Super Smash Bros. Cataclysm (Dingerfish)/Mario

Mario is a playable character in Super Smash Bros. Cataclysm. He is a returning veteran fighter from the Super Mario universe, and is one of 12 characters unlocked from the beginning. 
Mario has seen a rework in Super Smash Bros. Cataclysm, with an all-new moveset and playstyle focused around his extremely versatile aerial options and specials. Despite these changes, his occupation as an accessible all-rounder in the game's roster remains the same, as he is meant to be easy-to-pick-up for newbies while also being a worthy pick for experienced players looking to push the character to his limits. His new moveset also aims to have a farther variety of references to the wide Mario series to better represent not just Mario, but the Super Mario universe as a whole.
== Attributes ==
Mario's attributes are all-around decent, with a middleweight class and relatively good ground movement with his high initial dash and running speed alongside his decent traction. Where he really excels however is his aerial attributes, with a good jump height and fantastic air speed while also having slightly slower than normal air speed, Mario is extremely flexible in the air and can use this to his advantage when stringing together combos in the air or when edgeguarding. This is shown especially through his ability to Wall Jump, thus giving him another recovery option on certain stages.
(All stats with character names next to them signify that these stats have changed since Ultimate to the values that the character name next to them had in Ultimate.)
Attribute 	Stat
Weight 	98
Walk Speed 	1.155
Initial Dash 	1.936
Running Speed	1.76
Jump Height 	37 (Samus)
# Of Jumps 	2
Air Speed 	1.22 (Mythra)
Fall Speed 	1.5
Traction 	0.102
Crawl 	Yes
Wall Jump 	Yes
Wall Cling 	No
== Moveset ==
=== Grounded Attacks ===
* Jab - Punch + Punch + Kick: Mario throws out two punches from each hand before finishing it off with a kick that can serve as a decent combo breaker or get-off-me tool. This move is a reference to the combo by the same name from Super Mario 64.
* Dash Attack - Long Jump: Mario jumps forward dealing low damage and decent knockback to any opponent he hits with it. This move’s main purpose is to serve as a movement option, allowing Mario to mixup his movement and safely jump offstage if used at the ledge. This move is a reference to the Long Jump that Mario can perform starting from Super Mario 64.
* Forward Tilt - Raccoon Tail: Mario briefly transforms into Raccoon Mario and spins around with his tail outstretched, dealing low damage and decent knockback to opponents. This move can two-frame opponents on the ledge thus serving as a situationally useful tool for opponents stalling on the ledge. Additionally, this move has a difficult sweetspot that when successfully hit, makes the opponent trip which opens the door for Mario to punish with a combo or kill. This move is a reference to the Tail Whip that Mario can perform as Raccoon Mario, originating from Super Mario Bros. 3.
* Up Tilt - Backflip Kick: Mario does a low backflip with his leg outstretched which does decent damage and sends opponents upwards. This move is a great combo starter especially for the aerial combos Mario excels at, and it also serves as a decent anti-air defense that can catch opponents coming down from the air. This move is a reference to the Backflip that Mario can perform starting from Super Mario 64.
* Down Tilt - Slide Kick: Mario slides on the ground with his foot stretched out, serving as a quick punish or as an edgeguarding tool at high percents. This move is a reference to the Slide Kick from Super Mario 64.
=== Smash Attacks ===
* Forward Smash - Cat Claws: Mario briefly transforms into Cat Mario and rears his arms behind his back before slashing his claws in front of him, dealing decent damage and knockback. This move's main advantage is that it comes out extremely fast, allowing it to serve as a great punish tool for mispositioned opponents, albeit a precise one due to its relatively low range. This move is a reference to the Cat Mario transformation originating from Super Mario 3D World.
* Up Smash - Spiny Headbutt: Mario dons a Spiny Helmet and swings his head at an upwards arc. This attack does great damage and knockback and functions as an anti-air, combo finisher, and kill move, alongside its greater strength and knockback compared to the rest of Mario's Smash Attacks. This attack is a reference to the Spiny Helmet that is equipable by Mario in the Super Mario Maker series.
