Mario

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Ground Attacks

* Does not include model scaling *Hitbox Image
Jab 1
2
19
--
Transitions to Jab 2 as early as frame 5
2.2
8
3
--
-14
2—3
16
Hitbox Image
Jab 2
2
21
--
Transitions to Jab 3 as early as frame 6
1.7
5
3
--
-16
2—3
18
Hitbox Image
Jab 3
3
33
--
--
4.0
11
5
--
-25
3—4
29
Hitbox Image Hitbox Image Hitbox Image
Forward Tilt
5
25
--
--
7.0
7
7
--
-13
5—7
18
Hitbox Image
Up Tilt
5
29
--
--
5.5
6
6
--
-18
5—11
18
Hitbox Image
Down Tilt
5
27
--
--
7.0/5.0
7/6
7/6
Close/Far
-15/-16
5—7
20
Hitbox Image
Dash Attack
6
37
--
--
8.0/6.0
9/8
14/11
Early/Late
-17
6—9(10—25)
12
Hitbox Image Hitbox Image Hitbox Image
Forward Smash
15
47
--
Charge hold is frame 5.
17.7/14.6
11/10
12/10
Far/Close
-22/-20
15—17
30
Hitbox Image
Up Smash
9
39
--
Head Invulnerability on frame 9-12. Charge hold is frame 6.
14.0
10
10
--
-20
9—12
27
Hitbox Image
Down Smash
5/14
43
--
Charge hold is frame 2.
10.0/12.0
8/9
8/9
First/Second
-30/-20
5—6/14
29

Aerial Attacks

Hitbox Image
Neutral Air
3
45
6
Auto cancels on frame 1-2 and frame 39 onward.
8.0/5.0
7/6
4/3
Early/Late
-2/-3/-3/-3
3—5(6—27)
SH, FH, FHFF
FH
18
* Does not include model scaling *Hitbox Image
Forward Air
16
59
17
Auto cancels on frame 1-2 and frame 43 onward.
12.0/14.0/10.0
9/10/8
5/5/4
Early/Clean/Late
-12/-12/-13
16/17—20/21
FH
--
38
Hitbox Image
Back Air
6
33
6
Auto cancels on frame 1-5 and frame 19 onward.
10.5/7.0
8/7
4/3
Early/Late
-2/-3/-2/-3
6—7(8—10)
SH, FH, SHFF, FHFF
SH, FH, FHFF
23
Hitbox Image
Up Air
4
30
6
Auto cancels on frame 17 onward.
7.0
7
3
--
-3
4—7
SH, FH, SHFF, FHFF
SH, FH, FHFF
23
NormalHitbox Image LandingHitbox Image
Down Air
5/7/9/11/13/23
37
15
Auto cancels on frame 1-4 and frame 33 onward.
1.3/5.5/2.0
4/6/4
2/3/3
Multihit/Final/Landing
-11
5/7/9/11/13/23(1—2)
SH, FH, FHFF
SH, FH, FHFF
14

Special Attacks

Hitbox Image
Neutral B (Fireball)
17
49
--
Fireball disappears on frame 88.
5.0/4.0
6/5
3/2
Early/Late
-23
17—21(22—46/47—86)
--
Hitbox Image
Side B (Cape)
12
35
--
Reflects on frame 9-20.
7.0
7
7
--
-16
12—14
21
Hitbox Image
Up B (Super Jump Punch)
3...
--
30
Invulnerable on frame 3-6. Hits 2-6 rehit rate of 2.
5.0 / 0.6 / 3.0
6/4/5
6/2/4
First/multihit/Final
--
3-6/7-16/17-18
--
Hitbox Image
Down B (F.L.U.D.D.)
2 (+19)
48
--
Startup is 2 from a charging state. Entering charge state takes 19 frames and is shield cancellable on 20.
--
--
--
--
--
21—**
--
Down B, Fully Charged (F.L.U.D.D.)
21
67
--
Takes 100 frames to reach full charge.
--
--
--
--
--
21—**
--

Grabs / Throws

Hitbox Image
Grab
6
34
--
--
--
6—7
27
Hitbox Image
Dash Grab
9
42
--
--
--
9—10
32
Hitbox Image
Pivot Grab
10
36
--
--
--
10—11
25
Hitbox Image
Pummel
1
19
Total frames includes 14 frames of hitlag.
--
1.3
Hitbox Image
Forward Throw
13
27
--
--
8.0
Hitbox Image
Backward Throw
44
59
--
--
11.0
Hitbox Image
Up Throw
18
39
--
--
7.0
Hitbox Image
Down Throw
18
39
--
--
5.0

Dodges / Rolls

Spot Dodge
20/25
--
Intangible on frame 3-17.
Forward Roll
29
--
Intangible on frame 4-15.
Backward Roll
34
--
Intangible on frame 5-16.
Neutral Air Dodge
52
10
Intangible on frame 3-29.
Air Dodge, Down
71
11-19
Intangible on frame 3-21.
Air Dodge, Diagonally Down
77
11-19
Intangible on frame 3-21.
Air Dodge, Left/Right
87
11-19
Intangible on frame 3-21.
Air Dodge, Diagonally Up
102
11-19
Intangible on frame 3-21.
Air Dodge, Up
116
11-19
Intangible on frame 3-21.

Misc Info

Stats
Weight — 98
Gravity — 0.087
Walk Speed — 1.155
Run Speed — 1.76
Initial Dash — 1.936
Air Speed — 1.208
Total Air Acceleration — 0.08
SH / FH / SHFF / FHFF Frames — 40 / 56 / 28 / 39
Fall Speed / Fast Fall Speed — 1.5 / 2.4
Out of Shield, Up B — 3 frames
Out of Shield, Neutral Air — 6 frames
Out of Shield, Up Air — 7 frames
Shield Grab (Grab, post-Shieldstun) — 10 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Ledge Grab
NormalHitbox Image
Ledge Hang
Hitbox Image
Getup Attacks
Facing UpHitbox Image Facing DownHitbox Image TripHitbox Image LedgeHitbox Image