
Mario is a fantastic choice to play in competitive Super Smash Bros Ultimate. He’s fast, agile, has an explosive combo game, and tools for just about any situation. Whether you’re a grizzled Mario main for life or are just getting started here are 100 tips for how to play Mario in Super Smash Bros Ultimate.
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- If you launch someone and they miss the tech you can jab them to keep them in place. You can then punish the jab lock with a Smash attack.
- If you land on someone’s shield with an aerial, you can sometimes use Jab to quickly stuff out anything your opponent tries to do.
- Jab is frame 2 which is very fast and makes it viable to run up and jab check people as a quick punish.
- Using only the first hit of Jab and then timing a grab you can catch a lot of people off-guard who are expecting the other hits.
- You can angle Forward-tilt to catch opponents who are trying to grab ledge, or anti-air.
- Forward-Tilt spaced at max range is very difficult to punish for most characters.
- Forward-Tilt is harder to catch 2-frames with compared to Dash-Attack but it’s a lot less likely to be punished if you miss the attack.
- By dashing forward, flicking back, and then using the C-Stick to Forward-Tilt you’ll do a pivot F-Tilt that makes you slide on the ground which can give Mario surprise burst range.
- Up-Tilt has pretty low knockback which means you can use platforms to extend your vertical combos.
- Up-Tilt can be used to poke underneath a platform and start a combo.
- Run away pivot Up-Tilt or Down-Tilt is great at catching overly aggressive opponents.
- Up-Throw into Up-Air underneath a platform combos nicely into Up-Tilt.
- On bigger characters Down-Throw can combo into Up-Tilt. Shades of Smash 4.
- Down-Tilt can pop up people who are holding ledge leading to deadly combos.
- Use a Down-Tilt when your opponent grabs ledge to bait your opponent into doing something else.
- Down-Tilt can combo into a Reverse Aerial Rush Back-Air.
- Down-Tilt has more range than Down-Smash.
- Dash-Attack is active for a long time making it great at catching the 2-frames of vulnerability everyone has when grabbing the ledge.
- Dash-Attack is one of Mario’s best options for punishing Spot Dodge because of how long the move stays out.
- Forward-Smash is very strong but only when spaced correctly. Aim to hit them with the center of the Fireball.
- Forward-Smash is Mario’s best move at breaking shields. It’s rare but if you notice their shield is the size of a skittle you can go for it.
- Mario pulls back quite a bit for Forward-Smash. You can even use this to dodge attacks.
- Up-Smash starts behind Mario and his head is invincible. Make sure you turn it around first with a pivot input. This is easier with C-Stick set to Smash attacks, but is still possible with other control schemes.
- Because Mario’s head is invincible when he Up-Smashes you can use it to anti-air someone landing on you.
- Up-Smash may not be Mario’s fastest attack out of shield becoming active at 9 frames, but it’s his best move for killing people for unsafe attacks.
- You can use Down-Smash to cover platform tech chases.
- Mario’s back part of Down-Smash is stronger than his front so you can mixup your tech chases by pivoting first.
- First hit of Down-Smash comes out at frame 5, making it faster than a lot of characters normal attacks.
- Nair is Mario’s fastest aerial. Use it out of shield and drift away from your opponent to create some space.
- Nair comes out as fast as your air-dodge which means you can use it to combo break.
- Nair is a good option for clipping people off-stage because it lasts a long time and even the weak hit can put you in a good position.
- If you short hop Nair but don’t fast-fall, the move will autocancel when you land giving you no endlag.
- Nair can combo into grab, Back-Air, or even Smash attacks.
- Nair is your best tool for crossing your opponent up on shield.
- The best way to combo into Forward-Air is to hit a landing Up-Air.
- Forward-Air can combo into an early kill with F-Smash if your opponent messes up their DI.
- Forward-Air can combo into itself around 70-80%.
- If you fastfall Forward-Air off-stage you won’t be able to make it back to the stage.
- Landing Back-Air is one of the safest moves in the game which makes it very good to throw out in neutral. A rising Back-Air can be punished though.
- Shorthop fastfall Back-Air autocancels which means you have no landing lag. Use this to land with safe aerials or to combo into other moves.
- When your opponent starts air-dodging to avoid the Back-Airs you can hard punish with a drift-in Forward-Air.
- You can throw out two Back-Airs or Up-Airs in one short hop which is hard for a lot of characters to deal with.
- Reverse Aerial Rush is amazing on Mario. Do this by dashing forward, pivot by flicking the stick back for a split-second, jump and you should be facing the opposite direction but still drifting forwards.
- Weak Back-Air can actually jab lock people. Keep this in mind when you tech chase someone.
- Up-Air is your bread and butter. Pay attention to how people DI each hit and learn when to fast-fall to extend your combos.
- Up-Air doesn’t have a sourspot which makes the angle you launch your opponent at very consistent.
- Learn how to hit a landing Up-Air as it can lead to your best combos.
- Rising Up-Air can be a difficult move to hit on grounded opponents unless they’re big, but it’s fast and can lead to huge reversals out of shield when used correctly.
- You can kill opponents off the top by comboing Up-Air into either Up-B or Down-Air.
