All the while Alpha Mario isn't performing an attack, being attacked/ grabbed or performing an evasive maneuver, he will constantly be 'on fire'. I designed this to be an aura, and I think it turned out ok.
This also applies to walk, jumping (
He has 5 jumps) and falling from special attacks. It deactivates when he is taking damage, falling from a launcher attack, or has been grabbed.
A, A, AAll of the attacks have been made stronger. Just saying now so that I don't have to keep repeating myself
Red lightning has been given to his A combo, and it now deals lightning damage. (Seems fitting, no?)
Dash AttackThe dash attack delivers a small amount of aura damage to the foe.
Stronger attacksSide AWe all know that the Side A has 3 different levels. So I gave Mario 3 different elements.
Tilting straight forward will give the attack fire damage.
Tilting up slightly will give the attack a lighting effect.
Tilting down slightly adds ice to the move.
Up AUp A has a lightning effect now. Seeing as Up A is a high attack, it is closer to the sky right?
So a lightning strike seemed very fitting.
Down ADown A is now an ice move, with the possibility to freeze your foes.
Smash AttacksForward SmashThe original puff of fire that Mario would normally give off seemed a little bit weak to me, now that I understand the wonders of the PSA program.
The knockback has greatly increased, and is likely to kill at low-ish percentages.
I think this should be appropriate...
Up SmashTo go with Mario's Up A attack, a stronger lightning attack was in order, I think.
This attack delivers a lightning storm around Mario that is likely to K.O your opponents at low percentages, say around 70-85% for mid-weight characters such as Sonic or Marth.
Down SmashThe breakdancing deserved an update worthy of being called part of Alpha Mario's moveset.
Each kick gives off a large aura burst dealing aura damage as well.
(It looks a lot better in the game though.)
Aerial MovesNeutral AirAgainst an aerial opponent, this attack just does damage and some decent knockback.
Against a grounded opponent, this attack stuns the opponent with the same effect as a broken shield.
Forward AirWith his newfound powers, Mario has discovered that he can smite his foes to the depths of the abyss with the powers of darkness...yeah, a spike with darkness attributes.
Back AirThe back air attack now has massive knockback compared to what it was, and deals fire damage.
Down AirIt now deals aura damage with each hit, and the flares swirl as he spins.
Up AirUp air now has ice attributes and a lot more knockback than the original attack.
SpecialsNeutral SpecialThe fireball hasn't changed in itself, but Mario's powers allow him to launch them as fast as he possibly can.
In other words, its a semi-auto fireball launcher.
Up SpecialAlpha Mario doesn't want coins, he just wants pure ownage. Each hit deals lightning damage on the way up.
RecoveryQuickThe quick recovery move (under 100% damage) has been upgraded to a fire kick...
Slow...while the slow recovery attack deals darkness damage and has a larger hitbox and knockback.
The DOWN TAUNTYou may be wondering why this is in big and important letters.
You may also be wondering why this picture has it's own spoiler box.
You might even be wondering why I'm stalling and not just telling you what this is.
It's all because of the fact that this is my pièce de résistance, the cream of the crop, the pick of the litter....
BOOM!
Pretty damn cool I'd say.
This attack, while doing 4 damage at the most, hits any character from anywhere on the stage (even from opposite ends of the 'Temple' Melee stage!). It also has decent knockback that sends the character straight up.
Even if you were close to Mario while he was performing this attack, it wouldn't matter, because he has an intangible state while he is in this animation, so you couldn't hit him if you tried.
I hope you all like this, because it took a while to figure out what was wrong with it.
Then I realized that it was because one of the ending timers started before the offensive hitboxes actually appeared.