Fire!
Smash Champion

The Comprehensive Guide to Mario(WIP)
Table of Contents
If the music bothers you, just turn down the volume.
1. Overview
2. Meet the Players
3. Match-ups
4. Advanced Techniques
5. Mario's Moves
6. Playstyles
7. Helpful Videos

1. Overview
Straight from the Mushroom Kingdom comes this brand new guide to playing Mario in the current metagame. This is a community project, with a good deal of people playing a key role in the completion of this guide. Still a work in progress, it will be updated often. Anyone can provide their own input. If you'd like to run a portion of the guide, or feel something needs to be changed, contact either myself, or the resident mod Mad
"New to Mario? Let's-a go!" - A Mario Guide by A2ZOMG
"THE Mario Guide" - A Mario Guide by Mario_101
Mario Frame Data
Mario Q&A Thread
Mario Tournament Results Thread
Mario in Teams Discussion
Rate My Mario Thread
Mario Stage Counterpicking Disscusion
Mario's KO % Data (Both Regular and Balanced Brawl)
The Mario Match-up Index

2. Meet the Players!
SkylerOcon: First class Ness basher, he's been around since this board was first created. He's one of the two people that have the power to change this thread, and anyone's description here. He's also most famous for completely owning Straked's Ness on a daily basis.
Straked:A Mario main that holds Ness as a close second, he's only been around since December. He is also the original starter of this thread before he got all "Mad" and stuff.
Matador: One of the brightest Marios here. His valuable contributions to this place haven't gone unnoticed. Good ****, good sir.
FireMario149:This guy deserves a big thanks for his work.
Monk: Hi, Monk.
HeroMystic: Is never satisfied with his caption.
Dory: I never really knew you. Hi!
Bo X7: He was a very big part of the early Mario boards, and still drops by once in awhile.
KirinBlaze: Dude ***** with Mario and Link. He's a pretty cool guy.
Matt07: Another Mario main we're always glad to see.
A2ZOMG: One of the more active Mario mains, he knows his stuff.
XeroXen: This guy just doesn't get enough recognition.
Kanzaki: Supa dupa Tony!
Vato_Break: Despite living in SoCal, he still tries hard to make us proud and rep Mario whenever he can.
fromundaman: A Kirby player that still uses a good deal of Mario and visits us often. A really nice guy.
Hippiedude92: Despite maining Luigi, he still seconds Mario. He's asian, but spouts things like "get @ me nugguh" and makes himself look silly. Likes anime a little too much.
ThatGuy: He drops by fairly often, and has a pretty slick username. I mean, he's that one guy, ThatGuy.
Mario_101: Author of another Mario guide, he's participates in plenty of online tournaments. Expect big things from this guy.
Judge Judy: Judge has been with the Marios from the start, dude's completely serious.
Ray/Boshi: Hiya!
Veggi: Stops by once in awhile.
FrankPizzi: He's been a lurker for awhile now, and happens to be a great Mario.
bobson: Hi, bobson!
Inferno3044: He will slap your pimp. Or something of that nature.
Famous: The guy that paved the way for Mario's new metagame. A very skilled player, he's dedicated to the plumber, more so than any of us here. He doesn't get the credit he deserves.
Honorable Mention
Boss8.
???????
Straked:A Mario main that holds Ness as a close second, he's only been around since December. He is also the original starter of this thread before he got all "Mad" and stuff.
Matador: One of the brightest Marios here. His valuable contributions to this place haven't gone unnoticed. Good ****, good sir.
FireMario149:This guy deserves a big thanks for his work.
Monk: Hi, Monk.
HeroMystic: Is never satisfied with his caption.
Dory: I never really knew you. Hi!
Bo X7: He was a very big part of the early Mario boards, and still drops by once in awhile.
KirinBlaze: Dude ***** with Mario and Link. He's a pretty cool guy.
Matt07: Another Mario main we're always glad to see.
A2ZOMG: One of the more active Mario mains, he knows his stuff.
XeroXen: This guy just doesn't get enough recognition.
Kanzaki: Supa dupa Tony!
Vato_Break: Despite living in SoCal, he still tries hard to make us proud and rep Mario whenever he can.
fromundaman: A Kirby player that still uses a good deal of Mario and visits us often. A really nice guy.
Hippiedude92: Despite maining Luigi, he still seconds Mario. He's asian, but spouts things like "get @ me nugguh" and makes himself look silly. Likes anime a little too much.
ThatGuy: He drops by fairly often, and has a pretty slick username. I mean, he's that one guy, ThatGuy.
Mario_101: Author of another Mario guide, he's participates in plenty of online tournaments. Expect big things from this guy.
Judge Judy: Judge has been with the Marios from the start, dude's completely serious.
Ray/Boshi: Hiya!
Veggi: Stops by once in awhile.
FrankPizzi: He's been a lurker for awhile now, and happens to be a great Mario.
bobson: Hi, bobson!
Inferno3044: He will slap your pimp. Or something of that nature.
Famous: The guy that paved the way for Mario's new metagame. A very skilled player, he's dedicated to the plumber, more so than any of us here. He doesn't get the credit he deserves.
Honorable Mention
Boss8.
???????

