Hello everyone, thank you for downloading Mario!
This is meant to be a remake of ShinRyoga and NeoAnkh's classic version with a lot of things reimagined.
Keep in mind, this is not intended to serve as a replacement for said character, it's a timeless character that helped get me into MUGEN, and my version was made soley as a tribute to it.

As for what you do with this character, all I ask is you don't make paletteswaps and NSFW edits of him, use him for money, or claim him as your own work.
Otherwise, have fun with him!

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Important Notes:

- This character was NOT designed for zoom stages or 16:9 aspect ratios!
  He is fully playable with them enabled, but you will likely experience graphical issues; some gameplay and AI behavior also may be affected.

- This character was primarily tested on MUGEN 1.1b so some effects might be slightly different on said verison due to how explods and transparency are handled between verions. 
  I did a fair amount of testing in 1.0, so if there's any glitches, they should hopefully be minor at the very worst.

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Changelog:

V1.16:
 - Fixed a crash with Mario Tornado

V1.15:
 - Bug fixing
 - Added SFX for whiffing throws
 - Added voice for starting a power charge
 - Added new SFX for activating Level 2 Supers
 - Mario can now act out of Air Special in its ending lag frames, much like his other aerials
 - Ground Pound now connects better
 - Landing Animation of Super Jump Punch is now super cancelable (if Mario had hit someone prior)  
 - Improved the AI again
 
V1.1:
 - Implemented measures for MUGEN's reversed commands bug
 - Implemented Caddie's NotHitBy fix
 - Corner Push is now applied against air-borne opponents
 - Super Jump physics have been reworked, generally allows for more control during it
 - Air Tornado Spins now connect more consistently
 - Super Star now increases movement speed while active
 - Updated palettes and fixed some issues with them
 - Changed and added some new visual effects 
 - Added new Hyper BGs and a finisher BNG
 - Added a HUD that shows the duration for Super Star (thanks to Vallery for sprites)
 - Adjusted screenshake on some normals
 - Hitboxes and Velocities on some moves changed to make combos more consistent
 - Fixed opponents not going into custom states when Air Special was canceled into a special or super
 - Fixed some quirks in the guard states
 - Fixed debug errors at round start
 - Improved the AI 

V1.06:
 - Added new voices for EX Fireball
 - Added voices for forward air dash
 - Fixed Coins in the "?" Block win pose not reseting to their default palette in 1.0
 - Fixed a slight oversight in the AI code

V1.05:
 - Fixed Combo Text not appearing on the P2 side
 - Fixed a small issue with the intro against himself on certain stages
 - Fixed opponents sometimes getting stuck in the throw state (mostly in simul)
 - Fixed command listing for Dash Attack in this ReadMe being incorrect
 - Improved the AI a little bit

V1.01:
 - Fixed an AI issue in simul

V1:
 - First release

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Moveset and Gameplay:

 - Combos:
    - Normals can be chained together from weakest to strongest 
    - They can also be canceled to specials and supers
    - Specials are super cancelable

 - Basics:
    - Mario has two jumps, one grounded and one airborne
    - X: Light Attack
    - Y: Medium Attack
    - Z: Strong Attack
    - C: Special Attack
     - Grounded Special is a launcher that can be followed up with a Super Jump by pressing up
     - Air Special launches the opponent to the ground where they will be downed for an extended period of time for a follow up.
       Opponents who launched to the ground a second time during a combo will be invulnerable to attacks while downed.
    - A: 
     - Dodge: Simply press A on the ground without holding any direction
     - Roll: Hold right or left on the ground to roll in the respective direction
     - Normal Air Dodge: Simply press A in the air without holding any direction
     - Directional Air Dash: Hold up, down, right, or left to be boosted in that direction.
                             You can air dodge diagonally by holding a horizontal and vertical direction at the same time.
                             This can also be used to wavedash.
     - Wavedash Shortcut: Press A during the pre-jump animation while holding left or right to instantly wavedash in the respective direction.  
    - B: Throw 
     - Causes a wall-bounce
    - Start: Taunt
     - Hold right, left or down for different taunts
    - Power Charge: Hold A and B
    - Dash/Air Dash: F,F (forward) - B,B (backward)
    - Super Jump: D, U (Ground only)
    - Dash Attack: F, F, two attack buttons (Ground only)

  - Specials:
   - Mario has EX specials that can be preformed by pressing two of the attack buttons at the same time, all cost 500 power
   - Fireball: QCF, x/y/z (Can be done in the air)
    - Normal Fireballs bounce on the ground, EX version floats and then explodes
   - Mario Tornado: QCB, x/y/z (Can be done in the air)
    - Can move by holding left or right
    - EX Version wall bounces, but only once per combo
   - Super Jump Punch: F,D,DF, x/y/z (Ground only)
     - EX version hits twice with an explosion 
   - Cape: HCF, x/y/z (Can be done in the air)
     - Reflects projectiles 
      - Light: Has no special effects
      - Medium: Causes a knockdown
      - Heavy/EX: Causes a wall-bounce
     - All versions expect for the light variant are unblockable (not the reflected projectiles)
     - EX version creates a gust of wind that increases its range
    - Ground Pound: D, D, x/y/z (air only)
     - Causes a ground bounce, consecutive ones used in a combo make the opponent invulnerable during the ground bounce.

  - Supers:
   - Super Flame: QCFx2, x (costs 1000 power)
    - Mario engulfs himself in a flame bubble and attacks the opponent (ground only)
   - Galaxy Spin: QCBx2, x (costs 1000 power)
    - Spins upward using Master Luma's powers that leads to a wall-bounce (can be used in the air)  
   - Super Hammer: QCFx2, y (costs 2000 power)
    - Mauls on the opponent with a hammer (ground only)
   - F.L.U.D.D: QCBx2, y (costs 2000 power)
    - Uses F.L.U.D.D to shot a massive burst of water (can be used in the air)
   - Super Star: QCFx2, z (costs 3000 power)
    - Gives invincibility for a brief time (ground only)
   - Mario Finale: QCBx2, z (costs 3000 power)
    - Mario uses his final smash! (can be used in the air)

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Credits:

Nintendo - For creating Mario!
ShinRyoga - For making the original sprites!  Also without you and NeoAnkh's Super Mario and Luigi, I would have never known MUGEN existed!
ValleryTheNepGamer96 - Making several sprites and animations (icon, taunts, death animation, F-Smash animation, Luma, etc.), letting me use them, and being an epic friend. 
SM853 - For making some other sprites
SuperMario193281 - Sprites for coin pile
DS12 - Sprites taken from Super Better Mario for intro against said character
TuffTony - Tanooki Mario sprites used as reference for ones used in the Tanooki intro 
XPGlitz236 - For the palette selector graphic
A.J. Nitro - Sprite rips
Everyone else that I might have forgot - Sorry if I forgot you, but you're awesome too!
God, Jesus, and everyone else on this earth - Thank you and God bless! :)