Mario (SSBU)

Mario (, 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 Ultimates 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, 's portrayal of Mario from Brawl was repurposed for Ultimate in all regions.
Mario is currently ranked 22nd out of 82 characters on the tier list, placing him at the very end of the A+ tier. This is a slight drop 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 fast 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 with a myriad of options to do so. In particular, his up aerial is one of the best juggling tools in the game, as the move can very easily chain into itself and can lead to near inescapable kill setups either on the top blast line or near the ledge. 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. His moves have short range, with his hitboxes being relatively small and stubby when compared to the rest of the cast. This causes him to have difficulty against characters with long or 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. He also struggles at KOing opponents in general, as he lacks any reliable finishers outside of his smash attacks: while his back throw is slow and vulnerable to DI and other moves like back aerial, down aerial and Super Jump Punch tend to be dependent on edgeguarding or being near the top of the blast line to KO. Mario’s recovery, while good, is still predictable due to Super Jump Punch only travelling a mere average distance. 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 most notable being his overall range.
Overall, Mario's strengths outweigh his weaknesses, and he has seen strong results in competitive play thanks to the efforts of players such as , , and .
==Attributes==
Mario is a short middleweight with relatively balanced attributes, possessing slightly above average walking speed, air acceleration, dashing speed and weight, whereas his falling speed and gravity are below average relative to the cast. He also has a very fast air speed (tied with , , and for the 12th fastest in the game) and excellent jumps, in exchange for poor attack range and moderately low traction. These balanced stats don't 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 him a great neutral game. As a result, despite his attributes implying a jack-of-all-trades type of character, Mario is somewhat more of a rushdown character in practice.
Thanks to his incredibly quick attack speed, Mario shines in close-quarters combat. 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, which is easy to do so on characters that cannot match his attack speed without getting heavily punished for it. 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, except for his aforementioned forward aerial). 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 effective combo starters that can help rack up plenty of damage, and the former chains into itself at low percentages. All of his smash attacks are decent KO options, as they can reliably KO at high percentages and have low ending lag; his forward smash has a powerful sweetspot located on the fiery explosion that he emits from his palm and possesses the highest power of all of his smash attacks, 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 slight disjoint due to the intangibility it grants on his head.
Mario's aerial attacks are also very useful in many cases. Neutral aerial is a sex kick that can be useful in edgeguarding or for breaking combos. Back aerial has the longest reach and the highest knockback of Mario's aerial moves, allowing it to space effectively and reliably KO offstage. 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 or set up combos. Mario Tornado, which is Mario's down aerial, is a great anti-juggling move that also has respectable power, especially if used near the upper blast line. Finally, his forward aerial is a meteor smash with high base knockback for one, making it great for gimping all but the farthest-reaching of recoveries and being an extremely effective KO option offstage.
His special moveset is highly varied and has plenty of uses. Fireball is a projectile with a decently long range. It can be useful in the neutral game or in edgeguarding, thanks to its disruptive knockback and downward trajectory, and is very useful for disrupting 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. 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 or . 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. Though his grab reach is somewhat average, his dash and pivot grabs extend far past his hurtboxes, granting them unusually disjointed range for a character of his archetype. In addition, his grabs are tied for the fastest in the game, and his pummel is fairly quick. His forward throw sends the opponent at a disadvantageous position, where Mario can capitalize on their mistakes. His up throw is a useful combo starter at lower percentages, comboing into his up, down, and back aerials. His back throw is by far his strongest throw and one of the strongest of its type in the game as well, as it can reliably KO at around 160% near the ledge on any character, and even earlier with rage, being capable of killing as early as 107% with it. Finally, his down throw is a great combo starter that can lead a vast amount of combo opportunities, most notably his up, back, and forward aerials.
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 fantastic, and it is also worth noting that several of Mario's moves can lock, including his neutral attack. This makes it almost always imperative for Mario's opponent to tech all attacks at low to mid 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. His attributes, while well-rounded, are not exactly exceptional, as many characters outclass him in various ways. Notable examples of this include having a more versatile edgeguarding game, and having better combo potential, having a superior camping game, having substantially faster mobility, having significantly stronger attacks, and having a much more effective recovery, and and having drastically larger reach. In particular, the last one is his main weakness: his attacks generally possess relatively poor range.