3. Matchups
Matchups are an important part of knowing how you'll fair vs. the rest of the cast. Use this as a cheat-sheet of sorts, so you'll know what to expect. Mario has the tools to overcome nearly anything. If you don't feel like you can't win a match, by all means counter-pick a character or stage. A select few of us here are determined to prove Mario's worth, so forget secondaries.
Mario Match-Up Discussion
[/URL]
Ness
Outdated Match-Up Discussion
http://www.smashboards.com/showthread.php?t=174907
Metaknight:
Pros:
+Fairly easy to combo
+Can reliably kill at 100% +Dair out Prioritizes Tornado
+Lightweight
+Fludd can kinda push tornado
+Mario has fireballs
Cons:
- Metaknight is much faster
- Most of Metaknight's move out prioritize Mario's
- Metaknight has more range
- Hard to edgegaurd
- Mario is easily edgegaurded by Dair
- Hard to approach
- Tornado eats everything except Dair
-Gimps mario almost too easily
-Better combo ability
-=--==--=--==--=--==--=--==--=-
Mr.Game and Watch:
Pros:
+Game and Watch is lightweight
+Mario has have fludd and cape to gimp his B-up
+He is the perfect weight to combo on low percents. Fsmash and Usmash usually kill around 80-90 %
Cons:
-Game and Watch's aerial moves out prioritize Mario's
-Hard to space, and approach effectively against Game and Watch
-Vunerable to starting and ending lag punishment on some moves
-Turtle Shield Poke
-Disjointed hitboxes
-He can juggle you with neutral air and up air
-He has judgment, also can bucket fireballs killing you around 40%
-His up-b can gimp you if you edge stall
-=--==--=--==--=--==--=--==--=-
:Marth:
Pros:
+Easy to edgeguard
+Fsmash competes with the range of his sword
+Vulnerable to KO at lower percents (110%-120%)
+Projectiles for safer approach and campy game.
Cons:
-Outranges you on most attacks
-SH Fairs are hard to punish as a recovery
-Racks up damage easily on Mario
-Quick kills with tippers
Some do's and don't against Marth
Do's:
1.Space
2.Use fireballs as an opening
3.Stay on marth if you keep your distance throw fireballs if your close attack dont give him a chance to breathe
4.Shield breaker will break your shield and it doesn't hafe to be half as charged so be careful
Don'ts:
1.Don't come in from above
2.Marth has more aerial priority over you so ground fighting is better for you.
3.Tipper-will kill you at 60% or more
-=--==--=--==--=--==--=--==--=-
Snake:
Pros:
+Easy to combo
+UP B easy to gimp
+Slow ending lag in tilts
+Sucks in the air
+Cape screws up Usmash edgeguard
+Easy to disrupt side B
+Vulnerable to fireball approach
Cons:
-More range and power
-More priority
-Very heavy and hard to kill
-Difficult to approach
-Caping his Up B gives a chance to do it again
-=--==--=--==--=--==--=--==--=-
Ice Climbers:
Pros:
+Nana isn't that smart, because of that seperating them prevents their chaingrabs
+Quite easy to combo and aren't better than mario in the air
+Fireball approach is good
+D-air seperates the Ice Climbers
Cons:
-Chain grabs 0 death kills
-Desyncing makes approaching them a little diffcult sometimes
-Popo is small but don't underestimate his strength.
-Watch out for Up B when you have high percent
-Popo by himself can still chaingrab Mario from 0-60%
-=--==--=--==--=--==--=--==--=-
Falco:
Pros:
+Very easy to gimp
+Low percentage KO's
+Cape screws up laser approaches
+Easy to rack up damage
+Fsmash outranges and outprioritizes many of Falco's attacks. An overall reliable KO attack against Falco
+Fireballs and high priority up-B during recovery to protect against Falco's edgeguarding
+Mario has less laggy aeiral attacks
Cons:
-Reflector screws up fireball approaches
-Nair spacing further screws up approach
-Falco racks up damage VERY quickly with CGs and good combo game
-Falco beats you in range and priority
-Falco has a better ground game
-Falco has more lag on his air attacks
-=--==--=--==--=--==--=--==--=-
Lucas:
Pros:
+Easy to 'gimp'
+Cape projectiles
+Better combo potential
Cons:
-Fsmash is fast and strong
-Dair is annoyng if used right
-Fireball camping doesn't work due to his Psi-magnet.
-Quite a few ledgeguard options
-Usmash kills at like 100% and has just plain silly range
-Fsmash comes out fast a kills quite easily
-Dsmash kills easily and the hitbox goes behind Lucas(Not nearly as powerful)-Nair last a while and autocancels and can go through some of Mario's attacks
-=--==--=--==--=--==--=--==--=-
Wolf:
Pros:
+Combo'd easily
+Wolf doesn't have much range
+Easily 'gimped' recovery
+Fireballs will help make approaching easier
+Wolf isn't so good in the air
Cons:
-More power
-Fsmash, and dsmash
-Quite heavy
-More priority
-More speed
-=--==--=--==--=--==--=--==--=-
Wario:
Pros:
+Mario can easily combo Wario
+Have a overall aerial advantage
+Can easily cape/gimp his up B
Cons:
-Wario's d-air
-Wario's bite stops Mario's air approaches
-Hard to K.O
-Wario's down throw can lead to chaingrabs
-Difficult to edgeguard due to his bike
-=--==--=--==--=--==--=--==--=-
Zelda:
Pros:
+Not to hard to edguard
+N-air, and cape goes through her Din Fire
+Easy to combo
+Can K.O. and around 100%
+Good D.I from fmsash can help you survive up to 150%
Cons:
-Outranges Mario
-Can K.O mario with upsmash at around 110%
-Neutral b can make it hard to fireball camp
-Dsmash can ko you due to the angle if your pushed off the edge
-Fsmash shield pokes
-=--==--=--==--=--==--=--==--=-
Peach:
Pros:
+Mario can rush Peach
+F.L.U.D.D can kill Peach if she's trying to float back to the stage
+Mario has a good combo ability
+Fireball is a safe way to approach
+Cape is a breeze
Cons:
-Hard to kill due to weak vertical K.O moves
-Auto cancelled aerials which make it hard to punish
-Her d-air can eat your shield and leads into combo's
-Hard to approach
-Turnip spam
-=--==--=--==--=--==--=--==--=-
Diddy Kong:
Pros:
+You can use his banana peels against him
+Good combo game
+Better priority
+K.O power
+F.L.U.U.D can wreck his spike
Cons:
-He can easily edgeguard you
-Diddy is better in the air
-His bananas are still a pain
-Better ground game
-=--==--=--==--=--==--=--==--=-
Zero Suit Samus:
Pros:
+Can easily predict her side B
+Laggy fsmash, dsmash, grab, and neutral b
+Can easily K.O her with a fresh fsmash or usmash
+Can last longer
+Fireballs prove annoying
+She's weak at fighting enemies below her
+Better priority
Cons:
-Can easily combo you
-Better range
-Hard to 'gimp'
-Easy to 'gimp' our recovery
-If you stay above her she can easily combo you
-Long grab distance
-=--==--=--==--=--==--=--==--=-
Olimar:
Pros:
+Can cape is Pikmin
+Easy to ledgeguard
+He's lightweight
Cons:
-Better at K.O'ing
-Aerials have good range and K.O power
- Olimar has more range/disjointed hit boxes on nearly every attack
- His grabs have more range and can kill
- Purples and Reds almost destroy your camping game
- Olimar has a near perfect edge guard on Mario with Fsmash
-=--==--=--==--=--==--=--==--=-
Pokemon Trainer (Squirtle):
Pros:
+He's light
+Laggy smashes
+Better ground game
+Less range
Cons:
-Hard to hit
-Good aerial game
-Semi-hard to 'gimp'
-Decent grab range
-Takes less knockback from fsmash
-=--==--=--==--=--==--=--==--=-
Pokemon Trainer (Ivysaur):
Pros:
+Easy to juggle
+Easy to 'gimp' recovery
+Fsmash has increased knockback
Cons:
-Good range on the ground
-Good grab range
-Better range
-Bullet seed will prove annoying
-=--==--=--==--=--==--=--==--=-
Pokemon Trainer (Charizard):
Pros:
+Large target
+Easy to juggle
+Easy to gimp
Cons:
-Can outrange Mario's attacks
-Hard to K.O
-Rock smash and shield grab our excellent defensive options against Mario
-Amazing grab range
-=--==--=--==--=--==--=--==--=-
Donkey Kong:
Pros:
+Easy to ledguard
+Easy to combo
+Easy to camp
+Racks up damage fairly easy
+Mario has more options then Donkey Kong
Cons:
-Can outrange you
-Can K.O Mario at around 60% with a fsmash
-Can release shield grab
-F.L.U.D.D is useless against his up-B
-Good grab range
-Hard to K.O due to his weight
-More priority
-=--==--=--==--=--==--=--==--=-
Pikachu:
Pros:
-the little mouse is lightweight
-fludd destroys recovery
-cape lightning.....or neutrual B
-comboing is decent
Cons:
-The mouse has more range then you
-more combo reliabilty
-QAC (quick attack cancel)
-Dsmash is tough to DI out of
-=--==--=--==--=--==--=--==--=-
Mario:
pros:
-can be comboed
-has eventually no lag
-can fireball
-gimp
-combo speed is on point
cons:
-he can copy your pros >_>
-he is you O_o
-=--==--=--==--=--==--=--==--=-
Samus
Pros:
Samus isn't too difficult to gimp and her KO power is lower than yours.
Samus is easy to combo
You can reflect her projectiles
Fireball helps with her z-air approaches
Cons:
Approaching Samus is just a pain, between the missles, the charge shot, and that godly Zair.
Samus can do some serious damage very quickly though
She can gimp you just as easily
Overall match-up. 50-50.
-=--==--=--==--=--==--=--==--=-
Sonic
Edit: *ShadowLink84, posted the pro's and cons, thanks the list wouldn't have been possible without your input. Also special thanks too all the other Sonic mains for their contributions. I took some information out of their Match up thread as well (thread link; http://www.smashboards.com/showthread.php?t=161598) I remember their being the Sonic export match-up discussion thread on our board, but I can't find.
Pros:
Mario has a good amount going for him though. FLUUD can ease the pressure.
Fireballs can help pressuring though overuse may lead to getting b-aired from behind as he spinshots.
Faster attack speed overall.
Faster Dsmash and Usmash, with the Usmash being more powerful.
Stronger ground game.
Pros:
Has a better aerial game.
Breaks through fireballs easily.
Can approach Mario easily.
Has a really nasty 32% combo up to higher percents.
Said nasty combo can do 42% when done correctly even if proper DI is done.
Has overall better grabs (he can follow from an Fthrow, Dthrow and Uthrow)
Can chase you to the ends of the earth.
Recovery that makes it hard to get a gimp K.O/kill him.
The overall match-up was 55:45 Mario's favour.
-=--==--=--==--=--==--=--==--=-
Kirby:
Pros:
+Kirby is affected by FIHL.
+Kirby is fairly easy to juggle.
+Kirby has bad approach options.
+Fireballs can prove annoying.
Cons:
-Mario is easy to combo.
-Mario is not hard to K.O.
-His recovery is predictable.
-Better priority.
-Disjointed hitboxes.
-=--==--=--==--=--==--=--==--=-
Pit
Pros:
+Pit range isn't impressive at all but, he has more range than Mario. (Unless Mario throws out a shutter steped Fsmash)
+Cape outranges all of Pit's aerials
+Smash and tilts are punishable by all of Mario's moves.
+Pit's moves are quite punishable
+Pit isn't too hard to 'gimp' either.
+Pit is really easy to combo and kill.
+Mario's air game is better than Pit's
Cons:
-Pit's Arrows can prove annoying.
-Better priority.
-He has better ground speed.
-Better aerial mobility.
-Pit's F-smash is relaitviely strong if it's fresh.
-Pit's ground game beats Mario's.
-Pit is keeping the pressure.
-Pit's smash attacks come out relatively quick.
-Pit can reverse Mario's Up-B with his shield.
-Disjointed Hitboxes.
Overall Match-up.
50:50? I've seen quite a debate over this.
-=--==--=--==--=--==--=--==--=-
Ike:
Pro's:
+Ike's fairly slow.
+Recovery is easily thwarted via cape & Fludd.
+Very easy to juggle, even easier when he's in the air.
+B-air is really nice for approaching.
+F-tilt/U-tilt are very handly when on the ground. They come out quickly.
+D-air is a very safe approach to use.
+Fireballs help Mario with approach.
+Mario's Usmash out of shield works really good on a lot of Ike's approaches.
+Up B works against Jab Cancel's.
Con's:
-Jab combo is annoying at times. And racks up nice damage.
-He's powerful. Can KO you at ridiculously low percents if you get hit at the edge of the stage.
-His U-air/N-air have a somewhat decieving hitbox.
-If he's good at perfectshielding, his weak grabs can be annoying at times.
-Ike has good pressure at the ledgeguarding, making hit hard for Mario due to his small range.
-Difficult to approach.
-Grab release F-air combo on Mario.
Over-all Match-Up: 55:45 Mario's Favour.
-=--==--=--==--=--==--=--==--=-
R.O.B
Pros:
+R.O.B. is very easy to juggle.
+Cape neutralizes R.O.B.'s projectile spam and such.
+FIHL affects all his aerials.
+Mario is much faster in the air than R.O.B.
+Fireballs help a a lot to create openings for easy juggles.
+Jab outspeeds all of his attacks.
+More Reliable KO Potiential (fix'd)
Cons:
-Beastly recovery.
-More priority.
-Better reach.
-His Shield grab is annoying.
-KO Power is even with Mario's. (added)
-=--==--=--==--=--==--=--==--=-
Fox:
Pros:
+Mario's combo game is good against Fox, due to his 'fast fall' physics.
+Mario has better combos.
+Mario can edgeguard Fox better then Fox can edgeguard Mario.
+Mario has a better air game then Fox.
+Fox is very light, making it easier to K.O him.
Cons:
-Fox has better priority range.
-Fox deals with fireballs effectively.
-His combo game isn't bad either.
-His Usmash is easy to land, and can K.O very early.
-Fox's ground game is better then Mario's.
55:45 in Mario's favour.
-=--==--=--==--=--==--=--==--=-
Sheik
Pros:
+Her lightweight makes it easier for us to K.O her.
+Mario has better priority.
+Better Disjointed hitboxes compared to Sheik.
+Mario can't be Ftilt locked conventionally.
+Mario can stop Shiek's combos with N-air or Up-B
+Mario can gimp Shiek decently well.
Neutrals
+/ They both can edgeguard eachother very well.
+/- About the same K.O power.
Cons:
-She can easily 'run' around Fireballs.
-Sheik is very fast making it quite hard to land an Fsmash.
-Sheik has superior mobility in approach
-Sheik is faster in almost every category (ground speed, air speed)
-Shiek can stop Mario's combos.
-Shiek's tether helps her recovery pretty well.
-Sheik has insanely good combo options.
50:50 Even
Sheik and Zelda
45:55 Shiek/Zelda

