This article is about Mario's appearance in Super Smash Flash 2. For general information about the character, see Mario.
in Super Smash Flash 2
SSF2 Mario
Mario symbol
Mario's official pixel art.
Universe Mario
Stock icon SSF2 Mario head
Availability Starter
Weight class Medium
Final Smash Mario Finale
Tier B (18)

Mario is a veteran starter character in Super Smash Flash 2. He is one of the first four characters, alongside Kirby, Ichigo, and Lloyd, to be confirmed and first incorporated into the game. His sprites are custom made and his appearance looks similar to how he appears in Super Smash Bros. for Nintendo 3DS and Wii U, but is a combination of his appearances in the main Super Smash Bros. games, while his moveset is based on his various movesets in the Super Smash Bros. games. His voice clips come from Super Smash Bros. Brawl.

Mario is currently ranked 18th of B tier on the current tier list (the 3rd highest ranked Mario character if sub-series characters are not included). Mario has fast, low-lag attacks, decent combo ability, an above average recovery, and strong finishers in all of his smash attacks, Mario Tornado, and his back throw (when used near a ledge). He has a projectile, which is a Fireball, which he can use to hinder his opponents' approach, zone, edge guard, or bait out a shield. He has a strong edge guarding game with his Fireball, Cape, and strong aerial attacks. He also has a good recovery distance-wise, with Mario Tornado, and Super Jump Punch covering good vertical distance while Cape gives him some extra horizontal distance.

However, Mario has blatant problems with his range (including the 6th shortest grab in the current demo) which leaves him highly vulnerable to characters with disjointed range, especially sword fighters such as Lloyd and Marth. His recovery is linear and predictable, especially after he exhausts his double jump and Mario Tornado, making him somewhat easy to gimp and edge guard against. His zoning game is not great, as his projectile is weak, slow, and can be reflected.

Mario appears to have a small player base and has poor representation in online tournaments with only a few players using him from time to time. Of those few, Mario's placements in tournaments are shown to be high.


MG icon See also: Mario (Super Smash Flash 2)/Hard data

Mario is considered the most well-rounded/balanced character. He appears to have average dashing speed, but below average walking and airspeed. Due to this, beginners should consider using Mario as the start-up character when playing the game for the first time. He has a good air game with his aerials being fast, specifically his up aerial, notable for being able to chain into other aerials. He has good approach options with using his Fireballs to put pressure on the opponent and having a good SHFFL. He has finishers in all his smash attacks, Mario Tornado when used near the upper blast zone, several of his aerial attacks, and his back throw when used near a ledge.

Mario has a good grab game, despite having the 5th shortest grab in the current demo. His up throw being his best throw, which can chain grab high and fast fallers at low percents. He can combo from the throw on other characters due to the hitstun of the move. His down throw does little knockback, but has little hitstun which makes it harder to chain grab with and requires quicker follow-ups or else opponents will escape. His back throw is a strong finisher when used near the ledge at high percentages. His forward throw is arguably his weakest throw due to it not being strong, not even killing until over 220% and has no follow ups.

Mario is one of the best edge guarders, so trying to break his guard will be tough. His standard special move, Fireball, is a very spammable projectile, and can help him control his opponent's approach and can also be used to hinder some characters' recovery offstage. Mario has good recovery options in his Cape which gives him a near-infinite horizontal recovery while keeping the momentum for him to get back to the stage easily, can be used to reflect his opponents projectile and can be used to gimp opponents trying to recover. He has a great vertical recovery, when all of his options have not been used up, in Mario Tornado, his midair jump and Super Jump Punch.

However, Mario suffers problems in his range which makes him vulnerable to characters with disjointed hitboxes (ex. Meta Knight and Lloyd). His recovery, although good, is very predictable and he might encounter problems recovering when he is up against a good edge guarder. His fireballs are low-priority, which allows them to be cancelled out and reflected easily.

