Super Mugen Bros. Mario (v1.5) by Shazzo, re-edited by DeluxeGamer705
From: Super Mario
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Back in 2022, I've released an edit of Shazzo's Super Mugen Bros. Mario (which is still called as SMBZ Mario by many people despite having NOTHING to do with SMBZ). At first, it was handled in a mediocre way, but I later began releasing updates to him and improved him by a decent amount. However, I decided to re-edit him from scratch to give him an even more polished state, along with new stuff, while also still keeping the hammer mode.

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1. CHANGELOG

-DXG's re-edit v1.5 (May 7, 2026)
 *[FIX] Plenty of animations had hurtboxes/hitboxes placed below the actual sprite, allowing for weird moments such as getting hit by anything below due to a hurtbox being below the main one.
 *[ADD] Character-specific intro against Super Mugen Bros. Luigi and Sonic.

-DXG's re-edit v1.4.7 (January 25, 2026)
 *[BUFF] When a parry occurs, a pause appears which gives a chance to use a move before the opponent can recover from the move they're using.

-DXG's re-edit v1.4.5 (January 19, 2026)
 *[FIX] A.I. could use Bro Blast at a distance even when Luigi was in the match.

-DXG's re-edit v1.4.1 (November 7, 2025)
 *[CHANGE] A.I, slightly.

-DXG's re-edit v1.4 (October 30, 2025)
 *[ADD] Match-over losing animation.
 *[FIX] In some palettes, some sprites had Mario's mouth match with his shirt and hat. Some also had some slight errors or oversights.

-DXG's re-edit v1.3.1 (August 29, 2025)
 *[FIX] Cancelling moves into hypers (and even performing them) was difficult due to the CMD file missing the default values.
 *[FIX] Due to an oversight, Mario couldn't cancel the majority of his moves into hypers.

-DXG's re-edit v1.3 (August 14, 2025)
 *[ADD] Aerial drift; now Mario can move in the air after jumping!
 *[BUFF] Mario now can use crouching attacks while running.
 *[BUFF] Standing strong attack now makes Mario move forward slightly.
 *[BUFF] Crouching attacks are now lows.
 *[CHANGE] Pausetime for medium standing and aerial normals, as well as for Super Jump Punch.
 *[BUFF] A.I. again.

-DXG's re-edit v1.2 (April 4, 2025)
 *[ADD] "DANGER!" message.
 *[BUFF] A.I, slightly.

-DXG's re-edit v1.1 (February 5, 2025)
 *[ADD] Parrying.
 *[ADD] Guard Cancel.
 *[ADD] Hyper Combo Finish.
 *[CHANGE] New palette selector graphic.
 *[REMOVE] Power gain from EX Super Jump Punch.
 *[FIX] Fireball's sound was not working correctly in EX Fireball.

