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~The OFFICIAL Bomberman Thread~

DJ Napps

Smash Journeyman
Joined
Mar 7, 2007
Messages
291
Location
Howard U
Total win. Like, a lot.

Now I'm angry at you. It was so awesome, you helped me procrastinate on doing my IS Terms for history by making me color it:

It's all your fault! I certainly would have been doing them otherwise! Nevermind the fact that I really shouldn't be on here anyways!


I think we should go somewhere with those codenames. I have 3 ideas:
1: We pick a word to describe us and follow it with "Bomber." In this case I would obviously be Cube Bomber.
2: We follow the recent games and pick an adjective and a color. Here I would be Fractured Orange.
3: We merge the two, so I'd be Fractured Orange the Cube Bomber.

Personally, I prefer #2.
I personally like #3 as an option, but #1 seems to be the popular choice so i supose ill be DJ Bomber. I also like Black Bomber, as i claimed in the old thread, but put me down as DJ Bomber for now...


No, not at all! I loved it a lot more than Bomberman 64. Maybe it'll come out soon on VC...?
Im really hoping they put B64 soon. Ive wanted it ever since they announced the VC, i wonder what theyre waiting on...?


Ill try to make a Bman level ASAP. Itll be poor cuz i only have paint.
 

Patinator

Smash Champion
Joined
Oct 17, 2007
Messages
2,194
Location
Decatur, Tennessee.
My Bomberman Move List

I am now an official Bomb Squad member, under the codename “Pat Bomber”! I am thus making my own Moveset for the White Bomber! Give it up for……… BOMBERMAN! I'm basing him off of Bomberman 64: The Second Attack because that game ROCKED!


Bomberman in Brawl is gonna be a BLAST! B-Man is da BOMB! ~ my Bomberman for Brawl motto. (See what I did there? Blast? Bomb? I crack myself up… :laugh: And yes, I got that from Scaler.)


Leave the bomb throwing to the experts. ~ Bomb Squad motto.


Let’s begin with B-Man’s B-moves (...I’m terrible…:(), and Final Smash.


Neutral Special move: Bomb Lay.


Bomberman lays a normal black bomb (With the traditional… Um, “plop” sound. O___o) , which explodes two seconds later in the familiar + shape. If Bomberman is hit by the explosion (Which has about half as long as SSBM’s Battlefield main platform), he takes 10%.


This move does 10% damage to anyone hit, and has low knockback. Any Bomb (Or Bob-Omb/Motion-Sensor Bomb) nearby is blown up, with normal knockback and damage. A maximum of three Fire Bombs can be out at one time, although only two can be laid out at maximum distance apart before they explode, for a Battlefield-long boom.


Side Special move: Bomb Pick-Up.


Bomberman picks up a Bomb nearby/under him and chucks it away, with a Smash throw as long as Battlefield. But by holding B, you can pump it up. All damage from Bombs pumped up is doubled, although knockback is only multiplied by 1.5 (Original plus half), even to Bomberman. IE, a Fire Bomb does 20%. It takes a second and a half to pump a bomb.


A Bomb explodes if it beans someone’s noggin, and inflicts 4% from the hit itself, regardless of speed (Smash, soft, and medium). A throw is the same as Snake’s Hand Grenade; Forward-A for a Smash throw (Yes, A, not B), A for a soft throw, and Back-A for a medium throw.


Down Special move: Bomb Switch.


Like Pokemon Change, Bomberman switches his bombs. It goes like this:


Fire Bomb (Normal) > Ice Bomb > Hurricane Bomb > Lightning Bomb > Navarm Bomb > Light Bomb > Repeat


The moves Bomb Lay and Pick Up are changed by changing the bomb type. The effects are listed below. The B-Move section.


Up Special move: Hurricane Bomb.


B-Man pumps up a Hurricane Bomb below him. You aim him in that time, and then it blows up. It has as much range as Fox’s Up Special, but it hurts one the same way Lucas’s does. 20%, above average knockback. Think Bowser F-Smash at 10% in Melee.


