Introduction
xSSBC_Mario_Stock.png Mario (マリオ) is the titular main character of the Super Mario series of games, but originally debuted in the Arcade game Donkey Kong in 1981.
Seen as Nintendo's "mascot", The Mushroom Kingdom Hero is the most well known video game character across the world spanning across 200 different games and counting, From 2D and 3D platform adventures to spin off titles like Mario Kart , Mario Party and Paper Mario among others.
Mario is a cheerful and happy-go-lucky plumber that's always ready for adventure, usually with the goal to save something or someone from the grips of xSSBC_Bowser_Stock.png Bowser
Versus Theme
Jump Up, Super Star!
Super Mario Odyssey
Nintendo
Overview
Mario Attributes
Max Jumps
Weight
Gravity
Friction
3.0 Average
0.25 Middleweight
0.25 High
0.88
Walk Speed
Run Start Speed
Run Acceleration
Run Speed
2.0 Average
3.0 Average
0.15
3.5
Jump Momentum
Jump Speed
Mid Jump Speed
Short Hop Speed
0.7
6.5
6.6
3.2
Air Speed
Fall Speed
Fast Fall Multiplier
Airdash Speed
2.35
3.1
1.5
8.0 Average
Air Acceleration
Air Friction
Special Actions
0.2
0.1
Wall Jump
* Archetype: All-Rounder
* Availability: Default
Game Plan
Mario is a short middleweight that has balanced attributes across the board and no notable unique mechanics . This alongside a variety of moves with great frame makes him an intuitive Jack of all trades.
That's not to say Mario has no flaws. His most glaring weaknesses being his short range, while is recovery and Kill power are also pretty linear.
His tilts are fast and with minimal endlag, allowing for pokes or combo starts.
His Smashes are decently strong, with Side Smash having the most range, Down Smash being the fastest and Up Smash consistently KO'ing odd the top.
His Aerials all have functions tailored for all sort of scenarios. NAir lingers, UAir combos, DAir is a multi hit, BAir is a strong finisher while FAir spikes.
His throws are excellent combo starters, which gives Mario hints of a grappler style.
For Neutral , Mario has enough speed to navigate around enemy attacks and projectiles, using his cape and fireball in conjunction to find a way in and land a combo starter or grab.
In advantage , Mario must choose the right aerial or special against the opponent's landing option or during edge guarding to extend the damage dealt.
In disadvantage , Mario can stall with Down Special and Cape or cover a high landing with a fireball. Landing aggressively is only recommended as a mix up.
Mario is for you if you enjoy:
Simple to pick up, Deep when Mastered.
Excellent frame data.
Having options for most situations.
A decent combo game and combo starters
Having a projectile and/or a Reflector
Throw Combos and kill throws.
For a more in depth overview of the character, guides and a matchup spread, go to Mario: Competitive Overview
Kirby Copy Ability
Fire
Based on Mario's most famous special move, the Fireball.
Moveset
Jab
Jab 1
5A.
5A.
Type
Placement
Version
'Single Hit'
-
0.9.4
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
22
6
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
3
2
4
1
1
Toggle Hitboxes
Toggle Hitboxes
Jab 2
5A.5A.
5A.5A.
Type
Placement
Version
'Single Hit'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
24
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
3
75
1.45
0
3
2
4
1
2
Follows up with a Right punch forward.
Toggle Hitboxes
Toggle Hitboxes
Jab 3
5A.5A.5A.
5A.5A.5A.
Type
Placement
Version
'Single Hit'
-
0.9.4
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
21
7
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
4
20
5.5
1.3
7
5
4
1
1
Finishes with a kick forward.
Toggle Hitboxes
Toggle Hitboxes
Tilts
Side Tilt
6A.
6A.
Type
Placement
Version
'Single Hit'
-
0.9.4
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
29
7
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
8
25
5
5
10
6
6
2
1
Toggle Hitboxes
Toggle Hitboxes
Up Tilt
8A.
8A.
Type
Placement
Version
'Single Hit'
-
0.9.4
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
25
7
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
8
90
4.8
6
10
-
5
1
1
Sweetspot. A Spinning uppercut in place.
Type
Placement
Version
'Sourspot'
-
0.9.4
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
2
^
^
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
6
80
4.55
5.65
8
-
^
^
1
Toggle Hitboxes
Toggle Hitboxes
Down Tilt
2A.
2A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
24
6
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
6
70
5.65
1.4
9
-
5
1
1
Toggle Hitboxes
Toggle Hitboxes
Smash Attacks
Side Smash
6C.
6C.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
44
14
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
15
25
6.8
7.1
23
-
3
4
1
Sweetspot. Leans to the side and then steps forward to attack with Fireball on his palm.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
2
^
^
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
12
30
6.75
6.25
17
-
9
2
1
Up Smash
8C.