Despite Mario being small, he is a middle weight and is an average faller which puts him in the middle of characters who can be combo'ed. His own combo game is lacking due to the reduction in hitstun of the demo, this makes his combos more dependent on reading his opponents D.I. when compared to other characters. This is also hindered by his below average overall mobility, which makes it harder for certain follow ups.


Ground attacks

Attack Description Damage Knockback Priority Total frames Active frames
Standard attack The Punch + Punch + Kick from Super Mario 64. Has great jab lock capabilities. 3% 0
1 7 2-3
2% 0
9 4
5% 10
11 3-5
Forward tilt A roundhouse kick. 7% 10
3 15 3-4
Up tilt A spinning uppercut. You can do 2 - 5 up-tilts which can lead into a smash attack, aerial, or grab depending on DI. 8% 26
2 13 3-6
Down tilt A quick trip kick that sends opponents upward. Good for starting combos. 10% 20
2 11 3-4
Dash attack A baseball slide. Its diagonal knockback allows Mario to start combos. 9% 70
2 19 3-5
7% 55
Forward smash Charges and releases an explosive short-range fireball with a palm thrust. When sweetspotted, it is one of the strongest smash attacks in the game. The attack does more damage when an opponent is hit by the fireball, which has a large range, but it is weaker if they connect with Mario's arm. 22% 25
-1 20 7-8
12% 30
Up smash Performs a headbutt with great knockback and damage, but short range. Mario's head becomes intangible during the attack portion of the move. The hit starts at the back of his head. 19% 35
5 20 5-8
Down smash The "Sweep Kick" from Super Mario 64: a breakdance kick hitting both sides. Does very strong horizontal knockback in front, but is noticeably weaker with the back hit. 19% 25
5 19 3
11% 35

Aerial attacks

Attack Description Damage Knockback Priority Total frames Active frames
Neutral aerial A sex kick. Good combo starter and extender due its speed. 12% 60
3 20 3-4
8% 45
Forward aerial A delayed overhand. if sweetspotted, it becomes a powerful meteor smash . Does weak horizontal or vertical knockback if sourspotted. 14% 15
6 29 9-10
16% 20
Back aerial A backwards dropkick. Decent knockback and can be for spacing. 11% 10
4 14 4-5
9% 7
Up aerial A bicycle kick. Very good juggler, as its very fast and has very little to no start-up or ending lag and great for extending combos. 12% 11
3 11 3-5
Down aerial A drill kick. Has good priority, but short range. 2% 70
2 19 6-13

Grab and Throws

Attack Description Damage Knockback Priority Total frames Active frames
Grab Reaches out with both hands. N/A N/A N/A 14 4
Pummel Headbutts opponent. 1% N/A N/A 10 7
Forward throw Spins around once and throw his opponent forward with very weak knockback. His least reliable throw. 9% 60
0 13 9-10
Back throw Spins around three times and throws his opponent backward. It has good knockback and is a reliable finisher when used next to a ledge. 12% 80
0 32 4-29
Up throw Throws his opponent high into the air. Sends opponents into a lot of hitstun which can be followed up by tilts, up smash and aerials. Can chain grab fast fallers and high fallers. 8% 70
0 21 13
Down throw Slams his opponent into the ground. Great combo starter and can lead into tilts or smash attacks. Can chain grab, but its very difficult compared to his up throw. 6% 75
0 21 11-12

Other attacks

Attack Description Damage Knockback Priority Total frames Active frames
Floor attack Does an attack similar to his down smash in appearance. 5% 80
3 27 9-10
12% 80
Ledge attack Jumps up and kicks, looks similar to his neutral aerial. 5% 0
6 29 13-18

