The test animation looked very nice!
If you're still looking for some criticism, the issues with the triple jump had to due with incorrect physics.
First, you should know that objects tend to rotate around their center of mass when in the air. Due Mario's flip pose, it's visually closer to the head region than the body (perhaps around the neck area, offset a bit towards the center of the pose?). That's explains the odd looking flip rotation.
The second thing to note is that the center of mass (com) is what follows the parabolic motion. Since you got the com wrong, it looks like Mario's defying physics (not in a good way) because it's moving all over the place instead of following that nice parabolic motion.
Third, Mario isn't reacting to gravity correctly. Realistically, if it took you 5 seconds to jump to peak height, it'll take you 5 seconds to drop back down. Also, the speed at which you rise is mirrored in the speed at which you fall. In the test, the 1st and 2nd jump fall look off because the fall speed is noticeably much greater than their rise speed. The third shows the reverse, where the fall speed is relatively very slow, even though he jumped the highest there.
Of course, you can exaggerate physics, but you need to be consistent.
---
Just because: When you're rotating, if you "tuck" your rotation speed increases (think of a spinning ice skating dancer). When you untuck, your rotation speed decreases. You can use this idea to increases Mario's flip rotation speed at peeks, where he tucks, and decrease rotation speed before landing, where he untucks. Currently, Mario untucks after landing on the pipe. Sure, You don't "have" to untuck, but he doesn't really respond appropriately at the moment. Of course it's a test animation, so this is just for your consideration.
---
Although I wrote a bit, I still think the animation looks great. I'm looking forward to seeing more!
If you're still looking for some criticism, the issues with the triple jump had to due with incorrect physics.
First, you should know that objects tend to rotate around their center of mass when in the air. Due Mario's flip pose, it's visually closer to the head region than the body (perhaps around the neck area, offset a bit towards the center of the pose?). That's explains the odd looking flip rotation.
The second thing to note is that the center of mass (com) is what follows the parabolic motion. Since you got the com wrong, it looks like Mario's defying physics (not in a good way) because it's moving all over the place instead of following that nice parabolic motion.
Third, Mario isn't reacting to gravity correctly. Realistically, if it took you 5 seconds to jump to peak height, it'll take you 5 seconds to drop back down. Also, the speed at which you rise is mirrored in the speed at which you fall. In the test, the 1st and 2nd jump fall look off because the fall speed is noticeably much greater than their rise speed. The third shows the reverse, where the fall speed is relatively very slow, even though he jumped the highest there.
Of course, you can exaggerate physics, but you need to be consistent.
---
Just because: When you're rotating, if you "tuck" your rotation speed increases (think of a spinning ice skating dancer). When you untuck, your rotation speed decreases. You can use this idea to increases Mario's flip rotation speed at peeks, where he tucks, and decrease rotation speed before landing, where he untucks. Currently, Mario untucks after landing on the pipe. Sure, You don't "have" to untuck, but he doesn't really respond appropriately at the moment. Of course it's a test animation, so this is just for your consideration.
---
Although I wrote a bit, I still think the animation looks great. I'm looking forward to seeing more!