Bomb Effects


Bomb Lay


Fire Bomb: 10% (20% pumped), Low Knockback. Fire effect. Signature round black bomb.


Ice Bomb: 6% (12% pumped), low “bounce” knockback (Set), two-second Freeze. Ice-blue bomb with an octagonal look (From each side).


Hurricane Bomb: 6% (12% pumped), set knockback. The foe goes flying away the length of Battlefield by the bomb’s cyclones, and Bomberman will too if he is caught in the blast. Yellow bomb with an “X” of white winds swirling around it.


Lightning Bomb: 11% (22% pumped), moderate knockback. Electric effect. Blue bomb with a yellow lightning bolt on it.


Navarm Bomb: 12% (20% pumped, for obvious non super-brokenness reasons). This Bomb has high knockback, enough to kill Mario at 75%, even when non-pumped. It has more of an explosion effect, and lasts a while, causing 5% if someone touches its +-shaped towering phir3. It hits repeatedly, three times, but it IS possible for someone to escape the blast with good DI. Dark crimson bomb that looks like a grenade, having a round-segmented outside.


Light Bomb: 8% (16% pumped). Low knockback, but it obscures a fourth of the stage in light, the same part it explodes in, or ALL of the stage if pumped, like in Bomberman 64: The Second Attack. White bomb with a brown rope tied around the fuse at the top, hexagonal shape.


Bomberman: Final Smash


<Super Gravity Bomb>​


(I can't quite remember the name...)


(Anyone catch the DOJO!!-esque-ness before I put it here? :laugh:)


THIS mother of a Final Smash is why the Gravity Bomb isn’t part of the Bomb Switch move. Bomberman pulls out a Gravity Bomb, purple, black, and silver designs, with a flashing red dot. You must rapidly tap A to pump it, taking two seconds, minimum. But don’t worry; Bomberman has Super Armor when doing this. Upon pumping it, Bomberman automatically throws it to the center of the stage, where it explodes in a second. You MUST run to escape the move’s wrath; yes, Bomberman can be hit by it.


The Gravity Bomb explodes, initiating a dark purple spinning warp with a black center, and dark lightning bolts. It takes up a whole Final Destination length wise and Battlefield height-wise (Top platform to bottom of bottom), so only a few stages will give you a safe spot except for the air.


Anyone caught in it will be sucked in, Shielding or not, and then severely damaged. By getting hit at the first moment (A LOT of multiple hits; think Clefairy’s Suicune-esque move at five times faster but just as long), one sustains 75% damage from this move.


Yes, you read that right. 75%.


If someone at over 150% is in the vortex at the move’s end, then they are INSTANTLY KO’d. As in, they’re KO’d off the screen EVERY time; they disappear when the move is finished. It IS the Gravity Bomb, after all. However, Bomberman can meet the same fate. And, Super Armor/normal Invincibility protects the person from knockback or knockback AND damage, respectively.


Countering doesn’t work, either, though! This move is a KILLER! Possibly deadlier than Galaxia Darkness!


The next part contains his ground moves; Neutral A, tilts, Smashes, and get-up attack. Until then, PEACE OUT MAH FELLOW B-MAN FOLLOWAS!


…Okay, no more of that.

EDITED!
 

Patinator

Smash Champion
Joined
Oct 17, 2007
Messages
2,194
Location
Decatur, Tennessee.
Woo-hoo! A Bomberman 64 the Second Attack moveset! Full of pure win!
Thank you! I don't know of other Nintendo-console games starring Bomberman with such variety other than 64: The Second Attack, so that's why. Oh yes, I forgot to add:

Bomberman's Costumes

Green: Bookworm Green from Bomberman Land (Touch! is all I have...). Green outfit, brown glasses.

Red: Normal red recolor. We don't want him to look like Cute Pink from B-Man Land, right?

Black: Cool Black from Bomberman Land. Normal black recolor.

