Mario (Super Smash Flash 2)

Mario is a veteran starter character in Super Smash Flash 2. He is one of the first four characters, alongside , , and , to be confirmed and first incorporated into the game. His sprites are custom-made and based on his appearance in , but with his bright colors from . His voice clips are directly taken from Brawl and his moveset is a combination of his and Brawl movesets.
Mario is ranked 22nd of B+ tier on the current tier list. Mario has fast, low-lag attacks, good combo ability, a good grab game, and strong finishers in all of his smash attacks, neutral aerial, forward aerial, back aerial, and his back throw. He has a projectile, a , which he can use to hinder his opponents' approach, zone, edgeguard, or bait out a shield. He has a strong edgeguarding game with his Fireball, Cape, and strong aerial attacks. He also has an average recovery with Mario Tornado and covering good vertical distance while Cape stalls him in midair for a short moment.
However, Mario has blatant problems with his range, which leaves him highly vulnerable to characters with disjointed range, especially swordfighters like and . His recovery is linear and predictable, especially after he uses his double jump and Mario Tornado, making him somewhat easy to gimp and edgeguard against. His zoning game is not great, as his projectile is weak, slow, and can be reflected.
Mario appears to have a small playerbase and has decent representation in online tournaments. Of those, Mario's placements in tournaments are shown to be high.
== Attributes ==
Mario is considered the most well-rounded/balanced character in the game. He appears to have average dashing, walking, falling, and air speeds, gravity, and weight. Due to this, beginners should consider using Mario as the start-up character when playing the game for the first time. 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. Excluding his forward smash and forward aerial, all of his moves have very fast startup and low ending and landing lag, which helps him gain the upper hand in close combat.
As mentioned before, one of Mario's key traits is his fast attack speed, especially with his grounded moveset. Mario's neutral attack is rather quick, and an effective way to rack up damage thanks to its damage output. Both his up and down tilts send at a vertical trajectory with low knockback, and have low ending lag, allowing them to be effective combo starters or extenders, with up tilt being notorious for its reliability as a followup from his down tilt. His smash attacks are all useful in their own right: while his forward smash has the longest startup out of all his smash attacks, it pulls back his hurtbox a noticeable distance, and is very powerful when sweetspotted; his up smash is one of his most useful vertical KO options, as well as being a great out-of-shield option; down smash is the weakest out of all of them, but its semi-spike angle can force opponents offstage for an edgeguard situation.
The effectiveness of his ground game is also reflected in his air game. Neutral aerial is a fast sex kick that can be useful in combos, edgeguarding, or even breaking combos. Up aerial's extremely quick startup makes it a useful combo breaker and aerial interceptor, though its horizontal launch trajectory makes it near-useless for combos. Forward aerial is a spike with high base knockback, making it one of Mario's most reliable KO options. Back aerial has the longest range and the highest knockback of his aerial moves, allowing it to space effectively and reliably KO offstage. Finally, down aerial can be used to start combos or set up into a smash attack.
Mario's special moves are highly varied and has plenty of uses. Fireball is a projectile with decently long range. It can be useful in the neutral game or edgeguarding. It can also help him control his opponent's approach and can also be used to hinder some characters' recovery offstage thanks to its disruptive knockback, downward trajectory, and good SHFFL. Cape s opponents, allowing a free hit or efficient gimp on an opponent who is trying to recover. It is also a strong reflector, making it highly useful in matchups against projectile-heavy characters like and . Super Jump Punch travels in a diagonal direction that grants moderate distance, making it good at recovering. It also has intangibility upon startup, allowing it to be used out of shield very effectively thanks to its extremely quick startup. Mario Tornado is a great anti-juggling move thanks to its quick startup. His recover is also relatively safe, as Cape gives him a near-infinite horizontal recovery, and both Super Jump Punch and Mario Tornado grant horizontal and vertical distance.
Mario also sports a good grab game, despite having one of the shortest grabs in the game. His up throw is his most useful throw, as it can chaingrab high and fast fallers at low percents. He can combo from the throw on other characters due to the hitstun of the move. His down throw does little knockback and hitstun, but has low knockback and a vertical angle, making it useful for combos, most notoriously with up tilt. His back throw is his strongest throw, especially when used near the ledge that can KO at high percentages. Finally, his forward throw sends the opponent at a disadvantageous position, where Mario can capitalize on their mistakes.
