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Moveset Analysis
Standard Attacks
Control |
Attack |
Info
|
Wii U GamePad / Pro Controller |
Wii Remote + Nunchuk |
Wii Remote (sideways)
|
Wii Classic Controller |
GameCube Controller |
Nintendo 3DS
|
(+)
|
(+)
|
(+)
|
Basic Combo
|
Mario punches with each hand, then kicks. This moves is fast and good for getting foes off you if they're too close for comfort.
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(+)
|
(+)
|
(+)
|
( or )+
|
( or )+
|
( or )+
|
Forward Roundhouse
|
Mario does a roundhouse kick forward, which can be angled up or down if you tilt the movement input slightly in the respective direction. It has good range and knocks opponents moderately far, which can help set up an edgeguard. It is also an adequate move to pivot cancel into, since Forward Smash is best saved for KOs.
|
( or )+
|
( or )+
|
( or )+
|
+
|
+
|
+
|
Uppercut
|
Mario does a spinning uppercut. The move can chain into itself at low percents and launches opponents just high enough to combo into your aerials. It is one of Mario's main combo starters.
|
+
|
+
|
+
|
+
|
+
|
+
|
Crouch Kick
|
Mario does a crouching roundhouse kick that has moderate endlag. Fairly useless compared to Mario's other grounded attacks, since it is too slow to follow up and doesn't have KO power. Mario's aforementioned Up Tilt has similar knockback back is faster, while most of Mario's grounded attacks have better range.
|
+
|
+
|
+
|
while dashing
|
while dashing
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while dashing
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Slide Kick
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Mario kicks while sliding. The move has a fairly long duration and moves Mario forward, being stronger at the beginning of the slide than at the end. It can be used to punish missed attacks when you're just out of range, but the duration and knockback of the slide makes it difficult to get any follow-ups.
|
while dashing
|
while dashing
|
while dashing
|
Smash Attacks
Control |
Attack |
Info
|
Wii U GamePad / Pro Controller |
Wii Remote + Nunchuk |
Wii Remote (sideways)
|
Wii Classic Controller |
GameCube Controller |
Nintendo 3DS
|
Smash ( or )+
|
Smash ( or )+
|
( or )++
|
Burning Palm
|
Mario reels back and sends out his palm, creating a strong fireball that surrounds his hand. A pretty straightforward smash attack which KOs at normal percentages. The initial animation can let Mario narrowly evade attacks by reeling back, and the fireball lets him hit enemies just out of range. However, it is fairly slow, so it is best used to punish whiffed attacks and careless recoveries rather than as a move one randomly throws out hoping for a KO.
|
Smash ( or )+
|
Smash ( or )+
|
Smash ( or )+
|
Smash +
|
Smash +
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++
|
Headbutt
|
Mario swipes his head in an arc above him, knocking enemies skyward. In past installments, Mario's head was invincible during the attack, so it can be presumed that the feature is present in this game as well. The move can be used to end early Up Tilt chains to rack up more damage. It is also a decent upward KO move as well as a powerful anti-air.
|
Smash +
|
Smash +
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Smash +
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Smash +
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Smash +
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++
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Spin Kick
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Mario does a breakdance, hitting foes in front of and behind him. Of Mario's three smashes, this is his fastest smash attack. It does have less knockback than his other smashes, but the speed more than makes up for it. The multi-directional nature of the attack also makes it good for hitting foes out of their roll dodges. Usually you should use this attack simply to get opponents offstage as it sends foes away horizontally, setting up an edgeguard scenario on your favor.
|
Smash +
|
Smash +
|
Smash +
|
Air Attacks
Control |
Attack |
Info
|
Wii U GamePad / Pro Controller |
Wii Remote + Nunchuk |
Wii Remote (sideways)
|
Wii Classic Controller |
GameCube Controller |
Nintendo 3DS
|
|
|
|
Drop Kick
|
Mario kicks, hitting any nearby enemies. This move hits the hardest at the very beginning, with both damage and knockback gradually decaying with time. This is one of Mario's best aerials, as it covers a pretty wide range and is very fast, with nearly unnoticeable startup and endlag. It is good for intercepting midair opponents if you're uncertain that other air attacks will hit, as well as for air-to-ground assaults. You can also use it defensively, using the immediate knockback of the move to get out of an enemy's combos or a crowd of foes.
|
|
|
|
+
|
+
|
+
|
Meteor Punch
|
Mario swipes his fist downward. It is a moderately strong meteor smash for the first half of the attack, which hits enemies straight down, strong enough to KO most characters without excellent recoveries past 70%. After the starting sweetspot, the move deals weaker horizontal knockback instead, which is easier to recover from. It is a slightly risky edgeguard, but landing the meteor smash part of the move offstage will all but guarantee a KO.
