Newcomer: Shadow Mario

The small horned beast nodded to his father and descended from the ship. As he fell to the land below him, his flesh began to give way. He became transparent, almost like water. He donned a transparent plumbers hat, overalls, and a strange pair of sunglasses. This shadowy figured landed on the ground and pulled out a paintbrush from his pocket which dripped with paint. The shadowy figure ran off towards the floating mechanical isle in the sky with all speed; leaving a trail of bright orange and red paint.

Shadow Mario from Super Mario Sunshine.

Name: Shadow Mario

Universe: Mario

Debut: Super Mario Sunshine (2002)

Element Alignment: Water

Affinity: Bad

Availability: Starter

Shadow Mario makes his shadowy appearance as a possible transformation for Bowser Jr by using Down B “Shadow Mario”. This works much like how Zelda transforms into Shiek. Shadow Mario is much lighter and faster then his real counterpart as well as Bowser Jr. However, he has access to all Mario’s attacks including B Attacks and Final Smashes.

Shadow Mario`s Stats

  • Power: **
  • Weight: *
  • Defense: **
  • Speed: ****
  • Jump: ****
  • Recovery: ***
  • Element: ***

Shadow Mario’s main strengths lies in his speed and jumping ability given his light frame. However, he trades in Bowser Jr.s power and defense for the speed and jumping ability. Shadow Mario is very floaty when in air and, at times, appears to be gliding when running. His move set is identical to Mario but more faster with less power. He also has all of Mario’s Final Smashes albeit a bit weaker. Shadow Mario also does not talk at all, not even grunts or shouts when fighting. All you hear is whispering of a breeze and paint sounds.

Shadow Mario`s Special B Move Set

    • B – Shadow Fireball
    • Side B – Shadowy Cape
    • Up B – Shadow Jump Punch
    • Down B – Shadow Cloud Mario

The Final Trio

  • Final Smash: Shadow Finale
  • Final Melee: ShadowTornado
  • Final Brawl: Plumber Shadow


Shadow Fireball is much like Mario’s original Fireball but it has more floatiness when it bounces. It burns the opponent with a light blue-clear flame. It does 7% damage.

Shadowy Cape act smuch like Mario’s Cape attack but it appears blue-clear. It ha sno changes to its attributes. It does 8% damage.

Shadow Jump Punch is more lighter and higher than Mario’s Super Jump Punch. Shadow Mario also falls slower than Mario when he returns to the stage. he can also wall jump much like Mario anytime during the jump. It does between 9-12% damage.

Shadow Cloud Mario works much like the original Cloud Mario but the clouds appear dark, like rain clouds. When launched at opponents, they do 10-15% damage depending on the distance of the opponent.

Shadow Finale is Shadow Mario’s Final Smash. It is just like Mario’s Mario Finale but only does 2% damage. However, it travels slower than Marrio’s Mario Finale thus racking up more damage as it travels. It is capable of hitting a opponent 9 times a second. It has a high horizontal knock back and KO potential.

  • Beginning Cinematic: Shadow Mario begins to be covered in a dark energy. It wraps around Shadow mario and than zooms and covers the screen.

Fiery Tornado is Shadow Mario’s Final Melee. It is similar to Mario’s Fiery Tornado, however, instead of fire, it`s shadows. The attack travels slower and is floatier. It deals between 50-63% damage and throws the opponent upwards.

  • Beginning Cinematic: Shadow Mario begins to slowly turn around while shadows wrap around him into it creates a large tornado of shadows.

Plumber Combo is Mario’s Fire Giants Fist. It is exactly similar to Mario’s Final Brawl but it is a bit weaker. It does 55-58% Dark damage.

  • Beginning Cinematic: Shadow Mario vanishes in a puff of smoke an than appears and punches at the screen.

Proposed Stage: Bowser’s Castle

Proposed Taunts

  • Right Side – Twirls around twice and then thrusts his hand out to give a peace sign.
  • Left Side – Jumps up while thrusting one fist into the air (similar to his openining animation when Mario enters the stage except no pipe).
  • Up – Turns into Super Mario. The way he does it is how he changes in the original Super Mario Bros, what goes up must come down. (Same as in SSB and Melee.)
  • Down – Spins in the air and falls on his back, based on the dying animation from the original Donkey Kong.

Proposed Winning Poses

  • Shadow Mario spins around and then does a thumbs down to the camera.
  • Shadow Mario whips out his brush and starts painting the screen until it only appears to be paint.
  • Shadow Mario folds his arm, leans to the side, and starts moving his body slowly up and down.

