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Super Smash Bros. Brawl
Mario Character Guide

By (MarioGamer)
Copyright© (MarioGamer)

Mario, Smash Brothers, and all other Nintendo references are Copyright© of 
Nintendo.

This was written by the user MarioGamer. If I request this document to be 
taken down due to miss-use, it must be taken down immediately.
**************************************************************************

***********************************
WARNING, SPOILERS
***********************************


If you have not played through the game entirely yet, please remember that 
there will be a few spoilers mentioned throughout this guide. Keep in mind 
that things such as hidden characters, stages, and other forms of game play 
that are not available right at the start of the game may be mentioned 
throughout this guide on occasion.

***********************************
Guide Goal
***********************************

I wrote this guide with both the serious brawler and casual gamer in mind.
In it you will find advanced strategies for players who want to move 
beyond the normal Mario game and basic strategies for first time smashers.   

***********************************
Contents
***********************************

1.  Updates			    (000)
2.  Character Game History          (100)
3.  Character Smash Evolution       (200)
4.  Why Mario?                      (300)
   -  Pro's			    (301)
   -  Con's                         (302)
   -  How to Play                   (303)
5.  Move Set                        (400)
   -  Basics                        (401)
   -  Smash Attacks                 (402)
   -  Air Attacks                   (403)
   -  Special Moves                 (404)
   -  Throws                        (405) 
   -  Final Smash                   (406)
6.  Mario Combo/Stage Strategies    (500)
   -  Final Smash Strategies        (501)
   -  Advanced Combo's              (502)
   -  Recovering                    (503)
   -  Charging FLUDD                (504)
   -  Bomb Juggling                 (505)
   -  Sudden Death                  (506)
   -  Playing Smart                 (507)
   -  Choosing Stages               (508)
7.  The Item Game                   (600)
   -  Projectile Items              (601)
   -  Bouncing explosives           (602)
   -  Hammers                       (603)
   -  Explosive Box Technique       (604)
   -  FLUDD Crates                  (605)
8.  Character Match-ups             (700)
   -  Mario                         (701)
   -  Link                          (702)
   -  Donkey Kong                   (703)
   -  Samus                         (704)
   -  Yoshi                         (705)
   -  Fox/Falco                     (706)
   -  Ike                           (707)
   -  Wolf                          (708)
   -  Captain Falcon                (709)
   -  Pit                           (710)
   -  Bowser                        (711)
9.  Subspace Emissary               (800)
   -  Cutscenes                     (801)
   -  Mario's Story                 (802)
   -  Basic Strategy                (803)
10. Stadium                         (900)	
   -  Targets                       (901)
	-Level 1                    (901A)                   
	-Level 2                    (901B)
	-Level 3                    (901C)
	-Level 4                    (901D)
	-Level 5                    (901E)
   -  Multi-Man Brawl               (902)
   -  Homerun Contest               (903)
   -  Boss Battles                  (904)
11. Extra's		            (EXT)
   -  Trophies                      (E01)
   -  Costumes                      (E02)
   -  Taunts                        (E03)
   -  Snake Codecs                  (E04)
12. Credits                         (END)


*****************************************
1. Updates    (000)
*****************************************


Current Version: 1.8


07-21-2008: Added more to the Character Strategies
07-23-2008: Taunts info updated
07-24-2008: Sudden Death Strategy added
07-24-2008: Stages info updated
08-10-2008: Added more to combos
08-10-2008: The "Under the Platform" Strategy added
08-10-2008: Trophy Section added
09-02-2008: Character Smash History added
09-02-2008: Character Match-Ups added
09-04-2008: Supspace Emissary added
09-06-2008: Why Mario? added
09-06-2008: Added more to Character Strategies
09-11-2008: The Item Game
09-23-2008: More strategies added
09-27-2008: Stadium Added
09-28-2008: Extra features added
09-28-2008: Trophies, costumes, and taunts added to extras
09-28-2008: Added more to moveset, organized moveset


*****************************************
2. Character Game History    (100)
*****************************************


Mario originally appeared in the arcade game, Donkey Kong, with the name 
jumpman in 1981.  This makes him and Donkey the very first Nintendo 
franchise characters to appear. He would jump over barrels and other 
obstacles thrown by Donkey Kong in order rescue his girlfriend, Pauline 
(thats right, it wasn't Peach). Since then, the mustached hero has become 
a worldwide phenomenon. The game that really began his popularity was 
Super Mario Bros., the very first game launched in America with the 
Nintendo Entertainment System (NES). The story of the game was simple. The
princess of the Mushroom Kingdom, Peach, was kidnapped by the evil Koopa 
King, later to be named Bowser. Mario and his younger brother, Luigi, 
would set out on an adventure that would take them across 8 different 
worlds. Each level would start the player at the left side of the screen 
and they would have to work their way around obstacles to the right side 
where the end of the level awaited them. Occasionally, a player would face 
a boss, the difficulty of the bosses increasing with each cleared stage. 
Mario and company have had a long series of sequels since then. Some 
took Mario on new adventures and other were party games, much like 
Super Smash Brothers.


*****************************************
3. Character Smash Evolution    (200)
*****************************************


When it comes to party games, Mario often times holds the place of the
most well balanced character.  Super Smash Brothers is no different.  So,
not surprisingly, Mario hasn't changed much since his appearance in the 
original Super Smash Bros. for the Nintendo 64.  Veteran Mario players 
should find a lot of what they liked about the characters fromt he older
days still present in Brawl.  

In the original Super Smash Bros. (1999), Mario was set up as a character 
for new smashers and veterans alike.  This often places Mario in the 
middle of most ranking lists.  He had a variety of combo moves and 
powerful smashes to send his enemies flying.  His fireballs could be 
spammed for constant damage at a distance and his throws were great 
finishers.  His two other Specials, the tornado punch and coin punch, 
could both be used as recoveries and could rack up multiple hits and 
plenty of damage.  He was the only character in the game to be cloned in 
the form of his brother Luigi.  Mario's middle rankings made him a forced 
to be reckoned with in the right hands. 

In Super Smash Bros. Melee (2001), his character had some changes, but 
most of plumbers old moves remained.  His most notable change in Melee was
the cape, a tool many Mario smashers enjoy using today.  It could be used 
to reflect projectiles, turn players around, and as a second recovery.  
The tornado punch's power was tuned down a bit, but it could still be used
to rack up constant damage when need be.  His fireballs and coin punch 
also remained relatively unchanged.  Another notable change to Mario in 
Melee was the addition of fire to his forward Smash.  The further away a
character was, the more damge the smash did and the further they went
flying on impact.  Mario also obtained a wall jump.  Veterans of Melee
also used a new ability called wave dashing, which Mario could use with
ease.  Mario has one clone in Melee, Dr. Mario.  