His lack of reach (which was further worsened by the changes to his up-tilt and dash grab) prevents him from fighting at a safe distance, and consistently forces Mario to approach characters on his own. This leads to him having great difficulty against characters with large or disjointed range, particularly weapon users like and . While back air is Mario's most effective spacing tool, it too suffers from a mediocre range that limits its utility against disjointed attacks, and fireball, while an overall solid projectile, is slow and lacks transcendent priority, which means it can easily be beaten by any attack with a large hitbox, making it mostly an unreliable tool for camping. While Mario's pressuring capabilities are formidable, his susceptibility to getting spaced out is among the worst in the game due to his moves possessing very stubby and small-sized hitboxes, this results in Mario having a lot of difficulty in approaching and getting his combo game started if his opponents space him properly, as even a character with a slightly disproportionate disjoint can severely limit his ability to get in. In such cases, he will often be forced to rely on reads and make good for what he has when he gets an opening.
Another notable weakness is that Mario can also have some difficulty scoring KOs, as he has few strong and reliable finishers and can have difficulty landing them, especially at high percents, which are further compounded by his short range, which limits his options. Outside of his forward and up smashes, none of his other KO moves are very reliable and consistently effective for doing what they're supposed to: his down smash can only KO reliably with its back hit and is unsafe on shield, Super Jump Punch can only KO at very high percentages or close to the blast zones, his back aerial has short range and is unsafe against disjoints, his down aerial has even shorter range and can sometimes have trouble connecting, his back throw is very slow and very susceptible to DI, and his forward aerial is slow and must be sweetspotted (mid hit) in order to meteor smash, while the early hit and late hit (first and last active frame, respectively) have too much ending lag to be used as a combo extender while still being unreliable for killing due to their rather low knockback. Because of this, Mario tends to rely too much on his forward and up smashes or reads to score a KO, and his inconsistent KO potential is further worsened by the changes to rage, which hinders him more than other characters, as it doesn't increase knockback as much as in SSB4. Since it also no longer affects set knockback, he can't use his Super Jump Punch’s connecting hits as a KO confirm at low percents anymore if he has high rage, similarly to 's Screw Attack and Peach Parasol. Because of this, he must keep his forward and up smashes fresh and be careful to not get predictable especially with the existence of stale-move negation. While his forward and up smashes are considered among the best of their type, they have their flaws too: the former has noticeable endlag and a sourspot located on Mario's arm, which, while very difficult to hit with, outprioritizes the sweetspot and has rather mediocre power, while the latter has poor range in front of him, to the point where it will sometimes miss completely against short, crouching, or characters with hurtbox shifting properties.
Despite being known for his jumping ability (hence his original nickname, Jumpman), Mario's recovery is easy to gimp and is quite predictable. Despite his fast air speed and high double jump, Super Jump Punch, while fast and relatively safe, travels a merely average amount of distance altogether. This means that if Mario is knocked off stage without his double jump, he is extremely vulnerable to edgeguarding, and one hit could be all it takes to kill him. This also leaves Mario very vulnerable to semi-spikes, as they will likely launch him too far to recover at high percentages. Aside from Super Jump Punch, Mario has no other recovery options aside from utilizing Cape's momentum stalling as a mix-up. Nevertheless, Super Jump Punch still offers a serviceable amount of recovery ability and can get the job done, should it be used properly.
Lastly, some minor weaknesses Mario might also suffer from include a lack of reliable burst options, as due to the small size of his hitboxes, none of his moves (with the exception of up special and neutral aerial) can function reliably as a safe approach or get-off me option against characters that can pressure him well such as or Sonic. Mario might also struggle to get back from ledge as his ledge options slow and predictable, making him vulnerable to getting ledge trapped. While Mario possesses a remarkable air game thanks to his high airspeed, his ground game can sometimes be rather limited due to his dash being slightly below average in speed and his aforementioned range problems, which means he's usually going to rely on rising aerials or grabs to start his combo game which can be predictable.
Overall, Mario has many clear strengths and very few exploitable glaring weaknesses, resulting in said strengths outweighing said weaknesses. All in all, his above average mobility and largely reliable combo ability allows him to get the edge easily against most characters, as it is hard to escape from his wrath once he gets the advantage, while it is also easy for him to escape from his opponents’ wrath and regain the advantage. However, because of his low range, Mario must almost always fight in close quarters, and he often relies on reads to secure KOs. Mario has to be very careful off-stage as well inspite of his respectable edgeguarding game, as one exploit of his defenses can cause him to be unable to recover.