Proposed Stage Entrance

  • Materiaizes from the ground like water and forms into Shadow Mario.

Audience Cheer

  • Shaaaadow Mario, Shaaaaadow Mario. (hushed male/female cheer)

Kirby Hat

  • Shadow Mario`s hat and sunglasses.

Proposed Palette Swaps

  • Dark Blue Shadow Mario
  • Light Green Shadow Mario
  • Dark Purple Shadow Mario
  • Pink Shadow Mario
  • Black Shadow Mario

No Buy-able Costumes for Shadow Mario

Shadow Mario Move Set

All of Shadow Mario’s moves are faster in terms of frame rate and animation than Mario’s moves. However, Mario’s moves are more powerful than Shadow Mario’s.

Ground Moves

  • Neutral Attack – Punches with his left, then his right, and then kicks with his right foot. All are from Super Mario 64. Beneficial in making combos. First hit jab locks character laying on the ground and does 2% damage, second punch does 2%, and kick does 3% for a total of 7%.
  • Forward Tilt -Power Kick- Does a roundhouse kick with his right leg. Has average damage but below average knockback, but has better reach than his other tilts (it is still short). Has some IASA frames. Does 6%.
  • Up Tilt -Uppercut- Delivers an uppercut while spinning. Shadow Mario very slightly floats up during the uppecut frame but floats back down. Similar to a move in Super Mario RPG. Average damage and above-average knockback. An excellent juggler that can be combod into itself, a up smash, and a uair juggle. Deals 10%.
  • Down Tilt -Crouch Kick- Sweeps low to the ground with his leg. Though it has a very fast start-up, it deals very low damage but it has literally no ending lag. Deals 5% if Mario’s foot connects, while hitting with his leg/body deals 6%.
  • Dash Attack – Leg Sweep- Slides forward and kicks with both feet. Also from Super Mario 64. Has low diagonal knockback behind Mario that is difficult to follow up on. (Has IASA frames near the end.) Does 10% if connected with the initial hitbox, does 8%.
  • Side Smash – Shadow Smash- Steps back and then forward, causing a blast of shadows out of his hand. One of Shadow Mario’s best reaching moves (though its reach is only average at best). It has rather fast start-up for a forward smash but it does have punishable ending lag. Damage and knockback is highest when sweetspotted at the flame. Can also be angled up and down. It has low base knockback but its knockback scaling when sweetspotted is very high. This is Shadow Mario’s most powerful attack and can be considered his best finisher. Does 12% if Shadow Mario’s arm connects and 19% if the shadows connects; angling up increases the damage to 17%/18% and angling down decreases it to 14%/15%. If fully charged, deals 19.6% (arm) or 28.3% (dark) (angled up: 21%/25.2%, angled down: 18.2%/22.4%). The sweetspot is a hitbox with transcendent priority.
  • Up Smash – Head Snap- Sends opponents skyward with a headbutt. Has slow start-up lag and its ending lag is rather low as well. It does have good base knockback and knockback scaling, but its KO power is rather average for a up smash. This is Mario’s only other reliable finisher and it is his only attack that can KO vertical under 150%. 12% uncharged and 16% fully charged.
  • Down Smash – Breakdance Kick- Does a breakdance sweep. Like Mario’s other attacks, it has fast start-up and ending lag but short reach. While stronger than his tilts and aerials, it isn’t strong enough to reliably KO under 150%. Another attack from Super Mario 64. The front hit deals 16% damage (22% charged), while the back hit does 8% (10.2% charged). It knocks opponents vertically.
  • Ledge Attack (below 100%) – Does a somersault and then kicks upwards but is fairly laggy, from a laying down position. 9% to those on the stage and 7% to those extremely close by.
  • Ledge Attack (above 100%) – Gets up then does a kick similar to his forward tilt. Does 8%.
  • Floor Attack (faceup) – Gets up then kicks behind him, then in front of him. Does 7%.
  • Floor Attack (facedown) – Gets up then punches behind him, then in front of him. Does 7%.
  • Floor Attack (sitting) – Kicks behind him, then in front of him while getting up. Does 4%.

