endlag-heavy; his forward smash has the highest power of all of his smash attacks when sweetspotted, down smash is a semi-spike, making it useful for forcing opponents offstage, and up smash is very hard to punish due to its speed, power and the fact it grants intangibility on his head.

Mario's aerial attacks are also very useful in many cases. Neutral aerial is a sex kick that can be useful in edgeguarding or for breaking combos. Back aerial has the longest reach and the highest knockback of Mario's aerial moves, allowing it to space effectively and reliably KO offstage. Up aerial's extremely quick startup, vertical launch angle and lack of sourspots let it combo into itself or other moves, on top of letting it easily break combos and setup the aforementioned. Mario Tornado, which is Mario's down aerial, is a great anti-juggling move that can also KO if used near the upper blast line. Finally, his forward aerial is a meteor smash with high base knockback for one, making it great for gimping all but the farthest-reaching of recoveries.

His special moveset is highly varied and has plenty of uses. Fireball is a projectile with decently long range. It can be useful in the neutral game or in edgeguarding, thanks to its disruptive knockback, along with very useful chances to disrupt direct approaches. Super Jump Punch travels in a controllable diagonal direction and grants moderate distance, making it good at recovery. It also has intangibility upon startup, allowing it to be used out of shield very effectively. Due to its extremely quick startup, it is also a useful combo finisher, especially near the blast line. On the other hand, Capereverses opponents, with the induced disorientation often being enough to allow a free hit or efficiently gimp a recovery, which aids in edgeguarding opponents. It is also a powerful reflector, making it highly useful in matchups against projectile-heavy characters, such as Simon or Young Link. F.L.U.D.D. is a mechanism that shoots water, pushing opponents away, which compliments his Cape. Though situational, it can occasionally be used to give Mario some breathing space. As a result of his Cape, F.L.U.D.D. and his fast aerials, Mario also boasts a versatile edgeguarding game.

Another valuable strength of Mario is his grab game. Even though his grab reach is only average, his grabs are fairly quick, and his pummel can rack up some damage before throwing the opponent. His forward throw sends the opponent at a disadvantageous position, where Mario can capitalize on their mistakes. His up throw has been repurposed into a fairly useful combo starter at lower percentages, comboing far more reliably into his up aerial or down aerial compared to the previous installment. His back throw is by far his strongest throw and can reliably KO at around 160% near the ledge on any character, and even earlier with rage. Finally, his down throw is a somewhat useful combo starter, though not as useful as before due to up tilt's decreased range. Finally, and due to the favorable angles his moves send at, his tremendously quick frame data and his extensive amount of combo starters, Mario's combo ability is potent, and it is also worth noting that several of Mario's moves can lock, including his neutral attack. This makes it almost always imperative for Mario's opponent to tech all attacks at low percentages when needed; otherwise, Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process.

Despite Mario's numerous strengths, he is not flawless. Mario's attacks, while well-rounded, are not particularly exceptional, and most characters are able to outperform him in various areas: notable examples include Pikachu having better comboing ability, R.O.B. having a more effective projectile game, Mewtwo having greater mobility, Ganondorf having higher attack power right off the bat and Marth having larger reach. In particular, the latter two are his main weaknesses: his KOing ability is largely inconsistent, with very few guaranteed KO set-ups, and all of them being hard to confirm. While much of his moveset can get the job done, there is a noticeable gap in power between his strongest moves and his other ones, with this meaning he'll usually have to rely on his sweetspotted forward smash, up smash, down smash's back hit, or back throw to score kills, which are all further compounded by the poor reach of his attacks. As such, he cannot afford to get predictable, especially with the existence of stale-move negation. His lack of reach also prevents him from fighting at a safe distance and consistently forces Mario to approach characters. This leads into having some difficulty against characters with large or disjointed reach.

Lastly, his recovery is rather limited. He has a fast air speed, a high jump, and a very fast and safe up special in Super Jump Punch. However, Super Jump Punch does not travel a very long distance and is fairly linear, making it easy to predict. His other options also are unreliable, as Cape and F.L.U.D.D. each travel very little momentum and are extremely easy to edgeguard, F.L.U.D.D. being useful only to substitute for his air speed, and Cape only to guard break edgeguarders or wait them out. This necessitates that Mario returns to the stage quickly, as a single opening offstage may be fatal for him. Nevertheless, Mario's recovery provides serviceable distance, but caution must be exercised when offstage.

Overall, Mario has many clear strengths, and very few glaring weaknesses. Despite being intended as a jack-of-all-trades character, his very quick speed overall and largely reliable combo ability allows him to get the edge easily against most characters, as it is hard to escape from him once he gets to combo the opponent, while being easy for him to escape and regain the advantage. However, because of his low range, Mario must almost always fight in close quarters. Mario has to be very careful off-stage as well in spite of his viable edgeguarding game, as a single vent in his defenses can cause him to be unable to recover.

Changes from Super Smash Bros. 4[edit]

Comparatively to other fighters, Mario has received very few major direct changes in his transition from SSB4 to Ultimate, possibly less than any other fighter. However, changes and overhauls to pre-established mechanics from SSB4 to Ultimate have impacted Mario to a higher degree, resulting in a healthy mix of buffs and nerfs overall.

One of the biggest detriments to Mario's toolkit was the universal nerfing of grabs; infamously known for his potentially devastating throw combos in SSB4, the increased endlag of all grabs have affected Mario more negatively compared to other fighters. Furthermore, up tilt, one of his most pivotal moves previously, has had altered hitbox placements resulting in not only a range reduction, but it also significantly hinders its use as a reliable follow-up from his down throw at any percents. His dash attack can also no longer serve as a reliable 2 frame punish that leads into a stage spike, due to its late hit's angle being altered to send opponents away from Mario. On top of this, because of the changes to rage, Super Jump Punch is much less effective for taking out stocks off the upper blast line below high percents.

