SSBU/Mario

From Dragdown


Overview

Mario
Weight:98
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3-29F intangible (Neutral)
3~21F intangible (Directional)
Fastest OOS:Up-B (3F)
N-Air (6F)
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 Up-Air and D-Air being used in ladder combos. While on the ground, Mario has access to powerful moves such as Up-Smash and F-Smash to close out stocks quickly and effectively.

Mario also has a versatile set of special moves in Fireball, a disruptive projectile, Cape, a reflector that also reverses the opponents direction they are facing, and F.L.U.D.D, 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 Up-B is rather linear despite its 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
Mario is a well rounded combo character that can adapt to any opponent with his solid moveset.
Pros Cons
  • Great Frame Data: Mario has extremely fast startup and short endlag on a majority of his moves. N-Air, Up-Smash and a 3F Up-B makes pressuring Mario's shield difficult. With the exception of F-Air, Mario's aerials have a startup of 6F or lesser. Additionally, aerials like N-Air, Up-Air and B-Air 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. Fireball is a projectile that interrupts opponents and assists in approaches, Cape allows him to reflect projectiles and recoveries, and F.L.U.D.D 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.
  • Stubby Normals: Mario's limbs are short, making him struggle against characters who have long disjointed normals like Lucina or Shulk.
  • Linear Recovery: Although Up-B has intangibility frames and Side-B 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 Dash Attack. 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.
  • Struggles At Low Percents: Mario is infamous for having a 30-50% Golden Range where his combo starters are the deadliest. While his mobility and well rounded neutral help him when his opponent is above the Golden Range, at lower percentages, a lot of moves are riskier because they’re either unsafe on hit and/or lead to virtually no follow-ups.



Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 2.2 2-3 19 361/180 -14 to -13 N/A
Jab 2 1.7 2-3 21 361 -16 to -15 N/A
Jab 3 4.0 3-4 33 361 -25 to -24 N/A
  • As the move name would imply, great for jab-locking to follow up into a punish.
  • Sends at a low angle, which can set up a tech-chase at low percents.

This is Mario's fastest move at frame 2, making it good for finishing reliable two-piece combos at low percents as well as being used as a "get-off-me" tool in close-range scrambles. At the ledge at high percents, it can also be used to send the opponent into an edgeguard scenario.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 20/15 0 30/20 N/A N/A 3
Jab 2 20/15 0 30/15 N/A N/A 3
Jab 3 60 0 80 N/A N/A 5


Forward Tilt

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0 5-7 25 361 -13 to -11 N/A
7.0 5-7 25 361 -13 to -11 N/A
7.0 5-7 25 361 -13 to -11 N/A
  • Can be angled up or down, which send at higher and lower angles, respectively.
  • For neutral and low angles, sets up for tech-chase scenarios very well.

As Mario's longest-ranged grounded attack, F-Tilt proves very useful as a poke in neutral or as a low-damage combo ender. Mario's high ground speed also allows pivot-cancelling to be very useful to extend his range with F-Tilt in particular. Down-angled F-Tilt can also be used to 2-frame some characters, though it is not Mario's best tool to do so with, as D-tilt and down-angled F-Smash both offer higher reward.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
55 0 70 N/A N/A 7
55 0 70 N/A N/A 7
55 0 70 N/A N/A 7


Up Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.5 5-11 29 96 -18 to -12 N/A
  • Can hit opponents on platforms if positioned properly

Oh, how the mighty have fallen... Unlike in Smash 4, Ultimate Mario's Up-Tilt has very limited horizontal range, meaning it is not as viable in throw combos. One thing it does have, however, is great vertical range, making it serviceable as a combo extender on platforms or as an anti-air after a pivot-cancel to catch opponents jumping in.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
28 0 130 N/A N/A 6


Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0/5.0 5-7 27 80 -15 to -13/-16 to -14 N/A
  • Can 2-frame many characters with proper timing
  • Somewhat safe on shield if spaced properly

