SSBM/Mario

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Revision as of 06:15, 27 February 2024 by ReelDino (talk | contribs) (Mario framedata)


Introduction

Mario appears on rank 13 in the D tier on the current tier list, placing him in the center, along with his brother Luigi and two places below his clone of Dr. Mario. Mario acts as a well-rounded character, with average weight, falling speed and other such attributes. Mario has some good comboing ability, and he has a very versatile grab game, with a powerful back throw that can lead to gimps and an up and down throw that can chaingrab. Mario is also a decent edgeguarder, with Fireball (a solid projectile), and his cape which can easily and efficiently gimp almost every other character's recovery. While edgeguarding he can propel himself deep offstage as well as occupy/threaten a space through his pseudo-float side b. Unless you are creative, Mario lacks a reliable finisher, and his recovery is decidedly average (though slept-on), he can extend it with his cape, wall jumps (up-b and regular) and extended up-b. Mario can still be easily gimped however when using fireballs to protect the descent, reversals and coin spikes can occur instead.

Strengths Weaknesses
  • Edgeguarding - Mario's edgegaurding is very strong with his cape which can reverse the direction of characters during their recovery.
  • Recovery - Mario has numerous moves he can use to prolong his recovery with his Cape acting similar to Marth's sideB stalling him in the air and mitigating lost height, his downB that can gain him some height with a good enough mash, and his quick upB which has an active hitbox. Tying this together with what is colloquially known as his "magnet-hands" property which allows him to grab ledge further than many other characters, his recovery works out to be very solid.
  • Defense - Mario has a lot of great defensive tools with his great crouchcancel, fireballs for stage control, Cape to throw off his opponents, and decent out-of-shield options such as uAir, nAir or even bAir.
  • Chaingrabs Galore - Across a surprising amount of characters, Mario has a very solid chaingrab on high-tiers like Fox, Falco, and Sheik, and even numerous chaingrabs across a lot of the midtiers such as Ganon, DK, and Yoshi.
  • Lack of kill moves - While he can be hard-hitting, Mario lacks good kill confirms, as he is limited to his dSmash and fSmash and occasionally, fAir offstage. Because of the lack of guaranteed kill moves, it is not atypical for him to get his opponent to the ~200% range, especially on bigger stages.
  • Mediocre airspeed - Great on the ground, but when he gets combo'd in the air, it can be difficult to escape. Mario is prone to getting trapped in Puff's wall-of-death, Marth's sword juggling, and taking hit after hit in the air with Falcon's aerials, and Fox's upair chains.
  • Stubby Range Much like SSBM Dr. Mario Icon.png Dr. Mario, Mario struggles to find hits from afar and must come in to the enemy to get his hits and openings. This makes him heavily on OOS reversals and approaching with wavedash-in options.
SSBM Mario Portrait.png
Physics
Weight 100 (10th)
Fall Speed 1.7/Fast 2.7 (15th)
Gravity 0.095 (15th)
Ground Movement
Walk Speed 1.1 (12st)
Initial Dash Speed 1.5 (15th)
Initial Dash Length 10f (5th)
Run Speed 1.5 (13th)
Traction 0.06 (17th)
Jumping
Jumpsquat 4f (11th)
Jump Height Full 29/Short 11.025/Air 26.7 (22th/18th/12th)
Air Speed 0.86 (16th)
Air Acceleration 0.045 (22th)

Ground Moves

Jab
Jab
Jab (5AAA)
Jab 1 First Active Active Recovery IASA Landing Lag Autocancel
2 2-3 15 15 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
3% 0 100 83 Normal -9


Jab 2 First Active Active Recovery IASA Landing Lag Autocancel
2 2-3 17 17 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
3% 0 100 83 Normal -12


Jab 3 First Active Active Recovery IASA Landing Lag Autocancel
4 4-8 21 21 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
3% 0 100 85 Normal -12


Dash Attack
Slide
d.A
First Active Active Recovery IASA Landing Lag Autocancel
6 6-25 12 38 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 7% / Late: 9% Clean: 45 / Late: 70 Clean: 30 / Late: 50 Clean: 120 / Late: 110 Normal Clean: -26/ Late: -25


fTilt
Plumber Kick
fTilt (t.6A)
Side Angle First Active Active Recovery IASA Landing Lag Autocancel
5 5-7 26 32 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
11% 10 100 361 Normal -14

Forward tilt gives Falcon a reasonable balance of range and frame data among otherwise middling grounded tools. A regular forward tilt provides a passable poke tool, but the move can also be angled upward and downward.