==Changes from Super Smash Bros. 4==
Mario has undergone a mixture of buffs and nerfs in his transition to Ultimate, but despite being directly nerfed overall, the indirect changes to the game's engine drastically benefit his playstyle, and he has also received buffs to some of his underwhelming moves from his SSB4 incarnation. As a result, it is difficult to determine if he was buffed or nerfed overall.
Mario has received a few direct noteworthy buffs. Fireball has reduced endlag, a slightly larger hitbox, and inflicts more hitlag on opponents, greatly improving its safety and follow-up potential. F.L.U.D.D. has reduced ending lag and a stronger pushback effect as a result of its increased set knockback, allowing Mario to disrupt and edgeguard opponents with it more effectively. As a result of his buffed specials, Mario's approach and already oppressive edgeguarding ability have been improved. A few of his standard attacks have received buffs as well; forward tilt is much more effective as a spacing option due to its higher base knockback, lower ending lag, and the increased shieldstun for tilt attacks. Additionally, his down aerial connects more reliably than before and deals increased damage and knockback, improving its damage-racking capabilities and KO potential. Forward smash also deals consistent damage across all angles, and when angled up or down, has increased knockback scaling, slightly improving its already impressive KO potential even further.
Mario also benefits heavily from the changes to Ultimates mechanics. His already strong set of aerials has been improved even further as a result of the universal reduction to landing lag; this not only makes them safer on shield despite the reduced shieldstun on aerial attacks, but it allows for more reliable combos and even devastating KO setups, such as up aerial into forward aerial. This is complemented by the universal 3-frame jumpsquat, with his up throw in particular becoming a much more effective combo starter as well. The universal increase to mobility further improves Mario's approach and allows him to string attacks together more effectively and close in on opponents more effectively. Lastly, the changes to air dodging further improve his excellent edgeguarding ability, and give him a situational recovery alternative to his predictable Super Jump Punch.
However, Mario has also received noteworthy nerfs. A notable detriment to his toolkit is the universal nerfing of grabs; while his throws' excellent utility and his potentially devastating throw combos from SSB4 remain, the increased startup on his dash and pivot grabs, the increased ending lag of all of his grabs and the reduced range on his dash grab make it harder for Mario to make use of his potent grab game. Furthermore, his neutral game, while still solid, has been toned down due to changes to some of his best moves. For example, his up tilt, one of his most pivotal moves, has an altered animation, causing the move's initial hitbox to be positioned higher above the ground while worsening its horizontal range; this not only further exacerbates his already bad range, but also significantly hinders the move's use as a reliable follow-up from his down throw at any percent against most characters, worsening both the move's combo potential and Mario's overall punish ability, as up tilt was considered to his most effective damage racking option. This is partially compensated by up throw's improved combo potential at low percents, however. His dash attack, while it can still serve as a 2 frame punish at the edge, is no longer capable of stage spiking off-stage opponents, due to its late hit's knockback angle being altered to send opponents away from Mario rather than towards him; additionally, the move's new animation gives him less protection overall. Additionally, the increased knockback on his forward tilt causes the move to lose its locking potential. On top of this, Super Jump Punch sweetspots edges three frames later, to the point of causing Mario to land on the stage and become much more vulnerable if he does not use it from a far enough distance; additionally, due to the changes to rage, it is much less effective for taking out stocks off the upper blast line below high percents. Finally, the changes to air dodging are a double-edged sword for Mario; while this makes Mario more effective at edgeguarding his opponents, he is conversely also easier for his opponents to edgeguard as a result.
Overall, Mario retains all of his strengths from SSB4, with his extreme combo and edgeguarding abilities benefiting noticeably from the reworked mechanics despite the nerfs to a few of his moves, though he now possesses a slightly worsened disadvantage state to go with it. His playstyle is fundamentally different due to Ultimates reworked mechanics, requiring players to utilize different strategies in order to achieve the same level of effectiveness that his previous incarnation was capable of, and resulting in a slightly higher learning curve and cerebral curve. Combined with the higher playstyle diversity among the cast as a result of the various changes to other returning veterans and the introduction of various strong DLC characters, Mario performs slightly worse than in SSB4; however, he remains a solid choice at all levels of play in Ultimate.
