Hi all! Here I present my version of Paper Mario's moveset. Almost every move is pulled directly from his games. (I originally planned to make this a video, but am too lazy to do it. Maybe I'll do it. Maybe I'll even add pictures to the moves. We'll see. Anyways...) Here it is!
Paper Mario
Normals:
Jab: A quick swing with his wooden hammer (TTYD overworld version)
F-tilt: Vivian's shade punch
D-tilt: Paper Mario pulls Bowser tape from the ground (similar to Villager's d-tilt)
Up-tilt: Paper Mario spins up shortly in the air to then slap the ground (that technique he uses in TTYD where he can flip over hidden panels in the ground to find items and such).
Dash attack: His (badgeless) spinning attack in PM64
Smash attacks:
F-smash: He swings with his Golden Hammer (TTYD battle variant). Pressing "A" after hitting someone/something will trigger the "Stylish!" command where Paper Mario will do a quick backflip for that extra safety (when hitting a shield, for example).
D-smash: He shoots out Koops in front of him (like he can do in the overworld). It can pick up items
Up-Smash: A straight upwards headbutt with Goombario
Aerials:
N-air: His in-battle jump attack. Paper Mario jumps on the enemy. If the attack hits, Paper Mario will pop up in the air and can continue hitting his nair again to chain multiple nairs together or to simply using other attacks since the attack is done after the jump. (Pressing "A" right after hitting someone with nair will trigger the "Stylish!" action command where Paper Mario will "taunt" in the air, just like in TTYD) For every consecutive nair that hits, Paper Mario will receive added gravity to prevent it from being overpowered. (Sorry, no infinite jumps!) If missed, Paper Mario will receive moderate endlag. Weak meteor smash in the air, Sakurai angle on the ground.
F-air: He throws his hammer in an small upwards arc a decent distance forward, based on the "Hammer Throw" attack in TTYD
D-air: His ground pound attack. Is a stall-then-fall attack with a powerful spike
B-air: Paper Mario transforms into his paper plane and stabs behinds him in an upwards arc. Sweetspot on the tip
Up-air: He holds up Watt in the air. Sex kick properties, just like Villager's up-air. Is based on when Paper Mario holds Watt in PM64 to light up rooms
Grabs & throws
Grab: Thoreau. Can even grab people in midair (his Zair), though he can only use forward throw in this case, since Paper Mario will hold the enemy with both hands overhead (see F-throw below). If Paper Mario is offstage and grabs someone, it can lead to a "suicide KO". When grabbing someone on the ground, Thoreau will hold the enemy in front of Paper Mario, just like Olimar's grab.
Pummel: Smacks with a Bowser flip-flop
F-throw: Grabs the enemy and carries them overhead with both hands, then tosses the enemy to the ground in front of him
D-throw: Does his "Great!" spin from Sticker Star (in which he spins around in the air two times), then smacks the enemy with his hammer
B-throw: Pulls the enemy like a sticker (like he does in Sticker Star)
Up-throw: Swings his hammer like a golf club to send the enemy flying skywards. Based on the badge "Fire Drive" and uses its very same hammer animation
Specials:
Side special: The chargable spin attack he does in TTYD (overworld version) called "Spin Hammer". Three chargable stages. Press and hold to charge. First stage is weak, second stage is moderate in power and the third one is strong.
Down special: Bobbery (overworld version). When pressed once, Paper Mario will summon Bobbery and hold him overhead. Press the button again to throw him in front of you, in which he will walk forward on his own. Press the special button again to selfdetonate him. Bobbery will explode after a while even if you don't selfdetonate him, even if you are carrying him. The blasts won't damage Paper Mario, just like in TTYD.
Up special: The Spring Jump technique in TTYD. Three chargable stages. When the apex is reached when fully charging this move (that said, when it's "level 3"), Paper Mario will grab hold onto Parrakarry, in which he will fly a horizontal distance. Press the special button again to have Parrakarry drop Paper Mario. If Spring Jump "level 3" hits a ceiling, he will do his "hit the ceiling" animation from TTYD.