Up Angle First Active Active Recovery IASA Landing Lag Autocancel
9 3 18 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
12%, 12%, 11% 10 100 361 Normal -13

Good to combo because it hits high.

Down Angle First Active Active Recovery IASA Landing Lag Autocancel
9 3 18 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
10%, 10%, 11% 0, 0, 10 100 361 Normal -14

Good at the ledge because it hits low.

uTilt
Uppercut
uTilt (t.8A)
First Active Active Recovery IASA Landing Lag Autocancel
17 5 18 38 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
13% 50 80 361 Normal -13

Up tilt is generally useless in neutral due to its abhorrent startup. However, it can be a powerful edgeguarding tool, covering a swath in front of Falcon, even covering poor recoveries to ledge.

dTilt
Leg Sweep
dTilt (t.2A)
First Active Active Recovery IASA Landing Lag Autocancel
10 6 20 34 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
12% 25 75 80, 70, 60 Normal -17

As with most of Falcon's grounded moves, down tilt is niche at best in neutral. Can be used after an empty jump as a timing mixup.

fSmash
Fire Glove
fSmash (s.6A)
Side Angle First Active Active Recovery IASA Landing Lag Autocancel
18 4 43 60 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
20% 24 100 361

Flame

-31

Falcon's strongest move by pure knockback. Falcon pulls backward during the startup, potentially dodging an opponent's move. However, the move has significant startup and end lag, making it impractical without a setup. The move can be angled upward and downward.

Up Angle First Active Active Recovery IASA Landing Lag Autocancel
18 4 43 60 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
21% 24 100 361

Flame

-30

A fully charged up angled forward smash transcends even Falcon Punch.

Down Angle First Active Active Recovery IASA Landing Lag Autocancel
18 4 43 60 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
19% 24 100 361

Flame

-31
uSmash
Lead Headbutt
uSmash (s.8A)
First Active Active Recovery IASA Landing Lag Autocancel
21 2, 2 26 40 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Hit1: 8%, 8%, 14%, 14%
Hit2: 13%, 13%, 12%
Hit1: 80, 100, 30, 30
Hit2: 30
Hit1: 0, 0, 105, 105
Hit2: 128, 126, 110
Hit1: 90, 100, 80, 90
Hit2: 90, 90, 80
Normal -5

Surprisingly difficult to punish due to the relatively quick IASA frame, but with so much start up it is generally not a great neutral tool.

dSmash
Breakdance Sweep
Did he just...
dSmash (s.2A)
First Active Active Recovery IASA Landing Lag Autocancel
19 4, 4 17 45 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Hit1: 18%
Hit2: 16%
Hit1: 30
Hit2: 20
100 361 Normal -15/-6

Useful for covering multiple tech options in the corner when the opponent's tech away is stopped by the ledge.

Aerial Moves

nAir
Plumber Boots
nAir (j.5A)
First Active Active Recovery IASA Landing Lag Autocancel
7 Hit1: 6
Hit2: 10
16 44 7 <3, >34
Damage Base Knockback Knockback Growth Angle Effect On Shield
Hit1: 6%, 5%, 6%
Hit2: 7%
Hit1: 40
Hit2: 40
Hit1: 0
Hit2: 100
Hit1: 82, 78, 74
Hit 2: 361
Normal -2

Falcon's god button. It is a swiss army knife of a move and helps form the foundation of his neutral and combo game. Generally, a character's ability to make Falcon hesitate when using this move is what makes them win or lose the match up and is a defining interaction for the characters. This is a solid, go-to option in neutral in many matchups as it's often low risk, medium reward.