- Down-Air is awesome for killing people off the top, especially if you confuse your opponent by keeping it ambiguous which side of Dair they’ll be launched away from.
- Footstool Down-Air can combo certain characters and can even lead to a kill.
- Landing with Down-Air before the final hit comes out can lead into a grab or Smash attack.
- Fireball is an amazing projectile to run behind. It forces your opponent to either jump or shield which you can counter with an aerial or grab.
- A bouncing Fireball changes its angle, letting you mix up your opponent’s timing and approach options.
- B-reverse fireball gives you awesome movement mix-ups. First press the B-button to start the Fireball animation and then flick the stick to reverse it.
- The angle Fireball goes at is great at forcing people to jump which you can cover with a Forward-Air.
- Fireball can combo into grabs or attacks if it hits someone. Be ready to react if you see it connect!
- Ledge trumping is a strong option but can be kind of difficult to input. However, Cape makes it effortless.
- You can use Cape to turn you around off-stage making it easier to wall them out with Back-Air.
- Double jump into Cape grabs the ledge easier than simply jumping towards the stage.
- Use Cape to stall your recovery and mix-up your landings. It can also flip-around any would be edgeguarders.
- Cape used at the right time can completely shut-down some characters recoveries.
- Cape doesn’t launch opponents which means if you get a shield-break you can add up even more percent!
- Cape can combo into Down-Tilt or Down-Smash depending on the ledge-hang of the character you are fighting.
- Mario does best when he’s brawling with you, but having a reflector and Fireball make it possible for you to slow the gameplan down when you need to.
- Mario’s Up-B is tied for the fastest out of shield option in the game. It’s even invincible from frames 3-6! Aim for a platform to make it even safer.
- You can Up-B past the ledge by holding down after you start the animation. This can poke people who are waiting there for you.
- Up-B out of shield is very fast, but if your opponent is at low percent you’ll actually get punished even if you hit them.
- It’s not a bad idea to recover high as Mario. His aerial drift can help him mix-up going on stage or back to ledge.
- Up-B is really good at stage spiking people because it is a multi-hit which can make it difficult to know when to tech.
- F.L.U.D.D. is a windbox which means if you use it on someone in freefall there’s nothing they can do.
- F.L.U.D.D. can help you make it back to the stage if you turn around first.
- F.L.U.D.D. is great at messing up opponent’s recoveries and forces them to burn more resources to get back to the stage, making it even easier to edgeguard them.
- You can cancel charging F.L.U.D.D. by shielding, air-dodging, or jumping.
- F.L.U.D.D. can give you center stage for free if you catch your opponent jumping in.
- F.L.U.D.D. can push away items including bombs, Gyro, and even Pac-Man fruits.
- Pivot grab has more range than regular grab making it great at punishing people who are being too aggressive.
- Condition your opponent into shielding by landing with aerials, and then punish them by empty landing and grabbing them. This is called a Tomahawk-Grab.
- Up-Throw, rising Down-Air, into Up-Air is a great combo starter at 0%.
- You can also do Up-Throw, rising Down-Air and then wait for an air dodge which you can hard punish with Forward-Air.
- Forward-Throw can set up for tech chases around mid-percent.
- Forward-Throw at the ledge puts them at a rough angle that you can edgeguard. Combo with F.L.U.D.D. to really send them out there.
- Forward-Throw can combo into Dash Attack at lower percents.
- Down-Throw can combo into Up-Air if you catch them DI’ing in and can lead to your best combos.
- Down-Throw at the right positioning and percent can lead to a platform tech chase.
- Around 90% you can start looking for Down-Throw or Down-Tilt into Back-Air if they DI in.
- You can start looking for a Back-Throw kill around 140% for most characters.
- Even if Back-Throw doesn’t kill it’s still great at sending opponent’s off-stage to set up for the edgeguard.
- Mario has incredible aerial movement stats. Use it to weave in and out of your opponents threat space and bait them into swinging.
- Mario has a wall-jump. On certain stages this can make his recovery much better.
- You can let go of ledge, wall-jump, B-Reverse Fireball as a mix-up to get back on the stage.
- Mario has a great recovery as long as you have your double jump. Save it until you absolutely need to use it.
- Be mindful of when your combos end. If you overextend it can be easy for your opponent to reversal you.
- You can set one of your shoulder buttons to jump to make Mario’s aerial combos easier.
- Mario has a pretty long jump duration, which gives you plenty of opportunities to mix-up your timings with fastfalls and Tomahawks.
- Mario’s best defense is found through good movement. Mario is agile enough that you can make it really hard to hit him.
- If you’re struggling with big disjointed hitboxes such as swords, try to stuff out their jumps before they do anything, or catch them while they’re landing and vulnerable.
- Mario’s best stage is Battlefield because of all the combo extensions you can get from landing on platforms.
- Mario’s worst stages are Final Destination and Kalos. If he can’t kill you off the top with a platform extension, or early off the side with Forward-Air, he can actually struggle to find kills.
- Instant double jump is a way to combo when you otherwise wouldn’t be able to. Jump and then immediately double jump to get more height than a Full Hop.