Seven years later, Mario appears in Super SMash Bros. Brawl (2008).  Just
as before, Mario remains well balanced and players from Brawl will find
very little change with the exception of a few special moves.  Many 
players still consider him in the middle of most character ranks, though
some argue that Brawl's new method of play eliminate rankings.  
    

*****************************************
4. Why Mario?    (300)
*****************************************


So, why Mario?  Mario is the only character that is perfectly balanced. 
This gives him at least one advantage of some kind against every player
in the game.  This makes him a great choice for both beginners and Pro's 
alike.  He's an easy character to master with plenty of advantages.  Not
only that, but he is Nintendo's mascot!

---Pro's--- (301) 

- Mario is extremely well balanced
- Good aerial combat
- Cape can turn around recovering opponents
- Cape can aid in helping Mario recover
- Cape turns projectiles back on whoever shot them
- FLUDD can be used in edgeguarding
- FLUDD can be used to cancel some attacks and push projectiles
- Has a very quick recovery
- Can wall-jump
- Excellent at combo's
- Fireball can be used for approach
- Has a decent meteor smash
- Good at juggling opponents
- Has a spike move

---Con's--- (302)  

- Recovery is limited in distance
- Lacks range beyond the fireball
- Most KO's require some kind of combo set-up
- FLUDD has some lag time
- Forward smash has some lag time
- FLUDD does not do damage
- Very short grab range

---How to Play--- (303)

Mario is well balanced.  That means he can be played both defensively and
offensively.  Players who choose to use Mario will need to have some skill
in aerial combat.  If you don't already, Mario is actually a great place to
learn.  Mario can fit a player of almost any skill level and can fit almost
any fighting preference, which makes him a great sub to pick up if you 
already have a main.  


*****************************************
5. Move Set ((GCN Controller)) (400)
*****************************************


---Basics--- (401)


---
Tap A: Punch (Tap A three times for a quick combo)

This is a very basic, yet effective move. The first hit does 3 damage, 
followed by a second punch that does 2 damage and a kick that does 4 damage. 
Together, this does a total of 9 damage. It may not seem like much at first, 
but doing this over and over again quickly while using other moves can deal 
a lot of damage fast.
---

---
Tilt Forward A: Side Kick

A basic kick that does 8 damage once. It isn't a smash move, but it will send
the opponent forward a short way. It works well when getting ready to launch 
a smash attack or trying to deal a bit more damage in between basic punch combo.
---

---
Tilt Up A: Uppercut Punch

This is a surprisingly powerful attack for something that isn't a normal 
smash move. It sends your opponent skyward and, if damage is high enough, out 
of the ring. It deals about 7 damage and is a nice way to start a bunch of 
aerial combos. Using it in a Sudden Death match may be a good idea as well.
---

---
Tilt Down A: Low kick

A small kick that basically sends your opponent into the air a bit. It does 5 
damage, not bad for a basic attack. Again, a great way to start aerial combos.
After using this, use an Uppercut punch and begin a quick combo of aerial 
attacks.
---

---
Running Attack

If you run and attack with A, Mario does a sliding kick.  It can do about 6% 
damage if successful.  A nice way to get a quick hit in.  
---


---Smash Attacks--- (402)


---
SMASH Forward A: Flame Punch

This is one of Mario's stronger moves. Dealing about 14 damage without being 
charged, it can send someone flying great distances. Against a character at 
the average weight ((which is another Mario)) it will send them flying to a 
point of no recovery at about 80 damage without charging, not bad for a 
plumber huh? When fully charged, it delivers about 19 damage and sends the 
average weighted character flying to the point of no recovery at 50 damage. It
takes time to use, so make sure you have plenty of room and time to attack.
---

---
SMASH Up A: Head-butt Smash

Like the Flame Punch, it does 14 percent without being charged. Unlike the 
Flame Smash, it takes about 130 percent to send someone flying. Fully charged,
it delivers 19 percent of damage and sends someone flying at 70 percent. 
Using it against a character like Link or Kirby is not recommended unless they
have a lot of damage on them already. What makes this move really useful is 
its range and how fast it strikes. Its a good move to use if you want to 
deliver a lot damage to someone very quickly.
---

---
SMASH Down A: Spinning Kick Smash

This is surprisingly a bit more powerful then Mario's two previous smash's. It
does 15 percent damage without being charged and sends someone flying at the 
point of no recovery at 70 percent. Fully charged, it does a whopping 21 
percent (strong for Mario) and sends someone flying at about 60 percent. A 
very powerful move to use when surrounded by enemies, especially since it 
strikes going both ways. Only downside is that its a bit slow.
---


---Air Attacks--- (403)


---
Aerial Tap A: Kick

A basic kick in the air. Its actually not a bad technique. Does 10% damage if
you hit right away.  A slight delay brings it to 9% damage.  A full delay 
delivers only 5%.  This can be used to do damage quickly or to knock around
opponents quickly in the air.  
---

---
Aerial Up A: Flip Kick

This is a nice move to use in aerial combat. It does about 11 percent damage
and can send opponents flying off the screen at high enough damages. It has
a very wide range as well, allowing Mario to strike from almost any angle 
above him.
---

---
Aerial Back A: Back Kick

A very nice move to have, does about 12 damage and can take someone by 
surprise while jumping backwards.  It can send someone flying if their damage
is high enough can can rack up damage quickly.  If the hit is indirrect, it
does only 7 damage.  
---

---
Aerial Front A: Meteor Smash

Mario's meteor smash does 13% damage normall and can send people flying 
downward.  If you can pull if off, makes for a great edgeguarding technique. It
can also be used to stun people by knocking them into the ground so you can set
up more combo's.  This attack can also be used as a spike attack rather then a
meteor smash, doing about 10% damage when used this way.  
---

---
Aerial Down A: Mario Tornado

I'm happy that Nintendo finally made this easy to use and useful. Damage on 
this ranges from 2 - 11%, depending on how many hits you can get in. Whats 
nice about it is that the final impact is pretty tough and can potentially send
someone flying great distances or even just stunning them. This can be used in
approaches with with the fireball.
---


---Special Moves--- (404)


---
Tap B: Fireball

A basic fireball. It does about 5 damage. It weak by itself, but it has a
similar effect to Mario's normal punches. At a distance, you can get damage in
fast. It basically gives Mario a long range attack he can use to help him in
his approach.  
---

