Smash Bros Character Redesign concept: Mario
[Shield + B]: Spin jump from Super Mario World (1980). Although it offers less height than a standard jump, it can instantly defeat most stompable enemies; While Spin Jumping, Mario or Luigi can gain height by bouncing on enemies by holding the button down. It’s similar to Sheik’s bouncing fish from Smash. In Smash, I can hurt opponents above and below me, but I have long start-up lag. D-air while spin jumping allows a spinning ground pound; Mario lands hard on the ground, feet first, bending over like Crouching. However, Mario cannot act until the spinning ground pound finishes, just like a normal Ground Pound, though the recovery time is shorter because Mario lands on his feet.
Up Smash: Hammer from the Mario & Luigi series. Hits in front also.
Down Smash: Mario DDR
Side Smash: inspired by melee then Mario & Luigi superstar saga fire brand.
Jap: The Punch + Punch + Kick combo from Super Mario 64. The first and second hits can lock, and the move’s general speed makes it good as a grounded combo breaker or quick punish tool, as the first hit comes out on frame 2.
Forward tilt: A wheel kick.
Down tilt: Mario roll
Up tilt: A spinning uppercut; more similar to Dr. Mario, that is, less self-combo.
D-air: In Super Mario 64, Mario can perform a ground pound. The Ground Pound Cancel as a formal mechanic first appeared in New Super Mario Bros. (2006) for the Nintendo DS. While previous games introduced the ground pound, this was the first time players were officially allowed to halt the downward slam mid-air by pressing “Up”.
F-air: An overhand. When hit clean, it is a meteor smash (No inspiration, but fire attribute looks nice)
B-air: A dropkick. It has a fast startup with low ending and landing lag, and a wider range than most of Mario’s other aerials.
Up air: bicycle kick
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N-air: Star Spin is a move that Mario and Luigi can perform in Super Mario Galaxy and Super Mario Galaxy 2. The spin creates a sparkly blue trail around the character when performed. (It can also add some height to his jumps, deflect certain projectiles, activate switches, break crystals, let him swim faster, and even pick up nearby items.) To perform a double kick, Mario must run toward an enemy and spin when he gets close.
Z-air: Dive. Right after side B, it reaches Cappy.
Neutral B: Fireball. It should be upgraded to have two projectiles at once.
Side B: Cappy Throw. Fast tap hits both sides. This is a jumpable platform. hold the button down so he remains hovering in place while on the ground, as this is instant in the air.
Up B: Fast tap up special while on the ground to use Crouching High Jump, also from Super Mario Bros. 2 (1988). Unlike the normal jump move, this jump makes the character jump higher and reach places they normally cannot, and in Smash, I can also increase the power. Otherwise, standard up special should come out. In Free Fall, press up to use the Wonder Hat glide.
Down B: fast tap F.L.U.D.D. To change nossel: Squirt Nozzle (original), Hover Nozzle (recovery/gimp), Rocket Nozzle (higher power than squirt but cannot charge). Squirt used while spin jumping[shield + b] shoots water on both sides)
Dash attack: Slide Kick(running side c) while belly flop extendable with fludd(running a)
Footstool: damages opponents
Wall Jump: Recovery (shows wing cap)
Fast fall: normal.
Backflip: While standing still or walking, quickly tap the control stick in the opposite direction of where you are facing and immediately press Jump.
Jump Man (extra movement options): Long Jump, running them by crouching quickly and jumping. Triple Jump as Mario: build up speed by running in a straight line, then press the Jump button three times for successive jumps; Each jump gives you more height and distance, with the third jump resulting in an acrobatic flip. Second-gear run with arms out, but faster achieved by running long enough. (all show a wing cap).
Invincibility Leaf: Lose 5 lives in a row on the same level within the same match, then high-jump off the recovery platform to receive an invincibility leaf that functions like the Tanooki leaf (this should not make the user invincible, but it should be white). In fact, the item should use the full tanooki suit on Mario in the item matches.






