
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%
Move Breakdown
Neutral

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

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

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

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.