|
+
|
+
|
+
|
+
|
+
|
+
|
Back Kick
|
Mario kicks backwards with both legs. Another one of Mario's excellent aerials, this attack is both quick and has good reach, making it an awesome spacing tool to keep opponents at bay. At low to mid percentages against certain characters, it can combo into itself. It is also one of Mario's most reliable edgeguarding moves, and can even serve as a KO move if left unstaled.
|
+
|
+
|
+
|
+
|
+
|
+
|
Flip Kick
|
Mario kicks in an arc upward. This is an attack you will use very frequently in combos. It has weak knockback, great speed and good horizontal range, making it naturally strong at juggling opponents. Use this liberally to rack up guaranteed damage on your opponents.
|
+
|
+
|
+
|
+
|
+
|
+
|
Mario Tornado
|
Mario spins rapidly, dealing multiple hits before when final strike that knocks enemies skyward. It's not particularly powerful, but it can do quite a bit of damage if all hits connect. You can use it as a finisher to Up Air strings, keeping your foes above you for possible follow-ups. It is also particularly good in free-for-alls, as it has a large enough hitbox to draw in multiple opponents at once. The move actually has special hitboxes when it hits the ground, which can catch nearby opponents dropping their shield or trying to punish your landing animation.
|
+
|
+
|
+
|
Throws
Control |
Attack |
Info
|
Wii U GamePad / Pro Controller |
Wii Remote + Nunchuk |
Wii Remote (sideways)
|
Wii Classic Controller |
GameCube Controller |
Nintendo 3DS
|
after grab
|
after grab
|
after grab
|
Nosebutt
|
Mario hits the grabbed foe with his nose. Decently damaging, although not particularly fast.
|
after grab
|
after grab
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after grab
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after grab
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after grab
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after grab
|
Spin Throw
|
Mario turns around once and throws the grabbed opponent forwards. It is a quick and straightforward throw simply meant to keep foes out or get them offstage.
|
after grab
|
after grab
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after grab
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after grab
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after grab
|
after grab
|
Spin Chuck
|
Mario turns around multiple times and throws the grabbed foe backwards. This is Mario's strongest throw in terms of both damage and knockback, but also the slowest, so you're likely to get hit before you can finish executing the move. It's another move to get opponents offstage, since the knockback of the move is not enough to KO until very high percentages.
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after grab
|
after grab
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after grab
|
after grab
|
after grab
|
after grab
|
Upwards Hurl
|
Mario tosses the grabbed foe upwards. This move has awkward knockback, in that it does too much knockback to be used in combos reliably, and too little to be a good KO move. There's not much reason to use it over Down Throw other than on fastfallers at low percentages.
|
after grab
|
after grab
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after grab
|
after grab
|
after grab
|
after grab
|
Throwdown
|
Mario throws the grabbed foe into the ground, bouncing them back up. Arguably Mario's best throw, since it keeps the thrown opponent close enough to easily follow-up at low percentages. You can easily get an Up Tilt juggle going, or simply use a quick smash attack to knock them away for raw damage.
|
after grab
|
after grab
|
after grab
|
Special Attacks
Control |
Attack |
Info
|
Wii U GamePad / Pro Controller |
Wii Remote + Nunchuk |
Wii Remote (sideways)
|
Wii Classic Controller |
GameCube Controller |
Nintendo 3DS
|
|
|
|
Fireball
|
Shoots a projectile that causes 4% damage. Useful at long ranges to disorient your foe.
|
|
|
|
|
|
|
|
( or )+
|
( or )+
|
( or )+
|
Cape
|
Reflects projectiles but only lasts for a second. You can also use it to turn enemies around when they're charging a smash attack. This confuses them and gives you enough time to pull a smash attack of your own. It also can be used for some horizontal recovery when in midair.
|
( or )+
|
( or )+
|
( or )+
|
|
|
|
|
+
|
+
|
+
|
Super Jump Punch
|
Jumps up into the air and attacks opponent, also used for recovering. This attack leaves you very vulnerable in free for alls or if you do not connect correctly with the opponent as it gives your enemies time to attack while you are in midair. Even when it connects, the knock back isn't that great, so it's best to reserve this move for recovery.
|
+
|
+
|
+
|
|
|
|
|
+
|
+
|
+
|
F.L.U.D.D.
|
Charge up the F.L.U.D.D. When there are no opponents nearby, then fight them as you normally would do and knock them off the stage. Then use the F.L.U.D.D. to push the opponents back whilst they are trying to recover, this makes it harder for them to recover.
|
+
|
+
|
+
|
|
|
|
|
Taunts
Control |
Info
|
Wii U GamePad / Pro Controller |
Wii Remote + Nunchuk |
Wii Remote (sideways)
|
Wii Classic Controller |
GameCube Controller |
Nintendo 3DS
|
|
|
+
|
He grows bigger, as if he'd gotten a Super Mushroom.
|
|
|
|
( or )
|
+
|
|
He spins around and takes off his hat.
|
( or )
|
( or )
|
( or )
|
|
|
+
|
He flips over in midair and falls down.
|
|
|
|
Final Smash