-DXG's re-edit v1.0 (December 24, 2024)
 *[ADD] Jump sound.
 *[ADD] Two more winposes and replaced one of them.
 *[ADD] Losing animation.
 *[ADD] Taunt.
 *[ADD] New moves:
  - Fireball
  - Super Jump Punch
  - Mario Finale
  - Hammer Madness
 *[ADD] A.I. - I bet he'll be aggressive if you try to approach him.
 *[FIX] Head.pos and mid.pos positions.
 *[REMOVE] His unique common1.cns file due to it being very buggy.
 *[CHANGE] All of his files were renamed
 *[CHANGE] Moveset in numerous ways:
  - Tornado Spin:
   - Renamed to Mario Tornado
   - Now uses unique sprites instead of his aerial hard normal
   - Now attributed as an attack instead of a projectile
  - Firebrand:
   - Firebrand became a separate helper projectile
   - Changed the input from D, DF, F, any punch to D, DB, B, any kick to make space for Fireball
   - Now causes soft knockdown 
   - Now can be also performed when airborne
  - Super Punch:
   - Uses new sprites
   - Now causes a wall bounce
   - Now attributed as an attack instead of a projectile
  - Fireblast:
   - Renamed to Fire Blast
   - Fire became a separate helper projectile
   - Now causes hard knockdown
   - Now uses power when the superpause appears
   - Now attributed as a hyper instead of a special
   - Mario is no longer affected by cornerpush during the move
   - Animation when the projectile hits the opponent is now smoother by lowering the pausetime
   - Now can be performed also when any punch.
   - Changed the directional input from D, DF, F to D, DF, F, D, DF, F.
   - No longer gives back power
  - Bro Blast
   - Luigi now says "Here we go!" when the superpause appears
   - Now uses power when the superpause appears
   - Projectile became a separate helper
   - Projectile hits more times
   - Animation when the projectile hits the opponent is now smoother by lowering the pausetime
   - Changed the input from D, DF, F, Y+Z to D, DB, B, D, DB, B, any punch to make space for Mario Finale (also to be consistent with Fire Blast's new input)
   - Mario is no longer affected by cornerpush during the move
   - Now attributed as a hyper instead of a normal
   - No longer gives back power
 *[ADD] EX specials.
 *[CHANGE] Running animation.
 *[ADD] Animation when Mario stops running.
 *[BUFF] Mario's comboability has been heavily expanded - Mario now can cancel his normals into specials or hypers (save for his crouching hard normal). Certain specials can be also chained into hypers!
 *[FIX/NERF/REMOVE] Infinite priorities on attacks that show Mario attacking with his arms or legs.
 *[ADD] New sprites.
 *[CHANGE] Many animations were made more fluid and smooth.
 *[ADD] Hyper background.
 *[ADD] New hitsparks.
 *[ADD] Palette selector.

-Original (August 2, 2007*)
 *[EVERYTHING PRIOR TO THIS EDIT]*
*Judging from the files before the edit

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2. GAMEPLAY

-MAIN GAMEPLAY-
Mario is a character that has a mix of comboing and zoning. For zoning, he is limited to only one projectile when he has less than 1000 power, being his signature Fireball, though he has stronger zoning tools to use when he has enough power, such as the Mario Finale or the Bro Blast. When you want to get to the opponent, make sure they're doing something stupid before you can start comboing them!

-COMBOS-
Mario mainly focuses on comboing normals into stronger normals into his melee specials, mainly Mario Tornado, and then into any of his hypers. For a finisher, you can use any hyper if at enough power, or Super Jump Punch. One tricky setup is Super Punch into Super Jump Punch, but it's MUCH easier in the corner, so better take your opponent to the corner!

SPECIALS:

Fireball: D, DF, F, X/Y/Z
- A simple projectile where Mario shoots a fireball that causes soft knockdown if the opponent is airborne. Can be used while airborne and projectile velocity varies depending on the button pressed.
 - EX version: Shoots two fireballs.

Super Punch: D, DF, F, A/B/C
- Mario punches the opponent so hard, it knocks them away. Good combo tool that causes a wall bounce.
 - EX version: Has more knockback.
  - This is also used for the Guard Cancel, which requires 1000 power to be used.

Super Jump Punch: F, D, DF, F, X/Y/Z
- Mario performs an uppercut that makes coins appear if he hits the opponent. Distance and number of hits vary depending on the button pressed and is a great combo tool.
 - EX version: Longer distance, hits the opponent 4 more times.

Mario Tornado: D, DB, B, X/Y/Z
- Mario spins around, hitting the opponent several times. Causes soft knockdown on the last hit and is a great combo tool. Horizontal distance varies depending on the button pressed.
 - EX version: Causes hard knockdown.

Firebrand: D, DB, B, any kick
- Mario hits the opponent with a firebrand that comes from his arms. Causes soft knockdown and is a decent combo tool.
 - EX version: Deals more knockback.

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HYPERS:

Fire Blast: D, DF, F, D, DF, F, X+Y/Y+Z/X+Z (uses 1000 power)
- Original description: Mario charges his firebrand and releases a blast of flame.
 - Additions: Causes hard knockdown and is a great combo tool.

Mario Finale: D, DF, F, D, DF, F, A+B/B+C/A+C (uses 1000 power)
- Mario shoots a blast of flame that carries the opponent onto the other corner. Great combo tool and can be used while airborne.

