MUGEN Database
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While this version of the red-clad plumber has sprites based off of Super Smash Bros. Brawl, it doesn't have a traditional Smash Bros. style. This Mario has been designed to rebel against his bottom-tier placement in said game, but you'd be mistaken if you think that's a good thing, because he has a cheap moveset and a very strong A.I.

Mario (Mario)
MarioSNS
Character portrait

Creator

SNS

Download

MEGA

Resolution

Low

Gameplay[]

Ssbbmario

Mario has a 3-button layout akin to many Marvel vs. Capcom 3 styled characters, but with no one button launcher (which is done like most traditional Marvel vs. Capcom characters. Instead, its launcher is performed with Down and Right at once, followed with B). It uses X, Y and B, and has a breadth of abilities that many other Mario versions don't have, such as parrying, wall jumping, an alpha counter and airdashing.

What is probably the biggest strength of this character is its combobility, mostly from using the aerial A and B moves as a follow-up from a vertically launching attack, however, A should only be used right after jumping since it is not spammable and makes him really easy to punish if not used then, while B should be spammed after every A input. Down, Right, Down, Right, A/B/C could also be used to finish this combo, and is a rather safe option, as well as it makes a great zoning and anti-air attack, though it renders Mario helpless after each use until he strikes ground, as well as getting predictable pretty quickly if spammed, so it should be used if the opponent is caught off-guard in certain occasions or to end combos. Fireball makes a great gimping tool to stop approaches and start with one of his own, as well as a zoning tool to put pressure on the opponent in a small game of keep-away. The trick should never be used, as its HitDef is coded to have nearly no knockback, sends Mario in a bad position, and renders him helpless, resulting in an extremely dangerous move to use competitively. Forward B is a good tool in his kit as well, as it being one of his only moves that knocks down characters, and reliably starts his spacing game due to how much knockback it has. Supermove is a fast, strong and unpunishable hyper that renders opponents vulnerable to any attack Mario sends at them afterwards, making it a good starter for his scary combo game.

His A.I. looks harder than it really is, as it's a very exploitable one. One reason for this is how often it blocks projectiles. Instead of attempting to use it's wall jump to get in and shut down the line of projectiles, the A.I. just sits in its blocking animation, making it easily defeated to camping, infinite priority moves, grabs, and unblockable moves. Second, when Mario has 3000 or more Power, the A.I. will use Mario Final, causing it to miss or become seriously punished to strong projectiles, moves with invincibility, or multi-hit moves that it tried to perform Mario Final in the middle of getting hit, and usually wasting a lot of power in the process. It also always counters OOB (out of block) with Upper, which, while is a safe option, it overuses that OOB option, making it extremely predictable in the process. As a summary for its A.I., casual players may struggle with beating it while being very easily exploited and defeated by more expert players.

Stats[]

Life
1000

Power
5000

Attack
100

Defence
100

Movelist[]

Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.

Icons encased in square brackets [ Down ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.

Specials[]

Fireball
Command Input Properties
Down, Down-Right, Right X / Y / B Move is attributed as a projectile
SNSMarioFireballThrowSNSMarioFireball
Upper
Command Input Properties
Right, Down, Down-Right X / Y / B
SNSMarioSuperJumpPunch
Tornado Spin
Command Input Properties
Down, Down-Left, Left X / Y / B
SNSMarioTornadoSpin
Trick
Command Input Properties
Left, Down, Down-Left X / Y / B
SNSMarioFlipKick
Reflector Cape
Command Input Properties
Left, Down-Left, Down, Down-Right, Right X / Y / B
SNSMarioReflectorCape

Hypers[]

SuperMove
Command Input Properties
Down, Down-Right, Right Down, Down-Right, Right X+Y / X+B / B+Y Move is attributed as a projectile
Uses 1000 power
SNSMarioFireballThrowSNSMarioFireballSNSMarioFireballSNSMarioFireballSNSMarioFireball
スーパーマリオトルネード
Command Input Properties
Down, Down-Left, Left Down, Down-Left, Left X+Y / X+B / B+Y Uses 1000 Power
SNSMarioSuperTornadoSpin
マリオファイナル
Command Input Properties
Down, Down-Left, Left Left, Down-Left, Down, Down-Right, Right X+Y / X+B / B+Y Move is attributed as a projectile
Uses 3000 Power
SNSMarioMarioFinaleSNSMarioFinale

Palette Gallery[]

SNSMario1
Button-a
SNSMario2
Button-b
MarioP1 MarioP2

Victory quotes[]

This character does not have any victory quotes, meaning it uses the screenpack's default.

Videos[]

Trivia[]

  • If Mario gets K.O.'d, he does the Super Mario Bros. death animation.

Edits[]

This character has not been edited.
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