I usually don't post here especially with how unstable the public speculation is right now, but really, this post worth its purpose.
I just first want to thanks one member which I got happy to talk with, @
MegaMarioMan9 who just did probably what I think is the most representative and imo, best moveset of Paper Mario.
This read is REALLY reccomended as it really just shows very well what he could do in smash and its "infinite potential" I keep bringing up in my sig
ENJOY!
Note: not by me, but by @
MegaMarioMan9 even if some ideas was from a moveset I made, I think his one is just way better than mine.
[collapse=by MegaMarioMan9]
PAPER MARIO
He is a very light fighter; just as light as Mr. Game and Watch, in fact! He shares the same two-dimensional trait, so he doesn't have much in terms of weight, though he does fall at an average speed. However, he more than makes up for this through his power and special tricks. With all this insane potential, there has to be a gimmick, right? ...Were you expecting me to say there's not?
FP stands for Flower Points. They are a concept found in the Paper Mario games that serve an equivalent purpose to Magic Points or Mana Points used in a majority of other RPGs. They limit the use of specific attacks characters can use, as do Flower Points. I would like to translate this idea into Smash as a way to make Paper Mario a more strategic character. He starts at a base of 25 FP, and certain attacks that he performs will use up a predetermined amount of FP. The moves I explain below will include an amount of FP that is needed to use them, if any is needed at all. It will be displayed beside the name of the move. If there isn't an amount of FP present, that means it requires no FP.
If a move that requires FP is attempted while you have 0 FP, Paper Mario will make his "Wah!" sound that he makes when he is attacked unexpectedly. He will trip and fall on his face like any ol' Shyguy. This will essentially act as a trip, only self induced. You have the limited movement options that you normally would while tripped. While it can be a very bad thing, it could also be used as a makeshift fake out tool.
There is also a way to get around this gimmick, which will be later explained...
<< Smash Attacks! >>
Forward Smash -
Power Smash : 2 FP / 8, 11, 14, 20 Damage
C'mon, it has the word SMASH in it's name! This attack will have Paper Mario pull a spiked, silver colored hammer out and SMASH his opponents with it. It has an slightly slow start up time, but it takes very little time to charge compared to most smash attacks. A small hammer meter will appear about Paper Mario's head and count up to four. When released on each point, it will do the amount of damage corresponding to the amounts above, respectively. Charge it for too long though, and it will only do a measly 6 damage if it connects. It goes by quite quickly, so time it well. Has great knockback.
Also, right as this attack is performed, you can press the A button to do a backflip and land out of harms way. A small text saying
STYLISH! will appear above Paper Mario. This is especially useful for when you miss the smash attack and want to avoid getting punished.
Up Smash -
Hammer Throw : 1 FP / 5, 7, 9, 12 Damage
This attack works in the same way as Power Smash with it's timing. This attack has Paper Mario grab an orange hammer and throw it at the opponent. It's still quite big, still being the same size as his normal hammers. It is controlled in a similar way to Yoshi's Egg Throw, except doesn't go quite as high and is much slower. However, it has a good damage output if charged a bit and has a large hitbox. Has a few frames of cool-down time to prevent the player from spamming low charged hammers.
Down Smash -
Quake Hammer : 3 FP / 7/5, 10/7, 14/10, 18/14 Damage
This attack uses up more FP than the other attacks, and there's a reason for that. This move has nice range. Same timing as previous smash attacks, with a small addition. If this purple hammer hits the opponent directly, the damage is the first number in each sequence shown above, and when hit with shockwave produced it does the second shown number. The range is just over a roll's distance away, so it's great for punishing them. If the opponent is caught by this attack's shockwave (not hammer hit) in the air or on a ledge, they are hit with a meteor effect. As the shockwave effect extends into the air (though the distance is cut short), it is a useful edgeguarding tactic against many opponents.
--Physical Attacks!--
Neutral A -
4 Damage
During this attack, Paper Mario "peels" off a section of the screen. It acts just like Mario's cape where it has the ability to reflect projectiles, but it can only be used on the ground. It deals less damage, but it has a much bigger hitbox and has the same activation speed.
Forward Tilt -
6 Damage
Paper Mario swings his trusty wooden hammer in front of him. Unlike his smash attacks, this hammer acts like his hammer when he's running around on the map instead of in a battle, so it has no charge. While it doesn't do much damage, it's quite quick and has fair range. It also requires no FP, so you can use it at any time.