==Update history==
With only one nerf to Fireball, Mario was slightly buffed overall in Ultimate's game updates, most of them being quality-of-life updates to his Final Smash, Mario Finale. 
Update 2.0.0 made his dash attack send opponents at a lower angle, improving its edgeguarding ability and gave the Final Smash Meter version of Mario Finale a slightly higher knockback multiplier. Update 3.0.0 brought the aforementioned nerf to Fireball, making it deal less shield damage, but also made it so that opponents close to Mario Finale were slowed down more. And finally, 8.0.0, made Mario Finale deal more damage and have more vertically stretched hitboxes, increasing its range and making the move harder to escape.
As a result, competitively speaking, Mario has remained mostly the same since launch, but nonetheless has remained a very successful character in competitive play.
 
 
 
 
==Moveset==
*Mario can wall jump.
For a gallery of Mario's hitboxes, see here.
===Stats===
===Announcer calls===
Mario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Mario Dutch Announcer SSBU.wav|Dutch
Mario French Announcer SSBU.wav|French
Mario German Announcer SSBU.wav|German
Mario Italian Announcer SSBU.wav|Italian
Mario Russian Announcer SSBU.wav|Russian
Mario Spanish Announcer SSBU.wav|Spanish
===On-screen appearance===
*Jumps out of a and punches his right fist in the air while shouting "Let's-a go!"
MarioOnScreenAppearanceSSBU.gif|Mario's on-screen appearance
===Taunts===
*Up taunt: Turns his back to the camera and gives a thumbs-up while smiling. The pose he strikes resembles a piece of first released for , but without the wink.
*Side taunt: Cheerfully tosses in a circle, saying "Woohoo!", then grabs him out of midair and puts him back on his head. Based on the from Super Mario Odyssey.
*Down taunt: Spins in the air and falls to the ground with his legs in the air. This is based on his death animation from .
SSBUMarioTaunt1.gif|Mario's up taunt.
SSBUMarioTaunt2.gif|Mario's side taunt.
SSBUMarioTaunt3.gif|Mario's down taunt.
===Idle poses===
*Adjusts his hat.
*Moves his head from left to right and holds his fist in front of his face.
SSBUMarioIdle1.gif|Mario's first idle pose.
SSBUMarioIdle2.gif|Mario's second idle pose.
===Crowd cheer===
 	Cheer (English)	Cheer (Japanese/Chinese)	Cheer (Italian)	Cheer (Dutch)	Cheer (French)
Cheer 	 	 	 	 	
Description	Ma - ri - o! 	Ma - ri - o! 	Ma - ri - o! 	Ma - ri - o! 	Maaari - o!
 	Cheer (German)	Cheer (Spanish)	Cheer (Russian) 	Cheer (Korean)
Cheer 	 	 	 	
Description	Ma - ri - o! 	Maaaari - o! 	Ma - ri - o! *claps 3 times*	Ma - ri - o!
===Victory poses===
*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.
MarioVictoryPose1SSBU.gif
MarioVictoryPose2SSBU.gif
MarioVictoryPose3SSBU.gif
==In competitive play==
===Most historically significant players===
See also: :Category:Mario players (SSBU)
* - One of the best Mario players of all-time and was the uncontested best from the second half of 2019 to the start of the online metagame due to his streak of top 8s at majors around that time. 
* - The best Mario player of all-time who was the uncontested best from mid-2022 to early 2024. He was ranked as high as 11th on the UltRank 2022. His runner-up placement at and 3rd placement at the remain his best performances.
* - One of the best Mario players in North America in the post-online metagame. He has been a consistent regional threat and has made several waves at larger events, including placing 9th at the major and 33rd at the supermajors and .
* - Although more known for his in the early metagame, he also co-mained Mario, using the character to place 7th at the supermajor and 17th at the supermajor . He dropped both characters during the online metagame in favor of .
* - One of the best Mario players in the United States in the early metagame, where he regularly placed in or around the top 8 at events in his region. He has also seen several notable major placements, including 13th at the major and 33rd at the supermajors and .
* - The uncontested best Mario player in Japan from 2021 to mid-2023. Although he isn't as consistent as other notable Mario players, he has racked up several top 16 placement at majors, including placing 5th at the supermajor and 13th at the supermajor . 
