Mario is a playable character in both Super Smash Bros. 4 and Super Smash Bros. Ultimate. The Super Smash Bros. series Mario amiibo was released on November 21, 2014. Mario is considered high-tier in Super Smash Bros. 4 and mid-tier in Super Smash Bros. Ultimate.
Super Smash Bros. 4
Mario is placed in the A tier in Super Smash Bros. 4. In a sense, Mario serves as the jack of all trades and master of none. Though his arsenal isn’t as immediately threatening as higher-tiered fighters, he still has a large amount of useful tools at his disposal. Mario’s tilts are fast and can be chained together and his smash attacks are fairly strong; particularly, his forward smash has an especially powerful sweetspot at the tip of the fire. Two of Mario’s special moves possess excellent utility: Fireball, which can be used to harass enemies off-stage, and Cape, which lets the FP gimp foes by reversing their momentum. With a moveset that perfectly blends speed and power, Mario can handily perform well in any situation and even excel against the right opponent.
However, Mario does suffer from a slew of flaws, the most notable of which being his lack of range. Many of Mario’s attacks just don’t reach very far; as a result, they often narrowly miss their target and leave him vulnerable. Mario also suffers from a poor recovery; his double jump grants acceptable height but his up special does not. Mario’s AI is also notorious for ruthlessly spamming its down smash and side special; both can be difficult for human players to avoid, but often leave him wide open to attack when used in tournament matches.
Humorously enough, though, Mario is one of the only Figure Players in Smash 4 capable of utilizing a Corruptive playstyle. Trainers would raise their Mario FP poorly on purpose, teaching it to spam aerials and special moves with no rhyme or reason. There was no Learn button in Smash 4, so tournament-trained FPs were forced to learn from their opponent. During the matches, Mario’s opponent would pick up on his bad habits and be “corrupted”, after which Mario could sneak in and win the set. If you would like to learn how to train a Mario amiibo in Smash 4, please refer to our training guide.
Super Smash Bros. Ultimate
Mario’s tier list position is much lower in Ultimate than in 4. This is for several reasons; for one, his AI retains its spammy tendencies from the previous title. It is known to overuse its down smash, side special, and especially down aerial; the latter is problematic because it is also part of a hard-coded combo that the AI often uses (up throw to down air). Since Ultimate’s AI can now go off-stage and gimp, Mario’s poor recovery is more vulnerable than ever, and he often finds himself KOed at medium percentages from botched recoveries.
In theory, a Corruptive playstyle would be possible in Ultimate. Unfortunately, the new Learn button completely removes this possibility, which forces Mario to play “legitimately”. This leaves him with many of the same weaknesses as in Smash 4 (low range, a poor recovery, and a tendency to spam certain moves) and comparatively less strengths.
Overall, Mario has received below-average tournament results and representation in Ultimate. Trainers like Blank have reached a moderate success level with Mario despite his flaws. It is universally accepted that Dr. Mario is the better choice (at least in the context of the amiibo metagame) due to his stronger attacks and less spammy artificial intelligence. If you would like to train a Mario amiibo in Super Smash Bros. Ultimate, refer to our training guide right here. Do note, though, that this guide targets the amiibo-versus-amiibo format. Information on Raid Boss training is included below.
Raid Boss Training
If you would like to train a Mario amiibo specifically to battle human opponents, your optimal Spirits and training strategies will be slightly different than what our guide suggests. As usual, Super Armor and Great Autoheal are Mario’s best bonus effects, though you’ll have to choose between which one you want to use. Otherwise, Mario’s best setup is Toss & Meteor, Physical Attack ↑, and Move Speed ↑. You could replace Toss & Meteor with Air Attack ↑ or Landing Lag ↓, but Toss & Meteor’s additional damage boost is the perfect amount of overkill.
In terms of moves to use in neutral, Mario has quite a few options. Jab, grab, forward tilt, down tilt, and back air are all excellent tools to focus on. Neutral air can be used to land, and the rest of his aerials can be used for combo power and air pressure. Mario should occasionally go off-stage to use a relevant aerial, but too much of this will leave him vulnerable to gimps. He can combo down air out of up throw at low percentages, and can be taught to use other throw combos as well. Be careful when training down air, as the AI gets ridiculously spammy with it. Up smash and grab make for solid out-of-shield options, and Mario’s smash attacks can be used a little bit with most of the focus there going towards the aforementioned up smash.
In short, Mario should use jab, grab, forward and down tilt in neutral. All five of his aerials should be used too, alongside a little bit of his smash attacks. Fireball should be used cautiously, as the AI can spam it. For more information on amiibo training, check out our general amiibo training guide and our Raid Boss training guide. Ideally, you’d use those two posts alongside this one to train the ultimate Mario Raid Boss!
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