However, changes to Ultimate’s mechanics have also benefited Mario; his already strong set of aerials has been improved even further as a result of the universal changes to the landing lag of aerials. This not only makes them safer on shield, but it also allows for more reliable combos and even devastating KO setups, such as up air into forward aerial. Mario also benefits from universal faster walking, dashing, and air speeds, since his higher mobility allows him to string attacks together more effectively and close in on opponents' more effectively. Lastly, the added ability to run cancel with any ground attack has improved Mario's ground game further given his strong set of tilts, with up tilt and down tilt serving as reliable combo starters. The universal jumpsquat and decreased landing lag across the cast also give him greater combo opportunities, with his up throw in particular becoming a much more effective combo starter.

Lastly, Mario has received a few direct noteworthy buffs as well. His forward tilt is much more effective as a spacing option due to its higher base knockback, lower ending lag, and the increased shieldstun for ground attacks besides smash attacks. Furthermore, Fireball and F.L.U.D.D. have slightly less ending lag, making them safer options at longer distances. Not to mention, his down aerial connects better, making it a better combo option as well as doing more damage.

Overall, Mario hasn't truly been buffed or nerfed from Smash 4, as both his buffs and nerfs impact him to a similar degree. Nevertheless, he has amassed highly strong results in the early metagame of Ultimate, and is currently represented by notable players such as Prodigy, Dark Wizzy, Zenyou, MastaMario, and Super Dan. This indicates that Mario is still a viable character due to his representation, but it is currently unknown how strong he is compared to other fighters, as his tournament results aren’t as dominating as in SSB4.

Aesthetics[edit]

  • As with all veterans returning from Smash 4, Mario's model features a more subdued color scheme. His clothing and hair now feature simple detailing, similar to his design in Brawl.
  • Mario's standard cap has been replaced by Cappy from Super Mario Odyssey. Cappy's eyes can appear during Super Jump Punch, but he otherwise has no effect on gameplay.
  • Mario's idle animation is altered slightly; his head is turned more towards the screen, but he still looks toward his front.
  • Mario, like many other characters, has been made much more expressive in this game, to an even greater degree than its predecessor. In particular, he will sometimes smile and appear whimsical or happy in battle, in line with his canon depiction, although he still looks serious and with angry brows most of the time. In contrast, Mario will also make much angrier expressions than before, particularly when he's preparing to throw someone or when grabbing onto a ledge.
  • Many of Mario's animations have been slightly altered. His walking, helpless, skidding, and ledge-hanging animations are just a few examples.
  • Mario has a slightly different pose during air dodge, and has an angry expression on his face.
  • Mario's mustache now moves during certain animations.
  • Mario's attacks, especially ones involving fire, have been given brighter, flashier particle effects.
  • Mario has two new taunts: one where he turns his back to the camera and gives a thumbs-up, and another where he throws Cappy around in a circle. They replace his previous up and side taunts, respectively.
    • Up taunt no longer massively increases Mario's hurtbox, which combined with its much faster speed and taunt canceling makes it much harder to punish.
  • Mario performs his down taunt much faster.
  • Mario's Builder outfit from the Super Mario Maker series and his Wedding tuxedo and top hat from Super Mario Odyssey are present as alternate costumes. They replace his Wario-inspired costume and his Fire Mario costume, respectively.
  • Mario's spin jump victory animation has been altered slightly; he jumps much higher, spins around only once, and has a happy expression after landing.
  • Mario now smiles when applauding the winner after a match.
  • Mario's sleeping animation is mirrored. He now faces the screen instead of away.

Attributes[edit]

  • Like all characters, Mario's jumpsquat animation now takes 3 frames to complete (down from 5).
  • Mario walks slightly faster (1.1 → 1.155).
  • Mario runs much faster (1.6 → 1.76).
    • Mario's initial dash is significantly faster (1.6 → 1.936).
  • Mario's air speed is faster (1.15 → 1.208).
  • Mario's traction is much higher (0.045 → 0.102), allowing him to punish out of shield more easily.
  • Mario's gravity is slightly lower (0.08715 → 0.087).
  • Forward roll grants less intangibility (frames 4-16 → 4-15).
  • Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
  • Spot dodge has less ending lag (FAF 27 → 26).
  • Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Air dodge has significantly more ending lag (FAF 33 → 53).

Ground attacks[edit]

  • Neutral attack:
    • Consecutive uses of the first hit of neutral attack are faster (9 → 6 frames).
    • The first two hits transition into the subsequent hits faster (hit 1: frame 8 → 5, hit 2: frame 7 → 6).
    • The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.
      • However, its total duration remains unchanged, giving it more ending lag.
    • The third hit has increased base knockback (45 → 60).
    • All hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
    • The first two hits deal altered damage (2.5% → 2.2% (hit 1), 1.5% → 1.7% (hit 2)), resulting in the move dealing slightly less damage in total (8% → 7.9%).
    • The first and third hits have smaller hitboxes (3u/1.5u/4u → 1.2u/1.5u/1.8u (hit 1), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).
    • The first two hits no longer use set knockback (hit 1: 15/10/15 (set)/100 (scaling) → 20/15 (base)/30/20 (scaling), hit 2: 18/15/25 (set)/100 (scaling) → 20/15 (base)/30/15 (scaling)), and have altered angles (361°/80° → 361°/180° (hit 1), 361° (hit 2)). At high percents, this gives them jab cancel setups, but causes them to connect less reliably.
  • Forward tilt:
    • Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
    • It has much more base knockback (8 → 55), but less knockback scaling (100 → 70). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential unless the opponent is close to the edge.
  • Up tilt:
    • Up tilt has less horizontal range, and its hitboxes start from a higher position, rendering it unable to hit some characters on the ground.
    • Up tilt's animation has been reversed, with Mario spinning towards the screen rather than away from it.
  • Down tilt:
    • Down tilt's animation has been reversed, with Mario spinning towards the screen rather than away from it.
    • The sweetspot now takes priority over the sourspot.
    • The sweetspot is slightly smaller (3.5u → 3.2u).
  • Dash attack:
    • Dash attack covers a longer distance.
    • The clean hit launches at a lower angle (60° → 50°), allowing it to set up edgeguards more effectively.
    • The late hit has a slightly bigger hitbox (2.6u → 2.7u).
    • It has an altered animation that lowers Mario's hurtbox less, which prevents him from sliding under certain attacks.
    • The late hit launches opponents away from Mario rather than towards him (110° → 48°), hindering its combo potential despite its lower knockback scaling (43 → 30), and preventing it from stage spiking opponents below edges.
    • It has a higher hitlag multiplier (1× → 1.25×).
  • Forward smash:
    • Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall.
    • The sourspot has slightly increased knockback scaling (103 → 105) for all angles, while the sweetspot does when angled up (99 → 101) and angled down (99 → 100).
  • Up smash:
    • Up smash's animation has been reversed, with Mario facing towards the screen rather than away from it.
  • Down smash:
    • Down smash's animation has been altered, resembling both the Sweep Kick move from Super Mario 64, and the break dance Mario performs on the cover of Dance Dance Revolution: Mario Mix.