Ness

Outdated Match-Up Discussion
http://www.smashboards.com/showthread.php?t=174907
Metaknight:
Pros:
+Fairly easy to combo
+Can reliably kill at 100% +Dair out Prioritizes Tornado
+Lightweight
+Fludd can kinda push tornado
+Mario has fireballs
Cons:
- Metaknight is much faster
- Most of Metaknight's move out prioritize Mario's
- Metaknight has more range
- Hard to edgegaurd
- Mario is easily edgegaurded by Dair
- Hard to approach
- Tornado eats everything except Dair
-Gimps mario almost too easily
-Better combo ability
-=--==--=--==--=--==--=--==--=-
Mr.Game and Watch:
Pros:
+Game and Watch is lightweight
+Mario has have fludd and cape to gimp his B-up
+He is the perfect weight to combo on low percents. Fsmash and Usmash usually kill around 80-90 %
Cons:
-Game and Watch's aerial moves out prioritize Mario's
-Hard to space, and approach effectively against Game and Watch
-Vunerable to starting and ending lag punishment on some moves
-Turtle Shield Poke
-Disjointed hitboxes
-He can juggle you with neutral air and up air
-He has judgment, also can bucket fireballs killing you around 40%
-His up-b can gimp you if you edge stall
-=--==--=--==--=--==--=--==--=-
:Marth:
Pros:
+Easy to edgeguard
+Fsmash competes with the range of his sword
+Vulnerable to KO at lower percents (110%-120%)
+Projectiles for safer approach and campy game.
Cons:
-Outranges you on most attacks
-SH Fairs are hard to punish as a recovery
-Racks up damage easily on Mario
-Quick kills with tippers
Some do's and don't against Marth
Do's:
1.Space
2.Use fireballs as an opening
3.Stay on marth if you keep your distance throw fireballs if your close attack dont give him a chance to breathe
4.Shield breaker will break your shield and it doesn't hafe to be half as charged so be careful
Don'ts:
1.Don't come in from above
2.Marth has more aerial priority over you so ground fighting is better for you.
3.Tipper-will kill you at 60% or more
-=--==--=--==--=--==--=--==--=-
Snake:
Pros:
+Easy to combo
+UP B easy to gimp
+Slow ending lag in tilts
+Sucks in the air
+Cape screws up Usmash edgeguard
+Easy to disrupt side B
+Vulnerable to fireball approach
Cons:
-More range and power
-More priority
-Very heavy and hard to kill
-Difficult to approach
-Caping his Up B gives a chance to do it again
-=--==--=--==--=--==--=--==--=-
Ice Climbers:
Pros:
+Nana isn't that smart, because of that seperating them prevents their chaingrabs
+Quite easy to combo and aren't better than mario in the air
+Fireball approach is good
+D-air seperates the Ice Climbers
Cons:
-Chain grabs 0 death kills
-Desyncing makes approaching them a little diffcult sometimes
-Popo is small but don't underestimate his strength.
-Watch out for Up B when you have high percent
-Popo by himself can still chaingrab Mario from 0-60%
-=--==--=--==--=--==--=--==--=-
Falco:
Pros:
+Very easy to gimp
+Low percentage KO's
+Cape screws up laser approaches
+Easy to rack up damage
+Fsmash outranges and outprioritizes many of Falco's attacks. An overall reliable KO attack against Falco
+Fireballs and high priority up-B during recovery to protect against Falco's edgeguarding
+Mario has less laggy aeiral attacks
Cons:
-Reflector screws up fireball approaches
-Nair spacing further screws up approach
-Falco racks up damage VERY quickly with CGs and good combo game
-Falco beats you in range and priority
-Falco has a better ground game
-Falco has more lag on his air attacks
-=--==--=--==--=--==--=--==--=-
Lucas:
Pros:
+Easy to 'gimp'
+Cape projectiles
+Better combo potential
Cons:
-Fsmash is fast and strong
-Dair is annoyng if used right
-Fireball camping doesn't work due to his Psi-magnet.
-Quite a few ledgeguard options
-Usmash kills at like 100% and has just plain silly range
-Fsmash comes out fast a kills quite easily
-Dsmash kills easily and the hitbox goes behind Lucas(Not nearly as powerful)-Nair last a while and autocancels and can go through some of Mario's attacks
-=--==--=--==--=--==--=--==--=-
Wolf:
Pros:
+Combo'd easily
+Wolf doesn't have much range
+Easily 'gimped' recovery
+Fireballs will help make approaching easier
+Wolf isn't so good in the air
Cons:
-More power
-Fsmash, and dsmash
-Quite heavy
-More priority
-More speed
-=--==--=--==--=--==--=--==--=-
Wario:
Pros:
+Mario can easily combo Wario
+Have a overall aerial advantage
+Can easily cape/gimp his up B
Cons:
-Wario's d-air
-Wario's bite stops Mario's air approaches
-Hard to K.O
-Wario's down throw can lead to chaingrabs
-Difficult to edgeguard due to his bike
-=--==--=--==--=--==--=--==--=-
Zelda:
Pros:
+Not to hard to edguard
+N-air, and cape goes through her Din Fire
+Easy to combo
+Can K.O. and around 100%
+Good D.I from fmsash can help you survive up to 150%
Cons:
-Outranges Mario
-Can K.O mario with upsmash at around 110%
-Neutral b can make it hard to fireball camp
-Dsmash can ko you due to the angle if your pushed off the edge
-Fsmash shield pokes
-=--==--=--==--=--==--=--==--=-
Peach:
Pros:
+Mario can rush Peach
+F.L.U.D.D can kill Peach if she's trying to float back to the stage
+Mario has a good combo ability
+Fireball is a safe way to approach
+Cape is a breeze
Cons:
-Hard to kill due to weak vertical K.O moves
-Auto cancelled aerials which make it hard to punish
-Her d-air can eat your shield and leads into combo's
-Hard to approach
-Turnip spam
-=--==--=--==--=--==--=--==--=-
Diddy Kong:
Pros:
+You can use his banana peels against him
+Good combo game
+Better priority
+K.O power
+F.L.U.U.D can wreck his spike
Cons:
-He can easily edgeguard you
-Diddy is better in the air
-His bananas are still a pain
-Better ground game
-=--==--=--==--=--==--=--==--=-
Zero Suit Samus:
Pros:
+Can easily predict her side B
+Laggy fsmash, dsmash, grab, and neutral b
+Can easily K.O her with a fresh fsmash or usmash
+Can last longer
+Fireballs prove annoying
+She's weak at fighting enemies below her
+Better priority
Cons:
-Can easily combo you
-Better range
-Hard to 'gimp'
-Easy to 'gimp' our recovery
-If you stay above her she can easily combo you
-Long grab distance
-=--==--=--==--=--==--=--==--=-
Olimar:
Pros:
+Can cape is Pikmin
+Easy to ledgeguard
+He's lightweight
Cons:
-Better at K.O'ing
-Aerials have good range and K.O power
- Olimar has more range/disjointed hit boxes on nearly every attack
- His grabs have more range and can kill
- Purples and Reds almost destroy your camping game
- Olimar has a near perfect edge guard on Mario with Fsmash
-=--==--=--==--=--==--=--==--=-
Pokemon Trainer (Squirtle):
Pros:
+He's light
+Laggy smashes
+Better ground game
+Less range
Cons:
-Hard to hit
-Good aerial game
-Semi-hard to 'gimp'
-Decent grab range
-Takes less knockback from fsmash
-=--==--=--==--=--==--=--==--=-
Pokemon Trainer (Ivysaur):
Pros:
+Easy to juggle
+Easy to 'gimp' recovery
+Fsmash has increased knockback
Cons:
-Good range on the ground
-Good grab range
-Better range
-Bullet seed will prove annoying
-=--==--=--==--=--==--=--==--=-
Pokemon Trainer (Charizard):
Pros:
+Large target
+Easy to juggle
+Easy to gimp
Cons:
-Can outrange Mario's attacks
-Hard to K.O
-Rock smash and shield grab our excellent defensive options against Mario
-Amazing grab range
-=--==--=--==--=--==--=--==--=-
Donkey Kong:
Pros:
+Easy to ledguard
+Easy to combo
+Easy to camp
+Racks up damage fairly easy
+Mario has more options then Donkey Kong
Cons:
-Can outrange you
-Can K.O Mario at around 60% with a fsmash
-Can release shield grab
-F.L.U.D.D is useless against his up-B
-Good grab range
-Hard to K.O due to his weight
-More priority
-=--==--=--==--=--==--=--==--=-
Pikachu:
Pros:
-the little mouse is lightweight
-fludd destroys recovery
-cape lightning.....or neutrual B
-comboing is decent
Cons:
-The mouse has more range then you
-more combo reliabilty
-QAC (quick attack cancel)
-Dsmash is tough to DI out of
-=--==--=--==--=--==--=--==--=-
Mario:
pros:
-can be comboed
-has eventually no lag
-can fireball
-gimp
-combo speed is on point
cons:
-he can copy your pros >_>
-he is you O_o
-=--==--=--==--=--==--=--==--=-
Samus
Pros:
Samus isn't too difficult to gimp and her KO power is lower than yours.
Samus is easy to combo
You can reflect her projectiles
Fireball helps with her z-air approaches
Cons:
Approaching Samus is just a pain, between the missles, the charge shot, and that godly Zair.
Samus can do some serious damage very quickly though
She can gimp you just as easily
Overall match-up. 50-50.
-=--==--=--==--=--==--=--==--=-
Sonic
Edit: *ShadowLink84, posted the pro's and cons, thanks the list wouldn't have been possible without your input. Also special thanks too all the other Sonic mains for their contributions. I took some information out of their Match up thread as well (thread link; http://www.smashboards.com/showthread.php?t=161598) I remember their being the Sonic export match-up discussion thread on our board, but I can't find.
Pros:
Mario has a good amount going for him though. FLUUD can ease the pressure.
Fireballs can help pressuring though overuse may lead to getting b-aired from behind as he spinshots.
Faster attack speed overall.
Faster Dsmash and Usmash, with the Usmash being more powerful.
Stronger ground game.
Pros:
Has a better aerial game.
Breaks through fireballs easily.
Can approach Mario easily.
Has a really nasty 32% combo up to higher percents.
Said nasty combo can do 42% when done correctly even if proper DI is done.
Has overall better grabs (he can follow from an Fthrow, Dthrow and Uthrow)
Can chase you to the ends of the earth.
Recovery that makes it hard to get a gimp K.O/kill him.
The overall match-up was 55:45 Mario's favour.
-=--==--=--==--=--==--=--==--=-
Kirby:
Pros:
+Kirby is affected by FIHL.
+Kirby is fairly easy to juggle.
+Kirby has bad approach options.
+Fireballs can prove annoying.
Cons:
-Mario is easy to combo.
-Mario is not hard to K.O.
-His recovery is predictable.
-Better priority.
-Disjointed hitboxes.
-=--==--=--==--=--==--=--==--=-
Pit
Pros:
+Pit range isn't impressive at all but, he has more range than Mario. (Unless Mario throws out a shutter steped Fsmash)
+Cape outranges all of Pit's aerials
+Smash and tilts are punishable by all of Mario's moves.
+Pit's moves are quite punishable
+Pit isn't too hard to 'gimp' either.
+Pit is really easy to combo and kill.
+Mario's air game is better than Pit's
Cons:
-Pit's Arrows can prove annoying.
-Better priority.
-He has better ground speed.
-Better aerial mobility.
-Pit's F-smash is relaitviely strong if it's fresh.
-Pit's ground game beats Mario's.
-Pit is keeping the pressure.
-Pit's smash attacks come out relatively quick.
-Pit can reverse Mario's Up-B with his shield.
-Disjointed Hitboxes.
Overall Match-up.
50:50? I've seen quite a debate over this.
-=--==--=--==--=--==--=--==--=-
Ike:
Pro's:
+Ike's fairly slow.
+Recovery is easily thwarted via cape & Fludd.
+Very easy to juggle, even easier when he's in the air.
+B-air is really nice for approaching.
+F-tilt/U-tilt are very handly when on the ground. They come out quickly.
+D-air is a very safe approach to use.
+Fireballs help Mario with approach.
+Mario's Usmash out of shield works really good on a lot of Ike's approaches.
+Up B works against Jab Cancel's.
Con's:
-Jab combo is annoying at times. And racks up nice damage.
-He's powerful. Can KO you at ridiculously low percents if you get hit at the edge of the stage.
-His U-air/N-air have a somewhat decieving hitbox.
-If he's good at perfectshielding, his weak grabs can be annoying at times.
-Ike has good pressure at the ledgeguarding, making hit hard for Mario due to his small range.
-Difficult to approach.
-Grab release F-air combo on Mario.
Over-all Match-Up: 55:45 Mario's Favour.
-=--==--=--==--=--==--=--==--=-
R.O.B
Pros:
+R.O.B. is very easy to juggle.
+Cape neutralizes R.O.B.'s projectile spam and such.
+FIHL affects all his aerials.
+Mario is much faster in the air than R.O.B.
+Fireballs help a a lot to create openings for easy juggles.
+Jab outspeeds all of his attacks.
+More Reliable KO Potiential (fix'd)
Cons:
-Beastly recovery.
-More priority.
-Better reach.
-His Shield grab is annoying.
-KO Power is even with Mario's. (added)
-=--==--=--==--=--==--=--==--=-
Fox:
Pros:
+Mario's combo game is good against Fox, due to his 'fast fall' physics.
+Mario has better combos.
+Mario can edgeguard Fox better then Fox can edgeguard Mario.
+Mario has a better air game then Fox.
+Fox is very light, making it easier to K.O him.
Cons:
-Fox has better priority range.
-Fox deals with fireballs effectively.
-His combo game isn't bad either.
-His Usmash is easy to land, and can K.O very early.
-Fox's ground game is better then Mario's.
55:45 in Mario's favour.
-=--==--=--==--=--==--=--==--=-
Sheik
Pros:
+Her lightweight makes it easier for us to K.O her.
+Mario has better priority.
+Better Disjointed hitboxes compared to Sheik.
+Mario can't be Ftilt locked conventionally.
+Mario can stop Shiek's combos with N-air or Up-B
+Mario can gimp Shiek decently well.
Neutrals
+/ They both can edgeguard eachother very well.
+/- About the same K.O power.
Cons:
-She can easily 'run' around Fireballs.
-Sheik is very fast making it quite hard to land an Fsmash.
-Sheik has superior mobility in approach
-Sheik is faster in almost every category (ground speed, air speed)
-Shiek can stop Mario's combos.
-Shiek's tether helps her recovery pretty well.
-Sheik has insanely good combo options.
50:50 Even
Sheik and Zelda
45:55 Shiek/Zelda

