Super Smash Bros. for Nintendo 3DS/Mario

As Nintendo's biggest mascot, it's no surprise that Mario returns for the fourth generation of the company's crossover series. Like in every multiplayer game he has been in, Mario is all about ease of use and balance, with some emphasis on comboing and slightly early KOs.. In general, he sets the standard for every other character, and his moveset is simple enough for newcomers, while varied enough to make him remain interesting to veteran players. While Mario isn't as strong as Little Mac or has as good of defensive keepaway abilities as Robin, he can function well with these playstyles and many more. Mario's main flaw is simply his lack of specialization, except his power (and even then, it's it's not close to as much to Bowser or Ganondorf, with them usually KOing at around 65% while it's around 97% for Mario) which makes it increasingly difficult to stay relevant with newer additions to the roster. Nevertheless, Mario is a reliable, solid character who can be a strong contender against any opponent he faces.

Basic attributes
Mario's statistics are mostly, well, average. From his weight to his jumps to his dash speed, Mario is the standard that every other character is measured against. Even though Mario is not exactly dead center on attribute lists, you can get a good idea of the average power and speed of characters in the game. In general, his attributes are average, like his speed and weight, to above-average, like his power.Mario's dodges are not notably fast, and they don't cover a lot of distance either. Perhaps a feature that is not so average is Mario's ability to wall jump, which will certainly help to extend the vertical distance travelled while recovering.

Final Smash - Mario Finale
Mario unleashes two massive fireballs, which spin around as they expand vertically, forming a fiery cone. The fireballs do continuous damage to any fighters caught by it, while dragging them forward. It is important to note that the Final Smash KOs by carrying fighters off the screen by constant, minor knockback instead of one heavy-hitting blast. This means that while using the move on the edge of a stage facing the center will let you cover the most range, using it nearer to the blastline you're facing gives you a higher chance of KOing low percentage opponents.