Aerial attacks[edit]

  • All aerials have reduced landing lag (10 frames → 6 (neutral), 26 frames → 17 (forward), 12 frames → 6 (back, up), 19 frames → 15 (down)).
  • Neutral aerial:
    • Neutral aerial auto-cancels later (frame 34 → 39).
    • The hitbox on the late hit is slightly smaller (3u → 2.8u).
  • Forward aerial:
    • The removal of teching for grounded meteor smashes improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.
    • It has a different animation, with Mario now punching downwards with his opposite hand and twisting around afterwards instead of flipping.
  • Up aerial:
    • Up aerial has less ending lag (FAF 32 → 31), marginally improving its combo potential.
    • It auto-cancels earlier (frame 18 → 17).
    • Its hitboxes have a shorter duration (frames 4-8 → 4-7).
  • Down aerial:
    • Down aerial's final hit comes out faster (frame 25 → 23), allowing it to connect better and preventing opponents from air dodging out of it.
      • However, its total duration remains unchanged, giving it more ending lag.
    • The move deals more damage (1% → 1.4% (hits 1-5), 5% → 5.5% (hit 6); 10% → 12.5% (total)), with knockback not compensated on the last hit, improving its KO potential.
    • The multi-hits are weight-independent, and no longer use set knockback, instead having minimal knockback scaling (10 (set)/100 (scaling) → 50/25 (base)/15 (scaling)), allowing them to connect more reliably at higher percents.
    • It can no longer be frame canceled.
    • The size of the vertically lowest hitbox during the move's multi-hits has been reduced, with the hitbox in between the top and low hitboxes having been removed altogether (7.0u/5.0u/5/0u → 7.0u/4.0u). The landing hitbox is also smaller (4.32u → 4.3u).
    • The final hit has an altered animation, and the vortex emitted around Mario is larger.

Throws and other attacks[edit]

  • All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).
  • Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Pummel:
    • Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
    • It deals much less damage (3.25% → 1.3%).
    • It has a slightly different animation: Mario now uses one hand during it instead of both like in previous installments, to keep consistent with his grab animation.
  • All of Mario's throws have been altered with more exaggerated animations.
  • Mario's throws are no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
  • Forward throw:
    • Forward throw has gained slight combo potential at low percents due to Mario's faster initial dash speed.
  • Up throw:
    • Up throw has increased combo ability due to Mario's faster jumpsquat and jump speed.
    • Mario now faces horizontally rather than facing the screen.
  • Down throw:
    • Down throw can no longer combo into up tilt except against large characters due to the latter's altered hitbox placements, hindering its damage racking potential at low to mid percents.
    • Mario no longer spins after throwing the opponent.
  • Edge attack:
    • Edge attack deals more damage (7% → 9%).

Special moves[edit]

  • Fireball:
    • Fireball has less ending lag (FAF 53 → 50), improving its safety.
    • It disappears later (frame 70 → 88).
    • It has larger hitboxes (2.0u (early)/1.8u (clean)/1.6u (late) → 2.4u/2.2u/2.0u).
    • It has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
    • Mario no longer opens his mouth when using Fireball on the ground.
  • Cape:
    • Cape forces opponents to show their back side while they're using their moves; this even works to characters with mirrored stance, causing them to turn away from the screen.
    • Cape is now worn around Mario's neck when used, akin to its appearance in Super Mario World.
    • It no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo ability.
    • It no longer gives the opponent super armor on hit.
  • Super Jump Punch:
    • Super Jump Punch's second through fourth hits have two frames in between them as opposed to one, resulting in the move having a slightly longer duration (frame 3/7/8/9/10/12/14 → 3/7/9/11/13/15/17).
    • The multi-hits are weight-independent, and can no longer be SDIed, allowing them to connect more reliably.
    • It requires a longer travel distance before being able to sweetspot a ledge.
    • Due to rage being changed to not affect set knockback, the linking hits can no longer KO off the top blast line as easily, removing Mario's low percent KO setups.
    • The second through sixth hits deal less damage (1% → 0.6%).
    • Its hitboxes are smaller (7u/6u → 2.5u/4u (hit 1), 6u/5u → 3u/3.8u (hits 2-4), 5.5u/4.2u → 3u/3.8u (hits 5-6), 10u → 9u (hit 7)).
    • The window to reverse the move is shorter, no longer being reversible during the first hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.
    • The coins spawned by the move have reverted to their Super Mario 64 design, instead of the Star Coin design used in Smash 4. Occasionally, they'll appear as regional coins found in the Metro Kingdom from Super Mario Odyssey. Cappy's eyes appear when this occurs.
    • Super Jump Punch has an altered landing animation where Mario lands on his feet as opposed to his back.
  • F.L.U.D.D.:
    • F.L.U.D.D. has greater range, and reduced ending lag (FAF 75 → 68).
    • It can be charge-canceled by jumping or spot dodging.
    • It has an altered charging animation.
  • Mario Finale:
    • At the start of Mario Finale, nearby opponents are slowed more and for longer.
    • Mario Finale has less knockback than it did before, where it used to drag opponents far to the side at low percents or KO opponents at around 30%. Because of this change, it KOs later than before, requiring the opponent to be at 55% or higher.
    • Mario sports an angrier expression than in previous games when unleashing the move.
    • Damage from each hit is dealt solely based on how long the attack has been out, with the fireballs becoming more powerful as the attack continues. This makes the front fireball worse early during the Final Smash, but the back fireball stronger later during it.