4. Advanced Techniques
Advanced Techniques, or ATs, are little tricks discovered by more advanced players of the game. Most players haven't heard of most of these, and until Brawl gets its' equivalent of the infamous wavedash, they never will. These can either be 'True ATs', Advanced Techniques that all characters can preform, or 'Character Specific ATs', or Advanced Techniques that only one character can preform. All of Mario's Character Specific ATs and True ATs that have been proven to help Mario will be covered in this guide.
Stutter Stepping
Easily one of the most important and useful ATs for any Mario player to know. Done by pressing the opposite direction your character is facing on the control stick, causing the character to turn aroud, and then immediately jamming the direction that the character was originally facing on the C-Stick, this gives Mario's forward smash a giant boost in range. Using the Stutter Step, Mario's forward smash will outrange Marth's.
How to Practice:
Go into training mode, select Mario, and then go to any stage you want. Start off by having Mario look to the right. In quick succesion, press left on the control stick and then right on the C-Stick. If done correctly, Mario has now moved forward a bit while using his forward smash.
Videos:
http://www.youtube.com/watch?v=9gh1mvO86Io (Skip to 0:15. Firemario = beast)
Jab Locking
This is a must learn, much like stutter-stepping. Though you probably won't be given the opportunity to do this every match (or even once a set),it's extremely useful as a pocket technique for when your opponent misses the tech. When they do, run up and jab them once, let the opponent hit the ground, walk up to the opponent, and jab again. This can be done until you reach the very edge of the stage, where you can Forward Smash the opponent.
How to Practice:
Go into training mode and pick any stage (it doesn't matter who your opponent is, but a heavier character is preferred due to them falling to the ground faster). Set the opponent to jump, and continually forward air them until they hit the ground. The moment they hit the ground, pause and switch the opponent to 'controller' so that they don't get up. From here, practice your jab locking.
It's also good to have a friend come over and let you practice jab locking on them while they attempt to DI out of it (though it is inescapable if done correctly).
Videos:
http://www.youtube.com/watch?v=wIP7QY0anuw (Skip to 0:40, unless you don't know what a laser lock is, in which case you should probably watch the entire video)
FLUDD Induced Hit Lag (FIHL)
A very useful trick for Mario players to learn, which proper usage of will always lead into a free hit. The FLUDD doesn't have the highest priority in the game, and so many attacks will outprioritize it. However, due to it being a multi-hit projectile it will keep opponents in the same place that they were (or move them back very, very little) when they're hit! Take advantage of the time that you have when Mario is allowed to move and the stream of the FLUDD is still going to go up and hit your opponent for free damage!
How to Practice:
Get a friend who's competent enough to forward air with Marth on command. Go into regular Brawl, fully charge a FLUDD, have your friend try to hit you with a forward air, and time the FLUDD so it hits your friend right before he attacks you. If you did this correctly, your friend will be stuck right in front of you, allowing you to get a free up smash.
Videos:
http://www.youtube.com/watch?v=qQfKZ-FYUHs (Skip to 1:05. Firemario should get an award for his awesome videos).
Cape Stalling
Extremely basic move that most casual players never put to good use. Simply continually cape in place to stall your self in the air. This is good for baiting opponents for the attack, or waiting for opponents invincibility frames to run out on the ledge. Don't abuse it though, or it will quickly become predictable. It's good for the occasional mix-up in your game, it shouldn't be used every match.
I'm skipping the how to practice and video sections for this one because it's pretty self explanatory.
Aerial Cape Extension (ACE)
More of a trick used for show than something that can actually be applied (though it can be applied!), this is probably the coolest exploit of a physics engine since wavedashing. Run up to the edge of the stage and then cape in the direction you were running right before you would fall off. This should send Mario flying in the direction you were running. It is possible to do these across things such as Battlefield's platforms.
How to Practice:
Go into training mode, and choose Battlefield. Start off by practicing running off the stage and doing the ACE. After you have this down, practice going across the BF platforms with it.
Videos:
http://www.youtube.com/watch?v=GlWDM_xdk1I (This is more of Firemario being awesome and all that. I want SWF to bring a rep system back, just so the Mario boards can get him to 100 rep before anyone else!)
Cape Teleport
Cape Teleport is a pretty simple, yet very hard tech to do. In fact, this has yet to be put into regular use due to how strict the timing is. Cape teleport basically is caping your opponent right before they grab the ledge. If done correctly, your opponent will be slightly stunned an hanging backwards in midair. Use this time to attack, possibly for a KO. As said before, there isn't a regular use of it yet, but this tech can potientially be the ultimate move that can wreck all recoveries. Try to use it, and see if you can master is.
How to Practice:
This tech is all about timing. The best way to practice is to choose a Neutral Stage and have a friend play a character with a quick recovery such as Marth. Have your friend repeatedly grab the ledge. Once you get their timing, try to cape them the moment they lock onto the ledge.
Videos:
http://www.youtube.com/watch?v=GlWDM_xdk1I
Cape Dash
Coming Soon!
Cape Induced Landing Lag
Coming Soon!
Cape ****
Coming Soon!

