I have the next 5-6 videos set up so I'll release a new video every 2 days if no one finds anything wrong in the scripts.
Edit: Also, know that this is only a quick intro to the moves. Things like the Cape Teleport probably won't go in with the Cape video. It will probably get its own video.
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Aerials
Neutral Air
Damage: 10-5%
Range: Short
Comes Out: Frame 3
Mario’s Neutral Air has two parts to it, the initial hitbox, which causes 10% and the lagging hitbox which causes 5%. The initial hitbox also has a considerably larger amount of knockback. The move stays out long and has a very high priority The lagging hitbox can also lead into combos. “It basically feels as if people are just running in a wall every time people try to attack Mario while he has the N-air out.” –HeroMystic
Forward Air
Damage: 12-13%
Range: Medium
Comes Out: Frame 17
The most notable and obvious trait of the Forward Air is that it is a spike, but there is much more than meets the eye with this attack. The sourspot, or non-spiking area provides a good amount of knockback which can kill. On the stage, if your opponent gets hit with this, they are susceptible to a jab lock.
Up Air
Damage: 11%
Range: Medium
Comes Out: Frame 4
Up Air is Mario’s Number 1 combo tool because its speed. Try to use it multiple times in the air to create a string of attacks. This move is also good if used with short hops and has gimping similar to that of Back Air. "Try experimenting with it to see what two aerials you can do in 1 [Short Hop]. Great for damage dealing, juggling, and edgeguarding."-A2ZOMG
Down Air
Damage: 1,1,1,1,1,7%
Range: Medium
Comes Out: Frame 5
Down Air is a great method or approach as it gives a very large amount of shield pressure. “You know the douchebags that love to shieldgrab Mario because of his low range? Well, shield pressure allows that to not happen, and D-air gives out that shield pressure we need.” –HeroMystic If your opponent happens to get caught in the tornado, it will send them into the air which is a great way to start combos.
Back Air
Damage: 12%
Range: Medium
Comes Out: Frame 6
Probably one of Mario's best spacing tools. Has good range, and comes out fast. Can be followed with an up air, neutral air, and even a second back air out of one short hop."-Sensei With this move, Mario can create a semi-wall of pain which can gimp characters with bad recoveries such as Link, Ike and Captain Olimar. The move is also very good for spacing because of the range and knockback it provides.
Copy and Paste
http://www.youtube.com/watch?v=lDn9H3TXeJI