Mario is depicted as a portly plumber who lives in a world of the Mushroom Kingdom led by Princess Peach herself, including his brother (who's also a portly plumber), Luigi. It is said that both of the brothers are originated from Brooklyn, NY, according to the TV series. Mario's first appearance was in "Donkey Kong," whose title was formerly, "Jumpman." However, later in the years, his main goal was to save princess peach from a conniving reptile, Bowser, using various power-ups. From then on, Mario has made his famous debut in many, many games. 

In M.U.G.E.N 1.0, Mario's gameplay is MOSTLY based on SSBU, having his hitsparks, hitsounds, effects, attacks and EVEN taunts from there. However, the rest of his moves and gameplay are from various Mario games (so basically in-between SSBU and the Mario franchise), as well as having partial, inspired gameplay from SMBZ. He also has moves in which he uses custom power-ups such as, the drill and lightning power-up. Oh yeah, and the F.L.U.D.D and Cappy are apparently hypers, since I took up all the space for the hypers and specials I forgot about those. Lastly, most of Mario's winquotes come from various Mario games and TV shows, while the rest are made (or edited) by me.

---|CHANGELOG|------------------------------------------------------------------
V1.0: Initial Release

V1.01: A little hotfix
-Added juggle limit to Super Jump Punch
-Shortened Super Spin by 10%
-Lowered Hammer Mario's damage
-Lowered Thunderstorm's hyper damage by 20%
-Lowered volume of the thunder hyper by 50%
-Added CLSN box to the foot of the heavy punch
-Added CLSNS to Mario's down taunt
-Added cooldown to Rock Mario
-Tweaked Guardcancel a bit

V1.1: The Bros. Update
-Palettes are now available, thanks to BestGamerReview! What's in them you may ask? Check them out for yourself!
    - Though the custom palettes may mess up some of the individual sprites, and also won't apply to Mario's freeze sprites since the sprite itself isn't "custom palette friendly."
-Added a NEW Crouching Heavy Kick animation
-Added ctrl to airdashes
-Normals can now be cancelled to all specials
-"Mario Finale" proj. now goes faster after a while to prevent infinite hits
-"Mario Finale" proj. damage increased by 2%
-Adjusted crouching medium punch's animation
-Added CLSN2 boxes ontop of CLSN1 boxes each time mario strikes his hand/feet out.
-Added minor cooldown time to fireball (and EX) special to prevent attempted spamming
-Aligned some sprites
-Added missing sounds
-Updated Readme

V1.11: A small, red plumbing fix
- Special intro against Bowser Jr. no longer plays during simuls (cause of complex coding and shet)
- Added juggle limit to ground pound to avoid infinites
- Crouching Strong Punch no longer can be comboed into iceball due to infinites
- Fixed bug where EX fireball is unblockable up close
- Added Uya icons

v1.2: YOOOOOSSSSSHHHHHIIIIIII
- Added Special Intro against Super Better Yoshi
- Made adjustments to Yoshi assist, most notably sound effects.
- Fixed bug in Yoshi assist where the egg would spawn in a different place when in simul mode.
- Special intro against Better Luigi (remastered) no longer plays during simuls (cause of complex coding and shet)
- Yoshi assist can no longer be performed against Super Better Yoshi
- Credited a certain someone about a certain hyper.
- Made "Mario Finale" and "Hammer Throw" blockable up close.

V2: A "wonderous" update
- Apart from adding new ones, a lot of the sprites and animations received a significant overhaul and have either been polished, replaced, or recolored (in the case of Drill Mario)
- Added two new custom stances
- Added a special "flawless" effect on one of Mario's winposes
- New moves: Slide and Galactic Spin
- Mario can now wall kick/jump
- Added a new win portrait
- Added a new hyper portait for "Mario Finale"
- Added two new compatibilites (passare and inflated fatality)
- Added groundbounce to Mario's air strong punch 
- Added a new winpose and victoryquote against Terry Bogard
- Mario's medium crouch kick can now hit downed opponents
- Added two new intros (one of them against Ashley)
- Mario's "super jump punch" special can now spawn odyssey coins + cappy
- AI has been buffed immensely with new combos and defensive techniques being enhanced
- Implemented new voices 
- Mario can now land near the player when holding the "down" key for combos when backflipping in "Flip Kick."
- "Rock mario" special is now slightly faster
- Slightly increased defense stats on rock mario and the metal palette.
- Adjusted timing of "Tanooki EX's" vfx
- Luigi no longer stops in the middle of his attack to do his win/lose pose
- Yoshi now faces mario during his lose pose
- Added the white cape for Mario's OHKO move
- "Super Spin" can now be combo'd into Tanooki (if I didn't add that in already)
- Slightly adjusted juggling combos 
- Updated Readme

V2.01: Let's-a-fix!
- Reduced parry's control delay by 5%
- Updated some AI combos and timing
- Modified some "AI-specific" triggers 
- Fixed some coloring errors on the newly added sprites