Easily one of the most important and useful ATs for any Mario player to know. Done by pressing the opposite direction your character is facing on the control stick, causing the character to turn aroud, and then immediately jamming the direction that the character was originally facing on the C-Stick, this gives Mario's forward smash a giant boost in range. Using the Stutter Step, Mario's forward smash will outrange Marth's.
How to Practice:
Go into training mode, select Mario, and then go to any stage you want. Start off by having Mario look to the right. In quick succesion, press left on the control stick and then right on the C-Stick. If done correctly, Mario has now moved forward a bit while using his forward smash.
Videos:
http://www.youtube.com/watch?v=9gh1mvO86Io (Skip to 0:15. Firemario = beast)
Jab Locking

This is a must learn, much like stutter-stepping. Though you probably won't be given the opportunity to do this every match (or even once a set),it's extremely useful as a pocket technique for when your opponent misses the tech. When they do, run up and jab them once, let the opponent hit the ground, walk up to the opponent, and jab again. This can be done until you reach the very edge of the stage, where you can Forward Smash the opponent.
How to Practice:
Go into training mode and pick any stage (it doesn't matter who your opponent is, but a heavier character is preferred due to them falling to the ground faster). Set the opponent to jump, and continually forward air them until they hit the ground. The moment they hit the ground, pause and switch the opponent to 'controller' so that they don't get up. From here, practice your jab locking.
It's also good to have a friend come over and let you practice jab locking on them while they attempt to DI out of it (though it is inescapable if done correctly).
Videos:
http://www.youtube.com/watch?v=wIP7QY0anuw (Skip to 0:40, unless you don't know what a laser lock is, in which case you should probably watch the entire video)
FLUDD Induced Hit Lag (FIHL)
A very useful trick for Mario players to learn, which proper usage of will always lead into a free hit. The FLUDD doesn't have the highest priority in the game, and so many attacks will outprioritize it. However, due to it being a multi-hit projectile it will keep opponents in the same place that they were (or move them back very, very little) when they're hit! Take advantage of the time that you have when Mario is allowed to move and the stream of the FLUDD is still going to go up and hit your opponent for free damage!
How to Practice:
Get a friend who's competent enough to forward air with Marth on command. Go into regular Brawl, fully charge a FLUDD, have your friend try to hit you with a forward air, and time the FLUDD so it hits your friend right before he attacks you. If you did this correctly, your friend will be stuck right in front of you, allowing you to get a free up smash.
Videos:
http://www.youtube.com/watch?v=qQfKZ-FYUHs (Skip to 1:05. Firemario should get an award for his awesome videos).
Cape Stalling

Extremely basic move that most casual players never put to good use. Simply continually cape in place to stall your self in the air. This is good for baiting opponents for the attack, or waiting for opponents invincibility frames to run out on the ledge. Don't abuse it though, or it will quickly become predictable. It's good for the occasional mix-up in your game, it shouldn't be used every match.
I'm skipping the how to practice and video sections for this one because it's pretty self explanatory.
Aerial Cape Extension (ACE)

More of a trick used for show than something that can actually be applied (though it can be applied!), this is probably the coolest exploit of a physics engine since wavedashing. Run up to the edge of the stage and then cape in the direction you were running right before you would fall off. This should send Mario flying in the direction you were running. It is possible to do these across things such as Battlefield's platforms.
How to Practice:
Go into training mode, and choose Battlefield. Start off by practicing running off the stage and doing the ACE. After you have this down, practice going across the BF platforms with it.
Videos:
http://www.youtube.com/watch?v=GlWDM_xdk1I (This is more of Firemario being awesome and all that. I want SWF to bring a rep system back, just so the Mario boards can get him to 100 rep before anyone else!)
Cape Teleport
Cape Teleport is a pretty simple, yet very hard tech to do. In fact, this has yet to be put into regular use due to how strict the timing is. Cape teleport basically is caping your opponent right before they grab the ledge. If done correctly, your opponent will be slightly stunned an hanging backwards in midair. Use this time to attack, possibly for a KO. As said before, there isn't a regular use of it yet, but this tech can potientially be the ultimate move that can wreck all recoveries. Try to use it, and see if you can master is.
How to Practice:
This tech is all about timing. The best way to practice is to choose a Neutral Stage and have a friend play a character with a quick recovery such as Marth. Have your friend repeatedly grab the ledge. Once you get their timing, try to cape them the moment they lock onto the ledge.
Videos:
http://www.youtube.com/watch?v=GlWDM_xdk1I
Cape Dash
Coming Soon!
Cape Induced Landing Lag
Coming Soon!
Cape ****
Coming Soon!

5. Mario's Moves
In Super Smash Brothers, you could have the best ATs, character stats, character size, and mechanic possible (ex: Pikmin), but if you have terrible moves, then your character isn't even worth a second look. Mario has a whole wealth of great moves (but also a few worthless ones such as his down tilt!
http://www.smashboards.com/showthread.php?t=223527
Number 1: The Cape
Pros:
-It allows him to mess up recoveries, by reversing their momentum, and recover move.
-Aids recovery, by adding slight horizontall boost movement.
-Allows to completely mess up with people's attacks while on stage, and in the air.
-Cape Gliding.
-The Cape acts as a defense against projectile spam.
-The Cape badly punishes laggy moves and moves that put characters into helpless state.
-The cape can be used to stall in the air.
-The cape can be used to change your direction midair.
-Can be used for mindgames, such as halting your falling movement to alter with your oponent's prediction when touching the ground.
Cons:
-The only con is it can get predictable at times.
-during your recovery, only using the cape the first time aids your recovery.
Number 2: FLUDD
Pros:
-FIHL (FLUUD Induced Hit Lag) works wonders on characters with 'long lasting' aerials, and can help us punish (Game and Watch especially.)
-Combing with the cape, this makes Mario an awesome edgeguarder
-Reflects Projectiles
-Pushes characters back, stopping their approaches.
-FLUDD can be used to prevent edgeguarding
-FLUDD can be used as a recovery (above the stage only; using it below will move you forward but you will fall so far down while you're using it you'll SD)
-FLUDD stops a number of projectiles, so...basically against projectile campers near the ledge, you can sweep through those and use the FLUDD to push the camper onto the ledge.
-FLUDD'ing someone halts their momentum if they hold forward, which can screw up spacing and give you more time to anticipate where someone will recover.
-FIHL/Approach Killing is AWESOME against Glide Attacks, especially on Metaknight's Shuttle Loop.
Cons:
-Ending lag can be punished.
-If you shoot FLUUD too late, or shoot it on the opposite side (I hate when I do that) you can get punished.
-FLUDD is situational.
Number 3: Fireball
Pros:
+Key to Mario's approaching. You can practically follow up anything from a Fireball.
+Can prove annoying too characters that can crawl.
+Fireballs can help against ledgeguarders.
+disrupts your oponent's attacks and leads to follow ups.
+Its not too good for camping but its better than not having a projectile at all while retreating.
Cons:
-It travels pretty slow, and can get powershielded easily.
-You can't really camp with Fireballs.
-Fireballs don't travel as far as they used to.
-Low priority
Number 4: Super Jump Punch (SJP)
Pros:
+It helps you recover.
+Last frame of attack causes stage spikes. (On edges like Battlefield, and Smashville.)
+Has invincibility on start, and goes throw all attacks.
+His best Out of Shield (OOS) option.
+Decent ledgecamp tool.
+Several aerials true combo into it.
+Amazing priority. (Screw the tornado. Meta mains can shove it)
Cons:
-Not really the best recovery compared to others.
-Easily predictable.
-Ending lag can cause you to get punished.
Number 5: Neutral A
Pros:
+Super fast (2 Frames)
+Jab Faking
+Punish spotdodges
+Jab lock
+3 hits to Diminishing Returns
Cons:
-Short Range
Number 6: Dair
Pros:
+Hard to shield grab the move due to the 'long lasting' hitbox.
+Punishes spot dodges, and roll 'spammers.'
+A good move to seperate the Ice Climbers.
+Good for baiting (You can move back and forth during the move, very slightly.)
+It auto cancels into a d-smash.
+Combo's well into other air attacks.
+If you D-air over items, you pick them up (Diddy's Banana Peel)
+Good priority.
+Zero startup and ending lag.
+Short-hop D-air doesn't autocancel. It finished up in the air.
+Aerial with a ground hitbox.
+Decent Out of Shield option with less risk than Super Jump Punch.
+D-air also goes through projectiles like Mario's Fireballs and Pikachu's Thunder Jolt.
+The last hit goes through Meta Knight's Tornado.
+Down throw to D-air works wonders on people that airdodge after the throw.
+D-air can eat shields alive.
Cons
-Lack of range.
-D-air lacks a general purpose besides an alternative to aerial approaching.
-It doesn't have enough KO potential.
-It's knockback properties doesn't allow gimping.
Iit can only be used for combos at low percentages.
Number 7: Bair
Pros
+Lovely range.
+Lovely knockback.
+Complimets every move in Mario's arsenal nicely.
+ Good damage.
+ Mario's strongest Aerial (ties with fully connected D-air and beneath the Sweetspotted F-air)
+ Decent spacer
+Can be used twice in a SH
+Low ending lag
+B-air is a good Reversed Aerial Rush move.
+B-air can lead into the following;
Bair>Reverse Usmash
Bair>Shutter stepped Fsmash
Bair>Bair>Bair
Bair>Uair or Uair>Bair
Bair>Nair
Cons
-Easily read
-Easily powershielded
-Easily shield grabbed
Number 8: The unbeatable... DTILT!
Pros:
+ 1337 mindgames on Meta-Knight
+ Disjointed horizontal hitbox
Cons:
- It sucks
- Very, very badly
- Pretty much gives your opponent a free fsmash
- Mario would seriously be better without a Dtilt
Number 9: Utilt
Pros:
+It can chain a lot of characters from 30%-50.
+It's actually pretty decent out of shield move.
+Pretty swift move.
+Leads to air combos.
+Hits through some stages platforms. (ie; Battlefield.)
+Decent finisher at high percents.
Cons
-Lacks damage.
-Not very good for K.O's.
Bad horizantol, and vertical range.
-Characters with a good n-air can break out of it after 2 hits, or 1. Depends on there damage. (freaking Luigi)
Number 10: Uair
Pros:
+ Many moves can lead into u-air allowing for combo's such as (Chain Dthrow -> uair -> uair -> Dthrow -> uair -> uair -> SJP.)
+Great juggling aerial.
+Quick and virtually lagless.
+Can do two u-airs in one shorthop.
+Good for dealing damage and doesn't deteriorate.
+Good for edguarding for offstage K.O's.
+Good knockback if undiminished.
Cons:
-Easily shieldgrabbed.
-Doesn't reach below Mario.
Number 11: Ftilt
Pros:
+Has IASA frames.
+Good priority.
+"Wave slide" is a nice option out of Ftilt.
+F-tilt can semi lock.
+A good move to use for spacing.
+Can follow a lot of aerials into f-tilt
+Can angle it for better reach.
+Can be used for an out of shield option.
+Replaces uses for smashes sometimes, so it keeps them 'fresh'.
+Good shield poker.
Cons:
-Weak knockback.
-Not great range.
Number 12: Fair
Pros:
+You can spike your opponent, setting them up for a Jab Lock, or other "combo's" if they don't tech the spike.
+Decent meteor.
+Decent hitbox size; it's actually pretty big, just not huge. okay hitbox.
+Can use f-air under a platform to send opponents outwards, giving you a chance to edgeguard.
+F-air autoncancels on Platforms.
+Spiked F-air hit stun can lead too combo's.
+Full hoped F-air finished up in the air letting you use a u-air, or n-air before hitting the ground.
+You can u-air "blind" to f-air spike combo. Works well on large characters. (Donkey Kong anyone?)
Cons
-Slow and laggy.
-It's a weak meteor.
-Hard to contest against other attacks.
Number 13: Nair
Neutral Air
Pros
+It has good priority.
+Good out of shield move.
+Good for a horizontal Knockback.
+Long Lasting Hitbox.
+Very good attack for edgeguards and Jab lock setups.
+Comes out Fast.
+Good Priority.
+SH D-air -> N-air for shield pressure.
+Nair is so perfect to get out of juggles, chain grabs.
+Lagless.
Cons
-Okay for K.O'ing.
-Looses strength and knockback in later frames.
-Low range.
-Isn't a kill move forever.
SPECIAL THANKS TO BOBSON FOR THIS LIST
Projectiles nair outprioritizes:
Mario: Fireball
Luigi: Fireball
Peach: Regular turnips (not stitch), beam sword, Mr. Saturn
Bowser: Fire breath
Diddy Kong: Peanuts
Wario: Wheels
Link: Arrows, boomerang
Zelda: Din's Fire
Toon Link: Arrows, boomerang
Samus: Super missiles, homing missiles, uncharged charge shot, bombs
Pit: Arrows (!)
Ice Climbers: Ice blocks
ROB: Gyro? (it seems to trade hits with it)
King Dedede: Waddle Dees/Doos, Waddle Doo lightning
Olimar: Pikmin
Pikachu: Stage electroshock, ball electroshock
Ivysaur: Razor leaf
Charizard: Flamethrower, rock smash fragments
Lucario: Force palm, 0% fully-charged aura sphere (higher percents will break it)
Ness: PK thunder (as if it wasn't already easy enough to gimp the poor little guy)
Lucas: PK thunder
Mr. Game & Watch: Chef
Snake: Nikita missile (but everything does)
Also, green shells, deku nuts, star rod shots, ray gun shots, and cracker launcher shots, but of course only scrubs use items so you won't need to know that. Anything else can be caped.
Number 14: Usmash
Pros:
+Decent K.O power.
+Decent speed.
+Decent Out of shield option.
+Fairly large hitbox, and can be decieving when turned around.
+DAC (Dash Attack Cancelled) U-Smash that allows you to charge it up.
+Can even hit opponents on ledges.
+It can combo at low percents.
Cons:
-Needs to stay unstaled to retain decent KO power.
Number 15: Dsmash
Pros:
+Comes out frame 5 (same as MK's D-smash!)
+Covers both sides well.
+Good punishing move.
+Gets people off the stage effectively due to fairly low trajectory.
+Good spotdodge tool.
Cons:
-Isn't a kill move for too long.
-Not that useful on people who are in the air a lot.
-Not great reach.
Number 16: Fsmash
Pros:
+Massive range.
+Great killing power.
+Sweetspot is disjointed.
+Good shift via attack when not stutter stepped.
Cons:
-Slow
-If not sweetspotted some of its knockback is reduced
Number 1: The Cape