Up Tilt -
8 Damage
Paper Mario instantly ducks and a spike helmet appears on top of his head. As only the spike on top does anything, it is very hard to hit but very rewarding. Only works on opponents coming from above. If the opponent is hit by this, it has KO potential at somewhat high percents. This move only stays out for a split second though, and you have to wait until it peels off to use it again.
Down Tilt - Slip Up : 2 Damage
The only move on this list that isn't 100% based off of anything in any of his games. It is similar to Sticker Peel, except you pull off a small section of the floor which causes your opponents to trip, letting you possibly follow up with an extra move. Remember that it doesn't do much damage.
Dash Attack -
2 Damage (Per Hit)
Paper Mario performs a spin dash that sends him spinning forward. This attack acts similarly to Luigi's dash attack, except it is faster, but does not trap enemies as well. At about the end of the spinning animation, you can jump to prevent yourself from having ending lag. The attack normally deals out 2-4 hits, depending on how low your opponent is on damage (the lower it is the more hits). He can be easily hit out of this attack though, so be careful to make sure it connects.
==Aerial Attacks!==
Neutral Aerial -
Barry / Spike Barrier : 6 Damage
Paper Mario is suddenly surrounded by a spiked shield created by none other than Barry the Pixl! This move makes him invincible for about a second, but has incredible landing lag. It should only be used when you're sure it will hit, because you will likely be punished if it doesn't. However, it has a set knockback just far enough away so that when it DOES hit, you won't be punished for it. About a second of invincibility, and just under a couple of seconds of vulnerability.
Forward Aerial -
Watt / Power Shock : 4 Damage (Per Hit)
Strange how two partners from very different games can look alike, huh? Anyways, Watt is an electrical being that Paper Mario holds out in front of him to zap his foes. She has a bit of a delay to appear, but she also mildly stuns foes, so it may be possible to hit them twice with the same attack, since it has very little knockback. A decent damage racker, if you can get used to the timing of it.
Back Aerial -
Lady Bow / Fan Smack : 1 Damage (Per Hit)
Lady Bow has the uncanny ability to smack unsuspecting victims in their faces. This has a slightly small hitbox as the opponent has to be hit by her fan, AND it also has a small time frame to hit, but when it does hit, it locks the enemy in place and smacks them 5 times, dealing 1 damage each time. At the end of the attack, the enemy is knocked back a very nice distance on the last smack. Feel free to feel bad for all those Little Macs out there. May Grambi help them in their struggles...
Up Aerial -
Hopslipper : 5 Damage
This small green slipper "thing" gives Paper Mario a little bit of instant yet somewhat short vertical distance, damaging any enemies that come in contact with his noggin. It is more useful as a recovery move, and can only be used once after becoming airborne, so be careful not to try using it again before landing on the ground.
Down Aerial -
Thudley / Ground Pound : 7 Damage
Thudley the Pixl appears next to Paper Mario and gives him the ability to ground pound. It has a bit of start up, but when you sweetspot it with your butt, the attack acts as a meteor. Otherwise it acts as a weakened version of a footstool jump. He also gains a bit of height when it connects. It doesn't doom him to fall off the stage if it misses, but he does fall down a ways and it may be difficult to recover if you used it very low. Also, if you press the A button right as it connects, you'll jump up even higher than normal and the infamous
STYLISH! will appear here as well.
\\Grabs!//
Grab -
Thoreau / Grab
Thoreau is a tether type of grab that allows Paper Mario to grab his enemies from a distance. It is laggy like most tether recoveries, but of course has plenty of range to make up for it.
Pummel -
Power Bounce : 2 Damage (Per Hit)
While Thoreau is holding the opponent in place, Paper Mario is jumping on top of the enemy performing power bounces. He repeatedly jumps on the enemy for 2 damage per jump. Be warned that when you are fighting more than one opponent, you will be vulnerable to attacks while you are jumping.
Forward Throw - Toss : 5 Damage
Thoreau tosses the opponent forward dealing minor damage. This attack has fair knockback and may be used to KO at high percents.
Back Throw - Shoulder Toss : 5 Damage
Acts exactly the same as the forward throw, but sends the opponent backwards. "Over the shoulder", if you will.
Down Throw -
Vivian / Fiery Jinx : 9 Damage
This attack has the same properties as Ness' down throw attack; but for visuals, Vivian quickly takes Thoreau's place and snaps her finger. This causes the opponent to burst into flames, dealing 9 damage and sending the opponent forward. Paper Mario suffers a bit more lag than Ness in this situation, however.