Debatably Mario's best tilt attack, D-Tilt has decent range and safety, and with its low lag and upward launch angle it sets up perfectly for aerial combos. At higher percents, it can confirm into B-Air, even off of a 2-frame.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
35 0 80 N/A N/A 7/6
  • Values are separates as sweetspot/sourspot

Sweetspot takes priority over sourspot


Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 8.0 6-9 37 50 -17 to -14 N/A
Late 6.0 10-25 37 48 -16 to -1 N/A
  • Great 2-frame tool with its lingering hitbox
  • Very safe on shield if spaced perfectly

Dash attack is a quick burst option with good base knockback. Despite these perks, however, it can be quite unsafe on shield if misspaced, making it risky to go for in some scenarios. In these cases, it is generally better to use other, better poking tools such as F-Tilt and D-Tilt. Its best attribute is its low, long-lasting hitbox which makes it one of Mario's better 2-frame tools.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 100 0 43 N/A N/A 14
Late 100 0 30 N/A N/A 11


Smash Attacks

Forward Smash

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
14.7/17.79999922.049999999999997/26.6999985 charged 15-17 47 361 -22 to -20/-20 to -18-18 to -16/-15 to -13 charged N/A
14.7/17.799999 15-17 47 361 -19 to -17/-16 to -14 none
14.7/17.799999 15-17 47 361 -19 to -17/-16 to -14 none
  • Mario steps back during the startup of the move, which may cause moves to whiff on him.
  • + Forward Smash KO's earlier, while + Forward Smash can 2-Frame at the ledge.

Mario's strongest KO tool, KOing around 65% at the ledge with its sweetspot. Being one of Mario's few disjointed attacks, this is a very good tool to use to whiff punish opponents, as the animation can trick opponents into overextending and whiffing their attack.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
25 0 105/99 N/A N/A 10/125/6 charged
25 0 105/101 N/A N/A 13/16
25 0 105/100 N/A N/A 13/16


Up Smash

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
14.021 charged 9-12 39 83 -20 to -17-16 to -13 charged head intangible 9-12
  • Safe on Shield if hit from behind Mario.
  • Mario's head is invincible while the hitbox is active.

One of Mario's most reliable kill moves. Coming out at frame 9 and usable directly out of a run, Up-Smash is an ever-present threat to any high-damage opponent that will make them think twice about running or jumping in. While it is punishable on whiff and on shield, the generous hitbox size and hurtbox shifting can make it a challenge if the opponent wasn't adequately prepared to deal with it.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
32 0 94 N/A N/A 105 charged


Down Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Front 10.015 charged 5-6 43 32 -31 to -30-28 to -27 charged N/A
Back 12.018 charged 14 43 30 -21-17 charged N/A
  • Back hit is notably stronger than the front hit
  • Can cause hurtbox shifting to dodge some attacks

This is Mario's fastest smash attack, and it has a wide area of coverage, which makes it great for reaction scenarios such as ledge-trapping and tech-chasing as well as a quick combo finisher. It is not without flaws, however; as fast as it is, the front hit is remarkably unsafe on shield, and its 2-frame potential is more limited than it appears. The back hit, while stronger and a bit safer, takes longer to come out, so it is situational.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Front 30 0 100 N/A N/A 74 charged
Back 30 0 100 N/A N/A 84 charged


Aerials

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 8.0 3-5 45 361 -2 N/A
Late 5.0 6-27 45 361 -3 N/A
  • Late hit can jab-lock

N-Air is a good tool for many situations. In advantage, it can be used to extend or end combos. In disadvantage, it offers a frame-3 combo-breaking hitbox. In neutral, it's a safe-on-shield combo starter. Its short range is its biggest downside, so it is best used when you are close to the opponent. Its low landing lag serves as the cherry on top of this all-around great move.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 20 0 100 6 1-2, 39+ 4
Late 13 0 90 6 1-2, 39+ 3


