Mario (SSB4)

Mario (, Mario) is a playable character in Super Smash Bros. 4. He was confirmed on June 11th, 2013 during the E3 2013 Nintendo Direct.Super Smash Bros. for 3DS/Wii U 1st Trailer He was also one of the main subjects of the Developer's Direct for Super Smash Bros. later during E3 2013.Wii U & Nintendo 3DS Developer Direct - Super Smash Bros. for Nintendo 3DS and Wii U @E3 2013 He was among the first wave of amiibo figurines for Smash 4. Charles Martinet's portrayal of Mario from Super Smash Bros. Brawl was repurposed for Smash 4.Nintendo Treehouse: Live @ E3 2014 -- Day 2: Super Smash Bros. for Wii U
Mario is ranked 9th out of 54 characters on the tier list, in the A tier, which is at the lower end of the top tier, a huge improvement from his 31st out of 38 ranking in Brawl, where he stood at the top of the bottom tier, rendering him as the veteran with the most improvement in the transition. Additionally, Smash 4 is the first Super Smash Bros. game where he is placed higher than a mid-tier, thus resulting in his best tier list placement yet. 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 down throw into multiple up tilts. 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.
Despite being buffed significantly from Brawl, Mario retains several weaknesses. His moves have short range, giving him trouble against characters with long disjointed range such as and . Furthermore, he cannot effectively outcamp other characters, due to Fireball being relatively slow and small compared to some other projectiles in the game. Mario also suffers from a lack of consistent KO setups, as none of his options can reliably KO outside of his forward and up smashes, and alongside his short frame and relative floatiness for a middleweight, he is a target to rage setups. Lastly, 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 two most notable being his overall range and mobility.
Due to his lack of severe weaknesses, as well as one of the lowest technical curves in the game, Mario has had among the highest representation in tournaments, and has achieved excellent results at top level play. Owing to Mario's incredible tournament placings, especially during the summer of 2016, many smashers have viewed Mario as one of the best characters in the game and possibly deserving of an even higher ranking on the tier list; , for instance, has notably argued that Mario is the best character in Smash 4, while others claim that he should be lower due to his less dominant results than other top tier characters and his glaring range issues.
==Attributes==
Like in the majority of his games and spin-offs, Mario is intended to be 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 jumping force, but low traction. 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, as few other characters like and are a match for this speed. His fast attack speed allows him to consistently apply pressure to the opponent, and he's 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, such as . 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 very effective combo starters that can help rack up plenty of damage, and the former easily chains into itself at low percentages, as well as being hard to escape. 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. His neutral aerial is a sex kick that can be useful in edgeguarding or for breaking combos. His back aerial has the longest reach and the highest knockback of Mario's aerial moves, allowing it to space effectively and reliably KO offstage. The 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. The down aerial is a great anti-juggling move that can also KO if used near the top blast line. It also benefits from frame cancelling, as its moderate landing lag is reduced, allowing for potential follow-ups. Finally, Mario's 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, Cape reverses 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 . 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 among the fastest in the game, and his pummel, while moderately slow, can rack up some damage before throwing the opponent. His forward and up throws have the same overall use: they send the opponent at a disadvantageous position, where Mario can capitalize on their mistake. His back throw is by far his strongest throw and can reliably KO below 150% near the ledge on any character, and even earlier with rage. Finally, his down throw is a notorious combo starter. It can repeatedly lead into up tilt at low percentages, or down tilts to regrab on fast fallers or heavyweights and rack up at least 20% in the process. Alternatively, it can lead into neutral attack, forward tilt, down tilt, up smash and down smash at low percentages, as well as neutral aerial, up aerial, down aerial and Super Jump Punch at medium percentages. 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 among the most reliable in the game, and it is also worth noting that seven of Mario's moves can lock (forward tilt, neutral attack's first two hits, Fireball, down aerial's landing hit, and neutral, forward and back aerial (the neutral and back aerials being usually effective when sourspotted, though a majority of them are only usable at low percents). 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. Most characters are able to outperform him in various areas: notable examples include having a more versatile combo ability, having better mobility, having higher power right off the bat, and 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 if he fails to secure an early kill, which are all 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 him to approach characters. This leads into having some difficulty against characters with large or disjointed reach, though fortunately, these types of characters tend to have significantly slower startups on their attacks than Mario, meaning that this tends to be the least of his worries.