* - Began competing offline in mid-2022 and eventually became the best Mario player in Japan in 2023, with his best runs during this time including placing 2nd at and 5th at . He also eventually became the best Mario player in the world in 2024 and one of the best Mario players of all-time. He has placed in the top 8 of Premier tournaments, getting Mario's best performance of the year with his 3rd place at , as well as having wins on , and throughout 2024.
===Tier placement and history===
Upon the release of Ultimate, Mario was received lukewarmly and was regarded as an average mid-tiered character. This was seen through his poor range, which was impacted more in the game due to swordfighters and character with disjoints being reworked; swordfighters especially were among the best characters in the early metagame. However, this perception quickly changed thanks to his sizeable playerbase, with many Mario players placing highly at major events. Mario's representation was largely spearheaded by and : Dark Wizzy saw a streak of top 8 finishes at majors -- ignoring full disqualifications -- that lasted from in August 2019 to 5 months later, while Prodigy 3-0'd at . Both players showcased how Mario's combo game, while nerfed from the previous game, was still pretty strong and had the potential to zero-to-death opponents. As a result of these strong results, many players agreed that Mario was a top-tier character.
However, the post-pandemic metagame brought about metagame shifts that hurt Mario in the long run. First, some of the new DLC characters introduced during the pandemic period either outranged Mario -- abusing one of his worst weaknesses -- or had a better time fighting him up close. In addition, players began adapting to Mario's zero-to-death combos, making them less deadly. Finally, Dark Wizzy performed notably worse than he did prior to the pandemic, while Mario's overall representation declined as well, going from 9th by the end of 2019 to 21st by the end of 2021. These setbacks mellowed out opinions on Mario, with players now considering him as only a high-tier character.
Fortunately, Mario's representation saw a rebound in 2022 thanks to Mario's best players remaining dedicated to the character. For one, Prodigy, now going by Kurama, began seeing a streak of strong performances on-par with what Dark Wizzy had pre-pandemic. In addition, although he never regained his former glory, Dark Wizzy still saw strong performances once in a while. Finally, new Mario players began making their marks on the scene, most notably and in Japan. These positive results helped reverse Mario's declining representation in the metagame as well as opinions on the character. As it stands, Mario is ranked 22nd on the current tier list solidifying his status as a viable high tier, with some players arguing he should be considered a top tier.
==: Let's-a Go!==
In a similar fashion to the Classic Modes of past games, Mario's opponents are groups of fighters from various universes fought on a home stage from that universe. The overall concept is also similar to Super Mario Odyssey, where Mario would travel to different kingdoms; this is reflected by the Japanese title (), which roughly translates to "Go Around the World". In this case, Mario's route emulates the idea of him traveling to different lands and meeting their local denizens, as in Odyssey.
Round 	Opponent 	Stage 	Music 	Notes
1 	and 	Great Plateau Tower 	 	
2 	, , and 	Green Greens 	 	Free-for-All
3 	and 	Kongo Falls 	 	
4 	, , , and 	Pokémon Stadium 	 	Horde Battle (2 at a time). is absent.
5 	, , and 	Coliseum 	 	
6 	Koopalings and 	Princess Peach's Castle	 	Horde Battle (3 at a time).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 	, then Giga Bowser	 	(Against Bowser) (Against Giga Bowser)	A Maxim Tomato spawns on the stage after Bowser is KO'd.
Credits roll after completing Classic Mode. Completing it as Mario has accompany the credits.
===Character unlock tree===
Mario's Classic Mode character unlock tree includes the following characters in order:
#
#
#
#
#
#
#
#
Each character can be unlocked by clearing Mario's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to 's character unlock tree, starting with . Furthermore, Mario's tree can also be accessed by completing another starter character's unlock tree, then clearing Classic Mode with any character within, or with any DLC character.
==Role in World of Light==
Mario was among the fighters that were summoned to the cliffside to fight against the army of Master Hands.
During the opening cutscene, Mario was present on the cliffside when Galeem unleashed his beams of light. Mario was then destroyed by Galeem's light attack offscreen and imprisoned alongside the rest of the fighters, with the exception of .
Mario is later seen under Galeem'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.
If Galeem defeats Dharkon, Mario watches in fear as Galeem unleashes a wave of light and is apparently vaporized with the rest of reality. If Dharkon defeats Galeem, Mario is seen lifelessly slumping over as the world is engulfed in darkness.
