Mario

Mario is a playable character in HDR: Soul Remix.

Attributes

 * + Mario's grab hitboxes have been enlarged.
 * - Mario's initial dash is slower. (1.936 -> 1.84)
 * - Mario's run speed is slower. (1.76 -> 1.672)
 * Mario's traction is lower. (0.102 -> 0.084)
 * - Mario's air speed is slower. (1.208 -> 1.1476)
 * - Mario's fall speed is higher. (1.5 -> 1.8)
 * Mario's gravity is higher. (0.087 -> 0.091)

Jab

 * + The size of the hitboxes have been enlarged, and can now hit on the ground.
 * + Jab 1 deals more damage. (2.2% -> 2.5%)
 * + Jab 2 deals more damage. (1.7% -> 2.0%)

Forward tilt

 * + The launch angles for both angled tilts have been altered, and launch more like one would expect. (High: 361 -> 55; Low: 361 -> 30)
 * - Low forward tilt deals less damage. (7% -> 6%)

Up tilt

 * + The hitbox has been enlarged.
 * + Base knockback is higher. (28 -> 58)
 * - Knockback growth is lower. (130 -> 96)

Down tilt

 * + The hitbox stays out for longer. (2F -> 3F)
 * + Deals more damage. (7.0%/5.0% -> 9.0%/8.0%)
 * + Base knockback is higher. (35 -> 45)
 * - Knockback growth is lower. (80 - 78)

Dash attack

 * The angles of the early and late hit have been altered. The early hit sends higher (50 -> 24) while the late hit sends lower. (48 -> 110)
 * + Base knockback is higher. (35 -> 45)
 * - Knockback growth is lower. (80 - 78)

Forward smash

 * The angles have been differentiated.
 * The high angle deals more damage (14.7%/17.7% -> 15%/18%) and has more knockback growth, but has more endlag. (FAF 48 -> 53)
 * The mid angle deals less damage (14.7%/17.7% -> 14.7%/17.5%) but has more knockback growth.
 * The low angle deals less damage (14.7%/17.7% -> 14.0%/16.8%) but has less endlag.

Up smash

 * + Deals more damage. (14.0% -> 15.0%)
 * + Base knockback is higher. (32 -> 42)
 * + Knockback growth is higher.

Down smash

 * + Hit 1 deals more damage (10.0% -> 15.0%) and has more knockback growth. (100 -> 104)
 * + Hit 2 has more knockback growth. (100 -> 104)

Neutral aerial

 * + The early hit deals more damage. (8.0% -> 10.0%)
 * + The late hit deals more damage (5.0% -> 7.0%) and the hitbox has been enlarged.
 * - Landing lag is higher. (6F -> 7F)

Forward aerial

 * + The early hit deals more damage. (12.0% -> 13.0%)
 * The mid hit deals more damage (14.0% -> 15.0%) but has less knockback growth. (78 -> 75)
 * + The late hit deals more damage.
 * + Landing lag is lower.
 * + A new technique, Firebrand, adds fire properties to all hitboxes by holding a taunt button. This increases hitlag.

Back aerial

 * The early hit has a higher angle, more knockback, and more knockback growth.
 * + The late hit deals more damage, has more base knockback, more knockback growth, and stays out for longer.
 * - Landing lag is higher.

Up aerial

 * The early hit comes out earlier, deals more damage, sends at a higher angle, has more base knockback, and less knockback growth.
 * A late hit was added that deals 6.0% damage, sends at 35 degrees, has 35 units of base knockback, and 98 units of knockback growth.
 * - Landing lag is higher.

Down aerial

 * + Duration has increased.
 * Hits 1-6 deal less damage, send at a higher angle, and the hitboxes have been enlarged.
 * Hit 7 deals less damage, has more knockback growth, and the hitboxes have been enlarged.
 * The landing hit deals less damage and sends at a higher angle.
 * - The initial autocancel window is shorter.
 * + Landing lag is lower.

Neutral special

 * + Endlag is lower.
 * + A new technique was added that allows Mario to shoot a second fireball if the special button is held on frame 20.
 * + A new technique, Firebrand, creates a strong hitbox at Mario's hand by holding A before Mario shoots a fireball.
 * + During Firebrand, Mario’s arm and hand are intangible.

Side special

 * + Vertical speed is higher.
 * + Gravity is lower.
 * + Max fall speed is lower.

Up special

 * - Like most characters, Mario’s up special height gain is lower.