  • Unpunishable on block when performed correctly at -2, being particularly safe when spaced
  • Relatively quick start up and long active frames make it a great choice to throw out as a safe wall
  • Can combo into grab at low % and knee at higher %
  • Be wary of crouch cancelling, generally safe against CC but it can catch you unawares
  • Generally want the 2nd hit to hit as low to the ground as possible to maximize combo potential and safety
  • First hit is vulnerable to being traded with, but the low recovery means it's challenging to whiff punish. Requires a read to cleanly beat
fAir
Plunger
What's fAir? It's the Knee
fAir (j.6A)
SSBM Captain Falcon fAir.png
SSBM Captain Falcon fAir Hitbox.png
Show Hitboxes
Hide Hitboxes
First Active Active Recovery IASA Landing Lag Autocancel
14 17 9 36 9 <6, >35
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 18% / Late: 6% Clean: 24 / Late: 35 Clean: 100 / Late: 80 Clean: 32 / Late: 361 Clean: Electric / Late: Normal +1

One of the best moves in the entire game, this is Falcon's defining move as a character. A combo starter that combos into itself to death while still being a devastating combo ender, being plus on block, and massive active frames to be used for edge guarding. This move is a problem for Falcon's opponents and is only limited by its start up and limited active frames of its strongest hitbox

  • Only the first 3 frames, or 1/20th of a second, are strong. After that it's a "weak knee"
  • Weak knee allows for combo extensions into strong knee, uAir, or edgeguards in situations strong knee does not, meaning that it's often better than a strong knee
  • A low strong knee on block into standing grab will beat a shield grab, as it's +1 on block, creating a favorable EV situation in matchups where the opponent doesn't have a good answer

bAir

Drop Kick
Cool guys don't look at explosions
bAir (j.4A)
SSBM Captain Falcon bAir.png
SSBM Captain Falcon bAir Hitbox.png
Show Hitboxes
Hide Hitboxes
First Active Active Recovery IASA Landing Lag Autocancel
10 8 23 29 9 <7, >20
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 14% / Late: 8% Clean: 20, 0, 0 / Late: 20, 0, 0 Clean: 100 / Late: 100 361 Normal -1

Falcon's back air has rather slow startup but is otherwise an oppressive move that is extremely hard to deal with once the opponent is past knockdown %. Its massive range means that very few characters can directly challenge the move if it is not preemptively challenged.

  • Falcon's hand has a tipper property, meaning the end of the bAir hits harder than hitting it closer to Falcon's armpit, effecting combos
  • Low to the ground bAirs can be safely spaced once the opponent is at high % and confirmed into fAir if they are not willing to preemptively attack
  • Instant short hop bAir can be auto cancelled if the fast fall input is slightly delayed, and double jumped out of before landing with no fast fall, adding layers to the landing mix up
  • bAir can often be used interchangeably with nAir as a spacing tool. It has advantages of gaining empty land mixups and being safer on cc, but has the drawback of needing to be facing away from your opponent
uAir
Bicycle Kick
It's not my fault you jumped
uAir (j.8A)
SSBM Captain Falcon uAir1.png
Clean Hit
SSBM Captain Falcon uAir2.png
Mid Hit
SSBM Captain Falcon uAir Hitbox1.png
Clean Hit
SSBM Captain Falcon uAir Hitbox2.png
Mid Hit
Show Hitboxes
Hide Hitboxes
First Active Active Recovery IASA Landing Lag Autocancel
6 8 21 30 7 >21
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 13%, 12% / Mid: 12%, 10% Clean: 10 / Mid: 8 Clean: 100 / Mid: 80 361 Normal +0

The size of this move along with Falcon's impressive dash jump means that situations that are challenging to deal with for other characters, such as a character being above and in front of you, are trivial to deal with for Falcon. This combined with it often being a guaranteed follow up after a throw in many situations, and being among the best combo extensions in the game, make it the move you are likely to use most often in Falcon combos as well as vs opponents who are a bit too jump happy.


