- 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
Mario's official artwork.
|Final Smash||Mario Finale|
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 based on his appearance in Super Smash Bros. Brawl, but with his bright colors from Super Smash Bros. for Nintendo 3DS and Wii U. His voice clips are directly taken from Brawl and his moveset is a combination of his Super Smash Bros. Melee and Brawl movesets.
Mario is currently ranked 18th of B tier on the tier list (the 3rd highest ranked Mario character if sub-series characters are not included). Mario has fast, low-lag attacks, good combo ability, a good grab game, and strong finishers in all of his smash attacks, neutral aerial, forward aerial, back aerial, and his back throw. He has a projectile, a Fireball, which he can use to hinder his opponents' approach, zone, edgeguard, or bait out a shield. He has a strong edgeguarding game with his Fireball, Cape, and strong aerial attacks. He also has an average recovery with Mario Tornado and Super Jump Punch covering good vertical distance while Cape stalls him in midair for a short moment.
However, Mario has blatant problems with his range, which leaves him highly vulnerable to characters with disjointed range, especially swordfighters like Meta Knight and Marth. His recovery is linear and predictable, especially after he uses his double jump and Mario Tornado, making him somewhat easy to gimp and edgeguard against. His zoning game is not great, as his projectile is weak, slow, and can be reflected.
Mario appears to have a small playerbase and has decent representation in online tournaments as players using him from time to time. Of those few, Mario's placements in tournaments are shown to be high.
- 1 Attributes
- 2 Moveset
- 3 Changes from v0.9b
- 4 In competitive play
- 5 Gallery
- 6 Trivia
- 7 External link
- See also: Mario (Super Smash Flash 2)/Hard data
Mario is considered the most well-rounded/balanced character in the game. He appears to have average dashing, walking, falling, and air speeds, gravity, and weight. Due to this, beginners should consider using Mario as the start-up character when playing the game for the first time. 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. Excluding his forward smash and forward aerial, all of his moves have very fast startup and low ending and landing lag, which helps him gain the upper hand in close combat.
As mentioned before, one of Mario's key traits is his fast attack speed, especially with his grounded moveset. Mario's neutral attack is rather quick, and an effective way to rack up damage thanks to its damage output. Both his up and down tilts send at a vertical trajectory with low knockback, and have low ending lag, allowing them to be effective combo starters or extenders, with up tilt being notorious for its reliability as a followup from his down tilt. His smash attacks are all useful in their own right: while his forward smash has the longest startup out of all his smash attacks, it pulls back his hurtbox a noticeable distance, and is very powerful when sweetspotted; his up smash is one of his most useful vertical KO options, as well as being a great out-of-shield option; down smash is the weakest out of all of them, but its semi-spike angle can force opponents offstage for an edgeguard situation.
The effectiveness of his ground game is also reflected in his air game. Neutral aerial is a fast sex kick that can be useful in combos, edgeguarding, or even breaking combos. Up aerial's extremely quick startup makes it a useful combo breaker and aerial interceptor, though its horizontal launch trajectory makes it near-useless for combos. Forward aerial is a meteor smash with high base knockback, making it one of Mario's most reliable KO options. Back aerial has the longest range and the highest knockback of his aerial moves, allowing it to space effectively and reliably KO offstage. Finally, down aerial can be used to start combos or set up into a smash attack.
Mario's special moves are highly varied and has plenty of uses. Fireball is a projectile with decently long range. It can be useful in the neutral game or edgeguarding. It can also help him control his opponent's approach and can also be used to hinder some characters' recovery offstage thanks to its disruptive knockback, downward trajectory, and good SHFFL. Cape reverses opponents, allowing a free hit or efficient gimp on an opponent who is trying to recover. It is also a strong reflector, making it highly useful in matchups against projectile-heavy characters like Link and Samus. Super Jump Punch travels in a diagonal direction that grants moderate distance, making it good at recovering. It also has intangibility upon startup, allowing it to be used out of shield very effectively thanks to its extremely quick startup. Mario Tornado is a great anti-juggling move thanks to its quick startup. His recover is also relatively safe, as Cape gives him a near-infinite horizontal recovery, and both Super Jump Punch and Mario Tornado grant horizontal and vertical distance.
Mario also sports a good grab game, despite having one of the shortest grabs in the game. His up throw is his most useful throw, as it can chaingrab 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 and hitstun, but has low knockback and a vertical angle, making it useful for combos, most notoriously with up tilt. His back throw is his strongest throw, especially when used near the ledge that can kill at high percentages. Finally, his forward throw sends the opponent at a disadvantageous position, where Mario can capitalize on their mistakes.