V2.1: A "post-wonderous" update
- Removed/Polished some AI coding + Updated AI scaling 
- Added more AI combos and abilities
- Added water particle effects on F.L.U.D.D 
- Tweaked lightning helper position
- Added PalFX during pause sequence on Heavy Thunderstorm
- Adjusted lightning velocity on Heavy Thunderstorm
- Added burnt animation to SMBZ-styled combo
- Recolored a few sprites 
- Revamped Super Hammer and can now be performed in air
- Altered "1-up" sprite on one of the winposes
- Added dizzy compatibility and effects to the cape's reflection ability
- Added EX version to Cape
- Added cooldowns to F.L.U.D.D and SMBZ-styled combo to prevent infinite juggling
- Modified hard aerial kick animation
- Modified one of the stance animations
- Modified explods particularly in the DK intro
- New hyper: Capture
- Iceball can now be performed in air
- Increased crouching heavy punch's air velocity by 0.5%
- Updated explods for Mario Finale
- Added special intro against Better Luigi in 12p
- Lowered Mario's voice volume significantly
- Updated Readme

---|ANIM 96013 INSTRUCTIONS (FOR REFERENCE)|------------------------------------
Sprites:
- Take the first frame of your character's stance sprite
- Edit it by adding Mario's "facial features." Specifically, his blue eyes, mustache, and (of course) his hat.
- Speaking of hats, how you design it on your character is up to you. You can include cappy or some other random hat. 
- The same goes for how the character looks in terms of costumes.
- Add the edited sprite into Fighter Factory as group "31069"...or any other number.

Animation:
- Make a new animation sequence that's numbered "96013." Add your edited sprite in there afterward.
- Change the time to "-1"...or keep it as "10" or any other number if you'd like.

---|Movements|------------------------------------------------------------------
Guardcancel:
(WHILE GUARDING)
c+z

Parry (SSBU inspired):
(WHILE GUARDING)
F

Dodge:
a+x

Powercharge:
hold b+y

Walljump forward (back edge):
U+F

Walljump back (front edge):
U+B
---|Specials|-------------------------------------------------------------------
Fireball:
(AIR AVAILABLE)
QCF,x

Fireball EX:
(AIR AVAILABLE)
(costs 500 power)
DP,x

Cape:
(AIR AVAILABLE)
QCF,y

Cape EX:
(AIR AVAILABLE)
(costs 500 power)
DP,y

Super Jump Punch:
(AIR AVAILABLE)
QCF,z

Super Spin:
(AIR AVAILABLE)
QCB,x

Flip Kick:
(Press or hold "y" for a second hit, then press or hold "y" AGAIN for a triple hit)
(Hold "down" on triple hit to land near the opponent)
(AIR AVAILABLE)
QCB,y

Iceball:
(AIR AVAILABLE)
QCF,a

Tanooki:
(Hold "up" to increase altitude)
(AIR AVAILABLE)
QCF,b

Tanooki EX:
(Hold "up" to increase altitude)
(AIR AVAILABLE)
(costs 500 power)
DP,b

Rock Mario:
QCF,c

Thunder:
QCB,a

Drill:
(AIR AVAILABLE)
QCB,b

Ground Pound:
(AIR ONLY)
D,D,x (y and z available)

Slide:
F,F,x (y and z available)

Galactic Spin:
(AIR AVAILABLE)
F,F,a (b and c available)
---|Assists|---------------------------------------------------------------------
Luigi:
QCB,z

Yoshi:
QCB,c
---|Hypers|--------------------------------------------------------------------
Super Hammer:
(AIR AVAILABLE)
(Costs 1000 power)
QCF, x+y

SMBZ-Styled Combo(?):
(Costs 1000 power)
QCF, y+z

F.L.U.D.D Overdrive:
(AIR AVAILABLE)
(Costs 1000 power)
QCB, x+y

Boomerang Cappy:
(Costs 1000 power)
QCB, y+z

Capture:
(PERFORMED DURING "Boomerang Cappy's" SUPERPAUSE)
(Costs 500 power)
QCB, y+z OR hold y+z

Hammer Mario:
(Costs 1500 power)
QCF,a+b

Heavy Thunderstorm:
(Costs 1500 power)
QCF,b+c

Mario Finale:
(AIR AVAILABLE)
(Costs 2000 power)
QCB,a+b

Rainbow Star:
(UNABLE TO USE HYPERS)
(INCREASES SPEED 2x)
(INVINCIBLE)
(Costs 3000 power)
QCB,b+c
---|FATAL HYPERS|--------------------------------------------------------------
SUPERSTAR MARIO:
(Costs 3000 power)
(Must have 1/4 of health) 
QCF,s
-------------------------------------------------------------------------------
CREDITS!
Nintendo: For making Mario exist
Tufftony and others: For sprites of Mario and Luigi
PxlCobit: For sprites of Donkey Kong
Sounds resource: Sounds and voices from SSBU and from other Mario franchises
Solarflared: The crit effect (FORMERLY, as I had to change it in an entirely different way)
Dyz-69: For sprites of Yoshi
AsylusGoji91: For sprites of Princess Peach
Oliver as Latias, Plasmoid Thunder, Dissidia, and Derpy Sponge: Custom portraits of Mario
BestGamerReview: For making Palettes of Super Better Mario
Sumin: For the coding and inspirational idea of the Mario's Final Smash (Mario Finale)
EmRuHire: For recoloring "Drill Mario" sprites in reference to Super Mario Bros. Wonder

Thanks to YOU for downloading, giving feedback, and enjoying this character.
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