Yellow: Giant Gold from B-Man Land. All of Bomberman's clothes are shiny gold.

Blue: You guys are expecting Kid Blue from Bomberman Land, right? WRONG-O. Bomberman stays the same, except for one thing... The armor from The Second Attack is on him! Someone post a pic, in case someone doesn't know what that looks like. Basically, a futuristic suit of blue and black armor: a helmet, arm plates, boots and knee-high legs, and his midsection. I think this would be used A LOT! :)
 

Xengri

Smash Journeyman
Joined
Oct 5, 2007
Messages
404
Location
Orlando, FL
25 pages already. Not bad.

Makes me ashamed that I stopped posting after the first page... Got to watch this thread more closely (closer? More closer? Whatever you know what I meant...).

@ Patinator's move set.

Awesome B64: TSA oriented move set (my favorite B-man game, B64 closely tied for second, put them on the **** VC Nintendo! It deserved better then that! So did Mischief Makers... /antirant)

Still this Final smash " <Super Gravity Bomb>" Is way over the top if you ask me. Yes the Gravity Bomb was pwnage and a super version of it would be epic pwnage but 0 to 200%? Maybe tone down the damage and take off the 2 second start up time to even it out a little. I don't know, just me.

Oh! And The bomb Squad registration.


1. You have to want Bomberman in Brawl

BOMBERMAN FOR BRAWL!!!!!!!1!!1ONE!NINE!

( Kinda hurts your eyes huh? Yeah, thats Bomberman's power :lick:) I better get in, that took me a long time.....

2. You have to think of a name ([word] Bomber)
I'll go for Zen Bomber

3. RDK has to notice your post and add you to the list
There's no way he could miss that colorful message up there. Just got to wait now...

4. (Currently unofficial) You have to join before Bomberman is announced
Lol, hopefully this is the last day to join the Bomb Squad then.

5. You must be *this* tall
6'4" good enough?
 

Tails for brawl

Smash Ace
Joined
Aug 13, 2007
Messages
588
Location
KY, US
@~Krystal~ you want to be in the bomb squad


ok i sent every ones codename and sent it to RDK

@Rubydragon i told him about you wanting in

@Xengri i told him of you to
 

Patinator

Smash Champion
Joined
Oct 17, 2007
Messages
2,194
Location
Decatur, Tennessee.
@ Patinator's move set.

Awesome B64: TSA oriented move set (my favorite B-man game, B64 closely tied for second, put them on the **** VC Nintendo! It deserved better then that! So did Mischief Makers... /antirant)

Still this Final smash " <Super Gravity Bomb>" Is way over the top if you ask me. Yes the Gravity Bomb was pwnage and a super version of it would be epic pwnage but 0 to 200%? Maybe tone down the damage and take off the 2 second start up time to even it out a little. I don't know, just me.
Well, maybe 200% IS a LITTLE too strong... But just a little. 199 good? LOL

Okay really, it should be only around 75%. I never played the demo (I LIVE ON THE OTHER SIDE OF THE COUNTRY!!!), so I don't know how strong an FS can be. I mean Sonic's does 30 in one hit, with possibly multiple ones!

But the start-up should stay. Balance. The high knockback? DEFINATELY. I mean, it is a pumped-up Gravity Bomb. Instant KO to all characters except bosses and dark creators-even B-Man himself in the game.

But yeah maybe 200% is a little too good. It'd probably be an always-KO since it's so BIG!

:burst: < This is Sakurai if at least Bomberman, Ridley, and Wolf aren't in Brawl. Seriously.
 

B.W.

Smash Champion
Joined
Apr 27, 2006
Messages
2,141
Location
Darien, IL
Been thinking, and I think I'd like to join the Bomb Squad, as the Kamen Bomber. If there's anything else I gotta do to get in the Bomb Squad lemme know and it'll get done.
 