===Fighter Battle===
No.	Image	Name 	Type	Power	Stage	Music
01 	 	Mario	 	2,500	 	
==Spirits==
Mario's default fighter spirit can be obtained by completing as Mario. It is also available periodically for purchase in the shop for 300 Gold. Unlocking Mario in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His Builder and Wedding outfits have fighter spirits of their own, available through the shop, and in the Wedding outfit's case, can be obtained by scanning the Wedding Mario amiibo or by completing a challenge (Games & More: As Luigi, play solo All-Star Smash and deal damage with a taunt 3 times). Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.
Additionally, Mario makes an appearance in various primary and support spirits.
SSBU spirit Mario.png|1. Mario
SSBU spirit Builder Mario.png|2. Builder Mario
SSBU spirit Mario (Wedding).png|3. Mario (Wedding)
SSBU spirit Metal Mario.png|21. Metal Mario
SSBU spirit Boo Mario.png|22. Boo Mario
SSBU spirit Rock Mario.png|23. Rock Mario
SSBU spirit Gold Mario.png|24. Gold Mario
SSBU spirit Starship Mario.png|75. Starship Mario
SSBU spirit Plessie.png|77. Plessie
SSBU spirit Goo-Goo Buggy.png|81. Goo-Goo Buggy
SSBU spirit Paper Mario.png|93. Paper Mario
SSBU spirit Papercraft Mario.png|110. Papercraft Mario
SSBU spirit Mario (Mario Tennis Aces).png|132. Mario (Mario Tennis Aces)
SSBU spirit Baby Mario.png| 299. Baby Mario
SSBU spirit Baby Mario (Superstar Mario).png |300. Baby Mario (Superstar Mario)
SSBU spirit Stork.png|302. Stork
SSBU spirit Mega Eggdozer.png|319. Mega Eggdozer
SSBU spirit MONSTER.png|1,133. MONSTER
SSBU spirit Giga Cat Mario.png|1,472. Giga Cat Mario
SSBU spirit Mario (Mario Golf Super Rush).png|1,491. Mario (Mario Golf: Super Rush)
SSBU spirit Elephant Mario.png|1,526. Elephant Mario
==In Spirit Battles==
Conditions in italics aren't listed on the Spirit Battle preview screen.
===As the main opponent===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
21 	 	Super Mario Series 	•Metal 	 	9,600 	The Great Cave Offensive (Battlefield form)	N/A 	•The enemy is slow but has increased defense and attack•The enemy is metal 	 	 	
22 	 	Super Mario Series 	• 	 	1,900 	Dracula's Castle (hazards off) 	•Hazard: High Gravity•Hazard: Low Gravity•Invisibility	•The enemy is invisible•Your jumping power decreases when the enemy's at high damage•The enemy is less affected by gravity	 	 	
34 	 	Super Mario Series 	• 	 	1,900 	Princess Peach's Castle 	•Item: Mushrooms 	•Take your strongest team into this no-frills battle 	 	 	
75 	 	Super Mario Series 	•Giant 	 	4,100 	Mario Galaxy (Battlefield form) 	•Hazard: Low Gravity 	•Gravity is reduced•The enemy is giant 	 	 	
78 	 	Super Mario Series 	• 	 	3,600 	Rainbow Cruise (hazards off) 	•Invisibility•Item: Boomerang 	•The enemy is invisible•The enemy is easily distracted by items 	 	Mario 	
81 	 	Mario Kart Series 	• • 	 	3,400 	Figure-8 Circuit 	•Assist Trophy Enemies (Chain Chomp) 	•Hostile assist trophies will appear•The enemy has increased move speed 	 	 	
85 	 	Mario Kart Series 	• ×3 	 	9,400 	Figure-8 Circuit 	•Uncontrollable Speed 	•All fighters move faster and can't stop quickly•The enemy can deal damage by dashing into you 	 	 	
119 	 	Mario Golf Series 	• Team ×4 	 	2,500 	Golden Plains (Battlefield form) 	•Item: Beastball•Hazard: Heavy Wind 	•Dangerously high winds are in effect•The enemy is easily distracted by items 	 	 	
128 	 	Mario Party Series 	• • • • 	 	1,600 	 	•Item Tidal Wave 	•Certain items will appear in large numbers after a little while 	 	Mario 	