---
Forward B: Cape

An excellent move and probably one of Mario's best. It has several uses. It 
does about 7-8 damage and will not send anyone flying. However, if it strikes 
a player, it will turn that player around in the opposite direction. This is 
useful considering that attacking someone from behind is generally safer then
attacking someone from the front, not to mention you just avoided a harmful 
attack. Once turned around, use basic moves to deal more damage or a smash to 
send them flying. Its second purpose can be used against projectiles. This 
works well against characters like Samus, Link, and Lucario, who rely on 
powerful long-range attacks. I will use Samus as an example here. Her fully 
charged power beam sends just about anyone flying at the right damage. 
However, Mario's cape can turn that around and, if Samus has enough damage, 
send her flying instead, earning you a sneaky and easy ko. Another great use 
is the fact it can be used as a second recovery move. If you get sent flying 
off screen and know the coin jump will not be enough, use the cape over and 
over again to simply hover back to the stage. Since the cape turns attacks 
around, players will also have a harder time picking you off while trying to 
recover, a nice little bonus.
---

---
Up B: Coin Jump

This attack seems useless at first glance, good for nothing but recovery. 
Nintendo really changed that, turning it from a simple annoyance into 
something powerful. It can deal anywhere between 1-7 damage and sends someone 
flying off their feet and stunned. Here's what I like about it now; you can 
send someone flying off a cliff and into the background in Sudden Death. This 
makes it easy for Mario to win sudden death matches on stages that have a lot 
of platforms. As I mentioned earlier, it also acts as Mario's recovery move 
and leaves Mario helpless after use, so be careful.
---

---
Down B: FLUDD

SOOOOO many people complained when they first saw FLUDD did no damage. I find 
this move to be a gift. That’s because you can, potentially, knock someone out
with it at 0 damage (I know, I've done it). True, as an attack, it does no 
damage. However, it can push the opponent off the platform they are standing 
on. Target characters that are charging attacks close to the edge of a stage 
and hit them. Since they are charging, they won't be able to recover easily. 
It also works good while recovering, pushing powerful fighters like Ike back 
while you land. Finally, another nice bonus is that if someone is trying to 
recover and uses their B up, FLUDD can basically hold them in place in mid-air
and cause them to fall. Since it does 0 damage, they won't be able to jump or 
recover again after that. Just remember; like Samus's Power Beam and 
Squirtle’s Watergun, it needs time to charge up. Tap the control stick back 
and forth to dodge while charging it.
---


---Throws--- (405)


---
Throw-Forward

This technique is a basic throw.  It does about 9% damage.  Its not too 
bad for a throw, if you enemy has a high amount of damage they can go 
flying fairly far.  You can follow up with the cape or FLUDD for a quick 
KO. 
---

---
Throw-Backward

A much better throw move then Mario's forward through.  If your opponent 
has a high amount of damage, you can get an easy KO.  It does about 12% 
damage.  If your enemy can still return, you can always follow up with the
cape, FLUDD, Meteor Smash, kicks, etc. 
---

---
Throw- Down

Mario's weakest throw, though it can be used to create combo's against 
heavier characters.  Does about 6% damage.  If the character is heavy 
enough, they may still be in range for an Uppercut or a Head Smash.
---

---
Throw- Up

Another basic throw.  I don't use it often since I have trouble getting my
opponent into a combo afterward, but maybe I'm just using it wrong.  Does 
about 8% damage. 
--- 


---Final Smash--- (406)


---
Mario Finale

This technique looks very cool and is great for beginners to use. It basically
is a giant fireball that hits everything in its path. It does about 22 damage 
if your enemy is completely consumed by this wave of flames, not a bad bonus. 
Its real strength is the fact that once it hits, its very hard to break lose. 
Character will literally be carried off the screen and into a ko. Tips for 
using it goes beyond aim. Rolling dodges are an easy way to dodge the Mario 
Finale along with sidesteps and good old fashion jumping. Use it right next to
your enemy. Even if they are behind you, they will still be sucked into the 
attack. Also, gravity seems to not affect Mario when he uses this. Jump off 
the ledge and use it against players who are trying to recover. Just make sure
you can recover yourself once you release it.
---


*****************************************
6. Mario Combo/Stage Strategies    (500)
*****************************************


---Final Smash Strategy--- (501)


The Mario Finale puts on quite a show when it works. Unfortunately, if you 
know how to play the game well, chances are you will know how to dodge this 
easily. There are a few tricks you can use to get veteran players caught in 
this storm of flames. 

When in a 1 on 1 match, grab your opponent and throw them off the edge. If you
can't grab them, any trick you can use to get him or her off their feet and 
off the stage will do. This can include SMASH attacks, kicks in the air, etc. 
Once in the air, jump off the stage to greet your opponent. Your timing can't 
be off since they'll probably try to attack you moments later. In the air, use
the Mario Finale right in their face. They will immediately be swept into the 
flames. Chances are they won't come back as they are pushed off the stage. 
Once you get the KO, use your cape to hover back to the stage and throw out a 
final coin punch to grab the ledge and end the finale. 

In a group match where there are 4 players, the finale is much easier to use. 
Grab the smash ball in the chaos to obtain and, when you're close to a large 
group, use it. The Finale can suck players into the flames when they are 
standing relatively close to Mario. This will push them in the direction you 
shot in and may get you a few KO's as well. Using the Finale on the edge of 
small stages where dodging will be difficult will also work. 


---Advanced Combo's--- (502)

Mario has a couple of juggling moves you're going to want to use to get
enemies into the air.  Why do you want to get them into the air?  Well, I 
will explain that soon.  For starters, the juggling moves.  Mario's Up tilt
can juggle opponents and cause a lot of damage while you do so.  I've seen
this range from about 30% - 50% (depending on weight of characters).  You 
can also use Mario's Up smash to same effect.  This has more range to it, 
but its power won't allow you to repeat it quite as often.  After they 
break free of the juggle, you need to fight them in the air.  Juggling won't
always work, occasionally your enemy won't be close enough to pull it off. 
Mario's fireballs work nicely as a stun approach.  You could use the fireballs
from a distance to rack up plenty of damage this way as well. 

Yes, its all about the air game.  Keep in mind that many of Mario's KO combo's 
revolve mostly around his air game.  Use his Down Air to take opponents into 
combo's they will have a difficult time leaving.  His Up Air can be used to 
rack up multiple hits agains enemies above or to either side of him.  His 
neutral air move is nice kick you can use to send enemies flying behind or in 
front of you.  His Back air is a powerful kick that can be used for KO's or 
the final blow.  The meteor smash, or front air can be used as 
both a meteor smash and a spike move.  To use the spike, make sure the hit is
delayed a bit.  How you used these moves and in what order you decide to use
them all depends on the situation.  A nice special Mario has in the air is 
the cape.  The cape can be used to turn attacks around as you already know,
hover, and turn opponents around.  The cape is normally the last move you use
can can be used in between combos to save you.  When you knock someone off the 
edge with the last blow, use the cape to send them in the opposite direction,
disorienting a recovering opponent at best and sending them helpless towards 
a KO and at worst delaying their return and giving you time to set them up
again.