~N9NE~

Smash Master
Joined
Aug 9, 2007
Messages
3,140
Location
London
NNID
LondonAssyrian
Breakdance on your head then hold your breath for half an hour and your in.

Or pm RDK.

I'll start more art by Thursday.
 

Sabrewulf238

Smash Hero
Joined
Oct 17, 2007
Messages
5,164
Location
Ireland
There'll probably be an item representing the bomberman series if he's in, I think the best choice would be the Skull(think thats what it's called), as it appears in nearly every bomberman game.

When someone picks it up they can throw it at an enemy, it can have one of these effects for a short period of time,

they are all effects that effected bomberman in his own game.


- Character's controls are reversed

- One tap in any direction will cause the character to continue moving in that direction

- Character is unable to attack (remember when bomberman can't lay bombs in his games? same as this)

- Character becomes dizzy and stops every few seconds.

EDIT: this is strange, there used to be a composer on the main site that composed songs for bomberman generations.......but I just looked there now and he/she is no longer on the list......
 

Blade Knight

Smash Ace
Joined
Oct 13, 2007
Messages
722
Bomberman is sueing smash bros brawl for allowing samus and link to use explosives but not leting him in! can i join the bomb squad?
 

Sabrewulf238

Smash Hero
Joined
Oct 17, 2007
Messages
5,164
Location
Ireland
If Bomberman sued brawl then there'd be no brawl :(

and that would mean no Bomberman in brawl, It's too horrible to even think about :urg:
 

Blade Knight

Smash Ace
Joined
Oct 13, 2007
Messages
722
yeah you vs 3 lvl 9 bombermen lvl nine your bomberman to all against each other its called bomberman's revenge!
 

Iggy K

Smash Ace
Joined
May 18, 2006
Messages
864
Good to see that more people want the B-man in Brawl now. And that first post was awesome.
 

Blade Knight

Smash Ace
Joined
Oct 13, 2007
Messages
722
Hes more deserving then a puppet that appeared in one game and made a three second cameo in another that fights with stars and we already have a person in a futreistic battle suit!
 

Machspeed

Smash Lord
Joined
Nov 11, 2007
Messages
1,252
Location
Atlanta, GA
Wow, Bomberman would make a great addition.
Would love his moveset (or so it seems) and he's been around Nintendo for more than a decade now.
I say put him in!
 

Sabrewulf238

Smash Hero
Joined
Oct 17, 2007
Messages
5,164
Location
Ireland
Plus Stafy, Sukapon and Jigglypuff. :chuckle: (Don't diss sukapon till you've seen a video on youtube of his game, he looks so cool!)

Theres tons of characters that would be great for brawl, I hope we get about 50 fighters in brawl, that's a decent number I think
 

Rubydragon

Smash Ace
Joined
Oct 14, 2007
Messages
694
Location
Miami Florida
Paper Mario is indeed awesome.

Though I do not support him in Brawl because I don't support WW Link in Brawl.

On the other hand, I support Bomberman all the way!
 

Blade Knight

Smash Ace
Joined
Oct 13, 2007
Messages
722
Paper Mario is indeed awesome.

Though I do not support him in Brawl because I don't support WW Link in Brawl.

On the other hand, I support Bomberman all the way!
Still He could easily have a unique moveset here from the p mario support thread and i did forget stafy he rules!

Let's bump this thread up a bit shall we?

Paper Mario



Weight: 1
Size: 2.5
Strength: 4
Speed: 4
Reach: 3
Fallspeed: 1.5

Paper Mario's strengths lies in decent speed and strength but has a major weakness in being easily KOable since...well he's made out of paper and thus shouldn't weigh hardly anything at all.

Why?

First of all, he isn't a clone of Mario whatsoever. The fact that he has many attacks RPG style and certain signature moves from his games (such as hammer attacks) that wouldn't befit regular Mario at all proves this, as well as Mario using attacks (punches and kicks) and signature moves (fireball) that have absolutely nothing to do with Paper Mario and when you really take a look back on the moves they actually share in common, that amounts to practically nothing. This ain't a Doc Mario/Mario sort of relationship, Paper Mario really can hold his own against his rather more weighty alter ego.