Lastly, his recovery is rather limited. He has 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 and do so with his double jump saved, as a single opening offstage may be fatal for him. Nevertheless, Mario's recovery provides serviceable distance, but caution must be exercised when offstage, especially when he doesn’t have a double jump on him.
Mario's custom moves define the fundamentals of customization, with all of them following an "X over Y" pattern. Fast Fireball deals less damage and barely causes flinching, but covers more range at a much faster pace and can further improve his already above average camping abilities as well as disrupt most attacks. Fire Orb has less range and is much slower, but deals repeated damage and lingers after being shot, allowing for potential follow-ups. Shocking Cape is electric and has actual KO power, but cannot stall in the air as much as its other variants or reflect projectiles. Gust Cape pushes opponents away, especially at point-blank range, but it deals less damage and possesses more ending lag. Super Jump grants almost twice as much distance, but is unable to hit opponents. Explosive Punch deals high flame damage, but travels a short distance at a fixed direction. Scalding F.L.U.D.D. hits multiple times and can disrupt an opponent's approach better, but is not as useful in edgeguarding and has less reach. High-Pressure F.L.U.D.D. takes much longer to charge, but its push effect is greatly amplified.
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 offstage as well in spite of his viable edgeguarding game, as a single vent in his defenses can cause him to be unable to recover.
Nevertheless, Mario's favorable attributes give him numerous advantages. Because of this, he has the one of, if not the, lowest technical learning curves in the game, which has secured him high representation in all levels of play, with high-level professionals such as and achieving a slew of strong tournament results.
==Changes from Super Smash Bros. Brawl==
In Super Smash Bros Brawl, Mario was regarded as an unviable low tier, as while he had very solid frame data, decent edgeguarding, an effective projectile and a powerful and versatile tool in the form of his Cape, he also suffered from having poor range, limited/difficult to land KO moves and a poor recovery, which was very linear, did not cover much distance, and could be easily edge hogged. As a result, Mario struggled against the majority of the cast, and despite the developer's intention to design him as a beginner-friendly all arounder, he still ended being an unpopular choice due to his poor relative strength to the rest of the cast.
Likely as a result of this, Mario has received a fair share of buffs and nerfs in Super Smash Bros. 4, but has been significantly buffed overall, to the point of not only being the most buffed character in the transition between Brawl and Super Smash Bros 4, but also arguably the most buffed character in any transition in the entire series.
Mario's mobility is overall better, especially in the air, with his jumps and up special being higher and his air speed being much higher, which, along with his faster air dodge and the removal of edge hogging, significantly improves his recovery.
Mario is overall more capable of comboing and KOing both due to universal changes and changes to some of his moves. Mario's forward and up smashes, which were already his main KO moves, have been made stronger. The changes to hitstun canceling and directional influence have significantly improved Mario's combo potential, and two of his moves have been altered to further enforce this. Mario's down throw has significantly reduced base knockback, which has made it a much better combo tool at low percents, while still being a much more reliable combo tool at higher percents due to the changes to hitstun canceling/DI. Mario's grabs are also faster and have more range, making it easier for him to start his powerful grab game.
Mario's up aerial now launches opponents vertically like its Smash 64 counterpart, which has made Mario's already decent juggling potential much more potent, especially with the afforementioned changes to hitstun canceling/DI. The move can very easily chain into itself and lead into a Super Jump Punch, making it a very powerful juggling tool. Mario's forward aerial is also noticeably more effective. Not only is the move stronger and naturally benefits from the removal of meteor canceling, but it can also be comboed into due to the afforementioned changes to hitstun canceling/DI, as well as his altered down throw/up aerial.
Mario also greatly benefits from the introduction of rage, as not only does it allow him to KO earlier, as well as allowing his combos to work sooner, but it also enables him to KO opponents at insanely low percents with his Super Jump Punch, which, when combined with the lower ceiling changes of Smash 4, gives him a cheesy KO option which can occasionally allow Mario to score vertical KOs at disproportionately early percents. Mario's solid weight also means that he is capable of building up a decent amount of rage before getting KO'd.
Despite the plethora of buffs, Mario has received some nerfs. His damage output has now been decreased noticeably even relative to the rest of the cast, now being average. This makes it harder for Mario to rack up damage, although his more consistent combo game somewhat alleviates this. This also means that quite a few of Mario's more situational KO moves (such as the front hit of his down smash, his neutral aerial, and his back throw) are weaker than they were before, meaning that Mario still has to rely on landing a forward or an up smash to secure a KO if he does not score an early KO from an edgeguard, Super Jump Punch or Ladder Combo. Mario's frame data, while still solid, is also worse, with multiple moves having increased ending lag as well as some moves having shorter hitbox durations.