130 	 	Mario + Rabbids Kingdom Battle 	•Bunny 	 	3,400 	3D Land 	•Item: Shooting Types 	•The enemy starts the battle with a Ray Gun 	 	 	
132 	 	Mario Tennis Aces 	• • 	 	8,800 	Wuhu Island(Swordplay Colosseum) 	•Assist Trophy Enemies (Color TV-Game 15) 	•Hostile assist trophies will appear•The enemy favors smash attacks 	 	 	
299 	 	Yoshi Series 	•Tiny • Team	 	8,800 	 	N/A 	•Defeat the main fighter to win•The enemy shields often 	 	 	
816 	 	Pikmin Series 	• 	 	1,600 	Distant Planet (Battlefield form) 	•Metal Shift 	•The enemy will occasionally turn metal 	 	 	
941 	 	Punch-Out!! Series 	• (120 HP) 	 	1,800 	Boxing Ring 	N/A 	•The enemy's punches and elbow strikes have increased power•Stamina battle•The enemy favors side smash attacks 	 	 	
1,147 	 	Trade & Battle: Card Hero Series	• (140 HP) 	 	3,700 	Pac-Land (Battlefield form) 	•Item: Assist Trophy 	•Stamina battle•The enemy is easily distracted by items 	 	 	
1,300 	 	Super Mario Series 	• • 	 	1,900 	Princess Peach's Castle 	•Item Tidal Wave 	•Items will be pulled toward the enemy•Certain items will appear in large numbers 	 	Mario 	
1,491 	 	Mario Golf: Super Rush 	• 	 	9,600 	(Melee) (Ω form) 	•Temporary Invincibility•Item: Balls 	•The enemy will occasionally be invincible after a little while•The enemy starts the battle with an Ore Club 	 	 	
1,526 	 	Super Mario Series 	•Giant 	 	8,200 	Fountain of Dreams 	N/A 	•The enemy has super armor but moves slower•The enemy favors down specials•The enemy is giant 	 	 	
===As a minion===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
27 	 	Super Mario Series 	•Tiny • 	 	3,600 	Princess Peach's Castle 	N/A 	•Defeat the main fighter to win•The enemy favors dash attacks•The enemy has increased move speed 	 	Mario 	
29 	 	Super Mario Series 	• • 	 	9,900 	New Donk City Hall 	•Flowery 	•Defeat the main fighter to win•You constantly take minor damage•The enemy tends to avoid conflict 	 	Mario 	
79 	 	Super Mario Series 	• • •Giant 	 	13,700 	75m (hazards off) 	•Jump Power ↓ 	•Defeat the main fighter to win•You have reduced jump power•Reinforcements will appear during the battle•The enemy tends to avoid conflict 	 	Jumpman (Mario) 	
104 	 	Super Mario RPG: Legend of the Seven Stars	• • • • • 	 	13,700 	Mario Galaxy (Battlefield form) 	N/A 	•Defeat the main fighter to win•Timed battle (2:30)•The enemy's FS Meter charges quickly 	 	Mario 	
108 	 	Mario & Luigi Series 	• • • 	 	3,300 	Brinstar (Battlefield form) 	•Tiny•Giant 	•The enemy is giant•The enemy is tiny after a little while 	 	Mario 	
118 	 	Super Mario Series 	•Tiny • • • 	 	1,500 	Green Greens (Battlefield form) 	N/A 	•Defeat the main fighter to win•Reinforcements will appear after an enemy is KO'd 	 	Mario 	
1,107 	 	Super Smash Bros. Series 	• Team ×4• Team ×4• Team ×4• Team ×4 	 	3,300 	(Battlefield form) 	N/A 	•Take your strongest team into this no-frills battle 	 	Yellow Alloy 	
1,321 	 	Super Mario Series 	• • (Moveset 2121, Super Mushroom Hat, Yellow Toad Outfit, High Voice Type 7)• •	 	10,000 	Mushroom Kingdom U (hazards off)	•Easy to Launch•Hazard: Low Gravity 	•All fighters are easy to launch•Timed battle (1:00)•Gravity is reduced 	 	Mario 	
1,426 	 	Paper Mario Series 	• • •Tiny 	 	3,700 	Paper Mario 	•Defense ↑•Attack Power ↑•Item: Bob-omb	•The enemy has increased attack power when the enemy's at high damage•The enemy has increased defense when the enemy's at high damage•The enemy favors air attacks•Reinforcements will appear after an enemy is KO'd	 	Mario 	
==Alternate costumes==
							
							
==Gallery==
Mario and Rathalos artwork.jpg|Mario and Rathalos artwork, as posted on the official Japanese Monster Hunter Twitter account.
