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Grab an opponent, hit them with the A Button two times, throw them towards the ground, then jump and perform an Up-Air attack. This generally results in approx. 20 damage. It's perfect for setting up combos.
Get your opponent to the edge of the stage then unleash the final smash for a high chance of knocking them out. Edge hogging can limit this attack's success!
If your opponent is using any move that leaves them vulnerable or takes too long to execute, use FLUDD on them and it will spray them of the edge or to their doom. This works great on Kirby's Stone or a hammer.
He uses a big punch covered with fire for a smash attack.
He uses his head to send foes in the air.
He uses his legs to attack enemies around him.
He uses a punch when attacking airborne foes in front of him.
When Mario is running fast press to make him do a slide kick.
Mario kicks forward. Can be angled if executed diagonally
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Upwards Punch
Mario punches upwards. Combos into itself
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Crouch Kick
Mario kicks while crouching. Has moderate delay at the end.
while dashing
while dashing
while dashing
while dashing
Slide Kick
Mario kicks while sliding
Pummel and Throws
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Pummel/Throw
Info
after grab
after grab
after grab
after grab
Nosebutt
Hits foes with his nose
+ or
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+ or
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Spin Throw
Turns around once and throws forwards
+ or
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+ or
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Spin Chuck
Turns around multiple times and throws backwards
+ or
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+ or
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Upwards Hurl
Throws foes upwards
+ or
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+ or
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Throwdown
Throws foes downwards
Air Attacks
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Attack
Info
Drop Kick
Mario kicks. The kick has a long duration
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Forward Punch
Mario punches forward. Knocks foes down if timed correctly
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Back Kick
Mario kicks backwards
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Flip Kick
Mario kicks upwards
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Mario Tornado
Mario spins like crazy to send foes upward
Smash Attacks
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Standard Attack
Info
Smash +
++
(Smash +) or
(Smash +) or
Smash Punch
He unleashes his most powerful punch attack
Smash +
++
(Smash +) or
(Smash +) or
Headbutt
He does an upward Head Attack
Smash +
++
(Smash +) or
(Smash +) or
Spin Kick
He does a hard spin kick
Special Attacks
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Special Attack
Info
Fireball
Shoots a projectile that causes 4% damage. Useful at long ranges to disorient your foe.
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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.
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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.
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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
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Taunt
He grows bigger, as if he'd gotten a Super Mushroom.
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( or )+
or
or
He spins around and takes off his hat.
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He flips over in midair and falls down.
Final Smash
Mario Finale: Mario releases a fast-paced barrage of flames in a wide vertical direction. These flames stun opponents, while carrying them in the direction the row of fire is heading.
The Mario Finale does more damage the closer the enemies are to Mario, but when they are close, it is easier for them to dodge the attack and take no damage from it. Wasting the final smash.