Update History[edit]

Mario received a mix of buffs and nerfs, but he was buffed overall via game updates. His dash attack’s launch angle is lowered, which means it is essentially better for edgeguarding. Though nerfed from Smash 4, his already great combo ability has slightly improved thanks to Cape no longer putting enemies into hitstun in ledge return vulnerability. Being considered as one of the worst final smashes in the game, Mario Finale has seen some buffs as well. The universal nerf of projectiles doesn’t affect Mario, as Fireball wasn’t meant to destroy shields.

It is unknown how these changes will affect Mario, as he is still considered a high tier or mid tier from most professionals.

  • Dash attack's launch angle has been lowered (60° (clean)/58° (late) → 50°/48°). This makes the move more effective for edgeguarding.
  • The Final Smash Meter version of Mario Finale has a higher knockback multiplier (0.9× → 0.91×).
  • Fireball has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
  • Cape no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo potential.
  • At the start of Mario Finale, nearby opponents will be slowed more and for longer.

Moveset[edit]

  • Mario can wall jump.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

NameDamageDescription
Neutral attack2.2%The Punch + Punch + Kick combo from Super Mario 64. The first and second hits can lock, and the general speed of the move makes it good as a grounded combo breaker or quick punish tool, as the first hit comes out on frame 2.
1.7%
4%
Forward tilt7%A wheel kick. It can be angled. Good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs.
Up tilt5.5%A spinning uppercut. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents; however, the former combo can be escaped with the proper combination of DI and SDI, and can be punished on hit at very low percents. Unlike in SSB4, the move's altered animation results in the hitbox being positioned fairly high to the ground on the first frame it is active, making it fairly difficult or even impossible to hit shorter or crouching characters with the move. It appears to be based on the second hit of the Mega Glove's combo from Super Mario RPG: Legend of the Seven Stars.
Down tilt5% (foot), 7% (leg)A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively. Can also hit ledge hangs and combo off from ledge as well.
Dash attack8% (clean), 6% (late)A baseball slide. Has a vertical knockback angle, although its moderate endlag makes it subpar for starting combos. Its lingering hitbox is useful for 2-framing certain opponents and punishing spotdodges. Very similar to the Slide Kick from Super Mario 64.
Forward smash17.8% (fire), 14.7% (arm)Steps back and does a palm thrust that produces a small explosion. It can be angled, and is Mario's most powerful KO move when sweetspotted. The fireball is disjointed, and when angled down hits ledge hangs.
Up smashLead Headbutt14%An upward arcing headbutt. One of Mario's most reliable KO options. Its quick startup makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range. Its hitboxes reach behind Mario a good distance, but do not reach as far in front of him. Has very fast interruptibility for its strength at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield.
Down smash10% (front), 12% (back)The Sweep Kick from Super Mario 64. Mario does a breakdance kick that hits both sides. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits semi-spike opponents, though the frontal hit is rather weak in comparison to the back hit. Also capable of hitting ledge hangs. The animation in Ultimate more closely resembles Mario's breakdance from Dance Dance Revolution: Mario Mix.
Neutral aerial8% (clean), 5% (late)A flying kick. As a sex kick, it loses its already below-average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), and as a versatile horizontal combo extender, as well as for locking opponents. Autocancels in a short hop. Can combo into a tilt attack or grab at low percents if landing on the ground shortly after the hit.
Forward aerialMeteor Knuckle12% (early), 14% (clean), 10% (late)Rears back his fist and then throws an overhand. When hit clean, it is a meteor smash with enough knockback to KO under 45% offstage. It has the slowest startup of his standard moveset (frame 16), high ending lag, and is Mario's only aerial that doesn't autocancel in a short hop.
Back aerial10.5% (clean), 7% (late)A dropkick behind Mario. Has decent knockback, fast startup with low ending and landing lag, and more range than most of Mario's other aerials, making it an effective spacing tool and horizontal combo extender at low percents, as well as having the ability to pseudo Wall of Pain off stage. Also capable of killing at higher percents, and can be used twice in a short hop, or with neutral, up and down airs.
Up aerial7%A bicycle kick. Has extremely fast startup (frame 4), consistent strength throughout the move and very low ending and landing lag, making it one of Mario's most versatile combo starters and extenders in his moveset. Can combo into itself easily until higher percents, and can kill off the top at high percents when close to the upper blast line.
Down aerialMario Tornado1.4% (hits 1-5), 5.5% (hit 6), 2% (landing)Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. It can combo at low percents with the final hit, and kill at higher percents, whilst possessing very low endlag, making the move rather safe to use, barring its low range. It also has a landing hitbox that combos reliably into tilts or grab. It resembles the Spin Jump, a technique that first appeared in Super Mario World. Useful as a combo starter and damage-racking option.
Grab—Reaches out. Mario's overall grab range is somewhat short.
Pummel1.3%Headbutts the opponent.
Forward throw8%Spins the opponent around once and throws them forward. Can be followed up with dash attack at lower percents, or be used to set up tech situations and mixups, or edgeguards. It fails to kill at very high percents, even at ledge.
Back throwAirplane Swing11% (throw), 8% (collateral)Spins the opponent by their legs three times before throwing them backward. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of rage, but can KO middleweights as early as 120% if they fail to DI. Also has some use in matches with more than one player, as the collateral hit has large range and high knockback. It is based on the throw that he uses against Bowser in Super Mario 64.
Up throw7%Heaves the opponent directly overhead with both hands. An effective combo throw at low to medium percentages, comboing into all aerials except forward air. Very similar animation to the Upward Cap Throw from Super Mario Odyssey.
Down throw5%A body slam. It can be followed up with several options, including up tilt on certain characters at varying percents, Super Jump Punch, neutral attack, and up aerial at mid percents on most characters. Effective for starting ladder combos on platform stages.
Floor attack (front)7%Performs a modified version of the Sweep Kick from Super Mario 64 before getting up.
Floor attack (back)7%Punches behind himself and then in front of himself while getting up.
Floor attack (trip)5%Performs a side kick behind himself and then in front of himself while getting up.
Edge attack9%Performs a dropkick while climbing up.
Neutral specialFireball5% (early), 4% (late)Throws a Fireball. The fireball bounces along the ground several times before disappearing. Has a lot of endlag for how weak it is, but Mario retains full control over his aerial mobility while using it, allowing him to continue drifting unpredictably while controlling space. Because the fireball is subject to gravity, it can be used to cover Mario while recovering high, and can combo into quick attacks if Mario is close enough.
Side specialCape7%, 1.5x times the reflected projectileDons a Cape and waves it in front of himself. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. In the air, it stalls Mario for a short period of time, allowing for timing mixups in juggle and recovery situations. Useful for gimping opponents who are trying to recover.
Up specialSuper Jump Punch5% (hit 1), 0.6% (hits 2-6), 3% (hit 7)A jumping uppercut that produces Star Coins or Metro Kingdomregional coins on contact. Mario's only recovery move. Its extremely fast startup (frame 3) and intangibility frames on startup make it useful as an out of shield option. Can KO near the upper blast line at high percents.
Down specialF.L.U.D.D.0%Wields F.L.U.D.D. and charges up water to launch a stream at the opponent. The charge time is rather fast, and it can be charge canceled and stored for later. The water pushes opponents, but does not damage them. Mario can change the angle of the stream upwards or downwards. Useful for disrupting an approach and creating space, which can help alleviate pressure and potentially put his opponent in a vulnerable position. It also slightly pushes Mario backward if charged enough. Can also be used as an edgeguarding tool.
Final SmashMario Finale2% (early), 2.5% (clean), 3% (late)Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but has decent damage and can carry opponents off the side of the stage when near the ledge.

