CHALLENGER APPROACHING!
Paper Mario has joined the brawl!
Appearance:
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This Brawl character of Paper Mario is based off of the original games scenery, sprites and characters. Paper Mario is mostly on the stage by him self, but when he uses moves that require a teammate, they will appearfor that attack, then dissapear again.
Symbol:
These are some alternate colors for paper mario and his partners:
Kirby Hat:
Kirby gains PM's hat and turns into paper himself!
Entrance:
Paper Mario falls out of the sky floating back and forth (because he is paper) and jumps onto his feet once he lands on the ground.
Taunts:
Up - Mario falls asleep standing up for a bit, then wakes up shaking his head.
Side - Mario puts on hand under his overall strap and the other he wags towards the camera as he looks downwards.
Down - Mario spins around a few times, then falls face-first to the ground.
Victory Poses:
- Mario falls from the sky like paper and jumps back up (same as entrance).
- Mario smacks his hammer against the ground a few times and then does the finger-wag from his side taunt.
- Paper Peach and Mario are already on screen as Peach kisses Mario on the cheek and Mario does his "waving arms back-and-forth, stand-on-one-foot, about-to-freak-out" animation.
Stats: (1-5)
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Size: about as tall as Kirby or Jigglypuff.
Power: 4
Speed: 3
Range: 3
Jump: 4
Weight: 1 (He's paper, though his falling speed can sometimes have you thinking otherwise)
Air Mobility: 2
Lag: 2 (1 = little, 5 = a lot. Paper Mario has very little to no lag from landing his Aerial moves, but has quite a bit from a few of his smash attacks)
Wall-Jump: no
Wall-cling: no
Jumps: (2, plus upB recovery)
Standard Attacks:
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-Neutral-
A - Mario throws a short, right jab.
AA - Mario follows his right jab with a left jab.
AAA - after Mario's second punch, Goombario appears and Headbonks the opponent, sending them sliding backwards along the stage a little bit. Goombario walks back to Mario and does the "spinning jump" (like when you switch partners) and dissapears.
-Dash-
>>A - Mario start spinning around and quickly starts losing momentum. The attack does up to five hits, with almost no knockback except for the last hit. It has about the same knockback as the third hit of the neutral AAA combo. This move was based off of the spin dash. ZZZZZZZZZ!
-Tilts-
Side A - Bow appears and smacks the opponent with her fan. Depending on where the fan hits the opponent, the could be sent anywhere from straight forwards to straight up.
Up A - Parakarry appears and twirls his wings around just above mario. There are three hits to this move and it can send the opponent either forwards or back, and slightly upwards.
Down A - Mario swings his hammer in front of him along the ground. The knockback of this move sends the enemy upwards.
-Aerials-
Neutral A - Mario pulls out Watt and holds her in his hands as she zaps nearby enemies. This move is very similar to Brawl G&W's N-air.
Forward A - Mario pulls out his hammer and after a short delay, sends them downwards with a quick smack. This move is a spike. (yeah I changed my mind)
Back A - Bow appears and smacks anyone behind Mario with her fan sending them mostly stright back. This move is very similar to Marth's B-air.
Up A - Mario spins in circles (much like his dash attack) only, if you are hit by this move, you are sent flying sideways out the way they came in. Also, this move does not attract foes (like the dash attack).
Down A - Mario does a "stall-then-fall" ground pound, famous of many mario games. This is based on the ability given to Paper Mario when you wear the lv.2 boots. If you are on the ground when this attack hits you, you will be sent either direction sideways along the ground. If not, you will be sent to either direction going upwards.
-Smashes-
Side A - Mario swings his hammer like a baseball bat sends thi foe forwards (about a 45-degree angle) no matter where the enemy is located in relation to Paper Mario. (as long as they touch the hit box, obviously)
Down A - Mario crouches and pulls his hat over his head quickly as Bombette appears and explodes damaging nearby enemies in every direction. The direction they are sent flying is based on the enemy's location relative to Bombette.
Up A - Lakilester appears and throws three spiny eggs upwards in quick succession. The eggs dissapear when they touch the floor. The first two eggs do not have much knockback, but the last one is extremely powerful. It sends foes straight upwards and the last egg alone can kill a Mario (standard Mario) at 90% without charging. The downside is that even without charging, this move has an insane delay before the attack actually happens.