Mario's Fireballs and Cape have also seen some nerfs. Fireballs, while travelling further, are laggier and weaker, making them a worse camping tool overall. Cape's reflection period has been reduced, and the removal of edge momentum shifting has hindered Cape more than almost any other special, as it significantly hinders its edgeguarding and approach potential. Even before edge momentum shifting was removed in patch 1.0.8, Cape did not gain as much momentum when used off an edge. Cape is also hindered by some of the game’s universal changes such as the removal of edge hogging and the speeding up of air dodges. However, Mario still overall benefits from these changes.
Mario's traction is also lower, which hinders his ability to punish out of shield despite still possessing excellent out of shield options. Mario can also no longer use a pivoted forward smash to make it cover a lot more distance, which considerably hinders Mario's ability to whiff punish moves while being on the ground.
Overall, Mario's strengths are much more pronounced and effective, and while he still has poor range and inconsistent KO potential outside of his smash attacks, his recovery is significantly better, and the universal changes to Smash 4 have greatly benefitted him overall. The universal changes have allowed Mario to have a very consistent and powerful combo game, while also greatly aiding his recovery and his KO potential to the point where he can occasionally score extremely early KOs. Mario also benefits from the fact that the majority of characters who gave him a hard time in Brawl have been nerfed, which, along with numerous characters having reduced range and/or weaker projectile games, as well as the removal of chain grabbing, has allowed Mario's improved combo game to shine even further relative to the rest of the cast, while his poor range has become less of an issue. Mario overall did not change much throughout Smash 4s wave of updates, always being a highly solid character throughout the game's lifespan.
As a result of these changes, combined with Mario being a rather simple and effective character to use for beginners and high level players alike, Mario has become a much more viable character than he was in Brawl.
===Aesthetics===
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===Attributes===
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===Ground attacks===
*Neutral attack:
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*Forward tilt:
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*Up tilt:
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*Down tilt:
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*Dash attack:
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*Forward smash:
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*Up smash:
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*Down smash:
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===Aerial attacks===
*Neutral aerial:
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*Forward aerial:
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*Back aerial:
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*Up aerial:
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*Down aerial:
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===Throws/other attacks===
*Grabs:
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*Pummel:
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*Back throw:
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*Up throw:
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*Down throw:
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*Floor attack:
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*Edge attack:
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===Special moves===
*Fireball:
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*Cape:
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*Super Jump Punch:
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*F.L.U.D.D.:
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*Mario Finale:
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==Update history==
Compared to other top/high tier characters, Mario only received a few minor changes in updates, receiving some subtle improvements to forward smash and F.L.U.D.D. However, while Mario remains mostly the same in the final game as his initial incarnation, he did receive a rather significant universal buff early on. 
Update 1.0.4 removed the ability to LSI moves which launched between 65°-115° and 245°-295°, which, in Mario's case, benefitted him significantly. Mario has a vast array of vertical launching moves, with most of them being vital to his combo game. In early 3DS versions, the presence of vertical LSI meant that Mario's combo potential was much more limited and inconsistent. The opponent could utilise LSI on Mario's vertical launching moves to escape his combos much sooner, which overall gave Mario significantly less damage-racking potential. This also meant that it was significantly harder for Mario to score a KO from a combo or even a simple confirm, forcing Mario to rely on his raw KO moves or his edgeguarding more to score KOs, with most of Mario's raw KO moves being rather weak knockback-wise. 
With LSI on vertical launching moves being removed in update 1.0.4, this helped Mario rather significantly. His combos became a lot more consistent, flexible, and damaging, since there was less counterplay to avoid them. Mario could get significantly longer/damaging combos more reliably, which could even lead into a KO in the right scenarios. This also benefited Mario's vertical KO moves, mainly his up smash and forward aerial, with the latter also becoming a significantly more practical combo ender. All of these factors combined considerably improved Mario's damage-racking and KO potential, and while Mario did also become easier to combo due to the LSI changes, his greater combo game more than made up for it.