8C.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
41
9
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
15
75
6.1
7.1
19
-
6
1
1
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
^
^
11
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
16
80
6.3
7.3
20
-
^
2
1
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
^
^
13
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
12
^
^
^
^
-
^
^
1
Down Smash
2C.
2C.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
2
1
33
8
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
15
35
6.1
6.6
18
-
5
2
1
1st Hit. Breakdance Sweep Kicks in front.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
1
^
16
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
14
145
6
6.4
18
-
5
2
1
2nd Hit. Continues the spin to sweep kick behind.
Normals
Dash Attack
(During Dash/Run) A.
(During Dash/Run) A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
35
7
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
9
35
6
6
12
-
18
1
1
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
1
^
11
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
5
^
4
^
^
-
^
^
1
Aerials
Neutral Air
(Air) 5A.
(Air) 5A.
Type
Placement
Version
'Single hit'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
32
4
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
8
30
3.25
7.95
12
6
9
1
1
Type
Placement
Version
'Late hit'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
32
9
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
6
362
3
1
7
4
9
1
1
A quick and long lasting Lingering Kick
Forward Air
(Air) 6A.
(Air) 6A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
3
-
4
1
1
Back Air
(Air) 4A.
(Air) 4A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
3
-
4
1
1
Up Air
(Air) 8A.
(Air) 8A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
3
-
4
1
1
Down Air
(Air) 2A.
(Air) 2A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
7
1
48
9, 17, 25
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
270
1
0
2
-
2
1
1
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
1
^
13, 21, 29
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
270
1.75+vspeed/3
0
2
-
2
1
1
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
1
^
33
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
362
4.5
5.75
4
-
4
1
1
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
2
^
9 to 33
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
3
30
6
2.5
4
-
4
2
1
Grabs
Grab
(Grounded) 5Z. or 6Z.
(Grounded) 5Z. or 6Z.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
1
Pummel
(During Grab) 5A.
(During Grab) 5A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
1
Forward Throw
(During Grab) 6.
(During Grab) 6.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
1
Back Throw
(During Grab) 4.
(During Grab) 4.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
1
Up Throw
(During Grab) 8.
(During Grab) 8.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
1
Down Throw
(During Grab) 2.
(During Grab) 2.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
1
Specials
Fireball
5B. (Neutral Special)
5B. (Neutral Special)
Type
Placement
Version
'Projectile'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
45
15
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
5
15
3
1
7
4
120
-
3
Cape
6B. (Side Special)
6B. (Side Special)
Type
Placement
Version
'Reflector'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
38
11
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
8
361
1
1
12
4
14
-
-
Swings his cape to reflect projectiles or turning opponents around.
Super Jump Punch
8B. (Up Special)
8B. (Up Special)
Type
Placement
Version
'Multi Hit'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
5
1
33
8, 10, 12, 14, 16
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
1
370
7
0
4
4
1
3
-
Multihit on the Jumping portion
Type
Placement
Version
'Finisher'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
^
17
^
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
3
50
7.5
3
5
6
3
3
4
Weak finisher before going into Free Fall.
Uppercut that Hits multiple times as he quickly raises up in a jump
Mario Tornado
2B. (Down Special)
2B. (Down Special)
Type
Placement
Version
'Multi Hit'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
6
1
50
3, 11, 19
^
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
1
195
3.55+vspeed/4
0
10
1
1
2
-
Multi hit that sends Left and into the move.
Type
Placement
Version
'Multi Hit'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
1
^
7, 15, 23
^
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
335
3.55+vspeed/4
0
8
1
1
2
-
Multihit that sends Right and into the move.
Type
Placement
Version
'Finisher'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
^
30
^
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
4
80
6.5
4.1
15
6
3
2
-
Type
Placement
Version
'Finisher'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
2
^
30
^
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
4
270
4
4
20
8
3
2
-
Back from Melee, this move is a multi hit spinning attack. Mash to gain or maintain height.
Final Smash
Final Smash: Mario Finale
5B. (Full Meter)
5B. (Full Meter)
Type
Placement
Version
'Final Smash'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
-
-
-
-
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
-
-
-
-
-
-
-
-
-
Unleashes two Massive Fireballs which slowly move forward to push opponents offstage.
Alternate Costumes
Gallery
Promo Art by Triforceriku
Character Portrait 0.9.0 by GigaBoots
Trivia
Across development, xSSBC_Mario_Stock.png Mario is the one of few fighters to change his voice clips more than once.
In Super Smash Bros. Crusade's 8.4 build, the artwork used for his portraits was ripped from Mario Party 8.
General
Characters
Alts / Transformations