In the Super Mario RPG Nintendo Switch remake, Mario packs a punch with his moveset. Here’s a list of all of Mario’s Special Moves and their effects in Super Mario RPG.
All Mario Special Moves and Effects in Super Mario RPG
The following table includes Mario’s Special Moves, their effects, and other essential details such as their FP cost and power in Super Mario RPG:
Special Move | Level Learned | FP Cost | Power | Effect | Button Input | Notes |
Jump | Default | 3 FP | 25 Power | Jump on one enemy | Press A just before hitting the enemy | – |
Fireball | Level 3 | 5 FP | 20 Power | Fire damage to one enemy | Press A repeatedly | – |
Super Jump | Level 6 | 7 FP | 45 Power | Jump on one enemy (Can perform repeated jumps through perfect button inputs) | Press A just as you land on the enemy | You can get the Attack Scarf from a Chow in Monstro Town for doing 30 consecutive jumps, and the Super Suit for pulling off 100 consecutive jumps |
Super Fireball | Level 10 | 9 FP | 40 Power | Fire damage to one enemy | Press A repeatedly | – |
Ultra Jump | Level 14 | 11 FP | 65 Power | Jump on enemies randomly (Can perform repeated jumps through perfect button inputs) | Press A just as you land on the enemy | – |
Ultra Fireball | Level 18 | 14 FP | 60 Power | Fire damage to all enemies | Press A repeatedly | – |
All of Mario’s Special Moves have a 100% hit rate.
Differences From Mario’s Special Moves in the Original Super Mario RPG
Mario’s Special Moves have remained mostly unchanged compared to the original Super Mario RPG: Legend of the Seven Stars. In the remake, Mario’s fire moves have been consistently named using the series iconic “Fireball,” while they were initially called “Fire Orb,” “Super Flame,” and “Ultra Flame.”
If you’re interested in more information about your Super Mario RPG party, check out our guides to Mallow’s Special Moves, Geno’s Special Moves, Bowser’s Special Moves, and Peach’s Special Moves.