
Mario
The well-rounded plumber. Great for beginners with balanced speed, power, and recovery.
Ground
Basic attacks performed while standing or running
Jab (Punch-Punch-Kick)
GroundA quick 3-hit combo: left punch, right punch, front kick. Deals 7.9% total. Comes out frame 2, great for jab resets and close-range pressure.
Dash Attack (Slide Kick)
GroundRunning slide kick from Super Mario 64. Deals 8% clean / 6% late. Starts frame 6. Good for punishing landings and 2-frame ledge punishes.
Tilt
Attacks using stick tilt + A button, moderate strength
Forward Tilt (Wheel Kick)
TiltA medium roundhouse kick dealing 7%. Starts frame 5. Can be angled up or down. Good for spacing at close range.
Up Tilt (Spinning Uppercut)
TiltSpinning uppercut dealing 5.5%. Starts frame 5. Excellent combo tool — chains into itself at low %, into aerials at mid %. Can KO around 160%.
Down Tilt (Legsweep)
TiltCrouching leg sweep dealing 5% (foot) / 7% (leg). Starts frame 5. One of Mario's best combo starters. Can hit opponents hanging on ledge.
Smash
Powerful KO attacks using stick flick + A button
Forward Smash (Fire Palm)
SmashPalm thrust producing a fire explosion. Deals 17.8% (sweetspot) / 14.7% (sourspot). Starts frame 15. Can be angled. KOs as early as 60% at ledge. Mario's strongest ground KO move.
Up Smash (Lead Headbutt)
SmashArcing headbutt upward dealing 14%. Starts frame 9. Head is intangible during active frames. Great anti-air and out-of-shield option (9 frames OOS). KOs around 100-120%.
Down Smash (Breakdance Sweep)
SmashBreakdance sweep hitting both sides. Front hit: 10% (frame 5), back hit: 12% (frame 14). Semi-spike angle useful at ledge. Front KOs ~153%, back KOs ~126%.
Aerial
Attacks performed while airborne
Neutral Air (Sex Kick)
AerialFlying kick dealing 8% clean / 5% late. Starts frame 3. Autocancels in short hop. Late hit combos into grabs, tilts, and smash attacks. Versatile combo breaker and starter. 6 frames landing lag.
Forward Air (Meteor Smash)
AerialOverhead fist slam. Deals 12% early / 14% clean / 10% late. Starts frame 16. Sweetspot on frames 17-20 is a METEOR SMASH that KOs offstage below 45%. Slower startup but devastating when landed.
Back Air (Dropkick)
AerialBackward dropkick dealing 10.5% clean / 7% late. Starts frame 6. Fast, safe on shield, and autocancels easily. Excellent neutral and spacing tool. Good horizontal KO option.
Up Air (Bicycle Kick)
AerialUpward flip kick dealing 7%. Starts frame 4. Arguably Mario's best move — chains into itself for ladder combos. No sourspot. Foundation of Mario's juggle game. KOs off top ~165%.
Down Air (Mario Tornado)
AerialSpinning multi-hit attack dealing ~14.5% total (1.4% x5 + 5.5% final + 2% landing). Starts frame 5. Landing hitbox combos into up tilt, up smash, or grab.
Special
Unique character moves using the B button
Fireball
SpecialThrows a bouncing fireball projectile dealing 5% early / 4% late. Starts frame 17. Bounces along the ground up to 7 times. Great for approach, zoning, and starting combos. Full aerial mobility retained.
Cape
SpecialSwings a cape dealing 7%. Reflector active frame 9, damage hitbox frame 12. REFLECTS projectiles at 1.5x damage and REVERSES opponent facing direction. In air, briefly stalls momentum for recovery mixups. Devastating for gimping recoveries.
Super Jump Punch
SpecialRising multi-hit uppercut producing coins, dealing ~11% total. Starts frame 3 with intangibility frames 3-6. Mario's FASTEST out-of-shield option. Primary recovery move. Can be angled slightly.
F.L.U.D.D.
SpecialCharges and fires a water stream. Deals 0% damage but pushes opponents with a windbox. Hold B to charge, release to fire. Charge is saved between stocks. Excellent for edgeguarding linear recoveries.
Grab
Grab, pummel, and throw attacks
Grab
GrabMario reaches out to grab the opponent. Frame 6 startup — tied for fastest grab in the game. Essential for Mario's combo game. Use after shield or landing nair.
Pummel
GrabHeadbutts the grabbed opponent dealing 1.3% per hit. Fast enough for 2-3 pummels before throwing at most percents.
Forward Throw
GrabSpins opponent once and throws forward dealing 8%. Sets up tech chase situations. Not a primary KO throw but can KO near ledge at very high %.
Back Throw (Giant Swing)
GrabGrabs opponent by feet and swings them backward (like Bowser throw in SM64). Deals 11%. Mario's strongest throw — KOs ~130% at ledge, ~160% center stage. Also hits bystanders for 8%.
Up Throw
GrabHeaves opponent straight up dealing 7%. KEY COMBO THROW — combos into up air at low-mid %. Starts ladder combos. Mario's primary throw for damage and combo extension.
Down Throw (Body Slam)
GrabSlams opponent into ground dealing 5%. Combos into up tilt at very low %, up air at mid %. Alternative combo throw to up throw with different launch angle.
Other
Ledge attacks, getup attacks, combos, and Final Smash
Ledge Attack
OtherDropkick while climbing up from ledge dealing 9%. Has standard invincibility frames during the animation. Use when opponent is not too close to ledge.
Floor Attack (Face Up)
OtherPunches behind then in front while getting up, dealing 7%. Standard getup attack when knocked down face up.
Floor Attack (Face Down)
OtherSweep kick while getting up face down, dealing 7%. Hits both sides.
Floor Attack (Trip)
OtherSide kick behind and in front while getting up from a trip, dealing 5%.
Mario Finale (Final Smash)
OtherTwo massive intertwining fireballs travel across the stage, trapping and repeatedly damaging opponents. Multi-hit for significant total damage. Best when opponents are grouped or near the edge. Requires Smash Ball or meter.
Up Air Ladder Combo
OtherAdvanced combo: Up Air → Up Air → land on platform → Up Air → Up Air → double jump → Up Air → Up B. Carries opponent to top blast zone for early KO. Works at 40-80%. Requires platforms (Battlefield/Smashville). Mario's signature kill confirm.
Down Throw → Up Air Combo
OtherBread-and-butter combo: Down Throw → Up Air → Up Air. Works 0-40%. Deals ~19%. DI dependent. Mario's most reliable damage combo from a grab at low-mid percent.
Nair → Up Smash Kill Confirm
OtherKill confirm: late Neutral Air → Up Smash. Works 10-50%. Deals ~19%. Land a late nair (5% hit) which combos into up smash for a reliable stock take.
Cape Gimp (Edgeguard Technique)
OtherAdvanced edgeguard: jump offstage and use Cape to reverse a recovering opponent's direction, causing them to fly away from stage. Especially effective against linear recoveries. Can also reflect projectiles at 1.5x damage.
F.L.U.D.D. Edgeguard
OtherAdvanced edgeguard: fully charge F.L.U.D.D. then use at ledge to push recovering opponents past the stage with the windbox. Combine with Cape for devastating edgeguard sequences. Most effective vs predictable recoveries.



