You may be thinking to yourself now "Yeah, OK, I see your point, he won't be a clone. So what? That isn't a 'why' he should be in!" Well if you actually need a why he should be in, you've obviously never played the Paper Mario games. They are utterly fantastic, RPG brilliance in such a fresh way that breathes life back into a franchise which doesn't deviate from the norm as much as it should. Unfortunately I haven't gotten to play SPM yet (thanks Nintendo! Screwing over Europe since 1975!) but from what I've heard and read it's equally fantastic (deserving in the +9.0 scorewise) as both PM1 and 2 which I can thoroughly recommend. With 3 vastly successful installments in the series, and arguably one of the best Mario spin-offs (in my opinion better than Mario Kart) of all time, I would think that it deserves a little representation.

To those that have never played Paper Mario games, let me explain. In the first 2 you are playing as Paper Mario in a wonderfully colourful and stylised world (different in each game of course). The entire world is 3D yet 2D at the same time and they use this to great advantage in both conveying the art form and style of the game as well as using it in puzzles and environments. The second one also introduces different field abilities and puzzles which use this feature more predominantly too. The whole story is told through the device of a storybook and your goal of both is to collect an amount of object X to thwart the evil doer. It is obviously much more complicated than that (kinda, it's Mario after all) but it illustrates nicely how the game is split up as you play through "Chapters". Character customisation is simple yet effective, at level up you can choose to increase either HP or FP (like mana points for all attacks other than default moves) by 5 or BP (badge points) by 3. Badges are the real ingenius part of Paper Mario 1 and 2 because by equipping them it allows great character customisation, and they add such things as new moves, different stat upgrades and added effects. Anyway if you haven't played either and are a fan of RPGs, I strongly recommend either (Wii VC download for the first if you can or cheap GC buy for the second).

Onto more moveset related things.

Paper Mario brings uniqueness, my moveset will attempt to prove that. Since I haven't played SPM I obviously cannot really use any of those elements found in it for a moveset but since it is more platformer I think I would make a better moveset from using the more RPG orientated first 2. What Mario brings to the table that no other would is partners. Any character could have a moveset based on their game with hammer moves and aerial attacks but what they can't offer are interchangable B moves reaching into a wealthy backcatalogue of partners. If this moveset was done more for SPM I would have a standard B moveset with interchangable B moves with different Pixels, but since the design PM1 and PM2 are so similar it wouldn't make sense to not take advantage of that. After all, half the partners in PM2 are revamped, improved versions of some of those found in PM1.

So what we're looking at here is a potentially very fun, unique moveset with the protagonist from an under-repped but very successful spinoff franchise who just happens to be Mario, albeit a bit flatter. Paintbrush boy (I'm looking at you Bowser Jr.!) can go suck a lemon, or something. That a big enough wall of text? I think so, right, onto the actual moves.

The Moveset

Ok, so here I'll just list the moves that Paper Mario will use, drawn from PM1 and 2 with references showing which game they're coming from. If there ain't a reference, it's because I couldn't think of anything and so yeah, made it up or stole it. Just as a little disclaimer, don't expect this moveset to be balanced or anything since I wouldn't have a clue where to start, any figures produced for damage or lagtime are purely placeholders for if a developer should choose to pick this up (never going to happen) and put some proper figures in their place.