On-screen appearance[edit]

  • Jumps out of a Warp Pipe punching his right fist in the air while shouting 'Let's-a go!'.

Taunts[edit]

  • Up taunt: Turns his back to the camera and gives a thumbs-up, while smiling. The pose Mario strikes resembles a piece of promotional artwork first released for Club Nintendo, but without the wink.
  • Side taunt: Cheerfully tosses Cappy in a circle, saying 'Hoohoo!', then grabs him out of midair and puts him back on his head. Based on the Cap Throw from Super Mario Odyssey.
  • Down taunt: Spins in the air and falls to the ground with his legs in the air. This is a reference to his dying animation from Donkey Kong.

Idle poses[edit]

  • Moves his head from left to right and holds his fist in front of his face.
  • Adjusts his hat.

Victory poses[edit]

  • Winds up for a punch and steps forward while punching in front of the screen.
  • Makes fire explode from his palm and strikes a pose. This pose is somewhat similar to his Super Smash Bros. 4 artwork.
  • Does a spin as he jumps high in the air and lands in a strongman pose. It originates from his 'character chosen' animation in Super Smash Bros.

A flourished remix of the Course Clear Fanfare used in Super Mario Bros., slightly sped up.

In competitive play[edit]

Notable players[edit]

  • Ally - The best Mario player in Canada. Plays Mario as a secondary. Placed 2nd at Battle of BC 3 with wins over ESAM and Nurse.
  • ANTi - Placed 25th at both Pound 2019 and Get On My Level 2019.
  • Dark Wizzy - Currently the best Mario player in the world. Placed 3rd at Suplex City Smash, 9th at Smash Conference United, 13th at both Pound 2019 and MomoCon 2019, and 17th at GENESIS 6. Has wins over Light, Mr.R, Nietono, ZD, and Manny.
  • MastaMario - One of the best Mario players in the United States. Placed 7th at SIEGE 2019, 9th at both Ascension V and Ultimate Nimbus, 17th at Heart of Battle, and 25th at SoCal Chronicles. Has wins over NAKAT, Armando, Zenyou, Charlie, Rich Brown, and Slither2Hunter. Ranked 15th on the SoCal Ultimate Power Rankings.
  • Prodigy - One of the best Mario players in the world. Placed 13th at GENESIS 6 with wins over FOW, Abadango, Dark Wizzy, and ImHip.
  • Stroder - Co-main Greninja with Mario and is considered one of the best Mario players in the world. Placed 1st at both Smashpoint and Ascension V, 5th at Goodwill of Orange County's Charity Invitational, and 13th at 2GG: Prime Saga.
  • Super Dan - Placed 4th at Retro Arena 64. Ranked 4th on the Chicago Power Rankings.
  • Tatsutsuyo - Placed 13th at Sumabato SP and 17th at KVOxTSB 2019.
  • Teb - Placed 7th at Super Splat Bros and 17th at 2GG: Prime Saga.
  • Zenyou - The best Mario player in SoCal. Placed 5th at SoCal Chronicles, 17th at Ultimate Nimbus, and 33rd at GENESIS 6. Has wins over Larry Lurr, Razo, Rich Brown, Slither2Hunter, and Nicko. Ranked 6th on the SoCal Ultimate Power Rankings.

Classic Mode: Let's-a Go![edit]

In a similar fashion to the Classic Modes of past games, Mario's opponents are groups of fighters from various universes fought on a home stage from that universe. The Japanese title and overall concept are also similar to Super Mario Odyssey, where Mario would travel to different kingdoms.

