@Kuma:
I shall grant your wish. Bowser Jr shall be posted up later due to post length.
Paper Mario's Partners: A Bit about each one of them. Note: Each partner will have the HP You set them too before the match. Mario will also be able to see there HP As well to strategize.
Koops - Koopa's are awesome. (What? You didn't expect this with my Screenname? Madness!)
General Stats:
-Koops has the best recovery
-Koops is mid in Speed
-Koops has the highest Defense play
-Koops is mid in Attack Level
-Koops is low for Combo's
Goombario - First partner in any Paper Mario game ever.
-Goombario has the Worst recovery
-Goombario is Low in Speed
-Goombario has the weakeast/Lowest defense play
-Goombario is High in Attack Level
-Goombario is Mid for Combo's
Ms. Mowz - First unlockable partner in any Paper Mario game ever.
-Ms.Mowz has Mid in recovery
-Ms.Mowz is High in Speed
-Ms.Mowz has Mid Defense Play
-Ms.Mowz is Low in attack level
-Ms.Mowz is High for Combo's
So in short:
-Koops is one you want to have out when you need to defend. He can fire quite a hit. It's also great to have him out when you're high up in Damage, since he has THE Best recovery.
-Ms.Mowz is great for Comboing. She's to use mid or earlier on in a match. Some of her moves can be really match changing or devistating, while others, less so.
-Goombario is more of an Attacker. He can Combo pretty well, but be careful. His recovery is pretty awful. He's more risky than the other two
Now for the Moveset:
The A Moves consist of Hammer. Some of the Aerial moves shall actually consist of his Spikey boots. B Moves and Final Smash?
Down B - Swap/Ground Pound
The interesting thing about Paper Mario is that your "Switch" Meter has to develop some before switching. I can write out how it would look like along with Partners, but the thing is It'll start out at 0. Over time with the Partner and with Combo's along with other moves (Not spamming, anyone?) The meter can develop faster.
Once it measures at 100, which can go by very quickly or very painfully, Mario has the option of switching his partner on the Ground. If the Partner per say dies, Mario will be left on his own, sadly leaving the Meter to have a harder time filling up and going down by 20 Points. I haven't FULLY Developed the concept, but it would work something like this.
In the Air, Paper Mario does his Ground Pound from TTYD. A Shard will spit out on the side he's facing at times, so If you don't land it on the enemy, a shard can still pop out and go pretty far.
Up B - Depends on Partner
Paper Mario by himself - Will do the Spring Jump in TTYD. Most likely won't do well, but If failed, he'll go into his paper form falling but If a part falls on the Ledge, he still has a chance! This move can be great in Doubles.
Koops - Koops will have you ride on his shell as he'll beam upwards in a LONG Range to get back up. A very stable recovery with It's only disadvantage being punishable
Ms.Mowz - Her and Paper Mario will use Tease to make themselves so dizzy that they'll be able to walk up. Mediocore recovery.
Goombario - Goombario will come to Mario's rescue and let Mario hop in him, however Goombario will have a hard time reaching back up, resulting possibly badly.
Side B - Hammer Swing
Straight from The Thousand Year Door once more. This one will work easily. Paper Mario will have his Side B swinging his hammer around. However, an "Action Command" Will come up. Sometimes you have to do it fast, slow, or in the middle like how you have to decide when to release when the Star comes up.
If you do this right, not more damage will come up, but More Knockback comes up.
B - Depends on Partner
Mario - Holds his Spikey Hammer down/chargeable. Release whenever ready.
Koops - Shell Toss - Koops will toss his shell. Chargeable for Range and able to hold like in TTYD And in the Original.
ALTERNATIVE MOVE IDEA FOR KOOPS - Shell Shield...Haven't quite worked this one out yet.
Goombario - Headbonk - Isn't this obvious? Goombario will do a Headbonk. Chargeable to decide how many he'll do, but as you charge, power can go down a bit.
Ms. Mowz - Smooch - If close, Ms. Mowz will give you a smooch thus healing you, however it'll take a beating on her HP And make her have to run away from enemies for a bit. This is rather hard to use, so you won't be using it often.
Regular Stuff: What partners do when you don't command them As your Slaves
Koops - Tosses his Shell around enemies
Ms. Mowz - Slaps and attempts to steal HP From them.
Goombario - Headbonk - Duh. However less comboish and runs around than the others.
FINAL SMASH - Supernova
Stars will come up. You'll have to press A For a long time and the barrage can go on pretty long. To about 20 Seconds max! Nothing else is really decided on this
Taunts
Haven't gotten around to that.
Done.
Overall:
Paper Mario is pretty easy to learn and a fun character, but he can be very hard to master. He's less dependent on his partner's unlike Ice Climbers, Olimar, and PT, but that's at a BIG Cost of them all being evenish.