Special moves:
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Neutral B - Hammer. Mario simply swings his hammer overhead and brings it to the ground. If you are not hit by the hammer itself, there is a small "quake" on the ground in front of the hammer which can hit you. This move is chargeable.
Side B - Sushie. Sushie appears, and after a short delay, she jump and does a belly flop in the direction of the closest enemy. This move has a "lock-on" that will hit the target 75% of the time. This move sends the opponent a slight bit upwards and in the direction that Sushie was going. This move cannot be used again until Sushie either:
A) returs to mario
or
B) fall off the stage and hits the blast zone.
Down B - Kooper. Kooper appears and hops into his shell. Mario then jump onto him and kick him forwards along the ground, then return quickly back to Mario. If you hold "B" while doing this move, Kooper will stay at the farthest point in his slide and continue spinning until you release the "B" button.
Up B - Parakarry. Parakarry appears and Mario grabs his arms. With Three big flaps of his wings, Parakarry sends Mario upwards, while Mario has a little control over right-left direction. If an opponent hits Parakarry's wings, they will be damaged, however, this move has little to no killing potential.
Grabs/Throws:
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Z (L/R+A): Mario reaches out and grabs the opponent.
Up throw - Mario lifts up the baddy and Bombette explodes underneath sending them upwards.
Down throw - Parakarry Dives into the enemy bouncing them up off the stage.
Back throw - Mario tosses the enemy upwards slightly while Watt zaps them backwards.
Forwards throw - Bow smacks the enemy with her fan three times. Mario lets go right before the third.
Final Smash:
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STAR SPIRITS
Muskular - or - Skolar
The match freezes for a few seconds as all of the star spirits appear and talk to Mario.
Eldstar explains that most of them would be of little help to Mario in this situation except for Skolar and Muskular. You have a couple seconds to choose from one of them and whichever you pick, they perform their respective Star Powered attack.
Skolar:
Star Storm - Paper Mario summons the star spirit, Skolar. Skolar then uses his signature move, Star Storm. A bunch of stars bombard the playing field for a few seconds which have lots of knockback. A single star can kill at about 73%. The stars themselves do 20-30%damage each.
Muskular:
Chill Out - Paper Mario summons the star spirit, Muskular. Muskular then uses his move, Chill Out. Every player on the field (besides Mario) becomes tiny, similar to the effects of lightning. Every other player then becones very easy to K.O. This effect lasts until you die, or for fifteen seconds.
Stages:
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Bowsers Castle: FINAL BATTLE
This is much like a smaller version of Final Destination (Melee), except that if you hit the propeller on the bottom, you will take damage and be spiked. This was based on the platform where you fight Bowser for the last time. (I know that his castle isnt really that far away, I just wanted some scenery)
Music available for this stage:
King of the Koopas (Default primary)
Star Sanctuary (Default secondary)
Battle Fanfare
Freeze!
Attack of the Koopa Bros.
Gusty Gulch: WINDMILL
Again, this is a flat level, but you can walk on the Windmills turbine. (it is much larger than the one on Pokemon stadium) The Boos in the picture can carry items and be hit away. (like the Shy Guys on Yoshi's Story (Melee)) This is based on the windmill in Gusty Gulch where you fight Tubba Blubba's Heart. (And Tubba Blubba afterwards.)
Music available for this stage:
Ghost Gulping (Default primary)
Gusty Gulch Adventure (Default secondary)
Battle Fanfare
Huff'n Puff's Theme
The Castle Crumbles
Assist Trophy:
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Sleepy Sheep - A bunch of these sleepy sheep stampede across the stage and anyone who touches them fall asleep.
Item:
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Boo's Sheet - makes the user partially invisible and immune to attacks for a few seconds.
Zap Tap Badge - All Enemies that Paper Mario attacks will be electrocuted. This means increased damage and knockback, but there is a slight stun every time a hit connects.
This lasts for seven seconds.
Codec Conversation:
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*To Otacon:
Snake: Otacon, this guy is paper thin! I'll totally have no problem crushing him.
Otacon: I'd watch out if I were you, Snake.
Snake: For what? A paper cut?
Otacon: That's Paper Mario. He is from the Paper Mario RPG on the Nintendo 64. You better watch out snake, He gets help from all of his partners. This means he could attack you twice...At once!
Snake: What partners?