RoundOpponentStageMusicNotes
1Link and ZeldaGreat Plateau TowerOverworld Theme - The Legend of Zelda (Brawl)
2Kirby, Meta Knight, and King DededeGreen GreensGreen Greens (Melee)Free-for-All
3Donkey Kong and Diddy KongKongo FallsJungle Level (Melee)
4Squirtle, Ivysaur, Charizard, and PikachuPokémon StadiumMain Theme - Pokémon Red & Blue (Brawl)Pokémon Trainer is absent.
5Marth, Chrom, and IkeColiseumStory 5 Meeting
6The Koopalings and Bowser Jr.Princess Peach's CastleFortress Boss - Super Mario Bros. 3The Koopalings are fought in the order Mario faces them in Super Mario Bros. 3.
Bonus Stage
FinalBowser, then Giga BowserFinal DestinationKing Bowser - Super Mario Bros. 3(Against Bowser)
Giga Bowser(Against Giga Bowser)
A Maxim Tomato spawns on the stage after Bowser is KO'd.

Credits roll after completing Classic Mode. Completing it as Mario has Super Mario Bros.: The Lost Levels Medley accompany the credits.

Character unlock tree[edit]

Mario's Classic Mode character unlock tree includes the following characters in order:

Each character can be unlocked by clearing Mario's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Donkey Kong's character unlock tree, starting with Bowser. Furthermore, Mario's tree can also be accessed by completing another starter character's unlock tree, then clearing Classic Mode with any character within.

Role in World of Light[edit]

False Mario along with the other Puppet Fighters.

Finding Mario in World of Light

Mario was among the fighters that were summoned to the cliffside to fight against the army of Master Hands.

During the opening cutscene, Mario was present on the cliffside when Galeem unleashed his beams of light. Mario was then destroyed by Galeem's light attack offscreen and imprisoned alongside the rest of the fighters, with the exception of Kirby.

Mario is later seen under Galeem's imprisonment during the opening cutscene, where a puppet fighter of him is cloned from him to contain the spirit of a Smoky Progg. He is always the first character to be unlocked in this mode.

When the fighters make their last stand against Galeem and Dharkon, Mario is seen leading the charge. He is also prominently featured in both of the bad endings. If Galeem defeats Dharkon, Mario watches in trepidation as Galeem unleashes a wave of light and is ostensibly vaporized with the rest of reality. If Dharkon defeats Galeem, Mario is seen lifelessly slumping over as the world is engulfed in darkness.

Fighter Battle[edit]

No.ImageNameTypePowerStageMusic
01MarioNeutral2,500Final DestinationFinal Destination

Spirits[edit]

Mario's Fighter Spirits can be obtained by completing Classic Mode. They are also available periodically for purchase in the shop for 300 coins. Unlocking Mario in World of Light allows the player to preview the first spirit below in the Spirit List under the name '???'. As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, Mario makes an appearance in various Primary and Support Spirits.

  • 1. Mario

  • 2. Builder Mario

  • 3. Mario (Wedding)

  • 21. Metal Mario

  • 22. Boo Mario

  • 23. Rock Mario

  • 24. Gold Mario

  • 75. Starship Mario

  • 77. Plessie

  • 80. Goo-Goo Buggy

  • 93. Paper Mario

  • 110. Papercraft Mario

  • 126. Mini Mario

  • 127. Mini Mario & Hammers

  • 132. Mario (Mario Tennis Aces)

  • 299. Baby Mario

  • 300. Baby Mario (Superstar Mario)

  • 302. Stork

  • 319. Mega Eggdozer

  • 1133. MONSTER

In Spirit battles[edit]

As the main opponent[edit]

SpiritBattle parameters
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusic
21Metal MarioSuper Mario series•Metal Mario9,600The Great Cave Offensive (Battlefield form)N/A•The enemy is slow but has increased defense and attack
•The enemy is metal
Metal Battle
22Boo MarioSuper Mario series•Mario1,900Dracula's Castle (hazards off)•Hazard: High Gravity
•Hazard: Low Gravity
•Invisibility
•The enemy is invisible
•Your jumping power decreases when the enemy's at high damage
•The enemy is less affected by gravity
Castle / Boss Fortress - Super Mario World / SMB 3
34ToadsworthSuper Mario series•Mario1,900Princess Peach's Castle•Item: Mushrooms•Take your strongest team into this no-frills battleRicco Harbor
75Starship MarioSuper Mario series•Giant Mario4,100Mario Galaxy (Battlefield form)•Hazard: Low Gravity•Gravity is reduced
•The enemy is giant
The Starship Sails
78CappySuper Mario series•Mario3,600Rainbow Cruise•Invisibility
•Item: Boomerang
•The enemy is invisible
•The enemy is easily distracted by items
Jump Up, Super Star!
81Goo-Goo BuggyMario Kart series•Mario
•Luigi
3,400Mario Circuit•Assist Trophy Enemies (Chain Chomp)•Hostile assist trophies will appear
•The enemy has increased move speed
Mushroom Gorge - Mario Kart Wii
85B DasherMario Kart series•Mario (x3)9,400Figure-8 Circuit•Uncontrollable Speed•All fighters move faster and can't stop quickly
•The enemy can deal damage by dashing into you
Mario Circuit - Mario Kart 8
119KidMario Golf series•Mario Team (×4)2,500Golden Plains (Battlefield form)•Item: Beastball
•Hazard: Heavy Wind
•Dangerously high winds are in effect
•The enemy is easily distracted by items
World Tour
128MC Ballyhoo & Big TopMario Party series•Mario
•Yoshi
•Peach
•Luigi
1,600Mario Circuit•Item Tidal Wave•Certain items will appear in large numbers after a little whilePandemonium
130Rabbid MarioMario + Rabbids Kingdom Battle•Bunny Mario3,4003D Land•Item: Shooting Types•The enemy starts the battle with a Ray GunArcade Bunny's Theme
132Mario (Mario Tennis Aces)Mario Tennis Aces•Mario
•Peach
8,800Wuhu Island
(Swordplay Colosseum)
•Assist Trophy Enemies (Color TV-Game 15)•Hostile assist trophies will appear
•The enemy favors smash attacks
Title Theme - Mario Tennis Aces
299Baby MarioYoshi series•Tiny Mario
•Yoshi (×8) ()
8,800Yoshi's IslandN/A•Defeat the main fighter to win
•The enemy shields often
Yoshi's Island (Brawl)
816Smoky ProggPikmin series•Mario1,600Distant Planet (Battlefield form)•Metal Shift•The enemy will occasionally turn metalStage Select - Pikmin 2
941Von KaiserPunch-Out!! series•Mario1,800Boxing RingN/A•The enemy's punches and elbow strikes have increased power
•Stamina battle
•The enemy favors side smash attacks
Minor Circuit (Original)
1,147Maruhige Shop OwnerTrade & Battle: Card Hero series•Mario3,700Pac-Land (Battlefield form)•Item: Assist Trophy•Stamina battle
•The enemy is easily distracted by items
Welcome Center
1,300Dice BlockSuper Mario series•Mario
•Peach
1,900Princess Peach's Castle•Item Tidal Wave•Items will be pulled toward the enemy
•Certain items will appear in large numbers
Pandemonium

