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, while maintaining his appearance in Super Smash Bros. Melee, where Drill is his down aerial and Mario Tornado is his down special. His voice clips are taken directly 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, edgeguard, 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, 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 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.


MG icon 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 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 one of the shortest grabs in the game. 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 edgeguarders, 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 somewhat lacking, this makes his combos more dependent on reading his opponents DI. 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 Name Description Damage Knockback Priority Total frames Active frames
Standard attack The Punch + Punch + Kick combo from Super Mario 64. Its first and second hit are capable of jab locking. 3% 0
1 7 2-3
2% 0
9 4
5% 10
11 3-5
Forward tilt A wheel kick. 7% 10
3 15 3-4
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% 26
2 13 3-6
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% 20
2 11 3-4
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% 70
2 19 3-5
7% 55
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% 25
-1 20 7-8
20% 30
Up smash Lead Headbutt 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% 35
5 20 5-8
Down smash The Sweep Kick from Super Mario 64. A breakdance kick that hits both sides. Mario's 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% 25
5 19 3
14% 35

Aerial attacks

Attack Description Damage Knockback Priority Total frames Active frames
Neutral aerial A sex kick. It is 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% 60
3 20 3-4
8% 45
Forward aerial Meteor Knuckle Rears back his fist 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% 15
6 29 9-10
16% 20
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 off stage. Also capable of killing at high percents. 13% 10
4 14 4-5
9% 7
Up aerial A flipkick. 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, and can kill off the top at high percents when close enough to the upper blast line. Also a very good juggler. 7% 11
3 11 3-5
Down aerial A downwards drill kick. Hits multiple times and has good priority, but short range. 10% 70
2 19 6-13

Grab and throws



Description Damage Knockback Priority Total frames Active frames
Grab Reaches out with both hands. N/A 14 4
Pummel Headbutts the opponent. 1% N/A 10 7
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% 60
0 13 9-10
Back throw Airplane Swing 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% 80
0 32 4-29
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% 70
0 21 13
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 chain grab, but it's slightly more difficult compared to his up throw. Also effective for starting ladder combos on platform stages. 9% 75
0 21 11-12

Other attacks

Attack Description Damage Knockback Priority Total frames Active frames
Floor attack Performs a legsweep while getting up. A slower, weaker version of his down smash. 5% 80
3 27 9-10
12% 80
Ledge attack Jumps up and kicks while getting up. Uses his neutral aerial animation. 5% 0
6 29 13-18

Special moves

Attack Name Description Damage Knockback Priority Total frames Active frames
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. 0% N/A 22 7
0% 18 9
5% 30
2 40 1-40
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 Glide. 8% 40
-1 18 6
0% 0 N/A 3-17
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 above average recovery. 5% 0
3 27 2-5
1% 6-10
3% 45
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% 40
3 32 3-18
5% 75
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% N/A


Misc. Description
On-screen appearance Jumps out of a Warp Pipe punching his right fist in the air while saying "Lets-a-go!".
Taunts Standard 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..
Side 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.
Down/Up 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.
Idle poses 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.
Lose Claps for the winner with a stern expression.

Changes from v0.9b

MG icon Main article: Mario (Super Smash Flash 2)/Changelog

Mario has received buffs to allow him to compete against the roster again. His combo game has significantly improved and gained more KO options. However, his recovery has been nerfed.

Ground attacks

  • Buff Jab connects more reliably.
  • Buff Up tilt has slightly more hitstun, improving its combo game. It also has slightly more horizontal range.
  • Buff Dash attack sends opponents at a different angle, allowing Mario to follow-up sooner.
  • Buff Forward smash deals more knockback, making it a more reliable KO option.

Aerial attacks

  • Nerf Up aerial does less damage and knockback.
    • Buff However, its combo game has been improved.
  • Buff Forward aerial's sweetspot sends opponents at a different angle. It also deals more knockback.
  • Buff Back aerial deals slightly more damage. It also deals more knockback.
  • Buff Neutral aerial's sweetspot deals more knockback.

Grab and throws

  • Buff Down throw has more hitstun, allowing for more follow ups. It also deals slightly more damage.

Special moves

  • Nerf Super Jump Punch gains slightly less distance and gets stuck under stages more often.
  • Buff Mario Tornado does more hits and deals more damage.
    • Nerf But it gains slightly 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.





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, 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 pixel art was based on-screen appearance where he jumps out of Warp Pipe.

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