

Mario in Melee, however it now has a damaging hitbox on the fireball/Megavitamin that does 3%. Mario's down taunt has been changed to act like that of Dr.Mario now says "hoh" when doing his first jump.Mario, who throws Megavitamins instead of fireballs and uses an electric effect for his forward smash instead of fire. Mario now has a new alternate costume, Dr.Before 3.5, Mario Tornado had star graphics, in a reference to the Star Spin from Super Mario Galaxy.Ĭhanges from Brawl to PM Aesthetics.Mario Tornado creates more vertical distance, aiding Mario's recovery.Super Jump Punch has less base knockback on the last hit, and can only be canceled once in its wall jump technique until landing.It also hits less times while still dealing the same damage, making it easier to rack up damage with the move. Super Jump Punch can be cancelled by a wall jump during the first 6 frames it is touching the wall, instead of just the first frame.Cape glide from Brawl has been retained giving Cape more utility.Mario uses SFX from Melee for his Fireballs and retained down aerial.

They also act more like Megavitamins, being stronger and having a bouncier trajectory. Fireballs have less ending lag, so they can be acted out of sooner and are quicker for repeated use.Down throw has higher knockback growth (30 → 50), this hinders it's chaingrabbing ability, but makes it slightly easier to follow up into other attacks against fast-fallers.Its landing hitbox has also been shrunk, making less likely for opponents to be launched away by the move out of the range of Mario's attacks, and the first hit has higher base knockback so that it will almost always cause tumbling if the rest of the move whiffs. Down aerial inflicts higher damage for more consistent use, and now antocancels on short hop.Up aerial has less ending lag (IASA 30 → 28) and autocancels sooner (frame 16 → 15).Up aerial now has a late hit that starts on frame 6, the hitbox behaves identically to Dr.Mario's, being more useful at gimping recoveries. Back aerial still possesses its former power, but it now has a semi-spike angle like Dr.It also has much less ending lag (IASA 60 → 45). Mario's, dealing higher damage with strong knockback and a more favorable angle for KOs (60°), while the late hit acts like the original meteor smash hitbox, greatly strengthening its use for approaching and making it more reliable as a forward air. Beginning of forward aerial acts like Dr.Down smash's second hit has a longer duration (1 frame → 2).It also deals more damage than the doctor's version. Mario's), comboing better into aerial attacks. If up smash hits late (via in front of Mario as opposed to behind or above), it becomes more powerful and spikes grounded foes (also akin to Dr.Down tilt has less ending lag (IASA 35 → 29) and has increased base knockback (10 → 30), improving it combo ability and safety.Dash attack's hitbox has been moved to Mario's leg, improving it's range.

Mario's from Melee and also has a damaging hitbox that deals 3%. Mario, with increased air speed, and moves like forward aerial and up smash acting like Dr. Mario himself is now a slight mix between himself and Dr. Mario was overall buffed from Melee to Project M, while still possessing balanced stats and average power attacks. However, the latter may vary if one takes into account all of the different ways that Mario can recover with his specials. He can zone or approach with his fireballs, and has great finishers in his forward and up smash.ĭespite his strengths, Mario still must cope with his lack of range and limited recovery options. His grab allows for chain throws, can lead into his deadly aerial combos, or can put the opponent off stage to set up a gimp. On stage, Mario can be as much of a threat. His cape, quick aerials, and surprisingly good recovery allow him to head off stage and finish off opponents attempting returns of their own. His neutral aerial and down aerial serve as approaching tools, up and back can combo or gimp respectively, and his forward aerial is a great finisher. Mario is endowed with a practical set of aerial attacks. Other characters may outclass him in speed or power, but Mario's overall well rounded set of attributes grants him versatility and the ability to take on most opponents. While Mario is not the master of any one field, he is capable in all of them. He has a straightforward combo game that can transition well from the ground to the air, many options out of his throws, reliable approach options, and a solid ranged games with his fireballs and cape. Mario is average in most respects and very well rounded.