As a minion[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
27Baby PeachSuper Mario series•Tiny Isabelle
•Mario
3,600Peach's CastleN/A•Defeat the main fighter to win
•The enemy favors dash attacks
•The enemy has increased move speed
Ground Theme - Super Mario Bros (Melee)Either Mario or Baby Mario
29Peach (Wedding)Super Mario series•Peach
•Mario
9,900New Donk City Hall•Flowery•Defeat the main fighter to win
•You constantly take minor damage
•The enemy tends to avoid conflict
Break Free (Lead The Way)Mario
79PaulineSuper Mario series•Peach
•Mario
•Donkey Kong
13,70075m•Jump Power ↓•Defeat the main fighter to win
•You have reduced jump power
•Reinforcements will appear during the battle
Jump Up, Super Star!Jumpman (Mario)
104GenoSuper Mario RPG: Legend of the Seven Stars•Sheik
•Peach
•Kirby
•Bowser
•Mario
13,700Mario Galaxy (Battlefield form)N/A•Defeat the main fighter to win
•Timed battle
•The enemy's FS Meter charges quickly
Rainbow Road MedleyMario
108StarlowMario & Luigi series•Pac-Man
•Luigi
•Mario
3,300Brinstar (Battlefield form)•Tiny
•Giant
•The enemy is giant
•The enemy is tiny after a little while
Tough Guy Alert!Mario
118WandaSuper Mario series•Tiny Palutena
•Yoshi
•Peach
•Mario
1,500Green Greens (Battlefield form)N/A•Defeat the main fighter to win
•Reinforcements will appear after an enemy is KO'd
Mario Paint MedleyMario
1,107Fighting Alloy TeamSuper Smash Bros. series•Captain Falcon Team (×4)
•Zelda Team (×4)
•Mario Team (×4)
•Kirby Team (×4)
3,300Final Destination (Battlefield form)N/A•Take your strongest team into this no-frills battleCruel SmashYellow Alloy
1,321PeachetteSuper Mario series•Peach
•Mii Brawler (Toad Hat, Yellow Toad Outfit)
•Luigi
•Mario
10,000Mushroom Kingdom U•Easy to Launch
•Low Gravity
•All fighters are easy to launch
•Timed battle
•Gravity is reduced
Ground Theme - New Super Mario Bros. UMario

Alternate costumes[edit]

Gallery[edit]

  • Mario and Rathalos artwork, as posted on the official Japanese Monster Hunter Twitter account.

  • Link, Kirby, Mario, and Cloud artwork, as posted by Tetsuya Nomura's official Twitter account.

  • Mario's fighter card.

  • Mario's grab animation on Onett.

  • Up Taunting on 3D Land.

  • Side Taunting in his Builder outfit on Wrecking Crew.

  • Using F.L.U.D.D. on Arena Ferox.

  • Mario's new Wedding and Builder costumes on Princess Peach's Castle.

  • Jumping in his Wedding costume with Peach on Skyworld.

  • Buried by Inkling's Splat Roller on Figure-8 Circuit.

  • Mario crouching near Isabelle on Tomodachi Life.

  • Mario using his Fireball on Isabelle on Skyworld.

  • With Olimar, Pac-Man, and Sonic on Gaur Plain.

  • With a giant Pikachu on Tortimer Island.

  • Taunting in his Waluigi-inspired costume with Wario on Big Blue.

  • Trapped in the Black Hole item by Palutena on Gaur Plain.

  • Getting buried by Donkey Kong's Headbutt on Gaur Plain.

  • With Young Link on Tomodachi Life.

  • With Donkey Kong, Link, Samus, Ice Climbers, Pit, Villager and Inkling on Battlefield.

  • With Kirby, Link, Inkling, Marth, Pit, Ridley and Villager on Battlefield.

  • With Peach and Bowser on Princess Peach's Castle.

  • Mario in Piranha Plant's victory pose.

Character Showcase Video[edit]

Trivia[edit]

Mario 'dies' in the bad ending.