Pros:
-It allows him to mess up recoveries, by reversing their momentum, and recover move.
-Aids recovery, by adding slight horizontall boost movement.
-Allows to completely mess up with people's attacks while on stage, and in the air.
-Cape Gliding.
-The Cape acts as a defense against projectile spam.
-The Cape badly punishes laggy moves and moves that put characters into helpless state.
-The cape can be used to stall in the air.
-The cape can be used to change your direction midair.
-Can be used for mindgames, such as halting your falling movement to alter with your oponent's prediction when touching the ground.
Cons:
-The only con is it can get predictable at times.
-during your recovery, only using the cape the first time aids your recovery.
Number 2: FLUDD

Pros:
-FIHL (FLUUD Induced Hit Lag) works wonders on characters with 'long lasting' aerials, and can help us punish (Game and Watch especially.)
-Combing with the cape, this makes Mario an awesome edgeguarder
-Reflects Projectiles
-Pushes characters back, stopping their approaches.
-FLUDD can be used to prevent edgeguarding
-FLUDD can be used as a recovery (above the stage only; using it below will move you forward but you will fall so far down while you're using it you'll SD)
-FLUDD stops a number of projectiles, so...basically against projectile campers near the ledge, you can sweep through those and use the FLUDD to push the camper onto the ledge.
-FLUDD'ing someone halts their momentum if they hold forward, which can screw up spacing and give you more time to anticipate where someone will recover.
-FIHL/Approach Killing is AWESOME against Glide Attacks, especially on Metaknight's Shuttle Loop.
Cons:
-Ending lag can be punished.
-If you shoot FLUUD too late, or shoot it on the opposite side (I hate when I do that) you can get punished.
-FLUDD is situational.
Number 3: Fireball

Pros:
+Key to Mario's approaching. You can practically follow up anything from a Fireball.
+Can prove annoying too characters that can crawl.
+Fireballs can help against ledgeguarders.
+disrupts your oponent's attacks and leads to follow ups.
+Its not too good for camping but its better than not having a projectile at all while retreating.
Cons:
-It travels pretty slow, and can get powershielded easily.
-You can't really camp with Fireballs.
-Fireballs don't travel as far as they used to.
-Low priority
Number 4: Super Jump Punch (SJP)

Pros:
+It helps you recover.
+Last frame of attack causes stage spikes. (On edges like Battlefield, and Smashville.)
+Has invincibility on start, and goes throw all attacks.
+His best Out of Shield (OOS) option.
+Decent ledgecamp tool.
+Several aerials true combo into it.
+Amazing priority. (Screw the tornado. Meta mains can shove it)
Cons:
-Not really the best recovery compared to others.
-Easily predictable.
-Ending lag can cause you to get punished.
Number 5: Neutral A

Pros:
+Super fast (2 Frames)
+Jab Faking
+Punish spotdodges
+Jab lock
+3 hits to Diminishing Returns
Cons:
-Short Range
Number 6: Dair

Pros:
+Hard to shield grab the move due to the 'long lasting' hitbox.
+Punishes spot dodges, and roll 'spammers.'
+A good move to seperate the Ice Climbers.
+Good for baiting (You can move back and forth during the move, very slightly.)
+It auto cancels into a d-smash.
+Combo's well into other air attacks.
+If you D-air over items, you pick them up (Diddy's Banana Peel)
+Good priority.
+Zero startup and ending lag.
+Short-hop D-air doesn't autocancel. It finished up in the air.
+Aerial with a ground hitbox.
+Decent Out of Shield option with less risk than Super Jump Punch.
+D-air also goes through projectiles like Mario's Fireballs and Pikachu's Thunder Jolt.
+The last hit goes through Meta Knight's Tornado.
+Down throw to D-air works wonders on people that airdodge after the throw.
+D-air can eat shields alive.
Cons
-Lack of range.
-D-air lacks a general purpose besides an alternative to aerial approaching.
-It doesn't have enough KO potential.
-It's knockback properties doesn't allow gimping.
Iit can only be used for combos at low percentages.
Number 7: Bair

Pros
+Lovely range.
+Lovely knockback.
+Complimets every move in Mario's arsenal nicely.
+ Good damage.
+ Mario's strongest Aerial (ties with fully connected D-air and beneath the Sweetspotted F-air)
+ Decent spacer
+Can be used twice in a SH
+Low ending lag
+B-air is a good Reversed Aerial Rush move.
+B-air can lead into the following;
Bair>Reverse Usmash
Bair>Shutter stepped Fsmash
Bair>Bair>Bair
Bair>Uair or Uair>Bair
Bair>Nair
Cons
-Easily read
-Easily powershielded
-Easily shield grabbed
Number 8: The unbeatable... DTILT!

Pros:
+ 1337 mindgames on Meta-Knight
+ Disjointed horizontal hitbox
Cons:
- It sucks
- Very, very badly
- Pretty much gives your opponent a free fsmash
- Mario would seriously be better without a Dtilt
Number 9: Utilt

Pros:
+It can chain a lot of characters from 30%-50.
+It's actually pretty decent out of shield move.
+Pretty swift move.
+Leads to air combos.
+Hits through some stages platforms. (ie; Battlefield.)
+Decent finisher at high percents.
Cons
-Lacks damage.
-Not very good for K.O's.
Bad horizantol, and vertical range.
-Characters with a good n-air can break out of it after 2 hits, or 1. Depends on there damage. (freaking Luigi)
Number 10: Uair

Pros:
+ Many moves can lead into u-air allowing for combo's such as (Chain Dthrow -> uair -> uair -> Dthrow -> uair -> uair -> SJP.)
+Great juggling aerial.
+Quick and virtually lagless.
+Can do two u-airs in one shorthop.
+Good for dealing damage and doesn't deteriorate.
+Good for edguarding for offstage K.O's.
+Good knockback if undiminished.
Cons:
-Easily shieldgrabbed.
-Doesn't reach below Mario.
Number 11: Ftilt

Pros:
+Has IASA frames.
+Good priority.
+"Wave slide" is a nice option out of Ftilt.
+F-tilt can semi lock.
+A good move to use for spacing.
+Can follow a lot of aerials into f-tilt
+Can angle it for better reach.
+Can be used for an out of shield option.
+Replaces uses for smashes sometimes, so it keeps them 'fresh'.
+Good shield poker.
Cons:
-Weak knockback.
-Not great range.
Number 12: Fair