The changes to shield mechanics in update 1.1.1 were a mixed bag for Mario. The higher shieldstun increased the safety of Mario's moves, with his neutral aerial and back aerial in particular now becoming completely safe on shield against the vast majority of the cast, naturally improving Mario's shield pressuring potential. On the negative side, however, the higher shieldstun also make it harder for Mario to punish out of shield, especially with his grab, due to his low traction. These changes, however, inadvertently made Mario's Super Jump Punch stand out even more as an out shield option, as there were numerous moves in the game which were no longer grab-punishable, but could still be punished by Super Jump Punch, giving Mario a more flexible out of shield game relative to the rest of the cast.
Overall, Mario significantly benefitted from the transition from 3DS to Wii U, but since then, he has stayed relatively the same. Mario's powerful punish game has largely remained the same since the launch of the Wii U version, and he has overall remained a potent character in the game. Mario's exact stance relative to the rest of the cast has overall fluctuated as the game received more patches. His exact placement in the original 3DS version is hard to determine, but he was around the lower end of top tier in early Wii U versions. Things initially looked positive for Mario in earlier patches, as the other top tier characters were nerfed, but by later patches, new top tiers started to emerge (through DLC and/or buffs), with many of these new top tiers having strong matchups against Mario. This ultimately resulted in him struggling more and more as the metagame progressed, with him ending up as a character teetering between top and high tier by the end of the game's main competitive life.
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==Moveset==
*Mario can wall jump.
For a gallery of Mario's hitboxes, see here.
===Stats===
===Announcer call===
Mario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Mario French Announcer SSBU.wav|French
Mario German Announcer SSBU.wav|German
Mario Italian Announcer SSBU.wav|Italian
Mario Spanish Announcer SSBU.wav|Spanish
===On-screen appearance===
===Taunts===
===Idle poses===
===Crowd cheer===
 	Cheer (English)	Cheer (Japanese)	Cheer (Spanish)
Cheer 	 	 	
Description	Ma - ri - o! 	Ma - ri - o! 	Maaaari - o!
 	Cheer (French) 	Cheer (German) 	Cheer (Italian)
Cheer 	 	 	
Description	Ma - ri - o! 	Ma - ri - o! 	Ma - ri - o!
===Victory poses===
==In competitive play==
===Official Custom Moveset Project===
===Most historically significant players===
See also: :Category:Mario players (SSB4)
* - The best Mario player of all-time. He is the only solo-Mario player to win multiple majors, with victories at and , the former being the largest Smash 4 tournament of all-time. He maintained himself as a top 5 player throughout the game's competitive lifespan, placing 5th on the PGR 100.
* - Co-mained Mario alongside and is considered the second-best Mario player in the history of Smash 4. Primarily used Mario in his major wins at and , and was runner-up at other significant tournaments such as . He was ranked 14th on the PGR 100.
* - One of the best Mario players in Japan. His best results were mainly from Umebura tournaments, placing 4th at , 5th at with a notable win over , and 7th at using Mario as his central character. At other events, he defeated other top 100 players residing in Japan such as and .
* - One of the best Mario players in the world during 2018. While present through most of the game's heyday, he successfully made top 8s at two major tournaments of that year, with 7th at defeating and defeating . He was ranked 95th on the PGR 100.
* - Tri-mained Mario alongside and , and was considered the best Mario player in Japan. While he had sparse activity compared to other top Mario players, he won and placed 2nd at both and , as well as 3rd at . He was ranked 57th on the PGR 100.
* - The best Mario player in (and a top 15 player from) Europe, peaking at 13th on the European Smash 4 Power Rankings. At some of the most notable PGR-ranked European events, he placed 4th at and 5th at , and internationally, placed 17th at . 
* - The best solo Mario player in the United States. As a solo Mario player, he notably placed 5th at and 7th at , and defeated Ally in the Mario ditto at . He was ranked 61st on the PGR 100, the highest of any player who exclusively used Mario besides Ally.
===Tier placement and history===
Upon the game's release, players immediately noticed the significant buffs Mario had received to his mobility, combo game, KO power, and reach. Meanwhile, although not a direct consequence, his tougher matchups from Brawl such as Marth, Meta Knight, and King Dedede were nerfed (especially with the former two's range reduced; the lack of range was Mario's critical flaw in Brawl). These buffs and the less hostile environment caused Mario to be viewed as a viable character throughout the game’s lifespan. The result of these buffs was a character with the lowest learning curve of any character in the game, who provided high reward for low risk, with caveats including great all-around mobility; a powerful, yet easy combo game; an improved zoning tool in his Fireballs; outstanding frame data that, in some cases, can leave him near-unpunishable (letting him abuse otherwise unsafe moves like charged smash attacks); and a strong recovery aided by the Cape, which also works as a reflector. While some of these strengths were not perceived until much later, these caused him to quickly gain good tournament representation in all levels of play, and he was considered a mid- to high-tier character. Despite this, opinions of Mario slowly began to rise due to the fact he remained stagnant in game updates, as well as the nerfs to , who was one of his most troublesome matchups. As a result of this, he started to gain much higher representation and results, especially by top players such as and , both of whom have placed among the top 8 in large tournaments such as The Big House 5, with ANTi also taking top player through very close games in the former tournament. This resulted in Mario ranking 8th on the first 4BR tier list.