Forward Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 12.0 16 59 361 -12 N/A
Clean 14.0 17-20 59 280 -12 N/A
Late 10.0 21 59 361 -13 N/A
  • Weak hits send directly out with somewhat strong knockback; serviceable edgeguard tool

Mario's F-Air has its notorious reputation for good reason. It's one of the cheesiest tools Mario has access to, being a large, strong spiking hitbox that can be confirmed into near the ledge to eliminate stocks at damage as low as 30%. On its own, its large hitbox and strong knockback are enticing enough for many Mario players to jump at every opportunity they can to land a hit with it, but its high end-lag and unsafety on shield make its role outside of cheesing opponents at unfair percents near the ledge quite limited. On stage, the spike hitbox is a potent combo-starter which can link into B-Air, D-Air, or another hefty F-Air, which causes it to find some use in hard-read tech-chases as well.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 30 0 80 17 1-2, 43+ 5
Clean 32 0 78 17 1-2, 43+ 5
Late 20 0 80 17 1-2, 43+ 4


Back Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 10.5 6-7 33 361 -2 N/A
Late 7.0 8-10 33 361 -3 N/A
  • Mario can perform two B-Air attacks in one short hop.

B-Air is one of Mario's more oppressive, "mashy" attacks. This is not for no reason, of course: it is -3 on shield at its unsafest, it comes out quick, it can set up for a tech-chase scenario at lower percents and it can outright KO the opponent at higher percents or send the opponent far across (or off) the stage. The Reverse Aerial Rush (RAR) benefits B-Air a great deal, as it allows this hitbox to be used on approach to pressure the opponent in neutral. Multiple confirms exist into B-Air near ledge, including D-Tilt and landing Up-Air.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 12 0 106 6 1-5, 19+ 4
Late 7 0 90 6 1-5, 19+ 3


Up Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0 4-7 30 75 -3 N/A
  • The back hit of Up-Air sends up and slightly behind Mario, which must be taken into account in advantage state.

This move is the "Bread" of all of Mario's Bread-and-Butter combos. Combos exist in large part because of Up-Air, and Mario's cheesy off-the-top KO setups are enabled by strings of Up-Air into an Up-B, which are called "Ladder Combos" by the community. What's more, this move also enables combos into F-Air at the ledge. It's even safe on shield! Its potential as an out-of-shield attack is also very high because of its fast startup combined with all the factors discussed here. Some consider this Up-Air to be among the very best in the game, and upon closer inspection it is not hard to see why.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
10 0 135 6 17+ 3


Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Multihits 1.4 5/7/9/11 / 5/7/9/11 37 94 -13 N/A
Finisher 5.5 23 37 75 -12 N/A
Landing 2.0 1-3 15 361 -11 to -9 N/A
  • Has a landing hitbox if Mario lands before the move ends. This hitbox has some niche uses.

D-Air is an aerial of two extremes. On one hand, Mario's most reliable follow-up off of a grab at 0% is up throw to D-Air. On the other, Mario mains sometimes opt to end ladder combos at high percents with D-Air instead of Up-B due to its potential to kill earlier than Up-B in some scenarios. The front and back hits of the final hitbox have different launch angles, meaning Mario can cross-up the opponent on the final hit to catch their DI and net a KO earlier than usual. Outside of these two uses, it can also be used as a hitbox to throw out in scramble situations due to its decent coverage.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Multihits 50/25 0 15 15 1-4, 33+ 2
Finisher 80 0 100 15 1-4, 33+ 3
Landing 0 60 100 N/A N/A 3


Specials

Fireball

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0/4.0 N/A 49Projectile 88F 361 NaN/NaN N/A
  • This is an effective gimping tool, since the projectile travels on a downwards arc and has very little knockback, halting momentum and sniping double-jumps.