A moves

A - Swings the hammer horizontally to the right - 2%
A,A - Swings the hammer horizontally to the left - 2%
A,A,A - Standard over-the-head hammer attack (PM1+2) - 5% (not an infinite A combo)

A->(tilt) - Fire Drive, creates a fireball and hits it with his hammer which then travels in a straight line for a short distance before fizzling out. Projectile A move? A tilt move? Yeah I went there. (PM2) - 9% (If anyone wants to ***** about it, the far more generic "Ice Smash with a small chance of freezing could be used, but this is far more fun isn't it?)
Av(tilt) - Quake Hammer, slams the hammer down infront of him causing major damage to those infront of him and a small quakey splash damage to those in a line infront of him for a small distance. Those hit by the hammer will also suffer the quake damage. (Adaptation from PM1+2, since he doesn't actually hit them with the hammer) - 7% / 4%
A^(tilt) - Hammer Throw, throws the hammer vertically up and then catches it again (PM1+2) - 8%

A->(smash) - Ultra Hammer, Paper Mario winds up (literally) and then unleashes a devastating blow for large damage. He continues to spin afterwards, doing minor damage to those who contact him for that brief period. The more you charge the smash, the more he winds up, just to be clear (PM2) - 15-23% / 4%
Av(smash) - Mega Quake, slams the hammer into the ground beneath him sending out devastating quakes either side of him. This move has high vertical knockback (Adaptation from PM1) - 14-21%
A^(smash) - Spring Jump, Paper Mario winds down (again, literally, he's paper you know) and then launches himself up vertically. Winds the more you charge and goes a greater vertical distance on top of additional damage (PM2). - 10-20%

Dash attack - Spindash (attack version), Paper Mario spins like a whirlwind dealing damage to anyone in his path (PM1). 8%

Nair - Spin Jump, Paper Mario rotates himself midair, proving a deadly blow to anyone that gets in the way of his spinning legs or finds themselves on the receiving end of Mario's bottom. While this move won't propel you downwards it will stop all upwards momentum (due to no downward stompyness, more of an adaptation of PM1+2) - 12%
Fair - Tornado Jump (PM2 version), Paper Mario spins forward, creating a tornado which combos enemies for 7 hits - 2% per hit, 14% max damage
Dair - Tornado Jump (PM1 version), Paper Mario spins vertically upwards before sharply coming back down again. While it propels you up vertically at first, the overall effect of the move is that you end up lower than you originally started. The downwards component only brings you down for a limited amount of time, and is also a meteor smash - 2% per combo on the way up (max 3 hits for 6%), 8% for the stomp
Bair - Power Jump, Paper Mario kicks behind him with vast power (PM1+2 adaptation) - 13%
Uair - Hammer Jab, jabs vertically upward with his hammer - 10%

Grab Moves

Paper Mario doesn't grab. Feet or hammer to the face is as about as close and personal as he gets, so this section will be improvised.

A - Hammer bonk, hits them on the head with the hammer - 3%

Forward - Throws them up slightly and hits them away with the hammer similar to Fire Drive but with human(ish) fireballs - 10%
Up - Spins round and then throws them vertically upwards - 8%
Backward - Winds up, spins around similar to Ultra Hammer and releases them flying backwards - 12%
Down - Hammers them down towards the ground - 9%

B Moves and Partners

This is where it gets interesting and unique. A simple tap of B will perform "Quick Change" which will simply swap to the next partner of which there are 4. The partner mechanics are simple, they provide the Bv and B> moves for Paper Mario and follow him around wherever he goes but never attack unless initiated with Bv or B>. They also affect the final smash for Paper Mario, as his final smash (to be expounded upon later) will be partner based. First the 2 moves which don't change.

B^ - Paper Mario plane (PM2) - Sure every little boy knows how to make a paper airplane, but only Paper Mario knows how to turn himself into one. He's that awesome. This move is controlled like it in the game, being that you need to push up to control it's descent otherwise it'll fall and be very ineffective, thus decent Paper Mario players will need to master the intricacies of aviation. This move has great horizontal recovery, potentially really awesome if you're good, but no vertical recovery whatsoever. However with Tornado Jump (PM1 version), Paper Mario does has (albeit a very limited) vertical recovery. Should players bump into the plane, they'll suffer a paper cut. Fools! - 8%

B - Quick change (PM2 badge) - Paper Mario switches between his 3 partners; Kooper (PM1), Bobbery (PM2) and Vivian (PM2) which rotate in that order, Kooper being the default partner but holding different buttons (Z for Bobbery, A Vivian) between stage selection and the match starting will result in different starting partners. Not much delay on the partner change and Paper Mario can't attack during it.

