Mario | |
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Debut | Donkey Kong (1981) |
Also appears in | Mario games, Canon SSB games |
Availability | Starter |
Final Smash | Mario Finale |
Character Statistics | |
Number of Jumps | 2 |
Can Wall Jump | Yes |
Can Wall Cling | No |
Can Crawl | No |
Has a Tether | No |

Mario, Nintendo's eponymous mascot, returns to battle once again in Super Smash Bros. Warfare. He was unveiled October 11, 2015, along with the original 24.
Attributes[]
Strengths[]
- Cape both reflects projectiles and foes, which can discourage Ganon players from using "Ganoncide" if used correctly, as it will send them the other way in a helpless state. It also disrupts enemy combos.
- Fireball and F.L.U.D.D. are good anti-recovery moves if used correctly.
Weaknesses[]
- Poor recovery.
Differences from SSB4 Wii U/3DS[]
Mario received plenty of buffs that enhanced his already good traits, making him a more powerful all-around character. However he also received a few nerfs.
Attributes[]
- Slightly faster air speed.
- Many attacks are faster, however also weaker in terms of damage.
Ground Attacks[]
- Forward Tilt deals more damage and has slightly shorter range.
- Up Tilt has higher knockback scaling.
- Down Tilt is slightly slower.
- Forward Smash's fire blast has a larger hitbox, increasing its range.
- Up Smash deals more damage.
- Down Smash causes much more knockback at the expense of causing much less damage.
Aerial Attacks[]
- Forward Aerial is faster and stronger in both damage and knockback.
- Back Aerial deals more damage and has less ending lag.
- Up Aerial has slightly more range, but causes less damage.
- Down Aerial locks opponents more easily with each hit, and the last hit has increased knockback.
Grabs and Throws[]
- Mario grabs his opponent with one hand rather than using both.
- Back Throw is faster and causes more knockback.
- Down Throw causes less knockback.
Special Attacks[]
- Fireball has higher falling speed, but bounces higher.
- Cape deals less damage when used on ground, and Mario can no longer do Cape Gliding.
- Super Jump Punch covers higher vertical distance, but deals less damage.
- F.L.U.D.D. has more range when fully charged. Additionally, it no longer shows on Mario's back after fully charging.
- Mario Finale causes more damage. It has lower initial vertical range, but the flames grow faster and larger, resulting in a higher vertical range by the end of the attack.
Trophy Description[]
As iconic as iconic gets, this gaming celebrity is known for saving the world from Bowser. He's got amazing jumping skills and makes use of a wide range of transformations. In his free time, he plays too many sports to count. In Smash Bros., he's a well-rounded fighter you can rely on. Say it with me: "It's-a me, Mario!"
Trivia[]
- Credit to the Smash wiki for almost all of this information.
- I definetally do not own Mario!
- Though the moves look roughly the same, if you look closely enough there are differences. Not much you can do to change Mario, is there?
- The original Mario amiibo also works with this character.