Fireball is Mario's one and only damaging projectile. It bounces on the ground a few times or falls through the air for a short while or until it hits an opponent. Its most prominent uses include covering Mario's landings from off-stage and, of course, as a decent projectile to pressure the opponent from a distance in neutral. It can also be used on approach to accomplish a few things. First, if Mario follows the fireball toward the opponent and it hits, it allows for a combo to be started while the opponent is in hit-lag from the fireball. Second, it can be used to condition the opponent to shield, which sets up for grabs and shield pressure with many of Mario's safe aerials. Mastery of Fireball is one significant factor that separates good Mario players from great ones.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
35/28/22 0 20/15/10 N/A N/A 3/2 0 0 0.6 1.0


Cape

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Attack 7.0 12-14 35 110 -16 to -14 N/A
Reflector N/A 9-20 35 N/A N/A N/A
  • On hit, changes the opponent's direction faced, and reverses their controls for a short while
  • Stalls Mario in the air

Other than its obvious use as a reflector, Cape is often used as an edgeguarding tool against opponents' recoveries. Because of its ability to briefly reverse the opponent's inputs, it is useful as a gimping tool, causing the opponent to recover away from the stage and get KO'd. Cape is also useful to stall Mario in the air, mixing up his recovery timing.

  • 1.5x Reflector multiplier


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Attack 0 80 100 N/A N/A 7 0 0 1.0 1.0
Reflector N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A


Super Jump Punch

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hit 5.0 3-6 38 60/86/100 -29 to -26 all intangible 3-6
Multihits 0.6 7-16 38 60/92 -29 to -20 all intangible 3-6
Finisher 3.0 17-18 38 60 -17 to -16 all intangible 3-6
  • Mario's fastest OoSOut of Shield option
  • Can be angled to slightly alter the direction travelled

Mario's most common ender to his ladder combos. Combined with platforms, it's not uncommmon to see Mario KOing off the top at mid percents with this move.

Super Jump Punch is also Mario's fastest and one of his best OoS option. It's one of the few Up B's blessed with a 3F startup, and has invulnerability starting on its active frames.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hit 0 160/150 100 N/A N/A 6 0 0 1.0 0.0
Multihits 0 180/170/110 100 N/A N/A 2 0 0 1.0 0.0
Finisher 50 145 N/A N/A 4 0 0 1.0 1.0


F.L.U.D.D.

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
0.0 2 + 19 Charging 48 55 NaN N/A
  • The greater F.L.U.D.D.'s charge, the further the stream distance and pushback
  • Can be charge cancelled.

F.L.U.D.D. is an often underutilized tool of Mario's kit, but nonetheless highly effective at creating space and edgeguarding opponents.

The water streams shot out don't do any damage or cause the opponent to flinch; they only push the opponent back. As such, F.L.U.D.D. is one of Mario's safest ways of edgeguarding opponents and gimping them, causing opponents attempting to recover to be pushed away from the stage.

  • 100F to fully charge F.L.U.D.D.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 FKB 100 N/A N/A 2 0 0 1.0 1.0


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grabbox N/A 6-7 34 N/A N/A N/A
Grabbox N/A 9-10 42 N/A N/A N/A
Grabbox N/A 10-11 36 N/A N/A N/A
Grab Release 3.0% 1-23 52 361 - -
Hitbox 1.3 1 6 361 -2 N/A
Standing Grab

Mario's grab hitbox is of average size compared to the rest of the cast, and its placement on Mario's model is nothing special. It is quick, too, but its endlag upon whiffing the move is significant, so the move is a commitment.


Dash Grab ( or > )

The grab hitbox lasts for a short enough time that Mario's dash grab doesn't take advantage of the actual dash as much as one would hope. In actuality, Mario's dash grab only has slightly more range than his standing grab, at the cost of more end lag and a higher startup.


Pivot Grab ( > + )

Mario's pivot grab has an even longer startup than his dash grab, but it has less end lag (from the end of the hitbox's existence) and a much larger range than either of his other grabs, so it's great if you need to grab someone at a distance.