However, Mario most critical flaw is his lack of range: his poor attack reach prevents him from fighting at a safe distance and consistently forces him to approach characters in close-quarters combat. This can give players difficulty when fighting against characters with large or disjointed hitboxes like and . Additionally, his recovery is very predictable, as Super Jump Punch is a little on the slow side despite its quick startup and he might encounter problems recovering when he is up against a good edgeguarder. His Fireballs are low-priority, which allows them to be canceled out easily by many other attacks, while Mario Tornado can only serve as a close-range interceptor, not KOing until very high percents. Additionally, Cape has little hitstun and moderate ending lag, making Mario open if the reversed opponent bounces back towards Mario.
Overall, Mario has many clear strengths and few weaknesses, resulting in his strengths outweighing his weaknesses. He is in the middle of characters who can be combo'd because of his average weight and falling speed. 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, his own combo game is sometimes dependent on reading DI when compared to other characters. This is also hindered by his below-average overall mobility, which makes it harder to do certain follow-ups.
== Moveset ==
=== Ground attacks ===
Attack 	Description 	Damage
Neutral attack	Punches forward twice and then kicks. The first and second hit are capable of jab locking. Based on the Punch + Punch + Kick combo from . 	
Neutral attack	Punches forward twice and then kicks. The first and second hit are capable of jab locking. Based on the Punch + Punch + Kick combo from . 	
Neutral attack	Punches forward twice and then kicks. The first and second hit are capable of jab locking. Based on the Punch + Punch + Kick combo from . 	
Forward tilt 	Performs a wheel kick forward. Good for getting opponents off of Mario. 	9%
Up tilt 	Uppercuts directly above while spinning. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents depending on the opponent's DI or SDI. 	8%
Down tilt 	Performs a legsweep. A reliable but inconsistent combo starter that can also hit ledge hangs and combo off from ledge. 	10%
Dash attack 	Slides across the ground while kicking. Its diagonal knockback allows Mario to start combos. It can also be used to punish spotdodges or hit opponents on the ledge. Based on the Slide Kick from Super Mario 64. 	
Dash attack 	Slides across the ground while kicking. Its diagonal knockback allows Mario to start combos. It can also be used to punish spotdodges or hit opponents on the ledge. Based on the Slide Kick from Super Mario 64. 	
Forward smash 	Steps back and does a palm thrust that produces a small explosion. It is much more powerful when sweetspotted at the fire, with it being weaker at Mario's arm. 	
Forward smash 	Steps back and does a palm thrust that produces a small explosion. It is much more powerful when sweetspotted at the fire, with it being weaker at Mario's arm. 	
Up smash 	Headbutts in an upward arc. 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. One of Mario's most reliable KO options. 	
Down smash 	Performs a breakdance kick that hits both sides, one of Mario's most reliable KO options. Its also his fastest smash attack and is capable of hitting ledge hangs. Has very strong horizontal knockback with the front hit, but is noticeably weaker with the back hit. Based on the Sweep Kick from Super Mario 64.	
Down smash 	Performs a breakdance kick that hits both sides, one of Mario's most reliable KO options. Its also his fastest smash attack and is capable of hitting ledge hangs. Has very strong horizontal knockback with the front hit, but is noticeably weaker with the back hit. Based on the Sweep Kick from Super Mario 64.	
=== Aerial attacks ===
Attack 	Description 	Damage
Neutral aerial	Performs a sex kick, extending his foot. Useful for breaking out of combos due to its very fast startup, and as a versatile horizontal combo starter and extender, as well as for locking opponents. Resembles the Jump Kick from Super Mario 64. 	
Neutral aerial	Performs a sex kick, extending his foot. Useful for breaking out of combos due to its very fast startup, and as a versatile horizontal combo starter and extender, as well as for locking opponents. Resembles the Jump Kick from Super Mario 64. 	
Forward aerial	Rears his fist back and then throws an overhand. If sweetspotted, it becomes a powerful spike. Deals horizontal or vertical knockback if sourspotted. However, it has the slowest startup of his standard moveset. 	16%
Back aerial 	Performs a backwards dropkick. 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 offstage. Also capable of KOing at high percents.	
Back aerial 	Performs a backwards dropkick. 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 offstage. Also capable of KOing at high percents.	
Up aerial 	Performs a flip kick. Its consistent strength and very low ending and landing lag makes it one of Mario's most versatile combo starters and extenders in his moveset. Can combo into itself easily until higher percents, making it a very good juggler. 	7%
Down aerial 	Drill kicks downwards. Hits up to five times, along with a landing hitbox, and has good priority but short range. Due to the hits, they are capable of locking. 	
Down aerial 	Drill kicks downwards. Hits up to five times, along with a landing hitbox, and has good priority but short range. Due to the hits, they are capable of locking. 	