Aerial Attacks

  • Neutral Aerial – Air Kick- Performs a Sex Kick kick in the air. Similar to an attack from Super Mario 64. Its almost instantaneous start-up can be used to break certain chainthrows and combos but it has low knockback and short reach. Initially does 8%, then 6% afterwards.
  • Forward Aerial -Meteor Punch-Lowercuts. This is a slow Meteor Smash if it is sweetspotted. It is a very weak meteor smash that is difficult to land, but it does have the benefit of sending opponents on a diagonal trajectory instead of straight down. When sourspotted, it sends opponents on a horizontal trajectory with decent knockback. Does 13% when sweetspotted, does 13% when sourspotted, and 8% if landed with the later hitbox. It can feel rather floaty in comparison to some of Shadow mario`s other moves.
  • Back Aerial -Back Kick- Spins and kicks backward. Similar to Mario`s Fair in the original Super Smash Bros.. Very fast start-up with decent reach and knockback. Can WoP at low to mid percentages and KO at very high percentages (but not below 150% outside of edgeguard situations). Does 11% when the initial hitbox is landed, does 5% if landed with the later hitbox.
  • Up Aerial -Flip Kick- Does a somersault and kicks upward. Very low start-up and ending lag with low knockback, it works very well as a juggler at low to mid percentages. Does 12% with high diagonal knockback.
  • Down Aerial – Mario Tornado. Spins with fists then strikes with both on opposite sides. Like the original move, it looks somewhat like the Spin Jump from various Mario games, such as Super Mario World. Similar to his other aerials, it has almost no start-up with short reach, but it does have some ending lag. The final hit does low vertical knockback. Hits 6 times for 1% each before a final hit of 3% for a total of 9%. Shadow If Mario lands while spinning, nearby opponents receive 1%. Additionally, the move creates a shadow effect that can damage opponents with 1% Dark Damage if the touch the shadows that come out.

Grabs & Throws

  • Pummel -Grab Headbutt- Headbutt for 3% damage. One of the slowest pummels in the game.
  • Forward Throw – Single Spin- Mario spins around once then throws his opponent in front of him. It has low knockback scaling even for a throw. It is mostly only used to get the opponent off the edge. Does 8%.
  • Back Throw – Tornado Spin- Mario whirls around several times then throws his opponent backwards. It is similar to when Mario grabs Bowser by the tail, and then swings him around in an attempt to throw into the bombs in Super Mario 64. While a very slow throw, he can damage other characters with the character he is swinging around. This is by far Mario’s strongest throw and its knockback scaling is high enough to reliably KO around 185%. While powerful for a throw, it is very slow, making it very easy to DI, limiting its KO potential. It is also Mario’s most damaging throw dealing 14%.
  • Up Throw – Sky Hurl- Mario throws his opponent high into the air. Good base knockback but it has low knockback scaling. It can be follow up by a uair juggle but is mostly inferior to the down throw for setting up. Does 6%.
  • Down Throw – Slamdown- Mario slams his opponent into the ground. Its low base knockback and knockback scaling with its vertical trajectory makes it great for setting up with a u-tilt and uair juggle, but it is Mario’s weakest throw otherwise. Does 7%.

My Thoughts

I really wanted to see Bowser Jr. in Brawl and a Shadow Mario transformation even more so but, alas, it never came. I personally think adding a transformation to Bowser Jr. would make both characters extremely interesting to play as; even if both characters do well against other characters. I imagined Shadow Mario being floatier, lighter, and faster than the original Mario given his watery/shadowy design. I picture him playing similar to Lucario or Mewtwo, Metwo more so than Lucario. I even picture him gliding a bit after running because of lesser traction. Since he is faster, I lowered his physical damage because..well..a shadow hits lighter than a real fist lol.

Arguements for Shadow Mario

  • While Shadow Mario could be easily seen as clone of Mario, he can be tweeked so that he isn`t. In eccense, he is a cloen though so his attacks should mirror Mario`s in almost every way.
  • He appears as a transformation of Bowser Jr. in the Sunshine games.
  • Adds another Mario rep in the Mario series as a sub-character.

Chances of Being in SSB4

5% – He will only appear in SSB4 if Bowser Jr. appears as well and, as I said, only as a transformation option. However, if Bowser Jr. is confirmed for SSB4, I would put his chances up to 60% then.

Why Shadow Mario was added

As I said before, I really wanted to see Shadow Mario playable. I toyed with the idea of Bowser Jr. being able to transform into any of the characters, ala Kirby, that are on the stage as a shadow version of them but I figured that would be just too hard given Shadow Mario’s strange physical properties. As well, I have ideas for two other characters who can copy abilities/appearances so I thought having a fourth (including Kirby) would be too much so I stuck with Shadow Mario.


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