* Down Smash - Drill Spin: Mario briefly transforms into Drill Mario and drills into the ground below him. This attack does great multi-hit damage and buries opponents hit by the sweetspot, however it has a lot of ending lag and leaves Mario wide open to attack especially if they get hit by the sourspot which doesn't lock opponents into the multi-hit and creates an oppourtunity for the opponent to punish. This attack is a reference to the Drill Mario transformation Mario has access to in Super Mario Bros. Wonder.
=== Aerials ===
* Neutral Aerial - Star Spin: Mario spins around multiple times with his arms stretched out leaving a starry blue trail. This attack does decent multi-hit damage and low knockback alongside a fast startup making it excellent for starting and/or continuing combos in the air. Additionally, this attack has the special ability of deflecting projectiles, which when successfully done gives Mario a non-stackable strength upgrade to his Back Aerial. This attack also gives Mario a slight bit of extra height in the air, which can be combined with his Up Aerial to serve as a little bit of extra vertical recovery if needed. This move is a reference to the Star Spin move Mario could perform in the Super Mario Galaxy series.
* Forward Aerial - Meteor Knuckle: Mario performs an overhand swing in front of him. While the sourspot deals low damage and knockback while leaving Mario open for a punish, the sweetspot is a powerful meteor smash that serves as a great combo finisher or an early kill option, with the drawback of being precise to land and punishing to miss.
* Back Aerial - Star Bit Shots: Mario shoots out 5 Star Bits behind him, dealing small flinching damage until the final hit dealing decent damage and knockback. This move serves well as a decent kill option offstage, especially when Mario is edgeguarding. This move has the special property of being strengthened whenever Mario deflects a projectile with his Star Spin, where Mario instead shoots 8 Star Bits that deal stronger flinching damage and land a finishing blow with great damage and knockback, thus allowing it to rack up more damage and kill earlier. This strength upgrade does not stack nor can more than one be stored at a time, meaning the player can only perform it again if they deflect another projectile after they have already used the strengthened Back Aerial. This move is a reference to the Star Bit Shot move Mario could perform in the Super Mario Galaxy series.
* Up Aerial - Propeller Box: Mario briefly dons a Propeller Box and spins in the air with his arms tucked in multiple times. This attack does small flinching damage until the last hit that deals decent damage and knockback which allows it to function as an excellent move for Mario's ladder combos while also serving as a decent anti-air option. This attack also gives Mario some extra height in the air, which can be combined with his Neutral Aerial to serve as some extra vertical recovery if needed. This move is a reference to the Propeller Box that has been equipable by Mario starting from Super Mario 3D Land.
* Down Aerial - Ground Pound: Mario quickly flips in the air before swiftly falling down and slamming into the ground with his rear. This attack serves as an excellent stall-and-fall with a lot of utility, where at early percents the attack can bury opponents hit by the sweetspot while still dealing decent damage and knockback to those hit by the sourspot, and at late percents serving as a powerful kill option. This move can also serve as a fast-fall option in case the player is quickly returning to the stage from a ladder combo to refresh their jumps. This move comes at a drawback of being quite slow to start up as Mario has to flip first before he actually does the move. This move is a reference to the Ground Pound move Mario has been able to perform since Super Mario 64.
=== Grabs & Throws ===
* Grab: Mario grabs the opponent with his left/right hand respective to the direction he's facing.
* Pummel - Grab Headbutt: Mario grabs the opponent with his two hands and headbutts the opponent, dealing low damage.
* Forward Throw - Swing-Around Throw: Mario spins the opponent around once then throws them forward. This throw has low damage and knockback, however has some niche uses as a combo starter at early percents with his Dash Attack or Down Tilt or to throw the opponent off the ledge to begin edgeguarding. This move is a reference to the throw Mario uses against Bowser in Super Mario 64.