=== Grab and throws ===
Attack 	Description 	Damage
Grab 	Reaches out with both hands. 	colspan="3"
Pummel 	Headbutts the opponent. 	1%
Forward throw	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-chases, mixups, or edgeguards. 	9%
Back throw 	Spins the opponent three times before throwing them backward. It has great knockback and is a reliable KO option when used next to a ledge. Based on the throw used against Bowser in Super Mario 64. 	12%
Up throw 	Throws the opponent upwards with both hands. An effective combo throw at low to medium percentages, comboing into all aerials. Can also chaingrab fast fallers and high fallers and is effective for starting ladder combos on platform stages.	8%
Down throw 	Slams the opponent into the ground. It's a great combo starter and extender and can lead into tilts or smash attacks. Can chaingrab against certain opponents. Also effective for starting ladder combos on platform stages. 	9%
=== Other attacks ===
Attack 	Description 	Damage
Floor attack	Performs a legsweep while getting up.	8%
Ledge attack	Jumps up and kicks while getting up. 	6%
=== Special moves ===
Attack 	Name 	Description 	Damage
Neutral special move	 	Throws a fireball. The fireball travels a considerable distance before disappearing. Can be auto-canceled when performed in the air. It can also be used to cover Mario while recovering and can combo into quick attacks if he is close enough. 	5%
Side special move 	Cape 	Waves a yellow cape in front of himself. It reflects projectiles and reverses enemies, as well as reversing their controls for a brief moment. In the air, it stalls Mario for a short period of time and is useful for gimping opponents who are trying to recover. If used immediately off of an edge, Mario can use a technique called Cape Gliding.	8%
Up special move 	 	Performs a jumping uppercut that produces coins on contact. Its extremely fast startup and early intangibility frames make it useful as an out of shield option. It also covers a good distance in the air, and the trajectory can be veered slightly to either side. Hits up to ten times in total. 	
Up special move 	 	Performs a jumping uppercut that produces coins on contact. Its extremely fast startup and early intangibility frames make it useful as an out of shield option. It also covers a good distance in the air, and the trajectory can be veered slightly to either side. Hits up to ten times in total. 	
Up special move 	 	Performs a jumping uppercut that produces coins on contact. Its extremely fast startup and early intangibility frames make it useful as an out of shield option. It also covers a good distance in the air, and the trajectory can be veered slightly to either side. Hits up to ten times in total. 	
Up special move 	 	Performs a jumping uppercut that produces coins on contact. Its extremely fast startup and early intangibility frames make it useful as an out of shield option. It also covers a good distance in the air, and the trajectory can be veered slightly to either side. Hits up to ten times in total. 	
Down special move 	Mario Tornado	Rapidly spins around, trapping opponents and damaging them with a series of clotheslines before launching them with a Baby Luma. Tapping the special input will cause Mario to rise in the air while spinning, useful for recovering. Hits up to ten times in total. 	
Down special move 	Mario Tornado	Rapidly spins around, trapping opponents and damaging them with a series of clotheslines before launching them with a Baby Luma. Tapping the special input will cause Mario to rise in the air while spinning, useful for recovering. Hits up to ten times in total. 	
Final Smash 	Mario Finale 	Rears his arms back before thrusting them forward to launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but can carry opponents across the stage to KO them as a result. 	
=== Misc. ===
Misc. 	Description 	Description 	Description
On-screen appearance	Jumps out of a Warp Pipe punching his right fist in the air while saying "Lets-a-go!".	Jumps out of a Warp Pipe punching his right fist in the air while saying "Lets-a-go!". 	Jumps out of a Warp Pipe punching his right fist in the air while saying "Lets-a-go!".
Taunts 	Neutral 	Transforms into Super Mario as if he obtained a Super Mushroom, then shrinks back to normal size afterwards. The pose Mario makes is based on his standing pose in Super Mario Bros. This taunt also increases Mario's hurtbox.	
Taunts 	Side 	Twirls around and takes off his hat while saying "Woohoo!" before he puts his hat back on. It resembles his level clear animation from . 	
Taunts 	Down/Up 	Spins in the air and falls to the ground with his legs sticking up. This is a reference to his dying animation from . 	
Idle pose 	Adjusts his cap. 	Adjusts his cap. 	Adjusts his cap.
Victory theme 	A remix of the fanfare that plays whenever a level is cleared in . 	A remix of the fanfare that plays whenever a level is cleared in . 	A remix of the fanfare that plays whenever a level is cleared in .
Victory pose 	Makes fire explode from his palms and makes a pose. 	Makes fire explode from his palms and makes a pose. 	Makes fire explode from his palms and makes a pose.