Partners

Kooper


Best Koopa going, even with the slightly tacky name.

B> - Dizzy Shell (PM1 Dark Koopa version minus the hilarious grin), Kooper is shot out spinning creating a tornado which disables/dizzies players who run into and then continues to spin on the spot for 2 seconds before returning - Anyone hit by the shell takes 9% damage, tornado does none

Bv - Shell Toss (PM2 improved version), Kooper is jumped on by Paper Mario and shoots out forwards before rocketing backwards past Paper Mario. If B continues to be held, Kooper will stay fixed on the spot until B is released at which point he will fire backwards - 14%

Admiral Bobbery!


You can't not love him, it's technically impossible.

B> - Bomb Squad (PM2), With a cheeky wink, Bobbery throws 3 miniature bomb-ombs in an arc over Paper Mario's head to land apart in a line infront of him. The bombs explode a short time later - 5% each

Bv - Bomb, with a cheeky wink, Bobbery starts to walk at his leisurely pace forwards for 3 seconds before exploding and landing back at Paper Mario's side. Another press of Bv at any time will stop Bobbery in his tracks, but he won't explode instantaneously as he'll take the remaining time of the 3 seconds to explode instead - 20%

Vivian


Much better than Casper.

B> - Shade Fist (PM2), Vivian appears infront of Paper Mario and punches forth with a flaming spectral fist - 14%
Bv - Veil (PM2), Vivian grabs Paper Mario and hides him in the ground for upwards of 1.5 seconds, at which point they resurface and Paper Mario suffers 0.5 seconds of delay. Paper Mario is immune to all attacks while under Vivian's Veil - 0%

Final Smash

Alright so Paper Mario technically has 3 final smashes depending on which partner he has out.

With Kooper out: The Koopa Bros. for PM1 appear and stack onto of Koopa in his shell, making a 5 man Koopa tower. Each Koopa in the tower adds to the height, making the Shell Toss move much harder to avoid. Dizzy Shell is replaced with "Fire Shell" (PM1) which does 22% per hit but you lose 1 of the Koopa Bros. each time you use it until all 4 Koopa Bros. are lost. Affect ends prematurely if Paper Mario is KO'd. Figures and effects subject to change depending on how overpowered FS are meant to be.

With Admiral Bobbery out: Bob-ombast, Admiral Bobbery walks foward, gives a cheeky wink and explodes feriociously damaging all in the blast radius for 50% damage with huge knockback (PM2). Figures and effects subject to change depending on how overpowered FS are meant to be.

With Vivian out: Fiery Jinx, Vivian engulfs the arena in pillars of flame which do 30% damage each. Figures and effects subject to change depending on how overpowered FS are meant to be.

Kirby Hat

Kirby inhales Paper Mario and transforms into Paper Kirby, as seen in this excellent picture posted by Brawlmatt.


While in this form, he gets whichever partner Paper Mario had out at the time and B changes to whatever the partner's Bv was (so either Shell Toss, Bomb or Veil).

Taunt

Paper Mario does his end of chapter celebration pose (I believe they're the same in both PM1 and 2) while his partner does his appeal move from PM2 although in the case of Bobbery this would have to be adjusted to a smaller height after the explosion since he can't go flying off for a star KO. This is accompanied by some confetti.

Try this on for size my 2nd biggest hopeful!
 

Rubydragon

Smash Ace
Joined
Oct 14, 2007
Messages
694
Location
Miami Florida
I don't think you should have done that...

I KNOW he'd have a very unique moveset... I love all three of his games to death, they are one of my favorite RPG's of all time (aside from Golden Sun, hah). I'd just hate to see another Mario or Link, when there's already one. I know they're different, and whatnot, but I find it a little awkward.
 
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