MARIO
- Playstyle: All-Rounder
- Walk speed: Average
- Jump height: Average
- Fall speed: Normal
- Weight: Mid-range
ATTACKS
Ground
Neutral Ground - Fireball
A projectile with incredibly quick startup, but very weak knockback. Up close, becomes a flaming palm strike, which acts as a cornerstone of Mario's neutral.
Forward Ground - Shell Kick
A decent neutral tool. Can kill at very high percentages.
Down Ground - Raccoon Tail
A good spacing tool. Pops the opponent up, leading to combos.
Up Ground - Pesticide
An incredible anti-air, has a huge disjoint and slightly shrinks Mario's hurtbox.
Air
Neutral Air - Plumber Kick
A long-lasting kick that covers a good area safely.
Forward Air - Hammer
Has slow startup but spikes the opponent.
Back Air - Koopa Shell
Down Air - Tanuki Stone
A "stall-then-fall" with a strong spike. Completely invulnerable to projectiles.
Up Air - Vine Block
Stalls Mario in the air. The plant that comes out can KO. You can input up or down to climb the vine. It gives back your double jump, but can only be used once in the air.
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