SSBU/Mario

Overview
{{Overview
 * overview= It's-a-me, Mario! Mario is a well rounded character who's greatest assets are his quick normals and flexible combo game. Mario's aerials possess fast startup and low end lag, allowing him to pressure opponents safely on shield. On hit, Mario can initiate a combo that racks up damage quickly and reliably, most notably with his and {{clr|aerial|D-Air}} being used in ladder combos. While on the ground, Mario has access to powerful moves such as  and {{clr|smash|F-Smash}} to close out stocks quickly and effectively.

Mario also has a versatile set of special moves in, a disruptive projectile, , a reflector that also reverses the opponents direction they are facing, and , a water pump that can push opponents.

However, Mario isn't without weaknesses. Though fast, his normals are incredibly stubby, giving him a disadvantage against characters with larger or disjointed moves, or characters that otherwise control space very well. Mario also lacks substantial ways to mix up his recovery and is susceptible to edgeguards, as his is rather linear despite it's intangibility.

If characters with a strong aerial game, intuitive combos that rapidly do damage, and a suite of helpful special moves is to your liking, then pick up Mario and let's-a-go!

}}
 * summary= is a well rounded combo character that can adapt to any opponent with his solid moveset.
 * pros=
 * Great Frame Data: Mario has extremely fast startup and short endlag on a majority of his moves. {clr|aerial|N-Air}}, and a 3F  makes pressuring Mario's shield difficult. With the exception of, Mario's aerials have a startup of 6F or lesser. Additionally, aerials like ,  and  are safe on shield, allowing him to safely pressure opponents in shield.
 * Jack of All Trades: All of Mario's special moves are versatile and multifauceted. is a projectile that interrupts opponents and assists in approaches,  allows him to reflect projectiles and recoveries, and  offers Mario a way to create space or disrupt opponents trying to make it back onstage.
 * Excellent Combo Game: Mario's aerials are broadly applicable combo tools that grant him great damage off a stray hit or grab.
 * cons=
 * Stubby Normals: Mario's limbs are short, making him struggle against characters who have long disjointed normals like or.
 * Linear Recovery: Although has intangibility frames and  can be used to slightly stall Mario's fall speed, his recovery will regularly see him headed to the ledge.
 * Little Burst Range: With no fast burst option beyond a low hitting . Mario is forced to weave his way in against careful opponents, or opt to possess & threaten space they have little reason to occupy if they outrange him.
 * weight = 98
 * spotDodge = 25F (3~17F intangible)
 * airDodge = 3-29F intangible (Neutral) 3~21F intangible (Directional)
 * fastestOOS = (3F)  (6F)

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while dashing or running

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Airborne

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Ledge Attack
while holding the ledge

Getup Attack
after getting knocked down

Trip Attack
after tripping