Neutral Special: Partner Switch. Choose between seven partners! When the special button is pressed, Paper Mario will look up on a sub menu that appears (animation similar to when Paper Mario wonders what move to choose in a battle), where all partners are shown in a circular pattern, just like in TTYD. In the sub menu, you can choose a partner by going left/right (this will not move Paper Mario) and then by pressing the special button. The partner activates and will join Paper Mario alongside him, following him around, just like in the Paper Mario series. When a partner is out, pressing the special button will allow the partner to attack. Press the shield button to cancel the move (the sub menu). You can even cancel the move (the sub menu) by doing other actions (besides specials). The partners can't be attacked or interacted with (just like when Olimar's Pikmin are standing next to him). The seven partners are:
> Goombella: Headbonk. Goombella will track down the nearest enemy she is facing and walk up to it and attack it
> Kooper: Shell Toss. Kooper goes inside his shell on the spot and spins around in place. The more you press the special button, the stronger and further the move will go
> Bombette: Bomb. When used, Bombette will walk forward with her fuse lit. The more you press the special button, the stronger the blast will be. An on-screen gauge will appear, similar to the move in PM64
> Flurrie: Her overworld flurry ability. A strong wind is being blown in front of her. Has great windboxes that pushes enemies and items far away
> Mini-Yoshi: Gulp. Mini-Yoshi will walk forward a bit and then use his Gulp attack. If it connects, he will spit out the enemy, which becomes a powerful "projectile" with great knockback if it lands on another enemy
> Bow: Fan Smack. When used, she will move forwards. An on-screen gauge will appear, just like in PM64. The more you fill it by tapping the special button, the more slaps she will deliver and the more powerful the last slap will be
> Barry: When used, Paper Mario will attack with a powerful spiky barrier, just like in Super Paper Mario. It is a powerful attack that can also reflect projectiles
Paper Mario having seven partners is a reference to TTYD, where he has exactly seven partners. After a partner has finished using its move, it will go back to the sub menu, where it can be chosen again. There is no limit on how many times you can use a partner. You can use the same partner how many times in a row you want.
Miscellaneous:
Final Smash: His Star Beam attack in PM64. Paper Mario summons all seven Star Spirits in front of him, which will create a giant light pillar. Everyone caught in it will then be attacked by the Star Beam attack, taking multiple hits before getting launched.
Taunts:
> Down taunt: Paper Mario faces the camera and does a thumbs-up pose while saying "Yeah!"
> Side taunt: His "Appeal" command in TTYD, where he waves at the enemy with a big smile on his face
> Up-taunt: The "Got item!" pose in TTYD in which he holds up an item he got while looking at it with the corresponding "Got item!" fanfare playing. The taunt randomly chooses between these items: A mushroom, a fire flower, a shell, a POW block, a badge and a star piece
Dodges:
> Air dodge: He flips over and becomes "superflat". In TTYD, this is done by pressing the R-button in the overworld. (This allows Paper Mario to enter small gaps such as the small space between two boxes)
> Spot dodge: He enters the "3D world" in the background and then reappears back in the "2D world". This originates from Super Paper Mario, where Paper Mario could switch between 2D and 3D with the A-button on the Wii Remote
> Roll dodge (side step): He turns into his paper roll
Victory animations:
1) He does his "Nuh-uh" victory pose from Paper Mario 64
2) He does his thumbs-up pose and then holds his hat and nods, just like in TTYD
3) He does his jumping victory pose in Sticker Star
His victory theme is his victory theme in TTYD
On-screen appearance: He appears out of a warp pipe, with the same animation as in TTYD
Other:
> At the ledge: He has an animation in Sticker Star where he tethers over a ledge while looking down and flailing his arms, balancing to not fall down
> Hanging on the ledge: When grabbing hold onto a pipe after using his Spring Jump in TTYD, he hangs on to it with two hands
> Icon: The Mario series logo, but with a folded vibe to make it look like a Mushroom Sticker, giving it a papery feel
> Idle poses: The yawn animation from TTYD and the "Focus" command from PM64
> Swimming: Transforms into his paper boat
> Paper Mario has animations which can be directly taken from his games. These can be used for: when he sleeps, when he has gotten his shield broken, when shielding, when getting hit by an attack, when jumping and double jumping, when walking, running and crouching, when sleeping, when using assist trophies, etc.