Mario

 

(click to show Brawl trivia)

Mario was already well-rounded in Brawl, but simply not up to par. He had notable disadvantages of mediocre KO moves, a poor recovery, and short range.

So to be improved, Mario ended up with a little of everything: Better fireballs for approaching, a better down tilt for matchups where he can combo, stronger KO moves for those where he can’t, a stronger forward air for off-stage offense, and a slightly improved recovery.

This should make him the versatile, well rounded character he always wanted to be.

Balanced Brawl Bonus: Super Walljump Punch

  • This change allows Mario to cancel his Super Jump Punch into a walljump. Unlike in Super Smash Brothers Melee, this cancel can be done at any time during the Super Jump Punch, not just at the apex of the jump.

Other Major Changes

  • Up smash, down smash, and back throw are all more powerful KO moves.
  • Down tilt now hits opponents upward.
  • Fireballs do 1% more damage.
  • Forward aerial meteor now much more powerful.

Full Technical Change List

  • Down tilt hitbox 0 properties: Damage (5 -> 6), Angle (80 -> 100), Knockback Growth (80 -> 40), Base Knockback (20 -> 70)
  • Down tilt hitbox 1-2 properties: Damage (6 -> 7), Angle (80 -> 100), Knockback Growth (80 -> 40), Base Knockback (20 -> 70)
  • Up smash hitbox 0-1 properties: Knockback Growth (90 -> 95)
  • Down smash frame 3 hitbox 0-1 properties: Knockback Growth (73 -> 80), Base Knockback (40 -> 47)
  • Down smash frame 12 hitbox 0-1 properties: Knockback Growth (75 -> 83), Base Knockback (35 -> 42)
  • Forward aerial frame 17 hitbox 0-1 properties: Base Knockback (20 -> 70)
  • Down aerial loop hitbox 0-2 properties: Weight Knockback (10 -> 18)
  • Back throw throw box properties: Knockback Growth (63 -> 77)
  • Super Jump Punch: interruptible with wall jump on frame 3
  • Fireball hitbox 0 properties: Damage (5 -> 6)