However, Mario most critical flaw is his lack of range: his poor attack reach prevents him from fighting at a safe distance and consistently forces him to approach characters in close-quarters combat. This can give players difficulty when fighting against characters with large or disjointed hitboxes like Meta Knight and Lloyd. Additionally, his recovery is very predictable, as Super Jump Punch is a little on the slow side despite its quick startup and he might encounter problems recovering when he is up against a good edgeguarder. His Fireballs are low-priority, which allows them to be canceled out easily by many other attacks, while Mario Tornado can only serve as a close-range interceptor, not KOing until very high percents. Additionally, Cape has little hitstun and moderate ending lag, making Mario open if the reversed opponent bounces back towards Mario.
Overall, Mario has many clear strengths and few weaknesses, resulting in his strengths outweighing his weaknesses. He is in the middle of characters who can be combo'd because of his average weight and falling speed. 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, his own combo game is sometimes dependent on reading DI when compared to other characters. This is also hindered by his below-average overall mobility, which makes it harder to do certain follow-ups.
|Standard attack||The Punch + Punch + Kick combo from Super Mario 64. Its first and second hit are capable of jab locking.||3%|
|Forward tilt||A wheel kick. Good for getting opponents off of Mario.||7%|
|Up tilt||A spinning uppercut. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents. However, it depends on how the opponent DI or SDI.||8%|
|Down tilt||A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively. Can also hit ledge hangs and combo off from ledge.||10%|
|Dash attack||The Slide Kick from Super Mario 64. Its diagonal knockback allows Mario to start combos. It can also be used to punish spotdodges or hit opponents on the ledge.||9%|
|Up smash||An upward arcing headbutt. Its quick startup makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range. One of Mario's most reliable KO options.||23%|
|Forward smash||Steps back and does a palm thrust that produces a small explosion. When sweetspotted, it is one of the strongest smash attacks in the game. However, it is weaker if opponents get hit by Mario's arm.||24%|
|Down smash||The Sweep Kick from Super Mario 64. A breakdance kick that hits both sides, one of Mario's most reliable KO options. Its also his fastest smash attack and is capable of hitting ledge hangs. Has very strong horizontal knockback with the front hit, but is noticeably weaker with the back hit.||20%|
|Neutral aerial||A sex kick. Useful for breaking out of combos due to its very fast startup, and as a versatile horizontal combo starter and extender, as well as for locking opponents. It resembles the Jump Kick from Super Mario 64.||12%|
|Up aerial||A flip kick. Its consistent strength and very low ending and landing lag makes it one of Mario's most versatile combo starters and extenders in his moveset. Can combo into itself easily until higher percents, making it a very good juggler.||7%|
|Forward aerial||Rears his fist back and then throws an overhand. If sweetspotted, it becomes a powerful meteor smash. Deals horizontal or vertical knockback if sourspotted. However, it has the slowest startup of his standard moveset.||16%|
|Back aerial||A backwards dropkick. Has fast startup with low ending and landing lag, and more range than most of Mario's other aerials, making it an effective spacing tool and horizontal combo extender at low percents, as well as having the ability to pseudo wall of pain offstage. Also capable of killing at high percents.||13%|
|Down aerial||A downwards drill kick. Hits multiple times and has good priority but short range. Due to the hits, they are capable of locking.||10%|
|Grab||Reaches out with both hands.||N/A|
|Pummel||Headbutts the opponent.||1%|
|Up throw||Throws the opponent upwards with both hands. An effective combo throw at low to medium percentages, comboing into all aerials except forward aerial. Can also chaingrab fast fallers and high fallers and is effective for starting ladder combos on platform stages.||8%|
|Forward throw||Spins the opponent around once and throws them forward. Can be followed up with dash attack at lower percents, or be used to set up tech-chases, mixups, or edgeguards.||9%|
|Back throw||Spins the opponent three times before throwing them backward. It has great knockback and is a reliable KO option when used next to a ledge. It is based on the throw that he uses against Bowser in Super Mario 64.||12%|
|Down throw||A body slam. Slams his opponent into the ground. It's a great combo starter and extender and can lead into tilts or smash attacks. Can chaingrab, but it's slightly more difficult compared to his up throw. Also effective for starting ladder combos on platform stages.||9%|
|Floor attack||Performs a legsweep while getting up. A slower, weaker version of his down smash.||5%|
