Paper Mario... man I look back on that and think I could have done so much better. Occasionally blurry sprites, EoH template, bad palette, odd choice in move set, one frame attacks, and so much more. But oh well, it was a fun experience at the time.
It's a pretty good remake/upgrade of the original game. Tons of enemies, tons of carnage, tons of fun. The new music is pretty kickass too. The only real problem I have with the game is that it's waaaay too short compared to the original, that and some of the older enemies are missing.
Always remember to turn debug mode on when testing out your character by pressing CTRL + D if isn't already on. It can assist in pinpointing problems with your character by giving detailed information, such as your character's stateno, the amount of ticks\frames are being played in the animation, the amount of active helpers, and more.
Remember to always include all of the required sprites in your character. If you don't you'll get a lot of debug errors in mugen and your character might not react properly to throws and other attacks.
If you use a set of sprites that are all uncropped and on the same axis, don't crop the sprites until you've finished adding them to the SFF file. Cropping beforehand will result in misaligned sprites.
On another note about cropping sprites, Fighter Factory has an autocrop feature that will crop EVERY sprite in your SFF file. that can be used by pressing CTRL + K. Use it to crop all of the sprites in your SFF file before release.
Even more about sprites and alignment. If you, for some reason, have to use cropped sprites with no specified axis, then make use of Fighter Factory's onionskin feature to help align things quicker.