As far as edgeguarding goes, this is where you use FLUDD.  FLUDD can be used
to delay returns and keep people from coming back if you are good enough.  
This could be done in so many ways.  Just be sure to perfect your aim.  Also 
make sure that you are not left open afterwards, FLUDD does have some lag while
being used, so watch yourself.  The cape can also be used as an edgeguarder.  
As mentioned earlier, the cape is best used when turning around recoveries.  
Hang on the edge of a platform and use the Cape juse before they use their
recovering move.  If all goes well, they will either be turned around or you
will grab the edge a second time before they can come back.  This will KO 
them as they fall helplessly.  

Smashes and ground strategies will have to be used as well.  Mario's best 
smash is the down smash, which covers both sides of Mario quickly and nicely.
You can actually use Mario's running attack to throw an enemy off their feet 
for a moment and then launch them with the Down Smash.  This is pretty nice 
since its quick and, for the most part, effective.  The Forward smash has a 
lot of power, but its a bit laggy and slow.  Make sure your timing on using it
is good, otherwise you will be combo'd by a good player.  Mario's basic attack
is a great way to rack up quick damage when the opportunity presents itself, so
use it whenever you see the moment.  

---Recovering--- (503)


Bad stuff happens. Make sure you can come back from it in one piece. Mario's 
recovery abilities are somewhat limited, but a creative Mario main will know 
how to make the best of them.

For starters, you've just been shot out and need to come back. Slow yourself 
down by dodging and the cape and use it over and over again to hover back. 
However, don't just fall back onto the edge. Make sure you are below it to 
grab the ledge. Watch out for players looking to jump out and kill you instead
of patiently waiting for you to come back. 

Once hanging on the ledge, you get a brief invincibility, but it won't last 
long on its own. You need to make it last longer. Let go and use the cape by 
the edge over and over again. This will result in Mario letting go just next 
to the ledge every time. So, when you grab back on, you're invincible. There 
will be small windows of opportunity in between each ledge grab, but they can 
be hard to pin if you're creative. Also, since the cape reverses projectiles 
and players alike, don't worry about someone jumping out to the edge of the 
stage to nail you. If you have good timing, their plan will back fire as they 
shoot off in the wrong direction.  

Finally, once the time is right, let go and throw up another Coin Jump. The 
jump will knock the opponent silly and you're back on safe ground.  If you're
good, you can bide your time and make them come after you.  The coin jump can
bounce others off the ledge and into a knock out.  Pretty nice since you've
just turned the situation around on them.

One other trick worth mentioning: FLUDD moves Mario in mid-air. If at full 
blast...you MIGHT be able to push yourself out of a one-way road to a KO. 
I haven't mastered it yet, but it may work. 

Characters stuck under the platform rarely come back unless they have a super 
recovery like Metaknight, Pit, etc. Mario can create this annoying scenario 
for an opponent if you know how to kick well. 

If you are an advanced player, this technique will be easy for you. As someone
is try to grab the edge, jump of the platform and kick them towards the bottom
of the stage. This will cause them to fly under the platform with 0 chance of 
recovery at this point. You should still be close enough to the edge to coin 
jump to safety.


---Charging FLUDD--- (504)


Excellent question. The best time to charge FLUDD up is in between KOs and 
when you're opponent is off stage. Often times the first KO with Mario is 
directly off the stage and FLUDD will see little use. When they fall, charge 
up FLUDD for the next round. Then use the combo's I mentioned earlier to catch
them at lower damages. That...OR you can knock them far enough that by the 
time they come back, you will have charged FLUDD completely and ready for use.

---Bomb Juggling--- (505)

Toon Link, Link, and Snake all have explosives they can use as items.  Mario's
FLUDD can be used to push the bombs away from Mario.  In a 1 on 1 match, this
doesn't help too much unless you can push the bomb back at the user.  But if 
you can, try it.  It will really throw them off.  In a group match, its pretty
nice since you can actually push bombs and even attacking players into groups 
of people.  If the rules are survival, you can use that to push attacking 
players into eachother and make your move in the chaos.  Also, its pretty 
funny to watch.   

---Sudden Death--- (506)


There are a couple of ways you could approach a sudden death scenario while 
using Mario. Mario has a couple of moves that may give you the upper hand when
you and your opponent are at 300% damage. 

Depending on where you are placed at the start of the Sudden Death scenario, 
you can do one of two things. The first one will end things in a single jump, 
literally. Mario's coin jump finally packs enough punch to send highly damaged
enemies flying into space if you manage to land the hit directly. You just 
need to make sure you hit, missing could mean death afterward since the Coin 
Jump leaves you helpless after using it. 

The second approach is to not attack at all. As time passes, the game gets 
tired of waiting and begins chucking bob-ombs at you to end the match. 
However, the bob-ombs only impact inside the stage, not outside of it. If you 
jump off the stage and use Mario's cape to float outside the explosions, grab 
the ledge and then repeat, chances are you will last a lot longer then anyone 
standing on the stage where the bombs are going off. Its a cheap victory, but 
its a clever one and you should feel proud of yourself afterward. 

---Playing Smart--- (507)

As I mentioned earlier, Mario is well balanced and meant to be played in a 
variety of ways.  He can be played both defensively and offensively, so 
try to switch up your game depending on what you need.  Play smart and be
flexible.  Thats probably the best advice I can give.  

---Choosing Stages--- (508)


((Not including Final Destination and Battlefield))

Keep in mind that when choosing a stage to fight on as Mario, anything without
a ledge to grab onto may not work well. Mario has no really "Strong" and 
"Weak" stages to fight on, but I always feel that he does better when he can 
fight on a ledge and make use of his meteor smash, cape, FLUDD, and his 
specials in general. Also keep in mind that stages without ledges make Mario 
vulnerable to projectile players like Samus, Link, etc. Even though he has 
the cape, a lot of projectiles at once are never easy to get around when you 
have no platform above or below to use as cover.

--Mario's Stages of Choice:

Rainbow Cruise
Delfino Plaza
Yoshi's Island 2
Castle-Siege 

---Mario's Least favorite stages:

Hyrule Temple
New Pork City
Pirate Ship
Eldin Bridge


*****************************************
7. The Item Game (600)
*****************************************


Items, some people love them and some people hate them.  If you have an item 
match with Mario, here are a few tips to follow to keep Mario alive.  You're 
going to have to put up with items at one point or another, so you better 
know how to get around the occasional bob-omb.  

---Projectile Items--- (601)

Ray guns, superscopes, Star-rods, they can all be a pain to get around if 
someone catches you with them.  The trick is simple: Use the cape.  The cape
can turn around the blasts of most projectile items back on their users.  
Many of the items have a good stun ability, like the ray gun.  Once the blast
hits, your enemy will be stunned for a few short moments.  This will be your
chance to combo him or her.  

