Mario

Mario

The well-rounded plumber. Great for beginners with balanced speed, power, and recovery.

Input Types:
Tap
Hold
Smash

Ground

Basic attacks performed while standing or running

Jab (Punch-Punch-Kick)

Ground

A 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.

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Dash Attack (Slide Kick)

Ground

Running slide kick from Super Mario 64. Deals 8% clean / 6% late. Starts frame 6. Good for punishing landings and 2-frame ledge punishes.

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Tilt

Attacks using stick tilt + A button, moderate strength

Forward Tilt (Wheel Kick)

Tilt

A medium roundhouse kick dealing 7%. Starts frame 5. Can be angled up or down. Good for spacing at close range.

Up Tilt (Spinning Uppercut)

Tilt

Spinning 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)

Tilt

Crouching 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)

Smash

Palm 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)

Smash

Arcing 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)

Smash

Breakdance 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)

Aerial

Flying 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)

Aerial

Overhead 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)

Aerial

Backward 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)

Aerial

Upward 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)

Aerial

Spinning 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

Special

Throws 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

Special

Swings 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

Special

Rising 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.

Special

Charges 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

Grab

Mario 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

Grab

Headbutts the grabbed opponent dealing 1.3% per hit. Fast enough for 2-3 pummels before throwing at most percents.

Forward Throw

Grab

Spins 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)

Grab

Grabs 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

Grab

Heaves 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)

Grab

Slams 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

Other

Dropkick 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)

Other

Punches behind then in front while getting up, dealing 7%. Standard getup attack when knocked down face up.

Floor Attack (Face Down)

Other

Sweep kick while getting up face down, dealing 7%. Hits both sides.

Floor Attack (Trip)

Other

Side kick behind and in front while getting up from a trip, dealing 5%.

Mario Finale (Final Smash)

Other

Two 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

Other

Advanced 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.

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Down Throw → Up Air Combo

Other

Bread-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.

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Nair → Up Smash Kill Confirm

Other

Kill 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.

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Cape Gimp (Edgeguard Technique)

Other

Advanced 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.

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F.L.U.D.D. Edgeguard

Other

Advanced 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.

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