Otacon: You can't see them now, but they will appear when he needs them. They are all characters of different species who decided to follow Mario on his journey. Even though he is paper, his hammer also packs a punch, you should be careful.
Snake: dun wurry guise, its k. i is top teir lolz
Otacon: lol wat
(sorry, I can't think of a clever ending)
SSE role
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Paper Mario has his own role in the SSE. You play as him once, then you have to find a secret exit, fight him and win if you want to actually play as him in Multiplayer.
Story:
Paper Mario is walking to South Toad Town (The place blocked off in the begining of the game) when he suddenly hears an explosion from beyond the Forever Forest. Determined to find out what it is and to help anyone in danger, Paper Mario sets off into the Forever Forest.
Once crossing the bridge to FF, Paper Mario is suddenly "greeted" by Kent C. Koopa.
-=BOSS FIGHT 1=-
KENT C. KOOPA
Kent C. Koopa is the famous "path blocking" mini boss from Paper Mario. He lets you pass if you pay him coins (upwards of 100) but you have to pay him each time you pass. Optionally you can choose to fight him. If you win, he leaves for good. Only this time, Mario has no means of paying up to the big baddy, and you have to fight him instead. Kent C. Koopa, keeping true to Paper Mario, has incredibly high defense. He also has a good amount of HP making beating him no walk in the park. Once you defeat Kent, you are allowed to continue along to Forever Forest.
Forever Forest-
The forever forest is a very dark, creepy forest where there are multiple exits in each area. There are subtle differences in the scenery surrouding each exit which will take you the right way to reach the end. There are 20 areas total. Enemies in Forever Forest include Forest Fuzzies and Pirahna Plants.
Once you make it through Forever Forest, Paper Mario reaches Boos Mansion.
Boos Mansion [CUTSCENE]-
When Paper Mario Reaches Boos Mansion, he is greeted by Bootler. Bootler tells Mario about how Tubba Blubba is terrorizing the Boos of Gusty Gulch.
But wait. Again? How could he be doing this again? Tubba Blubba has his heart in him, so what could be going wrong?
Gusty Gulch-
Gusty Gulch is a straight forward SSE level. It is set in a sort of, well, Gulch. It looks like a cross between a desert and a jungle. The enemies in GG consist of Hyper Clefts and Hyper Goombas. (para- and regular)
Once you reach the windmill, you will see another cutscene.
Windmill [CUTSCENE]-
Paper Mario enters the Windmill area only to find a giant machine drilling into the ground. It is drilling right into Tubba Blubba's grave. (You don't kill him in Paper Mario, let's say he dies of natural causes after the game ends :D) Paper Mario sees the ancient Minister overseeing two ROB's operating the machine. Just when Paper Mario tries to run up and stop him, The ancient Minister disappears (whatever his method of fleeing is, I don't remember) and Mario cannot stop the ROB's. Then the machine starts exhuming Tubba Blubba's body and power starts surging into it. Then there is an explosion, and the machine and the two ROB's are destroyed. Standing before Paper Mario is the fiercest boss PM will ever meet.
Boss [ZOMBIE TUBBA]
Zombie Tubba has a little bit less defense than KCK, but about twice as much health.
Tubba uses a variety of attacks that include punching, kicking, body-slamming, grabbing (throwing), eating and a Boo-powered, super attack.
Because you fight ZT on the WINDMILL* stage, there are Boos flying around. ZT does a huge inhale and sucks up all the boos and spits them out in a giant, multi-hit beam, or swallows them and regains health.
*NOTE: Because bosses don't flinch and are immoveable, you cannot win by hitting them off the stage.
After defeating ZT [CUTSCENE]-
After Zombie Tubba is destroyed, his body turns into dust on the ground. though unsure of the Ministers actions, Paper Mario decides not to pursue him and let the Paper Mushroom Kingdom be at Peace.
UNLOCKING PM VIA SSE - -
There will be a VERY specific route in the Forever Forest that will allow you to, not advance to Boos Mansion, but meet up with another character.
If you find it, you will meet Falco, whose Arwing had crash-landed in the forest. Falco deduces that it was the crash that caused the explosion that PM heard, but Falco explains that he saw strang activity to the east of this forest before he crashed.
The rest of the level is now co-op, and after defeating ZT, Fox comes to pick up Falco and PM joins them, putting PM in you SSE team and character select.
That's it for now, might update with more later. Mostly Items, though.