---Bouncing Explosives--- (602)
 
If someone throws a bob-omb at you, throw up your shield.  Do not try to dodge
it unless you are sure you can escape the blast zone.  With your shield up, 
you will be bounced away.  If you're really lucky, your opponent will have
underestimated the blast range and SD.  

---Hammers--- (603)

Hammers will be tempting to grab, but I found it best to use the hammer as 
bait instead of an item to use against someone else.  Some characters have 
attacks that can be used to stand against hammers.  Chances are, your 
opponent will come to the hammer.  Use the hammer as bait to draw your 
enemy into some quick combos.  After damage is built up, grab the hammer
and catch them off guard.  Deliver the KO hit.  Be careful, your enemy will 
come back with a brief period of invincibility, so don't chase after them
with the hammer until it vanishes.  

---Explosive Box Technique--- (604)

Explosive boxes greatly benefit Mario.  A single fireball from Mario will 
blow the box up and anyway caught near it will be sent flying.  Combo your 
enemy and knock them towards the box.  Time the fireball just right and blow 
the box up while you enemy is close to it.  This attack will be a gauranteed
at high damage and cause a lot of damage at low damage.  

---FLUDD Crates--- (605)

It does not take much to move rolling crates and barrels.  Use a full blast 
of FLUDD to send the crate or barrel flying towards your enemy.  The rolling
crate will push enemies off the cliff and send them straight to a KO.  The
barrel will cause a lot of damage on impact and at high damage result in a KO.


*****************************************
8. Character Match-ups    (700)
*****************************************


Looking for an easy match?  These character Match-Ups should help you 
determine who to pit Mario against.  


---Mario--- (701)


In this match, you will be fighting yourself.  The man with the most skill
in the character will win.  Keep in mind everything you learned from the 
guide and through personal experiences with Mario.  Remember the old 
saying "you learn more from defeat then from victory?"  From past battles
and what I told you in this guide, you should be able to develop a good
strategy for fighting other Mario users.

His recovery is quick, but limited in distance.  Its also fairly 
predictable and just as open to the cape as any other characters recovery
is.  You also know how good Mario is in aerial, so always be on your guard
when using combo's against a clone.  When you knock Mario out of the ring,
do not give him a chance come back.  Jump out to greet your look-a-like
to make recovering harder for him, but don't get killed in the process.  
As I mentioned earlier, the coin jump lacks distance.  If you push him out
far enough, you will be able to get a knock-out.


---Link--- (702)


All I have to say is this: Do NOT let Link take advantage of his
projectiles.  From the moment you realize Link is your opponent, you need 
to be planning things out.  Try to pick a stage that has plenty of 
platforms.  Even just one to allow you to jump over incoming arrows, 
bombs, and that pesky boomerang.

The cape will be a great tool in this battle, as you will constantly be
using it to turn Link's smashes around and reflect projectiles back at the
swordsman.  Links bombs cannot be reflected as easily by the cape, but 
throwing up your shield will bounce the explosive briefly, allowing you to
roll out of the way.  If you can get close or force Link into hand-to-hand
combat, Mario carries a great advantage.  Link's sword is strong, true, 
but Mario is faster and can easily bring Link into a series of combos.  
Link's weight will allow players to juggle him using the A-Tilt + Up, or 
Mario's uppercut.  

Watch out when you get Link into the air: His Down-Air notoriously 
powerful.  I would normally advise aerial combos, but if you find yourself
in a situation where you are under link, move carefully.  Rather then try
to jump after him, use a sidestep dodge.  This will cause Link to miss at
the last moment and get his sword stuck in the ground.  This is your 
chance to get in plent of combos, power hits, and other attacks to send 
Link well out of bounds.

Link's recovery is not the best, but it can be used in a variety of ways.
If he uses the clawshot, jump off the edge and kick him before he zips 
back up.  This will make him recover again or even better: bounce him off
the stage and into a KO.  If he uses the swordspin, aim FLUDD carefully
and use the water pump to prevent Link from grabbing the ledge.  
 

---Donkey Kong--- (703)


Mario's first rival may look big and tough, but he's pretty easy once you
know how to hit him.  Donkey Kong attacks and moves slower then Mario, but
he hits hard enough to KO Mario as low as %75!  Make sure to use Mario's
juggling and combo abilities to your advantage.  

Also, Donkey Kong's recovery is almost completely horrizontal.  That means
that you shouldn't be afraid to use the cape or FLUDD against the apes
recovery.  Do not attempt a meteor smash.  While his recovery is easy to
predict, its pretty offensive and dangerous to attempt a meteor smash 
with.  Also, a good Donkey Kong may turn the tables and take that moment
to Meteor smash you.  Best to stick with the cape and FLUDD.


---Samus--- (704)


This bounty hunter can be a tough player to beat if player right.  She has
plenty of projectiles to really make things tough for Mario users.  The 
best way to defeat a samus user is to keep the cape ready and hit quick. 

Remember: Samus is heavy.  That means that you can juggle and combo her
a lot more easily then you would be able to a light character.  Don't get
comfortable: Samus is pretty deadly hand-to-hand as well.  Her attacks 
seemed aimed at juggling characters of all shapes and sizes and knocking 
them into range of her projectiles.  

If you do find yourself at a distance from samus, use your cape to knock
back any projectiles that are coming at you.  Unlike Link, her main 
projectiles can cause ko's, most notably the charged arm cannon. A good
Samus will use both missiles to deal damage and disrupt your attacks
before releasing the big guns.  Use fireballs to disrupt her own attacks 
and do your best to get close again.  If she has a fully charged arm 
cannon, don't panic.  When fired, deflect it with the cape.  If Samus is 
at high damage, she will go flying.


---Yoshi--- (705)


Yoshi is one of the more bizzare characters is the Smash Brothers series.
This can be both a good and bad thing for anyone using Mario.  Allow me to
explain why its more of a good thing.

First, the bad.  Yoshi's second jump leaves him insanely defensive.  The
cape will not work during this jump.  It will do damage, but Yoshi will 
not be turned around.  Thats it for the bad.  

The good is that Yoshi has no third recovery.  Thats on top of being very
light.  You can knock Yoshi very far, force him to use his jump, and then
after the jump ends you can use FLUDD, the cape, aerial attacks, or any 
of Mario's attacks to push the dinosaur away from the edge.  This makes
Yoshi one of the easiest characters to knock out in the game.  

The only thing I really need to warn you about is Yoshi's special moves.  
Each seems geared at making Yoshi very defensive.  You'll need to play
your combo moves smart and have a some patience.  
 