Pros:
+You can spike your opponent, setting them up for a Jab Lock, or other "combo's" if they don't tech the spike.
+Decent meteor.
+Decent hitbox size; it's actually pretty big, just not huge. okay hitbox.
+Can use f-air under a platform to send opponents outwards, giving you a chance to edgeguard.
+F-air autoncancels on Platforms.
+Spiked F-air hit stun can lead too combo's.
+Full hoped F-air finished up in the air letting you use a u-air, or n-air before hitting the ground.
+You can u-air "blind" to f-air spike combo. Works well on large characters. (Donkey Kong anyone?)
Cons
-Slow and laggy.
-It's a weak meteor.
-Hard to contest against other attacks.
Number 13: Nair

Neutral Air
Pros
+It has good priority.
+Good out of shield move.
+Good for a horizontal Knockback.
+Long Lasting Hitbox.
+Very good attack for edgeguards and Jab lock setups.
+Comes out Fast.
+Good Priority.
+SH D-air -> N-air for shield pressure.
+Nair is so perfect to get out of juggles, chain grabs.
+Lagless.
Cons
-Okay for K.O'ing.
-Looses strength and knockback in later frames.
-Low range.
-Isn't a kill move forever.
SPECIAL THANKS TO BOBSON FOR THIS LIST
Projectiles nair outprioritizes:
Mario: Fireball
Luigi: Fireball
Peach: Regular turnips (not stitch), beam sword, Mr. Saturn
Bowser: Fire breath
Diddy Kong: Peanuts
Wario: Wheels
Link: Arrows, boomerang
Zelda: Din's Fire
Toon Link: Arrows, boomerang
Samus: Super missiles, homing missiles, uncharged charge shot, bombs
Pit: Arrows (!)
Ice Climbers: Ice blocks
ROB: Gyro? (it seems to trade hits with it)
King Dedede: Waddle Dees/Doos, Waddle Doo lightning
Olimar: Pikmin
Pikachu: Stage electroshock, ball electroshock
Ivysaur: Razor leaf
Charizard: Flamethrower, rock smash fragments
Lucario: Force palm, 0% fully-charged aura sphere (higher percents will break it)
Ness: PK thunder (as if it wasn't already easy enough to gimp the poor little guy)
Lucas: PK thunder
Mr. Game & Watch: Chef
Snake: Nikita missile (but everything does)
Also, green shells, deku nuts, star rod shots, ray gun shots, and cracker launcher shots, but of course only scrubs use items so you won't need to know that. Anything else can be caped.
Number 14: Usmash

Pros:
+Decent K.O power.
+Decent speed.
+Decent Out of shield option.
+Fairly large hitbox, and can be decieving when turned around.
+DAC (Dash Attack Cancelled) U-Smash that allows you to charge it up.
+Can even hit opponents on ledges.
+It can combo at low percents.
Cons:
-Needs to stay unstaled to retain decent KO power.
Number 15: Dsmash

Pros:
+Comes out frame 5 (same as MK's D-smash!)
+Covers both sides well.
+Good punishing move.
+Gets people off the stage effectively due to fairly low trajectory.
+Good spotdodge tool.
Cons:
-Isn't a kill move for too long.
-Not that useful on people who are in the air a lot.
-Not great reach.
Number 16: Fsmash

Pros:
+Massive range.
+Great killing power.
+Sweetspot is disjointed.
+Good shift via attack when not stutter stepped.
Cons:
-Slow
-If not sweetspotted some of its knockback is reduced

6. Playstyles
Mario is a character with loads of potiental, and essentially can do anything well enough if the player has the creativity to do it enough. This allows Mario mains to have particular effective play styles that may or may not be effective on every character, but should all be implemented to every Mario main’s game. After making the “What’s your Mario playstyle?” topic, I’ve complied the list into three particular styles.
Jumpman Style (Aerial)
Jumpman style is high reliance on Mario’s aerial combat, and little application of Mario’s ground game. D-throw, and U-tilt will be the main ground moves used just for the sake of start-up combos. D-Smash will be used to combat keep grounded opponents away from Mario whenever he’s on the ground. N-air is mainly used as a combo finisher after U-air chains, and gimping is the main source of kills. B-air will be the most heavily used move due to its range, and will be the main spacing tool. Short hopped aerials will be used to contest the opponent’s ground game. D-air especially will be used for shield pressure to avoid getting grabbed.
Advantages
This is good against characters that have bad defensive strategies against aerial characters, and puts the combo ability of Mario’s to its maximum. Damage will be racked up quickly while Mario should be taking little damage in return, which is a very good thing. Getting opponents off-stage should be an easy task where Mario’s gimp game comes into play. Cape Glide and fireballs will be used the most to make openings for aerial gimps, and of course the cape will be used as well.
Disadvantages
This playstyle more or less relies on momentum, in which case it doesn’t get good until Mario gets off that well-needed hit. You become rather predictable with your approaches and susceptible to being shield-grabbed and avoided, in which case you end up not doing any damage while taking some back instead, thus backfiring the point of the style.
How do you handle the disadvantages while staying in style?
When you hit, keep hitting. Always keep the pressure on the opponent so much that he starts to get frustrated with his thinking. Lower the level of predictability by fireball approaching and baiting attacks, and remember you don’t always have to approach. Using fireballs to tempt approaches and using B-airs/N-airs for spacing also works while staying in the style.
Most used moves
B-air
U-air
Fireball
N-air
Cape
D-Throw
D-air
D-Smash
Mario Style (Pressure)
Mario is the man of variety, and this is what this style is all about, using all his attack options and mixing them up for variety and unpredictability. Mario will win his way through keeping the opponent guessing and not letting up on his attacks, doing jab cancels, ground combos, and air combos. Smash attacks will also be used for killing to get early KO’s while using the gimping abilities in case the opponent happens to live.
Advantages
This maximizes Mario’s ground game while integrating his aerials. This also leaves a rather unpredictable Mario that’ll keep confusing the opponent and makes him unable to react accordingly, allowing Mario to quickly rack up damage and for the kill with a smash attack. The best advantage however is that this doesn’t neglect his gimp game, but doesn’t fully rely on it due to Smash attacks staying fresh.
Disadvantages
Despite the maximization, Mario’s ground game in general is still quite bad, and therefore has a hard time contesting with other ground games. This style relies on confusion and being unpredictable, but all of Mario’s moves for the most part can handled with spacing and staying defensive, and not letting Mario get close. This in particular becomes a problem when facing opponents that like to abuse their range. There are times when you have to emphasize one part of Mario’s game instead of all of it.
Also, this playstyle is rather worthless against the likes of DeDeDe and Olimar.
How do you handle the disadvantage while staying in style?
Mix up your game and approach strategically with fireballs, and know when to back off. Stop trying to use a tactic when you know it’s not going to work. Utilize Mario’s moveset to its fullest and pull out something crazy and unexpected (not the D-tilt though). Also, make good use of spotdodging, SHADing, and OOS options like Up-B
Most used Moves
Jab
Fireball
N-air
D-throw
U-air
B-air
Cape
U-tilt
Luigi Style (Defense)
Luigi is a scared little plumber that prefers to not get into any dangerous situations, and largely prefers to stay back. For this style, Mario will take Luigi’s philosophy on life and apply it to battle. He stays back, waits for openings, punishes, then pulls back when the opponent is up on his feet. He abuses his OOS options and camps with fireballs, and uses B-air for spacing. He also makes big use of FLUDD and FIHL, and using the cape to reverse incoming attacks. At a high enough percentage, he waits for an opening to throw the opponent off stage to kill or gimp.
Advantages
Mario will relatively take little damage if done correctly, and it frustrate his opponents by the seemingly big wall it has to break through in order to hit Mario himself. He is more or less safe while the opponent endlessly makes himself open for punishment. This also lowers the amount of risks Mario has to take while it maximizes the opponent’s.
Disadvantages
This is Very. Very. SLOW. This is require a lot of patience on Mario’s end to do this perfectly, and a large understanding on how to camp effectively with Mario. And although this works rather well against the entire cast, Jumpman and Mario style are better for some if not most situations. This is a safe style that has more psychological problems than systematic ones.
How do I handle the Disadvantages While Staying in Style?
Be patient and stay gay.
Most used moves
Fireball
Cape
B-air
Super Jump Punch
FLUDD
D-throw
B-Throw
When should I use a particular style?
You use it when the situation calls for it. If you can’t get any aerials in, you can switch to Mario style and apply your ground game. If you’re getting overwhelmed, you switch to Luigi style and stay away. If your opponent has a low defensive game, you overwhelm him with Jumpman style and rack up damage quickly.
Particularly adding these playstyles to your own game will allow you to answer whatever is thrown at you. I believe it’s really important to do this.
Thanks to HeroMystic for this write-up

Jumpman style is high reliance on Mario’s aerial combat, and little application of Mario’s ground game. D-throw, and U-tilt will be the main ground moves used just for the sake of start-up combos. D-Smash will be used to combat keep grounded opponents away from Mario whenever he’s on the ground. N-air is mainly used as a combo finisher after U-air chains, and gimping is the main source of kills. B-air will be the most heavily used move due to its range, and will be the main spacing tool. Short hopped aerials will be used to contest the opponent’s ground game. D-air especially will be used for shield pressure to avoid getting grabbed.
Advantages
This is good against characters that have bad defensive strategies against aerial characters, and puts the combo ability of Mario’s to its maximum. Damage will be racked up quickly while Mario should be taking little damage in return, which is a very good thing. Getting opponents off-stage should be an easy task where Mario’s gimp game comes into play. Cape Glide and fireballs will be used the most to make openings for aerial gimps, and of course the cape will be used as well.
Disadvantages
This playstyle more or less relies on momentum, in which case it doesn’t get good until Mario gets off that well-needed hit. You become rather predictable with your approaches and susceptible to being shield-grabbed and avoided, in which case you end up not doing any damage while taking some back instead, thus backfiring the point of the style.
How do you handle the disadvantages while staying in style?
When you hit, keep hitting. Always keep the pressure on the opponent so much that he starts to get frustrated with his thinking. Lower the level of predictability by fireball approaching and baiting attacks, and remember you don’t always have to approach. Using fireballs to tempt approaches and using B-airs/N-airs for spacing also works while staying in the style.
Most used moves
B-air
U-air
Fireball
N-air
Cape
D-Throw
D-air
D-Smash
Mario Style (Pressure)