Up Throw -
Sushie / Squirt : 3 Damage
This move should mostly be used to either push an opponent off the top of the screen at high percents, or to make them more vulnerable if they don't have many options to land on the ground. Sushie appears and squirts water from underneath the opponent, causing them to start flying upwards. This doesn't make them enter free fall, so they may still have a chance to attack you on their way down. This attack sends opponents farther the more damage they already have.
**Special Attacks!**
Neutral Special -
Honey Syrup
This is the most important move that Paper Mario has access to. It doesn't do any damage to his enemies, but it HEALS HIS FP BY 5 POINTS. However, this move takes time to use. He holds the honey syrup above his head and then eats it (using PM64's eating animation). This process takes about 3 seconds, plus an extra second of ending lag as he gives a thumbs up to the camera. It is useful to use it after knocking an opponent offstage where you should be able to finish off one. If you manage to KO an opponent off the top of the screen, you may be lucky enough to get 2 honey syrups down. It is extremely important to remember that this move is NON-CANCELABLE. Once you start to use it, you are going to either finish it or get hit and gain no benefits.
Neutral Special (Custom 2) -
Maple Syrup
This move works the same way as a honey syrup, but takes 6 seconds (+ the extra second of vulnerability) and heals 15 FP. Yes, I know they only heal 10 FP in game, but this keeps it balanced as you would be vulnerable for a much longer period of time, giving the opponent a chance to attack you. It's harder to pull off, but the rewards are much more beneficial. You still can't cancel this attack, however, so be careful.
Neutral Special (Custom 3) -
Gradual Syrup
This move also acts the same as the last two, but this time with a twist. It only takes about a second and a half to activate (without the extra laggy pose), and it heals 5 FP over time. You can do other things while it heals you, but this takes time and you may need the FP right away. Plus, you can't use another one until the effects wear off. It takes about 15 seconds to heal the total 5 FP, 3 seconds per point. Used more as a during battle item rather than a free time item.
Forward Special -
Kooper / Powershell : 3 FP / 14 Damage
Paper Mario performs a quick jump as he sends Kooper flying out in front of him. It takes him a second to send him out, and he is a bit of a slow mover, but he does good damage and here's the catch; as long as you hold in the B button, he will stay in place until you let go or get KO'd. You can surprise opponents by letting go of the button while they least expect it. It deals a fair amount of knockback and can go through multiple opponents, but beware the amount of FP it costs. Also remember that you can't use any other special moves while holding in the button, so try to get him to attack an opponent as quickly as possible.
Forward Special (Custom 2) -
Koops / Shell Toss :2 FP / 8 Damage
Koops is also jumped on and kicked forward, but the difference is that he is faster, weaker, covers more range, doesn't go through opponents, and doesn't cost as much FP. That's pretty much all there is to it.
Forward Special (Custom 3) -
Shell Sticker : 4 Damage
Paper Mario doesn't have to jump on this shell, but instead just kicks it quickly. It travels as fast as Koops, but cannot be held in to keep it in place, and will keep moving forward for a couple seconds. It will also fall in an arc if it falls off a ledge. It's benefit is the extra range and that it costs 0 FP, but remember that it's much weaker and can't be held.
Down Special -
Admiral Bobbery / Bob-ombast : 4 FP / 26 Damage
Admiral Bobbery does tons of damage, knockback, and has a big hitbox, but can be very predictable if used incorrectly. Paper Mario has to set him down slowly, and he walks forward slowly, but can be activated at any time... slowly. It is very effective when you knock an opponent into the explosion, but that can be hard to do. You also can't activate him while he's in the air, so no ridiculous edgeguarding is possible. Very useful for becoming an excellent combo finisher. Remember that you can use your other B moves while using any down special, but you will detonate them right as you press another button.
Down Special (Custom 2) -
Bombette / Power Bomb : 2 FP / 14 Damage
Acts similarly to Bobbery, only faster in both movement speed and activation, moves a bit farther, deals less damage and knockback, and costs less FP. That's all.
Down Special (Custom 3) -
Boomer / Explosion : 8 Damage
Boomer is a stationary bomb Pixl that Paper Mario places down. He can be activated almost instantaneously, but has a smaller damage output and less knockback. However, he costs 0 FP, which could attract some players.