  • If fAir won't kill or combo into itself, uAir -> fAir is often a 50/50, with an outright fAir killing in practice
  • If anyone is above you, this is usually a good response
  • Falcon's bread and butter tool to extend juggles
  • Up air is one of falcons only fast options out of shield (frame 10), However it remains situational due to the fact that it often goes over character’s hurtboxes. In situations where this isn’t the case however, such as sheik’s ftilt, or fox and falco’s up tilt, it is very useful (although notably difficult for the latter)
  • falling up air is surprisingly useful. While it may not have the range of nAir and bAir, its safety on block (being +0), along with its low end lag and ability to be mixed up with empty lands makes it a versatile neutral tool when done after a short hop, full hop, or instant double jump
  • up air is also falcons go to aerial out of a shield drop, due to its speed and range
dAir
Drill Kick
The Stomp
dAir (j.2A)
SSBM Captain Falcon dAir.png
SSBM Captain Falcon dAir Hitbox.png
Show Hitboxes
Hide Hitboxes
First Active Active Recovery IASA Landing Lag Autocancel
16 5 25 38 12 <4, >35
Damage Base Knockback Knockback Growth Angle Effect On Shield
16%, 40 100 270, 270, 290 Normal -3

An infamously ignorant move. Getting hit by this move, even at 0%, can lead into touch of death combos in as little as 1-2 combo resets or mix ups for much of the cast. As one of the strongest meteor smashes in the game, this is truly Doug's party starter

  • Falcon's best combo starter
  • Can extend legs through platforms if used on top of them, which will hit people beneath them
  • Combining this with edge cancelling to remove the recovery time makes it amazing on platforms
  • The upper most hitbox is a true spike commonly referred to as "the Nipple Spike" due to its location around Doug's pecs
  • High reward anti approach or approaching option, however it has high recovery if not edge cancelled which makes it risky to whiff. High risk, high reward
  • Falcons legs get tucked in during the startup of the move, which lets him avoid approaching aerials that haven’t been overshot such as fox/falco nair, this links into the prior point about it being a good anti approach option


While Falcon can fall into his opponents with an attack much more successfully than most characters due to the size of this move, remember to avoid getting too predictable with it!

Special Moves

Fireball
Fireball
nB (5B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
52 5 43 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
27%, 25%, 23% Ground: 30 / Air: 40 102 361 Flame -33


Cape
Cape
“Watch and pray, that ye enter not into temptation: the spirit indeed is willing, but the flesh is weak.”
sideB (4/6B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

Please use this move less in neutral

Super Jump Punch
Super Jump Punch
upB (8B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
13 21 31 - 30 -
Damage Base Knockback Knockback Growth Angle Effect On Shield
15% Clean: 0 / Late: 0 0 0 Normal -

"If only it turned them around before throwing them, now that'd be a recovery"

This is Falcon's primary recovery tool when double jump won't get you far enough. While not a great recovery, it has quite a high skill cap and room for creativity. Using it well is often the difference between dying at 80% or living to 160% and mastery of it is a major difference maker between good and great Falcons.

  • Falcon Dive also doubles as a command grab, however it is unsafe on hit at low % or when opponent can wall tech offstage
  • Doug cannot drift before the apex of the move, so when using it make sure to make it hard to hit you before that point in order to enable drift mix ups
  • Can fast fall through platforms to make punishing landing more difficult
  • Can edge cancel the move to remove all landing recovery
  • Being able to wall or ledge tech when recovering from below is vital
  • Can't be sweetspotted from below, Falcon always flips his entire body above ledge even at its lowest
Mario Tornado
Mario Tornado
downB (2B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

Falcon's down-b, or 2b, is a relatively niche move besides on recovery. When hit high and far enough offstage, DJ falcon kick will give Douglas his DJ back, allowing for more recovery mix ups than would otherwise be possible. Just be careful not to use it too close to stage as the recovery can be easily punished!


  • Can be used to escape the corner as it has a potent reverse hitbox, but is often very telegraphed and has high recovery which limits this to being more niche
  • Aerial Falcon Kick can escape juggles when without a DJ as it stops falling for a moment on activation. This can also commonly shield poke

Grabs & Throws

Put a character's grab, zair, and throws here.

