Mario Super Smash Bros: Why He Stays the Most Dangerous Fighter After 25 Years

Mario Super Smash Bros: Why He Stays the Most Dangerous Fighter After 25 Years

He is the face of gaming. You know him, your grandma knows him, and honestly, even people who haven't touched a controller since 1990 know that red cap. But in the context of Mario Super Smash Bros isn't just a mascot platformer. He is a problem. A big one. Since 1999, the plumber has been the fundamental yardstick by which every other fighter is measured, and if you think he’s just a "beginner character," you’re probably losing more matches than you’d like to admit.

Mario is weird. He’s short. He has a stubby reach. Yet, he has consistently remained a high-tier threat across almost every iteration of the series, especially in Super Smash Bros. Ultimate.

The Myth of the "Average" Fighter

Most people call Mario the "all-rounder." That’s a trap. While his stats look balanced on paper, his actual gameplay loop in Mario Super Smash Bros is surprisingly aggressive. He isn't Ryu, and he certainly isn't Link. Mario thrives on being a "combo meat grinder." If he gets one grab at 0%, you are likely taking 40% to 50% damage before you can even breathe.

Think about his up-tilt. It’s fast. It’s annoying. In the older days of Melee, Mario was overshadowed by his brother Luigi’s long wavedash or Doc’s harder hits, but the modern Mario is a frame-data monster. Most of his moves come out so quickly that he can "out-frame" almost the entire cast.

It’s not just about speed, though. It’s about the Cape. The Cape (Side-B) is arguably one of the most tilting moves in gaming history. It doesn't just reflect projectiles; it flips your character's momentum. Imagine you’re playing as a heavy like Ganondorf or Donkey Kong. You’re trying to recover to the ledge. Mario hops off, taps you with a yellow sheet of fabric, and suddenly you’re facing the wrong way, falling to your death. It feels cheap. It feels disrespectful.

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But that is the essence of Mario.

Why the Forward Aerial is a Meme (and a Menace)

We have to talk about the "Funny Move." If you’ve spent five minutes on Smash Twitter or Reddit, you’ve seen the clips. Mario jumps, his fist glows, and he winds up for that massive overhead spike. The Forward Aerial (Fair).

When it hits, it’s a dopamine hit unlike any other. When it misses? Mario is wide open. It’s a move that perfectly encapsulates the "high-level" Mario player: someone who is willing to gamble it all for a highlight reel clip.

Evolution Through the Eras

Let's look at the history, because it's not all sunshine and Fire Flowers.

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  1. N64 (1999): Mario was solid, but the game was dominated by Pikachu and Kirby. He was the baseline.
  2. Melee (2001): This was a dark time for Mario fans. Dr. Mario was actually considered the superior version because he hit harder and had a better pill projectile. Mario was relegated to mid-tier status while Fox and Falco ran circles around him.
  3. Brawl (2008): Mario was... okay. But in a game defined by Meta Knight’s brokenness and tripping mechanics, he struggled to find an identity. This is where FLUDD was introduced, replacing his old Mario Tornado down-special. People hated it at first. They missed the spin.
  4. Smash 4 (2014): The Renaissance. Mario became a top-tier threat. His up-throw into up-air strings became the stuff of nightmares. This is where the world realized that Mario wasn't just a mascot; he was a killer.
  5. Ultimate (2018-Present): He’s a refined machine. He kept the combos but gained better recovery options and more explosive kill power.

The Strategy Nobody Talks About: The Ladder

If you want to understand why pro players like Kurama or Dark Wizzy can make Mario look like a god, you have to look at "Ladder Combos."

Mario is the king of the vertical screen. In Mario Super Smash Bros matches, a good Mario doesn't want to knock you off the side. He wants to carry you to the ceiling. By chaining Up-Air after Up-Air, he uses his platform movement to "ladder" you into the blast zone. It’s precise. It’s difficult.

It also requires a deep understanding of DI (Directional Influence). If the opponent leans left, you have to adjust your drift. If they lean right, you jump a different way. It’s a high-speed game of chess played in the air.

Is he actually "Easy" to play?

No.

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Well, yes and no. Anyone can pick up Mario and fireball their way through a casual match with friends. But to win a local tournament? You need hands. His recovery is actually quite linear and predictable. If you lose your double jump as Mario, you are basically dead. You have to be creative with the Cape and FLUDD to stall your air time.

FLUDD is the most misunderstood tool in his kit. Beginners think it’s useless because it deals no damage. Pros use it to gimp recoveries without ever touching the opponent. Pushing a Cloud or a Chrom just two inches further away from the ledge is often a guaranteed stock. It’s psychological warfare.

Common Mistakes When Fighting Mario

Most players lose to Mario because they get impatient. They see a small guy with a mustache and think they can trade hits.

  • Don't hold shield forever. Mario’s grab game is his primary win condition. If you shield, he will grab you, and you will take 40%.
  • Respect the out-of-shield options. Mario’s Neutral-Air (Nair) is incredibly fast. If you hit his shield with an unsafe move, he will Nair you before you can even pull your shield back up.
  • Watch the ledge. If Mario is off-stage and you’re trying to edgeguard him, be wary of the Cape. He will flip you, and you will be the one dying at 20%.

Honestly, the best way to beat a Mario is to outrange him. Characters with swords—Lucina, Shulk, Sephiroth—give Mario a massive headache. He has to work twice as hard just to get inside their "bubble." Once he’s inside, though? It’s over.

The Verdict on the Red Plumber

Mario remains the heartbeat of the Smash franchise. He isn't broken like Steve or Sonic can be, but he’s never "bad." He represents the pure, mechanical soul of the game. Winning with Mario feels like you actually outplayed your opponent. You didn't rely on a gimmick or a massive sword. You relied on fundamentals, timing, and maybe a little bit of luck with a well-timed Cape.

If you’re looking to get serious about Mario Super Smash Bros gameplay, don't sleep on the "basic" guy. He has depth that rivals the most complex characters in the roster.


Actionable Steps for Mario Players

  • Master the "Short Hop": Mario’s air game is everything. If you can’t consistently short-hop into a Neutral-Air or Back-Air, you’re losing half of his potential. Practice this in Training Mode until it’s muscle memory.
  • Learn the %-specific Grab Combos: Go to a resource like Smashboards or a character-specific Discord. Learn exactly what follow-ups work on mid-weights at 10%, 30%, and 50%. Mario is a character of sequences; learn the scripts.
  • Stop Spacing with Forward-Air: It’s tempting. Don’t do it. Use Back-Air (Bair) instead. It’s faster, safer on shield, and leads into better positioning. Save the Forward-Air for the hard reads off-stage.
  • Experiment with FLUDD Charging: You should almost always have a charge going. Even a half-charged spray can disrupt a recovery or reset the neutral game. Use it to force the opponent to jump, then punish their landing.
  • Watch the Greats: Study footage of Kurama (formerly Prodigy). Watch how he uses Mario’s movement to bait out attacks. Mario isn't just about hitting buttons; it's about making the opponent miss first.