Special moves

Attack Name Description Damage Knockback Priority Total frames Active frames
Standard special move Fireball Launches a fireball that bounces several times before fizzling out. Can be auto canceled if you perform it in the air. Great tool in the neutral. 0% N/A N/A 22 7
0% N/A N/A 18 9
5% 30
2 40 1-40
Side special move Cape Swings a yellow cape that flips opponents around and is able to reflect projectiles. If used immediately off of an edge, Mario can use a technique called Cape Glide. 8% 40
-1 18 6
0% N/A N/A 3-17
Up special move Super Jump Punch Does a jumping uppercut, dealing multiple hits while making coins fly out of the opponent. It covers a good distance in the air, making it an above average recovery 4% 0
3 27 2-5
1% 6-10
3% 45
Down special move Mario Tornado Does an spinning tornado attack that deals multiple hits, culminating with a final blow, accompanied by the Baby Luma, that launches the trapped opponent. Tapping the special button will cause Mario to raise in the air while spinning. 1% 40
3 32 3-18
6% 75
Final Smash Mario Finale Launches a pair of spinning flames that grow larger and larger as it goes off screen, dragging any opponents on its path. 5% N/A N/A N/A N/A


Misc. Description
On-screen appearance Jumps out from a Warp Pipe while saying "Lets-a-go!".
Taunts Standard Takes off his hat, twirls around, and puts his hat back on, similar to the level clear animation from New Super Mario Bros..
Side Spins around in mid-air with his arms and legs outstretched before falling on his back, similar to his death animation from Donkey Kong.
Down Mario grows big in size as if taking a Super Mushroom, then he returns to normal size.
Idle poses Adjusts his cap.
Victory theme Remix of the flourish that plays whenever Mario or Luigi grab a flagpole to clear a level in the original Super Mario Bros..
Victory pose Has fire explode from his palms and makes a pose.
Lose Claps for the winner.

Changes from v0.9b

Mario has received buffs to allow to compete against the roster again. Mario has received a massive improvement in his combo game and amount of KO options. However, his recovery has been nerfed.

Ground attacks

  • Buff Up tilt has more hitstun, making it better at comboing.

Aerial attacks

  • Buff Up aerial does less knockback, restoring its great combo'ing ability.
  • Buff Back aerial is stronger.
  • Buff Fresh neutral aerial is stronger.

Grab and throws

  • Buff Down throw has more hitstun, allowing for more follow ups.

Special moves

  • Nerf Super Jump Punch covers less distance and gets stuck under stages more.
  • Nerf Mario Tornado gains less distance and deals less knockback.

In competitive play


Notable players

Tier placement history

In tier lists for v0.6; Mario ranked 8th of D tier on the first list and 7th of C tier on the second list where he was seen as low tier character. In demo v0.7; Mario still stayed in C tier where he ranked 8th on the first list and ranked 10th of C tier on the second list with players now viewing him as a mid tier character. He once again was stuck in C tier in v0.8b where he ranked 11th and was still seen as a mid tier character. However, in demo v0.9a; Mario got his best tier position yet where he ranked 10th on the list where he can be considered a high tier character. In demo v0.9b, Mario dropped to 19th of B tier where he is seen as a mid-tier character again. The changing metagame showed Mario to be a less effective character and he dropped to 21st of C+ tier, where he is seen as a low tier character again.


Palette swaps

Mario palette



Early designs




  • In previous versions of the SSF2 Demo, Mario used a slightly different moveset. Prior v0.2b, Mario used F.L.U.D.D. as his side special move rather than the Cape. The Star Spin's predecessor, the Mario Tornado, was used and had a special homing attack effect when it was done in midair.
  • During the development of Mario's new sprite sheet, former developer, ItsameSMB, had created a new variation of his down special move called the F.L.U.D.D. Tornado, but was dropped from the game for being un-intuitive.
  • Mario has gone through the most sprite changes throughout the game's development, the second being Link.
  • Mario along with Bandana Dee, NessLloyd, and Luffy are the only characters so far to wear their default costumes in team battle when they are on the red team.
  • Mario's previous sprites, alongside with Peach and Fox, were used in one of ScrewAttack's Death Battles.
  • Prior to v0.9b, Mario originally transformed into Fire Mario as his Final Smash. This was eventually scrapped in favor of the Mario Finale.
  • Mario's early pixel art was based on-screen appearance where he jumps out of Warp Pipe.

External link