In the earlier half of 2016, Mario's already strong results would significantly improve. Game updates would nerf , and , some of his most difficult matchups, while Mario himself remained unchanged. Although it was unknown how these nerfs to the top tiers would affect him at first, it later became clear many characters (and players themselves) started to have a hard time fighting even inexperienced Mario players. Furthermore, Ally would go on to win multiple national-level tournaments such as Smash 'N' Splash 2 and EVO 2016 using Mario, while won CEO 2016 using Mario for the majority of the tournament. Due to this streak of successes, players would commonly advocate that Mario was among the best characters in the game, which would be reflected in him rising to 5th place on the second tier list. On the third tier list, Mario suffered a very slight drop to 6th place and the A tier, as while he remained a very successful character, his results had dropped compared to 2016, and this drop also paved the way for Bayonetta to establish dominance. Despite this, many players argued that Mario still deserved a top 5 ranking due to his spectacular prior results.
Towards the end of the game’s lifespan, however, Mario's top level results became noticeably worse than some top tier characters such as , , , and , all of whom have achieved stronger tournament representative and placings. His even or disadvantageous matchups lurking in the lower tiers became more prominent, and characters exploiting Mario's below-average range, such as , , and , became more successful in tournaments. As a result, Mario's decline in tournament results saw him drop to 9th place on the fourth and current tier list. Regardless, Mario's significant improvements from Brawl ensured he would achieve excellent tournament success and results throughout the competitive metagame.
==In Solo Modes==
===All-Star Mode===
In All-Star Mode, Mario is fought in Stage 1 in the 3DS version or Stage 7 in the Wii U version alongside , , , , and .
===Event Matches===
====Solo Events====
* All-Star Battle: Regulars: Mario is one of the opponents fought in this event. All opponents are starters from the original Super Smash Bros. game.
* Below the Belt: Mario must protect a damaged from a giant Little Mac.
* Family Ties: The player controls , who is aided by a giant , and must defeat Mario and .
* Oh Yeah, Luigi Time!: A giant Mario serves as an ally to , who must defeat a giant .
* Princess Punch-Up!: Mario and are opponents in a stock battle against and .
* The FINAL Final Battle: The player must defeat Mario, alongside , , and .
* The Original Heavyweights: Mario must defeat and .
* Wrecking Mario: Mario must destroy all of the building on Wrecking Crew.
====Co-op Events====
* 1988: and must defeat 3 Marios, each one larger than the last.
* A Lurking Menace: Mario and must defeat After some time, a giant will appear, and the players must defeat him as well.
* Flat Fracas: A shadow Mario and a giant shadow are opponents fought by and .
* Solidarity: and must defeat Mario and . When they are defeated, and must be defeated as well.
* The Ultimate Battle: Two players select a character and must defeat the entire roster.
* Wrecking Bros.: Mario and must destroy all of the building on Wrecking Crew. and will try to stop the players.
===Congratulations Screens===
====3DS====
SSB4-3DS Congratulations Classic Mario.png|Classic Mode
SSB4-3DS Congratulations All-Star Mario.png|All-Star Mode
====Wii U====
SSB4-Wii U Congratulations Classic Mario.png|Classic Mode
SSB4-Wii U Congratulations All-Star Mario.png|All-Star Mode
==Trophies==
Mario's default trophy is obtained by clearing Classic Mode as Mario. His alternate trophy is obtained by clearing All-Star Mode as Mario in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Mario). The Mario Finale trophy is obtained only in the Wii U version by clearing All-Star Mode as Mario.
==Alternate costumes==
							
							
==Gallery==
Mario Direct.png|Mario in the Nintendo Direct from April 8th, 2014.
Mario amiibo.png|Mario's amiibo.
Sonic and Mario.jpg|Neutral aerial.
MarioUairSSB4.png|Up aerial.
Mario3DS.jpg|Mario finishing his forward tilt.