* Back Throw - Airplane Swing: Mario grabs the opponent by their feet then spins around thrice before throwing them backwards. This attack has great knockback thus serving as a good kill option on the ledge. Additionally, this attack has a special detail of Mario saying "So long!" when throwing the opponent and saying "So long, King Bowser!" if his opponent is playing as Bowser. This move alongside its voiceline is a reference to the throw Mario uses against Bowser in Super Mario 64.
* Up Throw - Pipe Dream: Mario brings out a Warp Pipe from the stage and throws the opponent into it before the opponent comes flying out, dealing decent damage and knockback and serving as a somewhat useful kill throw on platforms or at high percents. This move is a clear reference to the Warp Pipes seen across the Super Mario universe.
* Down Throw - Capture Slam: Mario throws Cappy at the opponent and captures them, then intentionally falls face-first into the ground and stops capturing the opponent right before impact. This move does decent damage and fixed low upwards knockback to the opponent thus allowing it to serve as a great combo starter for a ladder combo at early percents or lead to a kill at late percents due to the vulnerability of the opponent caused by the move's fixed knockback. This move is a reference to the Capture mechanic introduced in Super Mario Odyssey.
=== Specials ===
* Neutral Special - Fireball: Mario throws out a fireball from his hands that bounces along the stage before disappearing. This move does low flinching damage and knockback and is meant to serve as a way of pressuring the opponent in a neutral state or as an edgeguarding tool. If this move is inputted twice in quick succession, Mario throws two fireballs consecutively at the cost of having a longer cooldown until he can use the move again. This move is a reference to the Fire Flower powerup which comes from the original Super Mario Bros, and the two fireballs technique is a reference to the way the Fire Flower works in Super Mario Bros. Wonder.
* Side Special - Cap Throw: Mario throws out Cappy forwards before diving into Cappy making him jump forward by default or in whatever cardinal direction the player inputs, (aside from down) albeit with his forward momentum still intact. Mario can cancel the dive by inputting Jump. Opponents caught by the initial throw's sweetspot will be held in place at the apex of the throw at Cappy's position, taking small flinching damage before the final hit of the dive, which deals decent damage and low knockback thus serving as an excellent combo starter as both Mario and his opponent still under hitlag will be sent upwards, allowing Mario to easily follow up with an aerial combo. Opponents hit by the sourspot of the Cap Throw or by the dive alone will take low damage and knockback. Additionally, if Mario doesn't hit the opponent with the Cap Throw, he will still jump off of it after he dives, allowing this move to serve as a movement tool and a horizontal recovery option for Mario, with the drawback of not being able to be reversed in the air like most other side special. This attack is an integral part of Mario's kit and skillful use of it is key to succeeding as Mario. This move is a reference to the Cap Throw that Mario used throughout Super Mario Odyssey.
* Up Special - Goomba Shoe: Mario enters a Goomba Shoe and winds up before swiftly ascending upwards. This move serves as a great vertical recovery option, especially if fully wound up, yet comes with the drawback of two seconds of starting lag without charging the move leaving Mario open for attack when initially using the move. Mario does deal good damage and knockback during this move when he is actually ascending upwards, which not only helps him stay safe when recovering but also allows the move to be a strong kill option to end off ladder combos if Mario manages to land it. This move is a reference to the Goomba Shoe powerup that Mario has been able to use since Super Mario Bros. 3.
