Mario (ASB)

#01 Mario	#02 Donkey Kong		➤
Mario is a playable character in Arcade Smash Bros.and makes his seventh return (eighth if you count Ultra in) in the series since Super Smash Bros., being one of the recurring members of the Original 8 alongside with the Hidden 4. He was confirmed two months later when Arcade's got announced after the last fighter of Ultimate's Fighter's Pass Vol. 1. Mario is classified as fighter #01. While his default outfit is already iconic, he also shares some alternate costumes introducing his builder outfit from Super Mario Maker, and his wedding outfit from Super Mario Odyssey.
According to his history, Mario began first to be known as Jumpman in Mario vs. Donkey, where he would rescue Pauline off the hands of Donkey Kong, his first antagonist. After that, Mario became a plumber to defeat minions that lurked in the sewers, sharing his adventure with his younger brother, Luigi in Mario Bros.. Then, after his own tittular series, he became globally known for being the most iconic videogame characters of all time, being Super Mario Bros. In that game, Mario and Luigi needed to rescue the princess of the Mushroom Kingdom, Peach, off the evil claws of Bowser, his main antagonist until now, and defeating his minions. Mario has also participated in a lot of spin-off game that involved go-kart racing games, party games and even sports games, alongside with characters of his own series such as Daisy, Wario, Waluigi, and even Sonic at the Olympic series and Pac-Man at arcade go-kart games.
Mario's known for being voiced by Charles Martinet that also reuses the clips from Ultra, where he voices differently compared to the recent Smash titles.
== Changes from Ultimate==
===Aesthetical===
*Mario's hat is now seperated from his model. Now you can see his hair properly, while his hat is sometimes swaying up or down.
*Mario has now more than eight alternate costumes, thanks to the introduction of EX Costumes.
**His second white costume, Mario's Fire Flower costume, his sixth yellow costume, resembling to Wario main color palette, and his eight blue costume, resembling Jump Man's color palette, return as an alternate costume. The golf wear, the builder outfit and the wedding suit are now unlockable parts.
===Attributes===
*
===Aerial attacks===
*Up aerial:
**
**Up air sends opponents to a lower angle (75° → 70°). While its combo potential is less effective, it can setup at better edgeguarding.
*Down aerial:
**Down air, previously as Mario Tornado, is now called Star Spin. It's inspired from Super Mario Galaxy. Star particles appears during the spinning animation and Luma appears during the final hit.
***The final hit also has an unique sound effect when it appears.
===Special moves===
*Cappy Throw:
**His side special is now his famous Cappy Throw, from Super Mario Odyssey instead of his Cape.
**Cappy Throw allows Mario to jump dive in midair, after pressing the button again, aiding his horizontal recovery further.
***
*F.L.U.D.D.:
**F.L.U.D.D. now has a small UI meter near Mario's portrait, when summoned. It resembles more like Super Mario Sunshine's meter.
*Super Mario Finale:
**Mario has a new Final Smash, being Super Mario Finale. It's a cinematic Final Smash when opponents are hit by the first part.
**
==Moveset==
* Mario can wall jump.
*Mario can now crawl, in similar style like in Super Mario Galaxy and Super Mario 3D World.
*Mario's F.L.U.D.D. has a meter indicator of how much is charged.
All numbers are listed as base damage, without the 1v1 multiplier.
Notice
Some of the descriptions and data are straight taken from SmashWiki.
 	Name 	Damage 	Description
Grounded attacks	Grounded attacks 	Grounded attacks 	Grounded attacks
Neutral attack 	 	Jab 1: 2,2% 	The Punch + Punch + Kick combo from Super Mario 64: two punches followed by a jumping kick. 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.
Neutral attack 	 	Jab 2: 1,7% 	The Punch + Punch + Kick combo from Super Mario 64: two punches followed by a jumping kick. 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.
Neutral attack 	 	Finisher: 4% 	The Punch + Punch + Kick combo from Super Mario 64: two punches followed by a jumping kick. 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.
Forward tilt 	 	7% 	A wheel kick. It can be angled. Very quick and good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs, but it's weak and situational, as it cannot KO until 200% or even lock.
Up tilt 	 	5,5% 	A spinning jumping 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, creating a blindspot and 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 tilt 	 	5% (foot), 7% (leg) 	A leg sweep. 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. It can also hit ledge hangs and combo off from ledge as well.
Dash attack 	 	8% (clean), 6% (late) 	A baseball slide. Has a diagonal knockback angle, making its lingering hitbox useful for 2-framing certain opponents and punishing spot dodges. The new animation is more unfavorable in terms of hitbox placements. Very similar to the Slide Kick from Super Mario 64.
Forward smash 	 	17.8% (fire), 14.7% (arm) 	Steps back and does a palm thrust that produces a small explosion. Though it is Mario's slowest ground attack, coming out on frame 15, it is among the quicker forward smashes and considered among the best in the game for several reasons: It is Mario's most powerful KO move when sweet spotted, KOing as low as 65% by the ledge, the fireball itself is disjointed, can be angled downwards or upwards to hit ledge hangs, and the start-up animation has Mario pull back his hurtbox deceptively far, inadvertently allowing him to avoid several attacks. However, the sweet spot is out prioritized by the sour spot.
Up smash 	Lead Headbutt 	14% 	An upward arcing headbutt. One of Mario's most reliable KO options. Its quick startup at frame 9 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, thus having trouble hitting short or crouching opponents in front of him. It 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 smash 	 	10% (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.