|Ledge attack||Jumps up and kicks while getting up. A slower, weaker version of his neutral aerial.||5%|
|Standard special move||Fireball||Throws a fireball. The fireball bounces along the ground two times before disappearing. Can be auto-canceled if you perform it in the air. It can also be used to cover Mario while recovering and can combo into quick attacks if he is close enough.||5%|
|Side special move||Cape||Dons a cape and waves it in front of himself. It reflects projectiles and reverses enemies, as well as reversing their controls for a brief moment. In the air, it stalls Mario for a short period of time and is useful for gimping opponents who are trying to recover. If used immediately off of an edge, Mario can use a technique called Cape Gliding.||8%|
|Up special move||Super Jump Punch||A jumping uppercut that produces coins on contact. Its extremely fast startup and intangibility frames make it useful as an out of shield option. It also covers a good distance in the air, making it an average recovery.||5%|
|Down special move||Mario Tornado||Rapidly spins around, trapping opponents and damaging them with a series of clotheslines before launching them with a Baby Luma. Tapping the special button will cause Mario to rise in the air while spinning, useful for recovering. It resembles the Spin Jump from Super Mario World.||1%|
|Final Smash||Mario Finale||Rears his arms back before thrusting them forward to launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but it can carry opponents to KO them across the screen, especially when near the ledge.||5%|
|On-screen appearance||Jumps out of a Warp Pipe punching his right fist in the air while saying "Lets-a-go!".|
|Taunts||Standard||Transforms into Super Mario as if he obtained a Super Mushroom, then shrinks back to normal size afterwards. The pose Mario makes is based on his standing pose in Super Mario Bros. This taunt also increases Mario's hurtbox.|
|Side||Twirls around and takes off his hat while saying "Woohoo!" before he puts his hat back on. It resembles his level clear animation from New Super Mario Bros..|
|Down/Up||Spins in the air and falls to the ground with his legs sticking up. This is a reference to his dying animation from Donkey Kong.|
|Idle pose||Adjusts his cap.|
|Victory theme||A remix of the fanfare that plays whenever a level is cleared in Super Mario Bros..|
|Victory pose||Makes fire explode from his palms and makes a pose.|
Changes from v0.9b
- Main article: Mario (Super Smash Flash 2)/Changelog
Mario has received a mix of buffs and nerfs, but mostly buffed overall. The reduced knockback in some of his attacks significantly improves his combo game and a few moves also having more priority and hitlag. These changes allows him to compete against the roster better. However, his recovery and a few of his KO options has been nerfed. Despite the nerfs he was given, he has impressive combo ability and framedata, decent recovery, and good edgeguarding options.
- Mario has a new idle animation, where he adjusts his hat like in Brawl.
- Mario has a new taunt, where he spins in the air and falls to the ground with his legs sticking up like in Brawl.
- Mario jumps higher.
- Mario's skid animation has been adjusted to match Brawl's.
- Spotdodge has less ending lag.
- Dodge roll speed is faster.
- Mario's gravity is higher.
- Initial dash speed is slower.
- Mario's crouch animation is faster, reducing his hurtbox sooner.
- Like all characters in SSF2 Beta, Mario now has item throw animations.
- Jab connects more reliably.
- Up tilt has slightly more hitstun, improving its combo game. It also has slightly more horizontal range.
- All smash attacks deal less damage and knockback, slightly hindering their KO potential.
- Neutral aerial's sweetspot deals more knockback.
- Up aerial deals less damage and knockback. It also has slightly more landing lag.
- Forward aerial's sweetspot deals more knockback and sends opponents at a lower angle. The sourspot also deals more damage and knockback.
- Back aerial deals more damage and knockback.
- Down aerial does five hits instead of six, dealing less damage.
Grab and throws
- Fireball deals more hitlag.
- Super Jump Punch's hitbox size has been increased, giving it more priority. All hits are also easier to land and deals more hitlag.
- Mario Tornado does more hits and deals more damage and hitlag. Its hitboxes are also slightly bigger.
In competitive play
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. After this, however, Mario rose to 18th of the B tier, being seen as a mid tier character again.
- In previous versions of the SSF2 Demo, Mario used a slightly different moveset. Prior to v0.2b, Mario used F.L.U.D.D. as his side special move rather than the Cape. Additionally, Mario Tornado 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, Lloyd, 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, Fox, and Sora, 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 artwork resembles his on-screen appearance where he jumps out of a Warp Pipe.