Mario is the man of variety, and this is what this style is all about, using all his attack options and mixing them up for variety and unpredictability. Mario will win his way through keeping the opponent guessing and not letting up on his attacks, doing jab cancels, ground combos, and air combos. Smash attacks will also be used for killing to get early KO’s while using the gimping abilities in case the opponent happens to live.
Advantages
This maximizes Mario’s ground game while integrating his aerials. This also leaves a rather unpredictable Mario that’ll keep confusing the opponent and makes him unable to react accordingly, allowing Mario to quickly rack up damage and for the kill with a smash attack. The best advantage however is that this doesn’t neglect his gimp game, but doesn’t fully rely on it due to Smash attacks staying fresh.
Disadvantages
Despite the maximization, Mario’s ground game in general is still quite bad, and therefore has a hard time contesting with other ground games. This style relies on confusion and being unpredictable, but all of Mario’s moves for the most part can handled with spacing and staying defensive, and not letting Mario get close. This in particular becomes a problem when facing opponents that like to abuse their range. There are times when you have to emphasize one part of Mario’s game instead of all of it.
Also, this playstyle is rather worthless against the likes of DeDeDe and Olimar.
How do you handle the disadvantage while staying in style?
Mix up your game and approach strategically with fireballs, and know when to back off. Stop trying to use a tactic when you know it’s not going to work. Utilize Mario’s moveset to its fullest and pull out something crazy and unexpected (not the D-tilt though). Also, make good use of spotdodging, SHADing, and OOS options like Up-B
Most used Moves
Jab
Fireball
N-air
D-throw
U-air
B-air
Cape
U-tilt
Luigi Style (Defense)

Luigi is a scared little plumber that prefers to not get into any dangerous situations, and largely prefers to stay back. For this style, Mario will take Luigi’s philosophy on life and apply it to battle. He stays back, waits for openings, punishes, then pulls back when the opponent is up on his feet. He abuses his OOS options and camps with fireballs, and uses B-air for spacing. He also makes big use of FLUDD and FIHL, and using the cape to reverse incoming attacks. At a high enough percentage, he waits for an opening to throw the opponent off stage to kill or gimp.
Advantages
Mario will relatively take little damage if done correctly, and it frustrate his opponents by the seemingly big wall it has to break through in order to hit Mario himself. He is more or less safe while the opponent endlessly makes himself open for punishment. This also lowers the amount of risks Mario has to take while it maximizes the opponent’s.
Disadvantages
This is Very. Very. SLOW. This is require a lot of patience on Mario’s end to do this perfectly, and a large understanding on how to camp effectively with Mario. And although this works rather well against the entire cast, Jumpman and Mario style are better for some if not most situations. This is a safe style that has more psychological problems than systematic ones.
How do I handle the Disadvantages While Staying in Style?
Be patient and stay gay.
Most used moves
Fireball
Cape
B-air
Super Jump Punch
FLUDD
D-throw
B-Throw
When should I use a particular style?
You use it when the situation calls for it. If you can’t get any aerials in, you can switch to Mario style and apply your ground game. If you’re getting overwhelmed, you switch to Luigi style and stay away. If your opponent has a low defensive game, you overwhelm him with Jumpman style and rack up damage quickly.
Particularly adding these playstyles to your own game will allow you to answer whatever is thrown at you. I believe it’s really important to do this.
Thanks to HeroMystic for this write-up

7. Helpful Videos
Learn how to become a great Mario player in style! With this interactive video guide, you'll learn everything you need to know to become one of the best. And with quotes from other Mario mains you'll know you'll be getting the best information possible. Still a work in progress, so check back constantly or subscribe to the playlist on YouTube. This section also includes over 20 Mario Combo Videos for your enjoyment.
~How to Play Mario: An Interactive Video Guide

Series 1: The Basics
Menu - http://www.youtube.com/watch?v=Y4S2UDbBIVw&annotation_id=annotation_57794&feature=iv
Jabs/Tilts - http://www.youtube.com/watch?v=ka8ijdwGBG8
Throws - http://www.youtube.com/watch?v=h82lfDOAdiY
Smashes - http://www.youtube.com/watch?v=9gh1mvO86Io
Aerials - http://www.youtube.com/watch?v=lDn9H3TXeJI
Cape - http://www.youtube.com/watch?v=e4WeiwZbC_U
FLUDD - http://www.youtube.com/watch?v=qQfKZ-FYUHs
Fireball - http://www.youtube.com/watch?v=p5stkAV3gDo
Super Jump Punch - http://www.youtube.com/watch?v=wSYBG_1gmFE
Series 2: Advanced
Edgeguarding
Low Percent Combos
Offensive Play
Ledgegame - http://www.youtube.com/watch?v=neyiz--pCag
Approaching
Recovering
Spike Setups
Jab Lock Setups - http://www.youtube.com/watch?v=yvGHOyS9WZY
Out of Shield Options - http://www.youtube.com/watch?v=eLlXZ4Y8wd8
Cross-Ups
Camping - http://www.youtube.com/watch?v=Hgcvx764acw
F.L.U.D.D. Induced Hit Lag
F.L.U.D.D. KO - http://www.youtube.com/watch?v=mE0VOzm3G_c
Cape Stall - http://www.youtube.com/watch?v=JuOGSi-NruI
Cape Menu - http://www.youtube.com/watch?v=5E6y7_HONcw
Cape Teleport - http://www.youtube.com/watch?v=v10373amNZY
Cape Gliding - http://www.youtube.com/watch?v=GlWDM_xdk1I
Cape Dashing - http://www.youtube.com/watch?v=saMMhe4oGKc
Cape Induced Landing Lag - http://www.youtube.com/watch?v=TGibIxApgd8
Sliding Up-Smash- http://www.youtube.com/watch?v=ZUPjixhEivs
Other stuff when I think of it..
Mario Combo Videos, Highlight Videos, Montages and Compilations
SupaMario (SSBB Mario Combo Video)
SupaMario 2: Second Stage (Highlight Video)
Life of a Plumber - Fear -Mario - SSBB
Life of a Plumber 2 Fear (Mario combo video SSBB)
Life of a Plumber 2.5 Fear SSBB (Mario Combo Video)
The Italian Stallion-A Mario Montage-SSBB
The Italian Stallion 2: Another Mario Montage-SSBB
"Under Fire!" - Mario Combo/Highlight Video
"Under Fire!" 2 - Mario Combo/Highlight Video
Do the Mario
Do The Mario 2 (SSBB Mario Compilation)
Do The Mario 3
The RawkFist of Mario (SSBB Compilation)
Spicy Meatball
Jump to the Top (Mario Combo Video)
WWJasonD's What Has Jason Done? (combo video)
SSBB Mario Montage: Super Mario Galaxy Unleashed
Epic Mario combo video-Brawl- by Zeta
Videos that were rated four stars or under, or outdated were not included in this list. For a full list of videos, check out the playlist here.

Series 1: The Basics
Menu - http://www.youtube.com/watch?v=Y4S2UDbBIVw&annotation_id=annotation_57794&feature=iv
Jabs/Tilts - http://www.youtube.com/watch?v=ka8ijdwGBG8
Throws - http://www.youtube.com/watch?v=h82lfDOAdiY
Smashes - http://www.youtube.com/watch?v=9gh1mvO86Io
Aerials - http://www.youtube.com/watch?v=lDn9H3TXeJI
Cape - http://www.youtube.com/watch?v=e4WeiwZbC_U
FLUDD - http://www.youtube.com/watch?v=qQfKZ-FYUHs
Fireball - http://www.youtube.com/watch?v=p5stkAV3gDo
Super Jump Punch - http://www.youtube.com/watch?v=wSYBG_1gmFE
Series 2: Advanced
Edgeguarding
Low Percent Combos
Offensive Play
Ledgegame - http://www.youtube.com/watch?v=neyiz--pCag
Approaching
Recovering
Spike Setups
Jab Lock Setups - http://www.youtube.com/watch?v=yvGHOyS9WZY
Out of Shield Options - http://www.youtube.com/watch?v=eLlXZ4Y8wd8
Cross-Ups
Camping - http://www.youtube.com/watch?v=Hgcvx764acw
F.L.U.D.D. Induced Hit Lag
F.L.U.D.D. KO - http://www.youtube.com/watch?v=mE0VOzm3G_c
Cape Stall - http://www.youtube.com/watch?v=JuOGSi-NruI
Cape Menu - http://www.youtube.com/watch?v=5E6y7_HONcw
Cape Teleport - http://www.youtube.com/watch?v=v10373amNZY
Cape Gliding - http://www.youtube.com/watch?v=GlWDM_xdk1I
Cape Dashing - http://www.youtube.com/watch?v=saMMhe4oGKc
Cape Induced Landing Lag - http://www.youtube.com/watch?v=TGibIxApgd8
Sliding Up-Smash- http://www.youtube.com/watch?v=ZUPjixhEivs
Other stuff when I think of it..
Mario Combo Videos, Highlight Videos, Montages and Compilations
SupaMario (SSBB Mario Combo Video)
SupaMario 2: Second Stage (Highlight Video)
Life of a Plumber - Fear -Mario - SSBB
Life of a Plumber 2 Fear (Mario combo video SSBB)
Life of a Plumber 2.5 Fear SSBB (Mario Combo Video)
The Italian Stallion-A Mario Montage-SSBB
The Italian Stallion 2: Another Mario Montage-SSBB
"Under Fire!" - Mario Combo/Highlight Video
"Under Fire!" 2 - Mario Combo/Highlight Video
Do the Mario
Do The Mario 2 (SSBB Mario Compilation)
Do The Mario 3
The RawkFist of Mario (SSBB Compilation)
Spicy Meatball
Jump to the Top (Mario Combo Video)
WWJasonD's What Has Jason Done? (combo video)
SSBB Mario Montage: Super Mario Galaxy Unleashed
Epic Mario combo video-Brawl- by Zeta
Videos that were rated four stars or under, or outdated were not included in this list. For a full list of videos, check out the playlist here.