Grab
Grab
Grab (Z)
First Active Active Recovery IASA Landing Lag Autocancel
6 2 22 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
Dash Grab
Dash Grab
d.Grab (d.Z)
First Active Active Recovery IASA Landing Lag Autocancel
10 2 29 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
Pummel
Pummel
g.A
First Active Active Recovery IASA Landing Lag Autocancel
4 4 17 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 3 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
fThrow
Heave-Ho
fThrow (g.6)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
bThrow
Airplane Swing
bThrow (g.4)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
uThrow
Mario Launch
uThrow (g.8)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
dThrow
Down the Drain
dThrow (g.2)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 40* 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 7 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

NOTE: This throw's animation length varies by thrown character's weight. Very light characters will incur a faster animation than very heavy ones.

Aerial Moves

Special Moves

Side B - Cape is like shine in two ways. Firstly, at base level it is a reflector, cape returns projectiles back at their sender with added damage and knockback. Secondly, it has applications in neutral, recovery, combo extending, platform movement and edge guarding. On select stages such as yoshi's story and fod Mario can short hop cape no impact land onto platforms allowing for some unique follow ups. Cape can alter the timing that one hits the ground, so one can use cape mid combo as a tech trap. For example after fairing and popping up the opponent, Mario can cape while they are in hit stun to force a missed tech. Cape also has a unique property where it causes the opponent to sometimes enter tumble and spiral to the ground. Some of the situations where this can happen include caping a whiffed grab, the rising portion of peach parasol, spacie's phantasm, various ledge get up options and more. While Doc's cape is better at reflecting other characters recoveries, Mario's can be better utilized in neutral. After caping, Mario players can choose to descend with an aerial as to prevent the landing animation which recharges the lift in the cape. One can be cognizant of the charge and use both lift and no-lift cape accordingly. With its charge, cape can help Mario perform a ledge stall. Mario can also shield drop cape to reflect projectiles such as Falco's lasers, this also puts Mario in a place where there are multiple movement options and mix ups available to him. Lastly it needs to be stated that cape turns other characters around even if they are in shield. Having an unblockable anti shield grab option definitely has its perks.

Grabs & Throws

Universal Mechanics

Advanced Frame Data

This table shows the frame data for all of Mario's non-special moves. Including shield advantage at different timings and cancels.