* Down Special - Blue Shell: Mario transforms into Shell Mario and retreats into his shell. He can either remain still in the Shell, cancel out of it by jumping, (albeit with an animation of him getting out of the shell that leaves him vulnerable) or input any horizontal direction to start rolling in that direction, where he begins to rapidly roll around the stage until he is forced out of the Shell. Mario can only be in the Shell for 4 seconds before the move is automatically cancelled. Mario is completely impervious to all knockback during this move and can only take damage if he gets hit by a projectile, which still only deals damage and deals no knockback. All connecting hits do however make Mario briefly flinch, which can help reduce his use of the move and help the opponent avoid the move more effectively. This move has utility as a great punish for mispositioned opponents and as a kill move offstage. Additionally, this move is unique in that if it is used directly after Mario's Side Special, he will roll into the Cap in his Blue Shell thus giving himself a lot of forward momentum and serving as a strong, flashy kill option in the air. This comes with the drawback of Mario not being able to use his aerials after the Side Special which makes this option less effective at early percents. This move is a reference to the Blue Shell powerup originating from New Super Mario Bros.
=== Final Smash ===
* Final Smash - Mega Mario: Mario transforms into Mega Mario and starts pacing around the stage, dealing massive damage and knockback to anyone who comes in contact with him while he's in this state. Additionally, the sheer impact of each step he takes causes various debris to come flying out of the stage, which can hit opponents offstage for even more damage and knockback. This Final Smash is a reference to the Mega Mushroom powerup originating from New Super Mario Bros.
== Aesthetics ==
=== Alternate Costumes ===
Costume 	Image	Origin 	Unlock Criteria
#1: Default 	 	This is Mario's default look throughout the series since Super Mario World. 	Unlocked from the start.
#2: Striped 	 	Based on Mario's outfit in his appearances throughout Family Computer Golf: U.S. Course and NES Open Tournament Golf . 	Unlocked from the start.
#3: Grey 	 	Initially based on Foreman Spike in earlier games, however has shifted to a more monochromatic color scheme that less so resembles him. 	Unlocked from the start.
#4: Green 	 	Based on Japanese boxart for Wrecking Crew and Luigi's outfit in promotional artwork for Mario Bros. 	Unlocked from the start.
#5: Fire 	 	Based on Mario's outfit when he consumes a Fire Flower powerup and turns into Fire Mario, originating from Super Mario Bros. 	Unlocked from the start.
#6: Ice 	 	Based on Mario's outfit when he consumes an Ice Flower pickup and turns into Ice Mario, originating from Mario & Luigi: Partners in Time. 	Unlocked from the start.
#7: Bubble 	 	Based on Mario's outfit when he consumes a Bubble Flower powerup and turns into Bubble Mario, originating from Super Mario Bros. Wonder. 	Win a match on Fountain of Dreams as Mario.
#8: Builder 	 	Based on Mario's outfit throughout promo artwork for Super Mario Maker as well as his look when he collects the Super Hammer powerup. 	Play on a custom stage made in Stage Builder as Mario.
#9: Wedding 	 	Based on Mario's equippable Wedding Suit in Super Mario Odyssey. 	Win a match as Mario against a Peach CPU with Level 5 difficulty or higher.
#10: Black Tuxedo	 	Based on Mario's appearance on the cover of Super Mario All-Stars with the hat and his appearance in promo artwork of Mario Paint with the suit. This outfit is also equippable in Super Mario Odyssey. 	Enter the Museum as Mario.
#11: Caveman 	 	Based on Mario's equippable Caveman outfit in Super Mario Odyssey. 	Win a match as Mario against a Yoshi CPU with Level 5 difficulty or higher.
#12: Tostarena 	 	Based on Mario's appearance in the Game Boy version of Qix. This outfit is also equippable in Super Mario Odyssey. 	Beat Century Smash as Mario.
#13: Chef 	 	Based on Mario's appearance in Yoshi's Cookie. This outfit is also equippable in Super Mario Odyssey. 	Consume 20 food items.
#14: Samurai 	 	Based on Mario's equippable Samurai outfit in Super Mario Odyssey. 	Win a game of Rival Smash as Mario.
#15: Boxer 	 	Based on Mario's equippable Boxer outfit in Super Mario Odyssey. 	Beat 30 opponents in Endless Smash as Mario.
