All Things Smash


Your Guide To Super Smash Bros Ultimate

Mario as appearing in Super Smash Bros. Ultimate.

Mario

Middleweight

Super Mario


Damage Table for Mario

Smash Attacks

Neutral

Neutral SS

Neutral WS

2.2% (Hit 1)

1.7% (Hit 2)

4% (Hit 3)

Up

Up SS

Up WS

14%

N/A

N/A

Down

Down SS

Down WS

10% (Front)

12% (Back)

N/A

Side

Side SS

Side WS

14.7% (Arm)

17.8% (Fire)

N/A

Special Attacks

Neutral

Neutral SS

Neutral WS

5%

N/A

4%

Up

Up SS

Up WS

5% (Hit 1)

0.6% (Hits 2-6)

3% (Hit 7)

Down

Down SS

Down WS

0%

(See Below)

N/A

Side

Side SS

Side WS

7%

1.5x Reflection

N/A

Air Attacks

Neutral

Neutral SS

Neutral WS

8%

N/A

5%

Up

Up SS

Up WS

7%

N/A

N/A

Down

Down SS

Down WS

1.4% (Hits 1-5)

5.5% (Hit 6)

2% (Landing)

Forward

Forward SS

Forward WS

12%

14%

10%

Back

Back SS

Back WS

10.5%

N/A

7%

Tilt Attacks

Up

Up SS

Up WS

5.5%

N/A

N/A

Down

Down SS

Down WS

5% (Foot)

7% (Leg)

N/A

Side

Side SS

Side WS

7%

N/A

N/A

Other

Pummel

Up Throw

Down Throw

Forward Throw

Back Throw

1.3%

7%

5%

8%

11% (8% Collateral)

Air Grab

Air Grab SS

Air Grab WS

N/A

N/A

N/A

Dash

Dash SS

Dash WS

8%

N/A

6%

Floor Forward

Floor Back

Floor Trip

Edge

7%

7%

5%

9%

Special Move Breakdowns


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.

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.

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.

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.