Bro Blast: D, DB, B, D, DB, B, X+Y/Y+Z/X+Z (uses 2000 power)
- Original description: Mario summons Luigi, and the two attack the opponent simltaneously with a large blast of firebrand and thunderhand.
 - Additions: Excellent combo tool and causes hard knockdown.

Hammer Madness: D, DB, B, D, DB, B, A+B/B+C/A+C (uses 3000 power)
- Mario uses his hammer to hit the opponent several times with it. The last hit is a strike that causes a wall bounce. Excellent combo tool.

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3. PALETTES
Mario has a total of 12 palettes, all of which can be selected if you press a different button when you're at the character selectscreen. Note that palettes 7-12 can only be selected if you hold start (which is used for the taunt). However, Mario comes with a palette selector, which allows the player to select any of the 12 palettes, which can be helpful if they change their mind before the match can start. Below are the palettes:

A: Mario (Default)
B: Blue
C: Black
X: Luigi
Y: Original
Z: Fire
Start+A: Builder
Start+B: Reverse
Start+C: Wario
Start+X: 8-bit
Start+Y: DeMille (from Tomato Adventure)
Start+Z: Relek (also from Tomato Adventure)

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4. NOTES

-THINGS YOU CAN DO WITH HIM-
 1. Make a match with him.
 2. Share it with your friends/fans in case you would want them to gain a potential interest in the Mario series, if they somehow didn't hear about it.
 3. Give him an A.I. patch if you want his A.I. to be stronger. No permission needed, though credit will be still appreciated. :)
 4. Create additional palettes for him, in case you would want more variety or have your own palettes.
 5. Send me feedback if there are any oddities, oopsies, or bugs, especially that can affect his gameplay.

-THINGS YOU CANNOT DO WITH HIM-
 1. Make NSFW/18+ edits (this includes vore edits).
 2. Bash him (it's a waste of time. There are better ways of using your time rather than bashing. This isn't the 2010s anymore anyways).
 3. Make spriteswaps or paletteswaps of him, because doing them is laziness and is disrespectful.

-THINGS THAT REQUIRE PERMISSION-
 1. As I tend to have trust issues with some Mugen content creators, editing him further requires permission from me. Note that what can be edited are combos, gameplay, and other stuff, but absolutely no NSFW/18+ edits as mentioned earlier.
 2. Using codes from the character if you're creating a Mugen character yourself. It's better to learn how to code instead of steal, so if you would want to use some of his code, ask me first.
 3. Use of sprites in a different project.

-KNOWN ISSUES-
 1. The A.I. code is not perfect, but I tried.

-OTHER NOTES-
 1. This character was made only for Mugen 1.0 and up. Older versions of Mugen will not load the character.
 2. Tested on Mugen 1.1, but still works on Mugen 1.0.

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5. INSTALLATION

Struggling with adding Mario to your roster? No worries, here's how to do it:

1. Unpack the character's folder and add it in the chars folder
2. Go to data and open select
3. Paste the following name in the character section: MarioSMB

And here you go! Mario should now appear anytime you start Mugen.

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6. CONTACT

Found any bugs or oopsies with Mario? Then please tell me about them and I'll update him when I have time.

MFG: https://mugenguild.com/forum/profile/DeluxeGamer705-99108
MFFA: https://mugenfreeforall.com/profile/28846-deluxegamer705/
YouTube: https://www.youtube.com/channel/UCGfXpYBe143GxmRUvp8Q7fQ
DeviantArt: DeluxeTheGamer705
Twitter/X: @DeluxeGamer705
Bluesky: DeluxeGamer705
Discord: @deluxegamer705 (note that I do NOT do friend requests with randoms)

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7. SPECIAL THANKS
Shazzo: You get the picture.
Nintendo: For creating Mario.
AlphaDream: For creating Mario & Luigi: Superstar Saga.
KratosGoji91: For the sprites.
WahooMario: For the match-over sprite (had to recolour it though to fit the palette).
Kong: For ripping the hitsparks.
Elecbyte: For creating such a wonderful fighting program.
My fans: For supporting me and enjoying my characters.
Some people on Mugen Fighters Guild: For providing feedback for my characters.
You: For downloading him, of course.