Aerial attacks 	Aerial attacks 	Aerial attacks 	Aerial attacks
Neutral aerial 	 	8% (clean), 5% (late) 	A flying kick. As a sex kick, it loses its 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, up aerial, or grab at low percents if landing on the ground shortly after the hit, as well as boasting numerous KO confirms off the late hit at high percents. Very similar to the Jump Kick from Super Mario 64.
Forward aerial 	Meteor Knuckle 	12% (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 and has deceptively high combo potential. 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. Other than lacking combo potential, the early and late hits are too weak to KO reliably.
Back aerial 	 	10.5% (clean), 7% (late) 	A dropkick behind Mario. Has 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 aerial 	 	7% 	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.
Down aerial 	Star Spin 	1.4% (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 while a white Luma appears out of his hat. Possesses a rather low startup and ending lag, making the move reasonably safe to use barring its short range and lack of disjointed hitboxes. It also has a landing hitbox that combos reliably into tilts or a grab. However, opponents will occasionally break out of the move before the final hit, especially when Mario is moving quickly through the air. Useful as a combo finisher, combo breaker, and general damage-racking option, and can KO opponents deceptively well at high percentages. Normally, it resembles the Spin Jump, a technique that first appeared in Super Mario World. But due to its new visuals, it resembles the Spin Attack of Super Mario Galaxy.
Grab & throws 	Grab & throws 	Grab & throws 	Grab & throws
Forward throw 	 	8% 	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 edge guards. It can kill at very high percents at the ledge.
Back throw 	Airplane Swing 	11% (throw), 8% (collateral) 	A giant swing, a throw used on floored opponents in wrestling. Mario grabs the opponent by the feet, making them fall to the ground and spins three times while holding them by the legs 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. It also has solid use in matches with more than one player, as the collateral hit has a large range and high knockback. Due to its slow speed, it is easy to DI, causing it to KO only above 160%. It is based on the throw that he uses against Bowser in Super Mario 64.
Up throw 	 	7% 	Holds the opponent by the chest and then tosses them 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 throw 	 	5% 	Jumps upwards while holding the opponent and then performs a body slam, slamming them to the ground with one arm. It can be followed up with several options, including but not limited to 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.
Special moves 	Special moves 	Special moves 	Special moves
Neutral special 	Fireball 	5% (early), 4% (late) 	Throws a Fireball. The fireball bounces along the ground several times before disappearing. Despite its low damage, it is good for controlling space when performed in the air because Mario retains full aerial mobility throughout the move. 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. A reference to the fireballs he fires when he obtains the Fire Flower, which first appeared in Super Mario Bros.
Side special 	Cappy Throw 	8% (Cappy release), 5% (dive), 1,2x refelcted projectiles	Throws Cappy horiazonatlly forward with an average range. Instead of being transformed like the opponent like in Super Mario Odyssey, it just traps the opponents in hitstun for awhile and send them diagonally upwards, allowing Mario to combo further while gaining extra midair time. It can only be swung once the move has been triggered once, It's an optimal horizontal recovery option, allowing to Mario to dive jump forwards if you press the special button again. It can also reflect projectiles.
Up special 	Super Jump Punch 	5% (hit 1), 0.6% (hits 2-6), 3% (hit 7) 	A jumping uppercut that produces Star Coins or Metro Kingdom regional coins on contact. Mario's only recovery move, but it leaves him helpless. 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, making it a good combo finisher out of a ladder. Can be angled to change the direction it travels in.
Down special 	
F.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. It can also be used as an edgeguarding tool. It first appeared in Super Mario Sunshine.
Final Smash 	Super Mario Finale	~45% total 	Super Mario Finale is a brand-new Final Smash that allows Mario to throw Cappy to trap the opponents initiating the Final Smash. After trapping once, the opponents land on a barren field resembling like Mushroomy Kingdom. After that, various enemies from Super Mario Bros. come to attack you dealing massive damage. For his final attack, Mario then unleashes a tornado of fireballs like in his old Final Smash, dealing massive damage, and then the Final Smash finishes, launching the opponents brutally away dealing 45% in total.
==Alternate costumes==
Default			
 			
 			
 			
 			
====EX Costumes====	
====EX Costumes====	
====EX Costumes====	
====EX Costumes====
 			
 			
 			
 			
==Spirits==
===Fighter Spirits===
File:SMO Art - Mario.png|1. Mario & Cappy (Super Mario Odyssey)
File:Fire Mario - Mario Kart Arcade GP DX.png|2. Fire Mario (Super Mario Bros.) (Artwork: Mario Kart Arcade GP DX)
File:Ice Mario.png|3. Ice Mario (New Super Mario Bros. Wii)
File:Flying Mario.png|4. Flying Mario (Super Mario Galaxy)
File:Mario Gear NES.png|5. Mario (NES Open Tournament Golf)
File:Builder Mario - Mario Kart X.png|6. Builder Mario (Super Mario Maker)
File:SMO Art - Wedding Mario.png|7. Wedding Mario (Super Mario Odyssey)
File:Mario Super Mario All-Stars.png|8. Mario (Super Mario All-Stars)
File:Chef Mario YC.png|9. Chef Mario (Yoshi's Cookie)
File:MPT100 Art - Mario.png|10. Mario (Mario Party: The Top 100)
Category:Fighters
Category:Characters
Category:ASB Characters