  • The segment during the E3 2018 Nintendo Direct focusing on his new Builder suit features Mario knocking Squirtle off of a Pipe on Mushroomy Kingdom. This is likely a reference to the series' common Koopa Troopa enemies, which are also turtles.
  • In the E3 demo of the game, Mario's portrait, strangely, used his in-game model as opposed to the render made for him in the game. This was also the case with Link, Pikachu and Villager. This has since been fixed.
    • Coincidentally, all four of these characters were playable in the Super Smash Bros. for 3DS demo.
  • Mario's trailer is the only one that uses a background song with English lyrics; in this case, 'Jump Up, Super Star!', the main theme of Super Mario Odyssey.
    • Additionally, Mario is the only character to vocalize at all in their character trailers (shouting “oh yeah!”), whereas every other character's trailer has their voices muted.
  • This is the first game where Mario no longer has his Wario-based alternate costume since the first game, and the first since Melee where Mario no longer has a Fire Flower-based alternate costume, possibly to make room for his Builder and Wedding Tuxedo-based outfits.
  • Coincidentally enough, five of his alternate costumes (besides his Builder and Wedding outfits, also his default, Golf, and Waluigi-based outfits) also appeared in Super Mario Odyssey. Dr. Mario (portrayed here as his own character) also appeared in Odyssey as well. Only his cyan/pink, white/black, and green/brown costumes do not appear in Odyssey.
  • Mario is the only character in World of Light that appears in every cutscene featuring the presence of a fighter, and is also the only character to appear in the bad ending where Dharkon emerges victorious.
    • Due to his presence in every cutscene, as well as his status as the first character unlocked in World of Light, Mario loosely fills the role of co-protagonist or deuteragonist in the mode. This reflects The Subspace Emissary, where Mario and Kirby were the first characters to be playable, with Mario being attacked and removed and Kirby being more prominent during the early portions of the mode.
  • Mario, Ken, and Bowser are the only characters that possess the Neutral typing when unlocking them in World of Light.
  • Mario and Chrom are the only characters to appear in another character's victory pose (in this case, Piranha Plant).
  • When KO'd by reaching 0 HP in Stamina Mode, Mario uses his heavy knockback scream rather than the standard KO scream. This also applies to Dr. Mario.
  • Looking underneath Mario's Wedding costume reveals a gap between his shirt and pants.[1]
  • Whenever Mario grabs onto an edge, his hat briefly shifts upward, revealing that his hair is missing and exposing a gap.
  • Mario is the only Mario character (sub-universes included) to face Giga Bowser as his final boss in his Classic Mode route.
    • In addtion, both he and Captain Falcon are the only characters to face Giga Bowser as their final boss in Classic Mode.
    • Coincidentally, both are Smash 64 veterans and have fire-based abilities.
  • If Mario gets hit hard in the head, there's a chance his face will flatten. This is the same expression used whenever he gets Screen KO'd. This also happens with Dr. Mario.
  • Mario's official artwork is based on the sex kick in his neutral aerial.
  • With the addition of the Peachette Spirit, Mario is now one of the few characters who can appear in their default costume as a puppet in Spirit battles. The others are Mr. Game & Watch, Bowser Jr., Yoshi, Peach, Luigi, Inkling, Robin and Joker.
    • This is not counting Alph and female Corrin, who use their main colors in a few spirit battles, but themselves are alternate costumes, or R.O.B., who has several spirit battles that use either his Famicom or NES costumes, but which one is used is the one that is not his default in that version.

References[edit]

  1. ^[1]
Playable characters in Super Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Squirtle ·Ivysaur ·Charizard) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersChrom ·Daisy ·Dark Samus ·Incineroar ·Inkling ·Isabelle ·Joker ·Ken ·King K. Rool ·Piranha Plant ·Richter ·Ridley ·Simon
CharactersMario (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Luigi (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Peach (SSBM ·SSBB ·SSB4 ·SSBU) ·Bowser (SSBM ·SSBB ·SSB4 ·SSBU) ·Dr. Mario (SSBM ·SSB4 ·SSBU) ·Rosalina (SSB4 ·SSBU) (Luma) ·Bowser Jr. (SSB4 ·SSBU) (Koopalings) ·Daisy (SSBU) ·Piranha Plant (SSBU)
Assist TrophiesChain Chomp ·Flies & Hand ·Hammer Bro ·Lakitu and Spinies ·Thwomp ·Waluigi
BossesMetal Mario and Luigi ·Petey Piranha
StagesPeach's Castle ·Mushroom Kingdom (SSB) ·Princess Peach's Castle ·Rainbow Cruise ·Mushroom Kingdom (SSBM) ·Mushroom Kingdom II ·Delfino Plaza ·Mushroomy Kingdom ·Figure-8 Circuit ·Luigi's Mansion ·Mario Bros. ·3D Land ·Golden Plains ·Rainbow Road ·Paper Mario ·Mario Galaxy ·Mushroom Kingdom U ·Mario Circuit (SSB4) ·Super Mario Maker ·New Donk City Hall
Mushroom Kingdom (Adventure Mode)
ItemsBob-omb ·Fire Flower ·Green Shell ·Red Shell ·Super Star ·Bullet Bill ·Freezie ·Hothead ·Metal Box ·Poison Mushroom ·Super Mushroom ·Banana Peel ·Golden Hammer ·Lightning Bolt ·Boomerang ·Fire Bar ·POW Block ·Spiny Shell ·Super Leaf ·Grass ·Super Launch Star
EnemiesBanzai Bill ·Bill Blaster ·Bullet Bill ·Flame Chomp ·Goomba ·Giant Goomba ·Hammer Bro ·Koopa Paratroopa ·Koopa Troopa ·Lakitu ·Magikoopa ·Shy Guy ·Spike Top
OtherBirdo ·Boo ·Cappy ·F.L.U.D.D. ·Geno ·Ghosts ·Kamek ·Nabbit ·Pauline ·Pidgit ·Poltergust 5000 ·Shadow Mario ·Shellcreeper ·Shy Guy ·Sidestepper ·Toad ·Vegetable ·Warp Pipe
Trophies, Stickers and SpiritsTrophies in Melee ·Trophies in Brawl ·Trophies in SSB4 ·Stickers in Brawl ·Spirits in Ultimate
MusicSuper Mario Bros. music in Brawl ·Mario Kart music in Brawl ·Music in SSB4 ·Super Mario Bros. music in Ultimate ·Mario Kart music in Ultimate
Related universesDonkey Kong ·Yoshi ·Wario ·Wrecking Crew

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