Super Smash Bros. Galaxy Deluxe/Mario Moveset

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, the first fighter number of the Super Smash Bros. veterans and the overall roster. As in Super Smash Bros. 4, Charles Martinet's portrayal of Mario from Brawl was repurposed for Ultimate in all regions.
Mario is currently ranked 21st out of 82 characters on the tier list, in the A+ tier, as the second-highest character in the high tier. This is a slight downgrade from his 9th out of 54 ranking in Smash 4 where he stood at the lower end of top tier, despite not facing many changes during the transition. Much like his previous incarnation, Mario's greatest asset is his effective frame data; most of his moves have little startup lag and have relatively low end lag. This results in Mario being fairly difficult to punish relative to most of the cast. His combo game is quite flexible, as Mario can rack up damage quickly and reliably, most notoriously with his up air ladders. In addition, he also has a versatile moveset: a disruptive projectile in his Fireball, a reflection-based and reverse-based move in his Cape that can counteract camping, and a decent, if niche edgeguarding option with F.L.U.D.D..
However, Mario also has some notable weaknesses. Mario's overall range is below average, giving him trouble against characters with long disjointed range. Mario also suffers from a lack of consistent KO setups, due to having predictable, low range, and unsafe kill options at high percents, alongside his short frame and relative floatiness for a middleweight. Mario's average attributes do not allow him to quickly gain an advantage either, as the strengths of other characters can contest his, with the most notable being his overall range.
Overall, Mario's strengths outweight his weaknesses, and he has seen strong results in competitive play thanks to the efforts of players such as Dark Wizzy, Kurama, and Nao.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Kick Up (けりあげ) 	2.2% 	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.
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Kick Up (けりあげ) 	1.7% 	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.
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Kick Up (けりあげ) 	4% 	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.
Forward tilt 	Forward tilt 	Middle Kick (ミドルキック) 	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 	Up tilt 	Uppercut (アッパーカット) 	5.5% 	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, creating a blind spot and making it fairly difficult or even impossible to hit shorter or crouching characters with the move. It vaguely resembles the second hit of the Mega Glove's combo from Super Mario RPG: Legend of the Seven Stars.
Down tilt 	Down tilt 	Spinning Low Kick (スピニングローキック) 	5% (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. It can also hit ledge hangs and combo off from ledge as well.
Dash attack 	Dash attack 	Sliding (スライディング) 	8% (clean), 6% (late) 	The Slide Kick from Super Mario 64. Has a diagonal knockback angle, making its lingering hitbox useful for 2 frame punishing certain opponents and punishing spot dodges. The new animation is more unfavorable in terms of hitbox placements.
Forward smash 	Forward smash 	Fire Palm Heel (ファイア掌底) 	17.8% (fire), 14.7% (arm) 	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 	Up smash 	Lead Headbutt (スマッシュヘッドバット, Smash 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 	Down smash 	Break Spin (ブレイクスピン) 	10% (front), 12% (back) 	A breakdancing variation of the Sweep Kick from Super Mario 64. It hits in front of and behind Mario, and both hits semi-spike opponents, though the front hit is rather weak in comparison to the back hit. Mario's fastest smash attack, coming out as fast as all his tilts. Also capable of hitting ledge hangs.
Neutral aerial 	Neutral aerial 	Mario Kick (マリオキック) 	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 	Forward aerial 	Meteor Knuckle (メテオナックル) 	12% (early), 14% (clean), 10% (late) 	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 	Back aerial 	Drop Kick (ドロップキック) 	10.5% (clean), 7% (late) 	A 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 off stage. Also capable of KOing at higher percents, and can be used twice in a short hop, or with neutral, up and down airs.
Up aerial 	Up aerial 	Air Slash (エアスラッシュ) 	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 KO off the top at high percents.
Down aerial 	Down aerial 	Mario Tornado (マリオトルネード) 	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. 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. Resembles the Spin Jump, a technique that first appeared in Super Mario World.
Grab 	Grab 	Grab (つかみ) 	— 	Reaches out. Mario's overall grab range is average, but tied for the fastest in the game.
Pummel 	Pummel 	Grab Headbutt (つかみヘッドバット) 	1.3% 	A headbutt.
Forward throw 	Forward throw 	Swing-Around Throw (ふり抜き投げ) 	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 KO at very high percents at the ledge. It is based on the throw that he uses against Bowser in Super Mario 64.