Up Special -
Plane Mode : 6 Damage
This move is mostly used for recovery, but if the tip of the plane hits, then the opponent receives 6 damage. This move has excellent horizontal recovery, and a tiny bit of vertical recovery. Paper Mario jumps about the same height as a Hopslipper makes him and he transforms into a paper plane after folding for a bit under a second. you can control the up and down movement and cancel at any time, but you will enter free fall when you do. He can be hit out of this move.
Up Special (Custom 2) -
Parakarry / Air Lift
Parakarry lifts Paper Mario and carries him a short distance. You can control which way he will carry you, but he doesn't carry you far. It does no damage, but while you are being carried you are completely unflinchable. You will take half damage from attacks, and you can cancel to enter free fall at any time.
Up Special (Custom 3) -
Carrie
Carrie creates a platform for Paper Mario to ride. It provides no vertical distance, but carries him horizontally for a short while. You have the ability to jump off of her at any time at the same height as another jump, and you can attack after jumping off. You have more options, but you are still vulnerable and do no damage.
FINAL SMASH!
Final Smash -
Art Attack : 3 Damage (Per Hit)
This Final Smash gives Paper Mario the ability of the Ruby Star; the power to draw very stylish lines around your opponents! It even freezes your opponents in place! You control the cursor with the analog stick, enabling you to draw circles with ease. This move is much faster than in the original game, so you can deal a lot more damage. If you're skillful, you can draw around your opponent about 15 times! Each circle does 3 damage, so that could equal up to 45 damage if you do well. This move tallies up the damage dealt and displays it right above your opponent, until the move finishes and sends your opponent flying, dealing the damage all at once. The opponent will have to be around at least 35-50% to be KO'd, so try not to use it too early.
If there's more than one opponent, it may be wise to wait until at least a couple of foes are near each other to use it. You can then easily draw around both opponents at the same time, dealing massive amounts of damage to multiple players.
(Extra Animations!)
Dodges -
Paper Mario shields like any other fighter, but his dodges are where it gets interesting. When he sidesteps, he turns paper thin by using his Paper Mode. He makes himself practically invisible to the screen by flipping sideways (SURE turning himself to the side would technically make him easier to hit as he's facing his opponents, but we won't pay attention to that.). When he rolls out of the way of an attack, he uses his Tube Mode to transform into a tube and roll onto the other side of or away from his opponents.
Water -
Since there is apparently at least 1 stage in the Wii U version of Smash that supports swimming in the water, there is need for an animation for it. Paper Mario would obviously transform into his Boat Mode, allowing him to float on water.
Idle Animation -
While Paper Mario is standing still, he will only bob up and down a bit and blink. If he waits long enough though, he will yawn and fall asleep. Tippi the Pixl will appear and rest upon his nose.
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Taunts!
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Down Taunt -
Paper Mario will pull out his Mailbox SP and begin looking at his E-mails for a couple seconds before putting it away.
Side Taunt -
Paper Mario leans forward with his hand above his eyes. He looks around to see if there's anyone to either side of him, making "Hmm?" noises in the process. After a second he stops.
Up Taunt -
Paper Mario looks and waves at the camera, appealing to the crowd. A cheer of applause is heard, but he of course doesn't gain any SP, because that would be 2 gimmicks; we only need one, right?
Codec -
If you are on the Paper Mario stage on either Smash version, you can use your Down Taunt and Goombella will appear beside you after you finish. She will give you information about your opponent in the form of text boxes, with the humor of the Paper Mario games still intact.
VICTORY!
Victory Animation 1 -
Paper Mario is in the middle of the screen. He looks at the camera and waves his finger back and forth, in homage to the victory animation of Paper Mario (N64). He then walks off of the screen.
Victory Animation 2 -
Paper Mario starts running in place, then starts to dash off screen. However, he ends up tripping on the way and falls flat on his face. Text appears on the screen saying, "Can't flee this fight!".
Victory Animation 3 -
Paper Luigi, Peach, and Bowser are all standing around silently talking with each other. Paper Mario walks on screen and waves at them, joining in on the conversations being had.
Victory Music -
Even if Paper Mario isn't part of his own series but instead the Mario series, he can still have a different victory tune, as indicated by Bowser, Bowser Jr., and Rosalina. This is the song that will play.
That's all for this moveset. Thanks for reading this insanely looooong idea of mine, it means a lot! I hope you enjoyed it!
END OF CHAPTER!
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Thanks for your attention
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