Summary
WhileSuper Mario RPGis definitely one of the more simple turn-based RPGs, with its story only taking about ten to 15 hours to complete, it is still a lot of fun to play through, and each of the five party members brings something different to the table to make them unique.
In larger RPGs, characters can start to overlap, with different skills making party members similar, but each character in Super Mario RPG has a completely different moveset that makes each of them have their own distinct specialty. So, what are the best special moves that each of the party members in Super Mario RPG can unlock?

9Come Back
Peach - Level 13
Peach is the last member to join your partyin Super Mario RPG, and when she is added, you will immediately notice that she fulfills the role of healer. This makes her a very useful addition to the team, especially in the Switch version of the game, where you can swap characters in and out whenever you want.
One of her most useful special moves is Come Back, which can revive a character to a certain amount of health based on timing. Since you can only hold a certain number of Pick Me Ups in Super Mario RPG, this utility move makes Peach a character you will want to keep alive.

8Poison Gas
Bowser - Level 12
Bowser is often seen as one of the less useful characters in Super Mario RPG since his skills seem to be a bit more random than some of the other members since he doesn’t use any elemental attacks, and other than that he just adds status effects.
Poison Gas is still a useful move for him to have, since a lot of enemies are weak to poison, and since it affects every enemy on screen, it is easy to apply. The main issue with this skill is that a lot of later bosses in the game are immune to poison, making this skill slightly more niche.

7Ultra Flame
Mario - Level 18
The last special move that Mario unlocks is Ultra Flame, being the ultimate version of his fireball attack. You can spam the button to get maximum damage, and the best part about this attack is that it will attack multiple enemies, so if you have more than one target, the extra damage will be incredibly useful.
However, the main issues that hold this special move back from being one of the best in the game is that, since you unlock it so late, you get less of a chance to use it, especially since there are only so many late-game villains with a fire weakness, and it also has a high FP cost too.

6Thought Peek
Mallow - Level 6
One of the first special moves that Mallow will learn is also the one that you will likely find him using the most often. Thought Peek is arguably one of the most unique abilities in the game, as it only costs one FP and identifies enemy weaknesses, remaining HP, and what they are thinking.
Each enemy has unique dialogue, making this a fun skill to try out on every different enemy you face, but just being able to see what each enemy is weak too, and exactly how much HP they have left, is a very useful ability to have.

5Geno Whirl
Geno - Level 11
Geno Whirl has the highest potential damage out of all the special moves, but this does come at a cost. As most who play Super Mario RPG know, each special move has very precise timing to do extra damage, and this is how you get the extra damage from Geno Whirl.
However, the timing for Geno Whirl is some of the most precise in the game, and getting it perfect is very tricky. If you put the time and effort in to perfect it, this is one of the best abilities to rely on, but otherwise, it can be a waste of a turn if you can’t do it reliably.

4Thunderbolt
Mallow - Already Unlocked
Thunderbolt might seem like a relatively weak lightning damage group spell when you first learn it, but if you build Mallow correctly, it can end up being a great spell for dealing with large groups. The main strength of this special move is that it has a very low FP cost of two, which is much lower than any other group special move.
Getting the timing right can be a little tricky, but since you unlock it so early, it will eventually feel natural. If you build Mallow with magic, this ability will be one that always deals more damage than you’d expect.

3Ultra jump
Mario - Level 14
In spite of Jump feeling like a very niche element for an RPG, you would be surprised at just how many enemies are weak to these attacks that only Mario can pull off. Mario unlocks three progressively stronger jump attacks throughout Super Mario RPG, with the last one targeting multiple enemies.
If you know there are a few enemies that are weak to jump attacks, and you have the timing down, this attack can wipe out the whole screen. Just make sure you have practice when using it in a high stakes situation since the damage is disappointing if you can’t do multiple jumps.

2Group Hug
Peach - Already Unlocked
When Peach joins your party, you will notice that she already comes with two of the best special moves in the game, which can heal an individual and a whole party of any status effects and some health. Group Hug is the one you will likely be using more often, either in or out of battle, since the amount of HP it heals is usually enough to completely heal the whole team.
While Mallow and items can heal as well, being able to do this with status afflictions being lifted as well makes Peach one of the most useful party members.

1Geno Boost
Geno - Level 8
One area that most characters lack in Super Mario RPG, likely because it is a shorter game, is with buffing special moves. The only character that has a buff special move is Geno with Geno Boost, so you will likely end up getting a lot of utility out of this, especially in boss encounters.
The special move will always give the character extra attack, but if you time the action command perfectly, you will get extra defense as well. verify to always use this special move regularly throughout longer encounters to ensure characters are doing maximum damage.
Next:Best Easter Eggs And Hidden Details In Super Mario RPG