Shield Advantage
move start end lcancelledLandingLag autoCancelAfter iasa missedLcancelLandingLag totalFrames damage shieldstun bestShieldAdvantage lcancelledShieldAdvantage missedLcancelShieldAdvantage earlyHitAutoCancelledShieldAdvantage lateHitAutoCancelledShieldAdvantage earlyHitIASACancelledShieldAdvantage lateHitIASACancelledShieldAdvantage earlyHitTotalFramesShieldAdvantage lateHitTotalFramesShieldAdvantage
dtilt 5 8 N\A N\A N\A N\A 34 8 5 -21 N\A N\A N\A N\A N\A N\A -24 -21
dtilt 5 8 N\A N\A N\A N\A 34 9 6 -20 N\A N\A N\A N\A N\A N\A -23 -20
dtilt 5 8 N\A N\A N\A N\A 34 9 6 -20 N\A N\A N\A N\A N\A N\A -23 -20
uair 4 9 7 15 30 15 33 11 6 -1 -1 -9 -9 -4 -19 -14 -23 -18
uair 4 9 7 15 30 15 33 11 6 -1 -1 -9 -9 -4 -19 -14 -23 -18
fsmash_h 12 16 N\A N\A N\A N\A 41 19 10 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_h 12 16 N\A N\A N\A N\A 41 15 8 -17 N\A N\A N\A N\A N\A N\A -21 -17
fsmash_h 12 16 N\A N\A N\A N\A 41 15 8 -17 N\A N\A N\A N\A N\A N\A -21 -17
fsmash_l 12 16 N\A N\A N\A N\A 41 17 9 -16 N\A N\A N\A N\A N\A N\A -20 -16
fsmash_l 12 16 N\A N\A N\A N\A 41 13 7 -18 N\A N\A N\A N\A N\A N\A -22 -18
fsmash_l 12 16 N\A N\A N\A N\A 41 13 7 -18 N\A N\A N\A N\A N\A N\A -22 -18
jab3 4 8 N\A N\A N\A N\A 21 5 4 -9 N\A N\A N\A N\A N\A N\A -13 -9
jab3 4 8 N\A N\A N\A N\A 21 5 4 -9 N\A N\A N\A N\A N\A N\A -13 -9
ftilt_l 5 7 N\A N\A N\A N\A 32 8 5 -20 N\A N\A N\A N\A N\A N\A -22 -20
ftilt_l 5 7 N\A N\A N\A N\A 32 8 5 -20 N\A N\A N\A N\A N\A N\A -22 -20
ftilt_l 5 7 N\A N\A N\A N\A 32 8 5 -20 N\A N\A N\A N\A N\A N\A -22 -20
ftilt_h 5 7 N\A N\A N\A N\A 32 10 6 -19 N\A N\A N\A N\A N\A N\A -21 -19
ftilt_h 5 7 N\A N\A N\A N\A 32 10 6 -19 N\A N\A N\A N\A N\A N\A -21 -19
ftilt_h 5 7 N\A N\A N\A N\A 32 10 6 -19 N\A N\A N\A N\A N\A N\A -21 -19
dashattack 6 9 N\A N\A 38 N\A 48 9 6 -22 N\A N\A N\A N\A -25 -22 -36 -33
dashattack 6 9 N\A N\A 38 N\A 48 9 6 -22 N\A N\A N\A N\A -25 -22 -36 -33
dashattack 10 25 N\A N\A 38 N\A 48 7 5 -7 N\A N\A N\A N\A -22 -7 -33 -18
dashattack 10 25 N\A N\A 38 N\A 48 7 5 -7 N\A N\A N\A N\A -22 -7 -33 -18
dair 10 11 11 35 38 23 38 2 2 -9 -9 -21 -27 -26 -25 -24 -26 -25
dair 10 11 11 35 38 23 38 2 2 -9 -9 -21 -27 -26 -25 -24 -26 -25
dair 10 11 11 35 38 23 38 2 2 -9 -9 -21 -27 -26 -25 -24 -26 -25
dair 13 14 11 35 38 23 38 2 2 -9 -9 -21 -24 -23 -22 -21 -23 -22
dair 13 14 11 35 38 23 38 2 2 -9 -9 -21 -24 -23 -22 -21 -23 -22
dair 13 14 11 35 38 23 38 2 2 -9 -9 -21 -24 -23 -22 -21 -23 -22
dair 16 17 11 35 38 23 38 2 2 -9 -9 -21 -21 -20 -19 -18 -20 -19
dair 16 17 11 35 38 23 38 2 2 -9 -9 -21 -21 -20 -19 -18 -20 -19
dair 16 17 11 35 38 23 38 2 2 -9 -9 -21 -21 -20 -19 -18 -20 -19
dair 19 20 11 35 38 23 38 2 2 -9 -9 -21 -18 -17 -16 -15 -17 -16
dair 19 20 11 35 38 23 38 2 2 -9 -9 -21 -18 -17 -16 -15 -17 -16