#16: Doctor 	 	Based on Dr. Mario, the persona Mario takes on in the Dr. Mario series. With this costume on, Mario's name is announced as Dr. Mario and his Fireball is replaced with a Megavitamin. These are purely aesthetic changes.	Win a match in the Dr. Mario stage as Mario.
#17: Classic 	 	Based on Mario's first ever appearance as Jumpman in the original Donkey Kong. This outfit is also equippable in Super Mario Odyssey. 	Win a match in the Donkey Kong stage as Mario.
#18: 64 	 	Based on Mario's model in Super Mario 64. This outfit is also equippable in Super Mario Odyssey. 	Beat Classic Mode as Mario.
#19: Sunshine 	 	Based on Mario's Sunshine outfit in Super Mario Odyssey, which in itself is a reference to Super Mario Sunshine. 	Win a match in the Delfino Plaza stage.
#20: Skeleton 	 	Based on Mario's Skeleton outfit in Super Mario Odyssey, which in itself is a reference to Mario's skeleton in Super Mario Galaxy. 	Complete Classic Mode on 9.9 as Mario
=== Taunts ===
* Up Taunt: Mario throws a thumbs up to the camera while smiling. His pose in this taunt resembles a promotional render made for Club Nintendo.
* Side Taunt: Mario spins around while taking off his hat as a sort of salute before putting it back on. During this animation, Cappy actually leaves Mario's hat and spins around with him before striking a pose and reentering the hat. This taunt is a reference to his level clear animation from New Super Mario Bros, and Cappy's appearance is a reference to the Cap Throw from Super Mario Odyssey.
* Down Taunt: Mario crouches down and looks as a Talking Flower from Super Mario Bros. Wonder says a random quote from their dialogue in The Final-Final Test Badge Marathon as a means of encouragement. This taunt is a clear reference to the Talking Flowers scattered all across Super Mario Bros. Wonder.
=== Idle Poses ===
* Idle #1: Mario adjusts his hat with Cappy looking down at him from inside the hat in the process.
* Idle #2: Mario leans back and yawns as Cappy lightly shakes Mario's hat on his head to wake him up. This animation is a reference to the presence of a yawning idle pose in most 3D Mario games starting from Super Mario 64.
=== Victory Theme/Poses ===
* Victory Theme: A shortened remix of the Course Clear Fanfare theme originating from Super Mario Bros.
* Victory Pose (Left): Mario performs a Triple Jump, where he jumps three times in increasing height, with the third jump seeing him flip multiple times and strike a pose with his arms stretched out. This victory pose is a reference to the Triple Jump move originating from Super Mario 64.
* Victory Pose (Up): Mario twirls around with his arms held out before striking a pose with a V-symbol on his hand. This victory pose is a reference to the Star Grab animation from Super Mario 64.
* Victory Pose (Right): Mario climbs up a staircase made of Hard Blocks before reaching the top of a Goal Pole and sliding down. This victory pose is a reference to the Goal Pole that serves as the method of completing a level in most 2D Mario games, and is more specifically a reference to the iconic Hard Block staircase preceding the Goal Pole in World 1-1 of Super Mario Bros.
=== Extra Aesthetics ===
* Stage Intro: Mario jumps out of a Warp Pipe with his right fist in the air, landing on the ground just after the Warp Pipe disappears into the stage.
* Kirby Hat: Kirby simply wears Mario's hat. If Mario is equipping the Dr. Mario costume, Kirby will instead wear his Head Mirror, and will throw Megavitamins rather than Fireballs. This is a purely visual change.
* When running for a long enough time, Mario will begin to splay his arms behind him and lean back a little bit while running. This is a reference to the P-Speed run animation originating from Super Mario World.
* Mario's facial expressions usually remain neutral across most of the match, however he puts on an excited/happy expression whenever he's doing specific moves such as the Cap Throw or the Long Jump, and will put on a stern expression when he gets hit or when doing other specific moves such as his Smash Attacks.