Back throw 	Back throw 	Airplane Swing (ジャイアントスイング, Giant Swing) 	11% (throw), 8% (collateral) 	A giant swing. 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 	Up throw 	Throw Up (スルーアップ) 	7% 	Heaves the opponent upward. An effective combo throw at low to medium percents, comboing into all aerials except forward air. Due to its new animation, it heavily resembles the Upward Cap Throw from Super Mario Odyssey.
Down throw 	Down throw 	Throw Down (スルーダウン) 	5% 	A body slam. 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.
Floor attack (front)	Floor attack (front)	 	7% 	Punches behind himself and then in front of himself while getting up.
Floor attack (back) 	Floor attack (back) 	 	7% 	Performs a modified version of the Sweep Kick from Super Mario 64 before getting up.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Performs a side kick behind himself and then in front of himself while getting up.
Edge attack 	Edge attack 	 	9% 	Performs a dropkick while climbing up.
Neutral special 	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.
Side special 	Side special 	Cape 	7%, 1.5× (reflection) 	Dons a Cape around his neck 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 causes a Fall Break by stalling Mario in the air, allowing for timing mixups in juggle and recovery situations. Useful for gimping opponents who are trying to recover.
Up special 	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 slightly change the direction it travels in.
Down special 	Down special 	F.L.U.D.D. 	0% 	Wields F.L.U.D.D. to launch a stream of water in front of himself. F.L.U.D.D. can be charged to create a larger stream and its charge time is rather fast. It can also 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 edgeguarding, 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 sufficiently, which further supplements its utility for creating space.
Final Smash 	Final Smash 	Mario Finale 	2% (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.
== Appearing ==
Jumps out of a Warp Pipe and punches his right fist in the air while shouting "Let's-a go!"
== Taunt ==
Up taunt: Turns his back to the camera and gives a thumbs-up while smiling. The pose he 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 "Woohoo!", 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 ==
Adjusts his hat.
Moves his head from left to right and holds his fist in front of his face.
== Victory Pose ==
Left: Winds up for a punch and steps forward while punching in front of the screen.
Up: Makes fire explode from his palm and strikes a pose. The pose is somewhat similar to his Super Smash Bros. 4 artwork.
Right: 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.
== Victory Theme ==
Mario: Super Mario Bros. Victory Theme
== Classic Mode: Let's-A-Go ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Link and  Zelda 	Great Plateau Tower 	Overworld Theme - The Legend of Zelda (Brawl)	
2 	Kirby,  Meta Knight, and  King Dedede 	Green Greens 	Green Greens (Melee) 	Free-for-All
3 	Donkey Kong and  Diddy Kong 	Kongo Falls 	Jungle Level (Melee) 	
4 	Squirtle,  Ivysaur,  Charizard, and  Pikachu	Pokémon Stadium 	Main Theme - Pokémon Red & Blue (Brawl) 	Horde Battle. Pokémon Trainer is absent.
5 	Marth,  Chrom, and  Ike 	Coliseum 	Story 5 Meeting 	
6 	Koopalings and  Bowser Jr. 	Princess Peach's Castle	Fortress Boss - Super Mario Bros. 3 	Horde Battle.
The Koopalings are fought in the order they are fought in their debut of Super Mario Bros. 3.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Bowser, then Giga Bowser 	Final Destination 	King Bowser - Super Mario Bros. 3 (Against Bowser)
Giga Bowser (Against Giga Bowser)	A Maxim Tomato spawns on the stage after Bowser is KO'd.
== Character unlock tree ==
# Sonic
# Bayonetta
# Little Mac
# Ike
# Ninten
# Roy
# Dr. Mario
# Olimar
# Toon Link
# Peach
== Palutena's Guidance ==
: Palutena: You know who this guy is, don't you, Pit?
: Pit: Of course I do! It's Mario!
: Palutena: He was your first ally in the fight against the Subspace Army. What you may not know is that he's actually quite famous. There aren't many people who don't know who Mario is.
: Pit: Man, I don't know whether to fight him or ask for his autograph.
: Palutena: Fight first, fanboy later.
: Pit: Oh, do you think he'll sign my wings?!
== Color ==
== Story Mode ==
Mario Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the exception of Girl & Dog.
Mario is later seen under Oleander'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.
No.	Name 	Type 	Power	Stage 	Music
01 	Mario	Neutral	2,500	Final Destination	Final Destination
== Spirit ==
Category:Character Movesets