dair 19 20 11 35 38 23 38 2 2 -9 -9 -21 -18 -17 -16 -15 -17 -16
dair 22 23 11 35 38 23 38 2 2 -9 -9 -21 -15 -14 -13 -12 -14 -13
dair 22 23 11 35 38 23 38 2 2 -9 -9 -21 -15 -14 -13 -12 -14 -13
dair 22 23 11 35 38 23 38 2 2 -9 -9 -21 -15 -14 -13 -12 -14 -13
dair 25 26 11 35 38 23 38 2 2 -9 -9 -21 -12 -11 -10 -9 -11 -10
dair 25 26 11 35 38 23 38 2 2 -9 -9 -21 -12 -11 -10 -9 -11 -10
dair 25 26 11 35 38 23 38 2 2 -9 -9 -21 -12 -11 -10 -9 -11 -10
dair 28 29 11 35 38 23 38 2 2 -6 -9 -21 -9 -8 -7 -6 -8 -7
dair 28 29 11 35 38 23 38 2 2 -6 -9 -21 -9 -8 -7 -6 -8 -7
dair 28 29 11 35 38 23 38 2 2 -6 -9 -21 -9 -8 -7 -6 -8 -7
dair 31 32 11 35 38 23 38 2 2 -3 -9 -21 -6 -5 -4 -3 -5 -4
dair 31 32 11 35 38 23 38 2 2 -3 -9 -21 -6 -5 -4 -3 -5 -4
dair 31 32 11 35 38 23 38 2 2 -3 -9 -21 -6 -5 -4 -3 -5 -4
bair 6 8 7 18 N\A 15 28 11 6 -1 -1 -9 -10 -8 N\A N\A -16 -14
bair 6 8 7 18 N\A 15 28 11 6 -1 -1 -9 -10 -8 N\A N\A -16 -14
bair 9 17 7 18 N\A 15 28 9 6 1 -1 -9 -7 1 N\A N\A -13 -5
bair 9 17 7 18 N\A 15 28 9 6 1 -1 -9 -7 1 N\A N\A -13 -5
usmash 9 11 N\A N\A N\A N\A 39 15 8 -20 N\A N\A N\A N\A N\A N\A -22 -20
jab2 2 3 N\A N\A N\A N\A 17 2 2 -12 N\A N\A N\A N\A N\A N\A -13 -12
jab2 2 3 N\A N\A N\A N\A 17 2 2 -12 N\A N\A N\A N\A N\A N\A -13 -12
jab2 2 3 N\A N\A N\A N\A 17 2 2 -12 N\A N\A N\A N\A N\A N\A -13 -12
jab1 2 3 N\A N\A N\A N\A 15 3 3 -9 N\A N\A N\A N\A N\A N\A -10 -9
jab1 2 3 N\A N\A N\A N\A 15 3 3 -9 N\A N\A N\A N\A N\A N\A -10 -9
jab1 2 3 N\A N\A N\A N\A 15 3 3 -9 N\A N\A N\A N\A N\A N\A -10 -9
ftilt_m 5 7 N\A N\A N\A N\A 32 9 6 -19 N\A N\A N\A N\A N\A N\A -21 -19
ftilt_m 5 7 N\A N\A N\A N\A 32 9 6 -19 N\A N\A N\A N\A N\A N\A -21 -19
ftilt_m 5 7 N\A N\A N\A N\A 32 9 6 -19 N\A N\A N\A N\A N\A N\A -21 -19
nair 3 6 8 35 N\A 16 45 12 7 -1 -1 -9 -29 -26 N\A N\A -35 -32
nair 3 6 8 35 N\A 16 45 12 7 -1 -1 -9 -29 -26 N\A N\A -35 -32
nair 7 32 8 35 N\A 16 45 8 5 -2 -3 -11 -27 -2 N\A N\A -33 -8
nair 7 32 8 35 N\A 16 45 8 5 -2 -3 -11 -27 -2 N\A N\A -33 -8
dsmash 5 6 N\A N\A N\A N\A 37 16 9 -22 N\A N\A N\A N\A N\A N\A -23 -22
dsmash 5 6 N\A N\A N\A N\A 37 16 9 -22 N\A N\A N\A N\A N\A N\A -23 -22
dsmash 14 14 N\A N\A N\A N\A 37 10 6 -17 N\A N\A N\A N\A N\A N\A -17 -17
dsmash 14 14 N\A N\A N\A N\A 37 12 7 -16 N\A N\A N\A N\A N\A N\A -16 -16
fsmash_m 12 16 N\A N\A N\A N\A 41 18 10 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_m 12 16 N\A N\A N\A N\A 41 11 6 -19 N\A N\A N\A N\A N\A N\A -23 -19
fsmash_m 12 16 N\A N\A N\A N\A 41 10 6 -19 N\A N\A N\A N\A N\A N\A -23 -19
utilt 4 12 N\A N\A 30 N\A 30 8 5 -12 N\A N\A N\A N\A -20 -12 -21 -13
utilt 4 12 N\A N\A 30 N\A 30 8 5 -12 N\A N\A N\A N\A -20 -12 -21 -13
utilt 4 12 N\A N\A 30 N\A 30 8 5 -12 N\A N\A N\A N\A -20 -12 -21 -13
fair 18 22 10 42 60 21 74 15 8 -2 -2 -13 -20 -16 -33 -29 -48 -44

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