Pummel ( > )

Mario has a fast pummel, which is good for building damage at lower percents. Mario is guaranteed to get at least one pummel on the opponent with every grab, even when they are at 0%, barring an absolutely perfect mash on reaction, which is impossible for most humans given the speed of both the grab and the pummel.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grabbox N/A N/A N/A N/A N/A N/A
Grabbox N/A N/A N/A N/A N/A N/A
Grabbox N/A N/A N/A N/A N/A N/A
Grab Release 60 0 100 - - - - 0 - - - 0.0 1.0
Hitbox 0 30 100 N/A N/A 3 0 0 2.1 1.0


Forward Throw

>

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0 13 27 45 N/A all invincible 1-13
  • Can combo into a Dash Attack at very low percents on some characters.

Forward Throw is simple in its execution and its goals. It simply hurls the opponent in front of Mario. This is most often used to set up an edgeguard, though it can KO at very high percents.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 0 65 N/A N/A N/A 0 0 0.0 1.0


Back Throw

>

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Swing 8.0 (Collateral) 13-39 59 50 -38 to -12 all invincible 1-44
Throw Release 11.0 44 59 45 N/A all invincible 1-44
  • In Doubles, it is notable that the opponent being thrown by Back Throw has a hitbox that sends out with moderate force.

Mario's Back Throw is his strongest throw. The classic "Roll behind -> Back Throw" is effective against some opponents. It starts taking stocks reliably at about 120% at ledge when Mario starts the move facing away from the ledge, depending on the stage and character.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Swing 100 0 70 N/A N/A 8 0 0 1.0 1.0
Throw Release 70 0 66 N/A N/A N/A 0 0 0.0 1.0


Up Throw

>

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0 18 39 90 N/A all invincible 1-18
  • Sends opponents up, but horizontal angle can be affected by opponents' DI.

Up Throw is useful in only a few situations. At very high percents, it can set up for Mario to catch a landing with his Up-Air, but at lower percents it enables lengthy combos to be started, even from 0%. Otherwise, it is fairly situational, and it is not exceptional at taking stocks, so it is very rare to see a Mario player KO with a simple Up-Throw, even on platforms.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 0 72 N/A N/A N/A 0 0 0.0 1.0


Down Throw

>

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 18 39 68 N/A all invincible 1-18
  • Horizontal angle can be greatly affected by opponents' DI; must be taken into account for the Mario player.

Down Throw is what Mario can use to work his magic from mid to high percents. Earlier on, Mario can combo Down Throw into Up-Air, which leads into whatever the Mario player feels like that day. Later, Mario can use Down Throw closer to the ledge and confirm into a B-Air. At any percent, it confirms into Up-Air, so it never truly loses all use in the normal progression of a game.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
40 0 90 N/A N/A N/A 0 0 0.0 1.0


Misc. Attacks

Ledge Attack

while holding the ledge

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 24-26 55 45 -22 to -20 all intangible 1-26
  • Has a longer range than it would initially appear

It's a fairly standard ledge attack. Like most ledge attacks, it is quite a commitment to throw out given the compromising position it leaves Mario in upon whiff.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 9


Getup Attack

after getting knocked down

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up 7.0 19-25 45 48 -19 to -13 all intangible 1-25
Down 5.0 16-22 45 361 -23 to -17 all intangible 1-22

It's a standard get up attack. Hits on both sides fairly quickly, though the endlag can leave Mario somewhat susceptible to a counterattack if whiffed.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up 80 48 N/A N/A 7
Down 60 50 N/A N/A 6


Trip Attack

after tripping

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0 19-32 49 48 -23 to -10 all intangible 1-7

Very similar to the above Getup Attack, but much less common since it relies on attacking out of the trip state, usually instigated by slipping on a Banana Peel or being hit by a combo-starting move. Otherwise unremarkable.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
80 48 N/A N/A 7


Navigation

To edit frame data, edit values in SSBU/Mario/Data.
Mario


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