---Fox/Falco--- (706)


The duo is still considered to be at the top of many of the ranking lists 
despite Brawl having toned down their moves a bit.  I can't gaurantee a 
flawless strategy to beat the two, but I can give you a couple tips you can 
use to combat a good Fox or Falco user.  

First: Do NOT let yourself be grabbed by Falco.  Falco has a devastating
chain grab that could end the match if used by a good player.  Watch
yourself and time your rolls perfectly.

Second: Like Wolf, Fox and Falco's recoveries are pretty predictable.  
Unlike wolf, they are much faster.  You need to have a good eye and
patience to stop them from coming back.  If they decide to use B-forward
recovery, use FLUDD and aim perfectly.  FLUDD will stop them in mid-air
and push them back to where they came from.  If they use the jet pack, or
B-Up, FLUDD is once again an option.  However, I find the cape and 
fireballs to be more effective at stopping that particular special.

As I mentioned, Fox and Falco will probably be two of Mario's toughest
opponents, but they can be beat with a little patience and strategy.  


---Ike--- (707)


Ike is one of the hardest hitters in the game.  He's powerful and many 
players find him annoying and cheap.  Beginners will excel with Ike, often
sending characters flying with a few hits.  However, Mario players should
find Ike to be one of the easiest match-up.  

Keep in mind that Ike is very slow.  Mario players should, by instinct, 
use the rolling dodge a lot.  For starters, use Mario's fireballs to begin
your approach.  Time Ike's hits and roll behind the heavy swordsman.  Use 
Mario's superior speed to Ike to get in quick hits and smashes to deliver 
damage.  Watch out for Ike's counter attack, as he willautomatically turn 
in Mario's direction and end whatever combo you started. Beware: Ike can 
KO Mario at low damage, so watch yourself.  

Ike is heavy, so he won't go flying long distances easily.  Once off the 
edge, you can do one of two things.  First, if Ike is too far away to use
his B+Up, then he will like use his B+Forward special to fly back to the 
platform.  Take out your cape and turn him around mid-flight.  Don't be 
afraid to jump off the platform to accomplish this.  Mario is a great in 
the air should be able to get back to the stage.  

If Ike is directly under the platform, Use FLUDD.  Shoot Ike as he is seen
flying up and you will push him away from the platform.  Chances are he 
won't grab the ledge and he will fall helplessly to a knock out


---Wolf--- (708)


Wolf is the heaviest Fox clone in the game.  Despite being heavier then 
Fox and Falco, he is still pretty agile and shouldn't be underestimated.

However, Wolf's recovery is among the easiest in the game to predict and 
probably the easiest move for Mario to use the cape the against.  Players 
should take great advantage of this. 

To start, watch out for Wolfs smash attack.  Its quick and be spammed for 
a lot of damage.  His laser is the same way.  While it doesn't travel as
far as Fox and Falco's laser, its still powerful and has a good
disruption ability, which could ruin a lot of Mario's combos.  To start 
the approach, jump towards Wolf and throw fireballs at him.  Since you're 
jumping, it will be difficult for wolf's reflector to bounce back the 
fireballs.  As I mentioned before, the fireball is Mario's disruptor and 
can be spammed if need be.  Once close enough to Wolf, waste no time in
beginning a combo.  Remember that Wolf is still pretty fast and if you
aren't quick, you may find yourself on the receiving end of the attack.  A
nice way to end things would be with a throw.  If you get the chance, grab
Wolf and throw him off the ledge.  

Once off the ring, watch Wolf carefully.  After his jump, he will begin  
his recovery move.  There's going to be some delay beforehand.  Thats when
you strike.  Use the cape to turn him around and he will shoot off in the
opposite direction.  With no chance of recovery, Wolf will fall into a KO


---Captain Falcon--- (709)


((FALCON PUNCH!   ...Sorry))
The captains powerful punch will not save him from Mario.  Mario can 
easily defeat Capt. Falcon.  Use fireballs to approach and offer up 
quick combo's before Captain Falcon can even attack.  Remember: 
captain Falcon is a quick runner...but has VERY slow attacks.  So, while
he can fly back and forth at incredible speeds, his attack delivery is 
slow enough for Mario to deliver combo's.

Use the leg sweep and head smash have a good range, so if the Captain
tries rolling behind you, just use these moves to catch him off guard.  
Captain Falcon is also fairly heavy, so, just like Link, you can juggle 
him in the air with the A-Tilt + Up.  

Once off the edge, Captain Falcon has two recoveries, neither of which are
any good.  Both can be easily reflected by the cape and both will leave
Captain Falcon plummeting with no recovery.  

Also: all these tricks work on Ganondorf.  


---Pit--- (710)


Probably one of the hardest characters in the game to KO.  In fact, Mario
is not a very good match up for Pit users.  Still, if you're feeling
brave, I have a few ideas that could help you out.

This next trick should be useful to any character you use.  Pit's B+Up can
be disrupted at any point and by any attack.  Further more: he won't be
able to use it again.  First: use a Meteor Smash to send Pit flying below
the stage.  He's light, so with enough damage, he'll go pretty far.  Jump
back to the stage to get more jump power and watch Pit.  If his wings glow
blue, jump off the stage and throw a fireball.  This will end Pits return.
Pit will still be able to move, but don't let that deceive you.  The angel
will be able to use every move EXCEPT his B+up again for a little while.  
This will leave Pit falling with no descent recovery.  

You need to remember that in a lot of stages Pit can actually fly UNDER
the stage and to the other side.  So just because you sent Pit off in one
direction does not mean he will be recovering there.  Pit's arrows can
also circle in the air around you, which could be used to disrupt combo's.
Be prepared for anything when facing Pit.  


---Bowser--- (711)


Mario's arch enemy and one of the main villains of the game, Bowser, is 
also one of the easiest characters to defeat when using Mario.  It seems
that even in Super Smash Brothers, King Koopa will always be beat by the
heroic plumber!  

For starters, remember that Bowser is very slow.  This means that you can 
get in plenty of combo's and attacks before Bowser can even begin his 
attack.  Watch out for Bowser's fire breathe.  While not Bowser's best
attack, it can disrupt combo's and leave you wide open for attack.  
Rolling works well against Bowser, as each of his moves have some kind of
lag to them and it will be difficult for the tyrant to turn around.  The
uppercut punch is a great move to use against Bowser.  As before, he can
be juggled for easy combos.  Follow up with flip kicks and other aerial
combo's and you're good.  Bowser may be heavy, but he's easy to launch off
the stage with Mario.  Just keep an eye on him to make sure he doesn't
get into recovery range.  If he does, meteor smashes, the cape, and FLUDD
all work well at stopping him.

Once you win, take off your hat in a taunt and go on to save the Princess.
All in a days work for a plumber.

