|It's-a me, Mario!|
Donkey Kong (1981)
Entrance: Warp Pipe
A green Warp Pipe appears and Mario leaps out shouting "Let's-a go!".
It is based on how he warps to Peach's Castle in Super Mario 64.
Neutral B: Fireball
Mario throws a fireball, which falls to the ground, losing momentum with each bounce. As such, they are more effective when fired from higher locations and toward downward slopes, traveling further. When firing at a wall or upward slope, the balls will bounce backward, a more defensive maneuver for brief protection from oncoming foes, perhaps in the air or from behind. Mario's fireballs can be spammed, though with some difficulty (and at a slower rate of fire than Luigi's), and are a decent approach tactic. The move can be more efficient when used in the air, falling to meet the enemy at ground level, while still moving, and negating lag.
Fireballs were introduced in the game Mario Bros. Red and green fireballs would periodically travel across the screen as hazards. The red fireballs moved in a random pattern, being affected by gravity, and the green fireballs moved in a straight path, not being affected by gravity at all. Only the green ones appear in Brawl's version of the stage, but they start out as red/purple before moving. They can be destroyed for points with Mario and/or Luigi bumping them from underneath with a jump should they be close enough to the platform above.
Side B: Cape
Mario uses a cape which can flip shielding opponents. Also, the cape will briefly reverse an opponent's momentum. Shortly after an opponent is flipped in the opposite direction, if they make a directional input such as a forward roll, they will instead roll backwards. This seems to affect most, (including buffered), inputs made while being caped.
Originating from Super Mario World, the Cape was a power-up obtained from the Cape Feather, which transformed Mario into Cape Mario; this enabled Mario or Luigi to attack with it by spinning, as well as fly great distances after a running start and float softly back to earth when falling. With enough speed it granted Mario the ability to glide through the air, and by diving and pulling up at regular intervals one could stay airborne for a very extensive period of time. While gliding one could also slam into the ground to create an earthquake capable of damaging all enemies on the screen. The cape Mario wields in Super Smash Bros. functions differently, being held in his hand rather than attached to his back, and Mario attacks by simply swinging it, rather than spinning around while wearing it. The ability for it to stall in midair and thus improve Mario's recovery may be a reduced version of its original ability to float and glide; its ability to reflect projectiles is new to Smash.
Up B: Super Jump Punch
Mario jumps diagonally upwards with more vertical range than horizontal. If the attack strikes an enemy during the jump, coins fly out of the enemy, and the foe receives several hits of 1% damage each for up to about 10-13% damage.
The Super Jump Punch is based on the most simple technique used by the Mario Bros.—the jump. In the original Super Mario Bros. and many games afterward, Mario and Luigi jump to cross gaps, stomp on enemies (such as Koopa Troopas and Goombas), and break bricks or hit blocks to reveal coins or power-ups (such as Super Mushrooms and Fire Flowers).
Down B: F.L.U.D.D.
Mario takes out F.L.U.D.D. and he can charge it up for about a second and a half. The attack does not deal any damage, instead simply pushing opponents based on the charge level. The water spray can be aimed vertically with the control stick. Should Mario use the move in the air, he will be pushed backwards.
F.L.U.D.D. originally appeared in Super Mario Sunshine for the Nintendo GameCube. Mario encounters the device at the beginning of his vacation to Isle Delfino. It introduces itself and Mario equips it, and it comes in handy when he is forced to clean up the pollution on Isle Delfino. Although its main use is to wash away poisonous goo, F.L.U.D.D. doubles as a weapon and can be used to push small enemies away or stun them. If the water tank is emptied, Mario is required to refill it in the nearest source of water. In Brawl, F.L.U.D.D. uses the secondary purpose from Super Mario Sunshine as a defensive measure against opponents.
Final Smash: Mario Finale
Mario launches a powerful two-streamed blast of fire, which hits many times. It expands vertically as it moves away from Mario. As the blast moves away from him, opponents that come in contact with the vortex are knocked slightly to the side, and are thus forced to travel with it. Opponents that are in the center of the vortex are more easily trapped by it. The Dojo!! suggests to move to one side of the level and use it while in mid-air. Mario recoils slightly when he does the attack, but he is unaffected by gravity until the move ends, so it is mostly insignificant.
Mario Finale resembles the attack Ultra Flame from Super Mario RPG: Legend of the Seven Stars. The attack involves Mario shooting a barrage of powerful fireballs that damage all the enemies on the screen.
While the Mario Finale resembles the Ultra Flame from Super Mario RPG: Legend of the Seven Stars, the move otherwise has no clear origin, but rather takes inspiration from Mario's pyrokinetic abilities.
KO Sounds and Taunts
KO Sound #1: OW!
KO Sound #2: DOO!
Star KO Sound: WA HA HA HA HA!!!!
Screen KO Sound: Ooh!
Up Taunt: Grows to a super-size, as if taking a Super Mushroom power-up, before shrinking again.
Side Taunt: Twirls and removes his cap.
Down Taunt: Spins around in mid-air with his arms and legs outstretched before falling on his back.
Victory Options and Losage
Option #1: Makes fire explode from his palm and strikes a pose.
Option #2: Winds up for a punch and steps forward while punching in front of the screen.
Option #3: Does a short spin-jump and lands in a strong-man pose.
Normal Attacks, Special Moveset Music, KO, Taunt Music, Victory Music
Up Aerial: Flips and kicks.
Neutral Aerial: Sex kicks.
Down Aerial: Spins around a bunch o' times!
Forward Aerial: Swings his fist.
Reverse Aerial: Kicks backwards with both legs.
Up Tilt: Uppercuts.
Neutral Attack: Jabs.
Combo: 2 jabs and a kick.
Side Tilt: Kicks.
Dash Attack: Slide kicks.
Down Tilt: Legsweeps.
Ledge/Get Up Attacks
Ledge: Somersaults and kicks upwards.
Get Up: Kicks behind him.
Up Smash: Headbutts.
Side Smash: Sends a small blast of fire.
Down Smash: Breakdances.
Grab: Uses both hands.
Forward Throw: Spins around once then tosses.
Reverse Throw: Spins the opponent round 3 times before throwing.
Up Throw:Throws the opponent up with both hands.
Down Throw: Slams the opponent onto the ground.
Super Mario Bros. Theme
KO Sounds and Taunts Music
Super Mario Bros. Theme- Underground
Super Mario Bros.- Level Complete!
Angry Boss Codec
Angry Boss: Who the heck is this guy in the red suit and the blue overalls?
Jeremy Gilman: Boss, you are trolling us, right?
Angry Boss:Of course I am, you fool! It's Mario! But what the funk is he doing here? Isn't he already in Smash Brothers! I DEMAND THAT YOU REMOVE THIS CHARACTER AT ONCE! OR I WILL KICK THIS ITALIAN PLUMBER IN THE FIREBALLS!
Jeremy Gilman: Ultimate explanation at once in 5, 4, 3, 2, 1...
Owen, Jeremy Gilman, Victor VamPire, Paul Douglas and Fluttershy: APRIL FOOLS!
Angry Boss: BRUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCETON!
- Bowser taking over.
- Throwing Fireballs
- Jumping attacks
- All Around fighting style
- Plumbing and Kart Racing.
- Saving Princess Peach
- Stomping on Goombas and Koopa Troopas
Classic Safari Story
- Fire Mario
- Blue Japanese Boxart Mario
- Wario Costume
- Black Costume
- Green Japanese Boxart Mario
- Golf Mario
- Waluigi Costume
- Mario is the only character by far to also appear as playable in the original Super Smash Bros. series, but it turned out to be an "April Fools Joke".