MarioCapeSSB4.png|Cape.
Mario Back Aerial Wii U SSB4.png|Back aerial.
SSB4 3DS Mario Side Taunt.jpg|Side taunt, after KOing .
Mario Luigi jump SSB4.jpg|Mario and Luigi jumping.
Mario Sonic and Mega Man.jpg|Mario, , and on .
Luigipaddlingjump.jpg|Mario and Luigi in a section of the Super Mario 3D Land stage.
Mario Fair Meteor Smashes Kirby SSB4.jpg|Mario meteor smashes with his forward aerial.
Mario Pikachu Bowser Pit On Pilotwing.jpg|Mario, , and on a red plane in Wuhu Island.
WindyHillSSB4.png|Mario's Fireball colliding with Sonic's neutral attack.
Mario and Luigi Stare SSB4.jpg|Mario and Luigi both staring at each other.
Smash.4 - Plumbers Peaches and Roses.jpg|Mario, , and .
Mario Kirby Samus Toon Link Battlefield SSB4.jpg|Facing , and .
SSB4 - Gravitational Pull 01.gif|Mario's F.L.U.D.D. being deflected by .
TreeAreaSSB4.jpg|Mario in Smash Run.
Mega Man Mario air.jpg|Mario air dodging with .
Mario Rush SSB4.jpg|Mario with Mega Man's dog, Rush.
Mario and Trainer - Air Acrobatics .jpg|Mario jumping with the 
Fox jump Mario.jpg| jumping near Mario.
SSB4 - Mario and Orne.jpg|Mario and an Orne in the 3DS version.
Mario Golf Design.jpg|Mario in an outfit based on NES Open Tournament Golf.
SSB4 - 3DS FLUDD.png|F.L.U.D.D. in .
SSB4 - 3DS Scalding FLUDD.png|Scalding F.L.U.D.D.
High Pressure FLUDD.jpg|Mario using the High-Pressure FLUDD in Super Smash Bros. for Nintendo 3DS
SSB4 - 3DS Fast Fireball.png|Fast Fireball.
SSB4 - 3DS Fire Orb.png|Fire Orb.
SSB4 - 3DS Super Jump.png|Super Jump.
SSB4 - 3DS Explosive Punch.png|Explosive Punch.
SSB4 - 3DS Shocking Cape.png|Shocking Cape.
SSB4 - 3DS Gust Cape.png|Gust Cape.
==Trivia==
*While Mario's artwork has him holding a fireball in his official artwork on the website, amiibo model, and trophy, his artwork on the character select screen and during a match shows him without it.
**Because of this, there is no official artwork of any of Mario’s alternate costumes with said fireball.
*A glitch from 1.0.7 shows that when Mario performs his side taunt on Ω Gerudo Valley, his hair is missing when taking off his cap, revealing the inside of his head.
*The original project proposal for Smash 4 stated that the fighters would have four custom special moves instead of the three that are in the final game. Mario was used as an example. The unused special move in the proposal would've had Mario release two fireballs for his neutral special instead of one.Image Transcriptions of Project Proposal for Smash for Wii U/3DS
* was originally going to be an alternate costume for Mario, but was instead developed as a separate character in favor of retaining Dr. Mario's unique traits from Melee.“I Answer Some Questions” Sakurai Famitsu column vol. 461-464
*Mario is present on more newcomer posters than any other fighter. He appears in eleven promotional posters, namely for , , , , , , , , , , and . Official Site - Super Smash Bros. for Nintendo 3DS / Wii U
*Mario is required to be used in 3 solo events, more than all other characters.
**He and Luigi are also the only pair to be in more than 1 co-op event together.
*Mario's alternate trophy in resembles his Adventure Mode trophy in Melee.
*Mario, and are the only characters in the 3DS version whose Star KO screams can be heard when their tokens are KO'd in StreetSmash.
*This marks the final appearance of Mario's Wario-based and Fire-based alternate costume worn since the original Super Smash Bros. and Super Smash Bros. Brawl, respectively, to date.
**Because of this, combined with Peach and Rosalina both obtaining their own Fire-based alternate costume, as well as how Luigi has a Fire-based costume in every game, SSB4 is the only game where the playable cast of Super Mario 3D World (except for Toad, due to him simply being portrayed here as one of Peach's moves) has an alternate costume based on their Fire forms from that game.
*This also marks the final appearance of Mario's up taunt used since the original Super Smash Bros. to date.
==References==
 
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
es:Mario (SSB4)