   
*****************************************
9. Subspace Emissary (800)
*****************************************


The Subspace Emissary is the main adventure mode within the game of Super
Smash Bros. Brawl.  Players must navigate through a series of mazes and
boss fights from the Nintendo world.  This section will contain everything
relating to Mario from the Subspace Emissary.

---Cutscenes--- (801)

1.  The World of Trophies
2.  Mario beats Kirby
3.  Kirby beats Mario
4.  Pit Watches From Above
5.  Attack on the Stadium
6.  The Ancient Minister
7.  Peach is Taken
8.  Zelda is Taken
9.  Mario and Pit Meet
10. The Arwings Pursuit
11. Ancient Minister Escapes
12. False Zelda Battles Mario
13. Mario's Misunderstanding
14. Link's Misunderstanding
15. King Dedede Nabs Mario
16. King Dedede Nabs Link
17. The Caverns Entrance
18. King Dedede's Castle
19. Bowser Kidnaps Peach
20. Bowser Kidnaps Zelda
21. Hidden Castle Passage
22. The Five Warriors
23. The Entrance to Subspace
24. The Ruinous Defeat
25. The World Returns


---Mario's Story--- (802)

The game begins with Mario and Kirby fighting in a large arena.  It is a
friendly fight in which both competitors are fightings.  If you choose Mario,
Mario wins the fight and defeats Kirby.  This turns Kirby into a statue,
but Mario turns him back to normal.  The two shake hands and the adventure 
begins.  

Soon after, A dark force is unleashed on the stadium.  Wario attacks with an 
army of primids and the assistance of Petey Piranha.  Depending on who you
save, Peach or Zelda are kidnapped by the greedy Wario and Mario is knocked
into Skyworld.  He remains there until Pit saves.  The two then set off
to save the kidnapped princess and stop whatever evil is unfolding.

Kirby manages to keep the princess that wasn't kidnapped safe.
However, after being taken off guard, the remaining princess is also taken
and a false copy is made.  If Zelda is the false copy, you fight her as
Mario and Pit.  If Peach is the false copy, you fight her as Link and Yoshi.
This leads to Mario and Link's encounter.  The two mistake the other for an
enemy.  However, quick thinking made by Kirby as King Dedede attempts to 
interfere unites five hero's to form an unstoppable team.  

Mario, Link, Pit, Yoshi, and Kirby now embark on a quest to rescue both
princcesses, find the source of the evil army, and save their world from
destruction.

At the end of their journey, the five heroes and the rest of the Smash
Brothers fighters team up to fight Tabuu.  To do so, they must travel 
through the great maze.  They are then joined Sonic and bring an end to 
the evil being.


---Basic Strategy--- (803)

Playing through subspace is a lot different from competitive play.  For 
starters, your opponents don't die from flying off the stage.  Each one 
requires you to do so much damage before they finally fall.  Only in 
select boss fights will the traditional Smash Bros. play be brought in.

To beat the game with Mario in SSE, you must master combos that allow you 
to do a great deal of damage quickly and efficiently.  The best way to do
this is to power-up your fireballs, punches, kicks, and head smash.  
Unlike previous smash titles, Super Smash Brothers Brawl allows you to use 
Stickers on fighters.  These stickers will power-up a characters abilities
depending on the sticker was.  Some Stickers can only be used for certain
characters while others can be used on anyone. With Mario, make sure you
use a balance of stickers that increase his fireballs and physical attacks.
Remember: Once a sticker is added, it can't be taken off and put away again.
If you remove a sticker, its gone for good until you find it again, so make
sure you choose wisely. 

Use fireballs to destroy enemies that are difficult to get close to.  
This will keep Mario safe and at low damage so he's fit to fight against
bosses.  Also boost his hand-to-hand attacks to help score damage against
enemies that are best handled in close range fighting.  If you have room,
add smaller stickers that increase the effectiveness of food and other
health related items.  Again, this will increase the odds of Mario making
it through the stage and you not losing a life.

Keep in mind that some stickers make the odds of a trophy stand, sticker
book, or other useful items appear more often.  If you're going through 
the SSE a second time, use these to help clean up any unlockables you may
have remaining.  


*****************************************
10. Stadium   (900)
*****************************************


---Targets--- (901)

The target test in Super Smash Brothers Brawl has been a little bit differently
when compared to previous games.  For starters, each character no longer has
his or her own target maps.  There are now only 5 target maps, each one made
to be approached by each character and in a variety of different ways.  This
takes away a lot the strategy that went into trying to beat them all.  There 
may be a couple of places you may find trouble, though.  

-Level 1- (901A)

An easy level.  You can approach this in a variety of ways.  The easiest is to
keep moving forward and break all the targets in your way.  Its not hard.  

-Level 2- (901B)

Similar to before, only the targets a little bit spread out.  Jump up and break
the first two targets using kicks.  Grab the smart bomb and throw it above you.
This will destroy a small group of targets at the top right-hand corner of the 
stage.  Move on and destroy the targets in the air.  You will come across a 
rolling crate.  Throw a fireball at it or just throw it in front of you.  It
will roll down a hill and destroy the targets below you.  Jump up and then 
finish the stage.  

-Level 3- (901C)

This is a little tricky.  The level is pretty big and there will be a variety
of items for you to use.  All you really need to worry about is the big gap 
below you once you approach the targets towards the bottom of the screen.  
Make good use of the ray gun the provide you to shoot targets safely without
having to jump out and hit them.  This level is pretty simple if you can jump
well and Mario naturally has good aerial, so you should be good to go.  

-Level 4- (901D)

This is a bit tricky.  The level is probably the biggest of the target tests. 
There are no items around to assist you this time, so you will have to rely on 
Mario's natural moveset to win.  First, jump to the right and wait for a target
there.  Many of the targets here move through the ice, so keep your eyes open.
Break the first target there and then continue through the stage.  When you
reach the bottom, there will be a gap you have jump and a target in the middle.
Throw a fireball at the target, don't attempt to break with a kick.  Its harder
to grab the ledge if there's ice and this entire stage is ice.  After you break
that target, finish the stage.  The last target takes a bit of skill to reach,
but you should be able to get it with the coin jump.  Remember to use the cape
to help give you that extra boost to reach it.  

-Level 5- (901E)

This is the final stage.  To start off, jump up and use a flip kick to destroy
the target above you.  Then walk over to the edge and throw a fireball at the 
target that hovers just off the stage.  After you get those first too, jump 
over and grab the cannon that sits on a nearby platform.  Carefully hover down
and shoot any target in your aim.  Remember you have to tap quickly to turn 
around with the cannon.  The elevator of platforms eventually leads to spikes,
so be careful.  There will be another target at the bottom left of the stage 
just off the ledge.  Throw the cannon at it.  Continue to the right and finish
the level.  Remember: your cap can go through the walling and hit the right-
most target.  You can finish off the last two targets that sit in the middle
of the stage just above that hole by throwing the beamsword at them.  It will
bounce and hit each target perfectly.  