== Changes from v0.9b ==
Mario has received a mix of buffs and nerfs, but mostly buffed overall. The reduced knockback in some of his attacks significantly improves his combo game and a few moves also having more priority and hitlag. These changes allows him to compete against the roster better. However, his recovery and a few of his KO options has been nerfed. Despite the nerfs he was given, he has impressive combo ability and framedata, decent recovery, and good edgeguarding options.
=== Aesthetics ===
*
*
=== Attributes ===
*
*
*
*
*
*
*
*
=== Ground attacks ===
*
*
*
**
=== Aerial attacks ===
*
*
**
*
*
**
*
**
=== Grab and throws ===
*
=== Special moves ===
*
*
**
*
**
== In competitive play ==
=== Matchups ===
=== Notable players ===
=== Tier placement history ===
In tier lists for v0.6, Mario ranked 8th of D tier on the first list and 7th of C tier on the second list where he was seen as low tier character. In demo v0.7, Mario still stayed in C tier where he ranked 8th on the first list and ranked 10th of C tier on the second list with players now viewing him as a mid tier character. He once again was stuck in C tier in v0.8b where he ranked 11th and was still seen as a mid tier character. However, in demo v0.9a, Mario got his best tier position yet where he ranked 10th on the list where he can be considered a high tier character. In demo v0.9b, Mario dropped to 19th of B tier where he is seen as a mid tier character again. The changing metagame showed Mario to be a less effective character and he dropped to 21st of C+ tier, where he is seen as a low tier character again. After this, however, Mario rose to 18th of the B tier, being seen as a mid tier character again.
== Gallery ==
=== Costumes ===
=== Artworks ===
Mariobig.gif|Mario's third art from the DOJO!!!.
Mario's early artwork 1 in Super Smash Flash 2.png|Mario's first early art, used from v0.1a to v0.4b. Taken from .
Mario Pre0.9.png|Mario's second early art, used from v0.5a to v0.8b. Taken from Mario Hoops 3-on-3.
Mario 0.9a.png|Mario's third artwork, used in the DOJO!!! and the damage meter in v0.9a.
Mario Main.png|Mario's fourth artwork, used from v0.9a to early patches of v0.9b.
Mario Main New.png|Mario's fifth artwork, used in late patches of v0.9b.
=== Screenshots ===
Mario 1.png|Mario and using their forward aerial against each other on .
Mario 2.png|Mario and walking on .
Mario 3.png|Mario after using his up tilt against a falling on Galaxy Tours.
Mario 4.png|Two Marios running on Lake of Rage.
Mario 5.png|Mario and jumping on Mushroom Kingdom.
Ball - Mario.png|Mario's ball version.
=== Early designs ===
Mariopic1.png|Mario's on-screen appearance on Galaxy Tours.
Mariopic2.png|Mario using on on .
Mariopic3.png|Mario using on .
Mariopic4.png|Mario using his back throw on Kirby on .
=== Designs ===
Mario.PNG|Mario's first design in SSF2, used from 0.1a to v0.4a.
Mario's recent design.png|Mario's second design, used from demos 0.4b until v0.9a.
MarioPreRecolor.png|Mario's third design, used in early patches of v0.9b.
New Design - Mario.png|Mario's current design, used since demo 0.9.1.1965.
=== Misc. ===
SSF2 - Classic mode - Mario.png|Mario's congratulations screen on Classic mode.
SSF2 - All-Star mode - Mario.png|Mario's congratulations screen on All-Star mode.
== Trivia ==
*In previous versions of the SSF2 Demo, Mario used a slightly different moveset. Prior to v0.2b, Mario used F.L.U.D.D. as his side special move rather than the Cape. Additionally, Mario Tornado had a special homing attack effect when it was done in midair.
*During the development of Mario's new sprite sheet, former developer, ItsameSMB, had created a new variation of his down special move called the F.L.U.D.D. Tornado, but was dropped from the game for being un-intuitive.
*Mario has gone through the most sprite changes throughout the game's development, the second being Link.
*Mario along with , , and are the only characters so far to wear their default costumes in team battle when they are on the red team.
*Mario's previous sprites, alongside with , , and , were used in one of ScrewAttack's Death Battles.
*Mario's current sprites were also used in If Mario was in Bendy and the Ink Machine.
*Prior to v0.9b, Mario originally transformed into Fire Mario as his Final Smash. This was eventually scrapped in favor of the Mario Finale.
*Mario's early artwork was based on his on-screen appearance where he jumps out of a Warp Pipe.
== External link ==
*Mario's page at Smash Flash DOJO!!!
Category:First-party characters
Category:Starter characters
Category:Veteran characters
Category:Super Smash Flash 2
Category:Super Smash Flash series