Link Kirby Mario and Cloud artwork.png|Link, Kirby, Mario and Cloud artwork, as posted by Tetsuya Nomura's official Twitter account.
Sora Trailer.png|Shaking 's hand in his reveal trailer.
SSBU Mario Number.png|Mario's fighter card.
Mario unlock notice SSBU.jpg|Mario's unlock notice when obtaining him in World of Light.
SSBUWebsiteMario1.jpg|Mario's grab animation on Onett.
SSBUWebsiteMario2.jpg|Up Taunting on 3D Land.
SSBUWebsiteMario3.jpg|Side Taunting in his Builder outfit on Wrecking Crew.
SSBUWebsiteMario4.jpg|Using F.L.U.D.D. on Arena Ferox.
SSBUWebsiteMario5.jpg|Mario's new Wedding and Builder costumes on Princess Peach's Castle.
SSBUWebsiteMario6.jpg|Jumping in his Wedding costume with on Skyworld.
SSBUWebsiteInkling6.jpg|Buried by Inkling's Splat Roller on Figure-8 Circuit.
SSBUWebsiteIsabelle5.jpg|Mario crouching near on Tomodachi Life.
SSBUWebsiteIsabelle8.jpg|Mario using his Fireball on Isabelle on Skyworld.
SSBUWebsiteOlimar2.jpg|With , and on Gaur Plain.
SSBUWebsitePikachu3.jpg|With a giant on Tortimer Island.
SSBUWebsiteWario5.jpg|Taunting in his Waluigi-inspired costume with on Big Blue.
SSBUWebsiteBlackHole1.jpg|Trapped in the Black Hole item by on Gaur Plain.
SSBUWebsite17.jpg|Getting buried by 's Headbutt on Gaur Plain.
SSBUWebsiteTechnique3.jpg|With on Tomodachi Life.
8-PlayerSSBU 1.jpg|With Donkey Kong, , , , , and on .
SSBUKirbyJPTwitter2.jpg|With , Link, Inkling, , Pit, and Villager on Battlefield.
SSBUMarioJPTwitter2.jpg|With Peach and on Princess Peach's Castle.
SSBUWebsiteTerry5.jpg|Taunting with on Princess Peach's Castle.
KazuyaTW2.jpg|With on Mishima Dojo.
SSBUSoraMario.jpg|With on Hollow Bastion.
SSBUSoraFiveManParty.jpg|With Donkey Kong, Pikachu, Kirby and Sora in Mushroom Kingdom U.
PiranhaPlantVictoryPose2.gif|Mario getting bitten twice by in its victory pose.
===Fighter Showcase Video===
==Trivia==
*Ultimate is the 100th game where Charles Martinet voiced Mario, and as a result, he won the Guinness World Record for the highest number of performances as the same character.
*In the E3 demo of the game, Mario's portrait used his in-game model as opposed to his official render. This was also the case with , , and .
**Coincidentally, all four of these characters were playable in the Smash 3DS demo.
*Coincidentally, five of his alternate costumes (his default, Golf, Waluigi, Builder, and Wedding outfits) also appeared in Super Mario Odyssey. Dr. Mario (portrayed here as his own character) also appeared in Odyssey as an outfit. Only his cyan/pink, white/black, and green/brown costumes do not appear in Odyssey.
*Conspicuously, some of Mario's alternate costumes can be slightly changed depending on the facial expressions with the eyebrows and the eye color when comparing the Default, Builder, and Wedding as an example.
**The eyebrows of Mario appear to be a little inwards as for the Default or the other alts. With the Builder and the Wedding, the eyebrows noticeably go more outwards when zooming in.
**The eye can obtrusively have different vibes depending on the eye colors. The Wedding Mario has a bit darker eye color than the Builder and the Default. The change in the colors is mostly due to the more slight irregularities in the render on Mario.
*Mario and are the only characters to appear in another character's victory pose (in this case, ).
*Mario's Wedding costume is the only alt to change his glove pallet both in the render and in-game.
*Looking underneath Mario's Wedding costume reveals a gap between his shirt and pants.
*Whenever Mario grabs onto an edge, his hat briefly shifts upward, revealing that his hair is missing and exposing a gap.
==References==
 
Category:Spirits
es:Mario (SSBU)