---Multi-Man Brawl--- (902)


The new enemies in multi-man brawl are just as weak as they were before.  You 
need to remember that many of Mario's aerial moves are key to winning these 
matches.  

In each one of the fights, Mario's Down Air and Coin jump can quickly send
enemies flying into the sky.  Mario's Down Smash, Up Smash, and Up Tilt are
all just as effective as well if you plan on winning from the ground.  
Endurance is key in these fights, never leave yourself open.  The enemies like
to attack in mobs, so try to keep fighting at all times.  

Items are always on in these fights.  Use the items strategically.  I found it
best to throw mines, sticky bombs, and explosive crates out of bounds to
prevent being blown up.  Throw bumpers and smart bombs close to where enemies 
spawn to make sure they die the moment they set foot into battle.  The blasts 
from the ray gun result in a one-hit kill, so if you find one don't hesistate
to grab it.  The fan is also pretty useful in timed matches.  You can spam it
to keep a group of enemies caught in the fan for as long as you want.  

Every 25 enemies you kill in some modes will result in a normal CPU player
appearing.  This may seem cheap, but place yourself at the point that the
CPU spawns.  Spam the up or down smash over and over again and chances are
you will get the knock-out before the CPU player has any chance to attack.

Cruel Brawl is a bit different since this time, you are the one who is weak.
Don't let the odds get to your head.  Remember your enemies weakness.  They
can't recover after their jump and they can't pick up items.  Knowing this, 
lead them off the cliff.  They will probably follow you or gather on the edge.
Just kicks and other edge-hog moves to try to get them below you.  All you need
to KO is 10 in this mode in order to get the checkmark on the list.  


---Homerun Contest--- (903)


The homefun contest is a little bit different then it was in Melee.  There is a
new barrier around the stage which can allow for more damage.  Pick up the bat
and throw it at the sandbag.  This is the quickest way to rack up damage when 
using Mario.  The Cape can also be used in the air as it falls.  Make sure
you are holding the bat when it falls and swing.  To be honest, Mario isn't the
best character for this mode.  Fox is probably the best character to use here.

---Boss Battles--- (904)

The best advice I can give here is know the bosses and play it smart.  Never 
get too close for too long.  You will take damage if you get too comfortable.
You only get 3 heart containers, so use them wisely.  I would save one of the
hearts for the Tabuu fight.  When fighting Tabuu, make sure you have mastered
all your dodges.  Tabuu can knock you out with one hit in many cases.  If you
lose once, you have to start all over again.  


*****************************************
11. Extra's    (EXT)
*****************************************


---Trophies--- (E01)


These are the trophies earned when you beat the game on Classic and All-Star 
mode.

-Classic Trophy

Mario

Description: "A familiar overall-clad figure who is Nintendo's flagship 
character. His courage and jumping ability have seen him through countless 
adventures. He's a multitalented plumber with the knowledge of a physician, a 
top-notch golfer, and a veteran tennis umpire. Is his jumping prowess a boon 
from his girder-climbing days?"

-All-Star Trophy

Mario Finale

Description: "Mario with a smash ball unleashes his ultimate attack. The twin 
dragons of flame he releases wallop all characters in range. The flames spread
up and down, so its best to release from the edge of the screen at the 
appropriate height. His flaming eyes are proof of his excitement for this 
explosive attack."


---Costumes--- (E02)


-Standard Mario:

The famous red cap, red shirt, and blue overalls the plumber is famous for 
wearing.

-Fire Mario:

This is a new addition, the costume Mario gets after grabbing a fire flower. 
Like in the Super Mario Bros. series, Mario will be wearing a white cape, 
white shirt, and red overalls.

-Standard Mario Inverted:

Things get a bit plain after Fire Mario. The first color swap is just Mario's 
standard costume inverted, blue cap, blue shirt, and red overalls. Kind of 
reminds me of the old days where Mario's shirt was blue and overalls were red.

-Wario Costume:

Mario looks a bit like Wario. Yellow cap, yellow shirt, and purple overalls. 
Might as well just play as Wario now, though.

-"Dark" Mario.

Not really dark Mario, just darker clothing. Mario gets a black-dark brown cap
and overalls and a white shirt underneath. Even though Mario did have this 
costume in the last game (correct me if I'm wrong) Nintendo sure has added 
a lot of darker costumes this time around, huh?

-Luigi-sorta Mario

Not really Luigi's attire...but close if you haven't unlocked Luigi yet. Green
cap, green shirt, and yellow overalls. If the overalls were blue, it would be 
right on.


---Taunts--- (E03)


Taunt 1:

Yes, plural, as in more then one. Mario now has 3 taunts to choose from like 
most other SSBB characters. His first taunt is activated by pressing up on the
D Pad (control pad). Its his classic taunt in which he grows large, as if he 
just ate a mega mushroom, and then shrinks again.

Taunt 2:

The second taunt is activated by pressing left or right on your D pad. When 
you do this, Mario takes off his cap in respect for the crowd, his opponent, 
and himself. Its a pretty cool taunt to do after you send someone off the 
edge.

Taunt 3:

This one is funny. Its activated by pressing down on the D pad. Mario spins 
in the air, doing a 360 a couple of times, then falls on his back with his 
feet in the air. If you want to get a quick laugh after a ko, use this. This 
taunt actually comes from the Donkey Kong arcade. When Mario dies, he 
performs this taunt only in 8 Bit. 


---Snake Codec--- (E04)


Colonel: Snake, do you know who that is?

Snake: You're kidding, right?  It's Mario.
  
Colonel: Mario made his first appearance in 1981, and since then he has become
a worldwide phenomenon. There's probably not a single person who doesn't know
Mario, he's that famous.

Snake: Good thing I survived long enough to meet him on the field of battle,
huh.

Colonel: This is a once-in-a-lifetime chance, snake.  Now get out there and 
show him what you're made of.  No regrets.

Snake: Got it.


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12. Credits    (END)
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I hope this guide was useful for you on some way. It was one of my first 
times attempting to make a guide, but I think I did ok. If you have any 
comments, suggestions, noticed a mistake, or just want to say something in 
general, you can send me an e-mail at aac900@gmail.com.

Thanks for reading my guide, I look forward to brawling with you soon!

Writer: MarioGamer
Nintendo: For Making Brawl
Wikipedia: For some little known facts on Mario
Super Smash Bros: For being an awesome game
Host Sites: www.neoseeker.com, www.allisbrawl.com, mariogamerac.conforums.com,
and www.gamefaqs.com
-If I do not want this guide used on a different website, then it must be 
removed from that site immediately upon request.
You, the reader. You rock, seriously, you're awesome

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