Mario as appearing in Super Smash Bros. Ultimate.

Mario

The symbol for the Mario series.

Middleweight

Super Mario

Damage Table for Mario

Smash Attacks

Neutral


Neutral: 2.2% (Hit 1)

Neutral SS: 1.7% (Hit 2)

Neutral WS: 4% (Hit 3)

Up


Up: 14%

Up SS: N/A

Up WS: N/A

Down


Down: 10% (Front)

Down SS: 12% (Back)

Down WS: N/A

Side


Side: 14.7% (Arm)

Side SS: 17.8% (Fire)

Side WS: N/A

Special Attacks

Neutral


Neutral: 5%

Neutral SS: N/A

Neutral WS: 4%

Up


Up: 5% (Hit 1)

Up SS: 0.6% (Hits 2-6)

Up WS: 3% (Hit 7)

Down


Down: 0%

Down SS: (See Below)

Down WS: N/A

Side


Side: 7%

Side SS: 1.5x Reflection

Side WS: N/A

Air Attacks

Neutral


Neutral: 8%

Neutral SS: N/A

Neutral WS: 5%

Up


Up: 7%

Up SS: N/A

Up WS: N/A

Down


Down: 1.4% (Hits 1-5)

Down SS: 5.5% (Hit 6)

Down WS: 2% (Landing)

Forward


Forward: 12%

Forward SS: 14%

Forward WS: 10%

Back


Back: 10.5%

Back SS: N/A

Back WS: 7%

Tilt Attacks

Up


Up: 5.5%

Up SS: N/A

Up WS: N/A

Down


Down: 5% (Foot)

Down SS: 7% (Leg)

Down WS: N/A

Side


Side: 7%

Side SS: N/A

Side WS: N/A

Other Attacks

Grabs

Pummel: 1.3%

Up: 7%

Down: 5%

Forward: 8%

Back: 11% (8% Collateral)

Air Grab

Air Grab: N/A

Air Grab SS: N/A

Air Grab WS: N/A

Dash Attack

Dash: 8%

Dash SS: N/A

Dash WS: 6%

Floor & Edge

Floor Forward: 7%

Floor Back: 7%

Floor Trip: 5%

Edge: 9%

Move Breakdown

Neutral


Mario performing the move Fireball.

Fireball

Throws a fireball that bounces along the ground.

Considerable amount of end lag for its strength. Can be used to stop an opponent's approach, to start a combo, or to assist or to cover recoveries.

Side


Mario performing the move Cape.

Cape

Whips out a cape to spin opponents around and reflect projectiles.

An integral part of Mario's kit with the obvious use being the reflective capabilities. However, it can also be used to stall while falling providing timing mix-ups, and to gimp opponent's recovery options.

Up


Mario performing the move Super Jump Punch.

Super Jump Punch

Hits repeatedly with a rising punch.

Mario's only true recovery move. The rapid startup with intangibility frames make it a useful out-of-shield option. Can KO at high percent near the upper blast lines.

Down


Mario performing the move F.L.U.D.D.

F.L.U.D.D.

Blasts opponents with water. Can charge and aim at an angle.

Does not do damage but pushes opponents, which can be used for spacing, to edge-guard, or to gimp. Charges quickly, and can be canceled and stored.