Paper Mario: The Thousand Year is the definition of my childhood (that, and Mario Kart Double Dash). I'd love to see this guy in Smash, and the moveset potential here is nuts. I do think he'll sit in the Mario Spin-Offs group though, since I believe he's second party (Intelligent Systems made the games I think).
Moveset and other stats:
[collapse=Paper Mario Moveset]
Stats and Attributes
I'm envisioning a character who's really light, and the attacks don't pack a huge punch. Paper Mario, instead, relies on combos to go places. To show off the Action Commands, each of his attacks can be cancelled into another upon landing them (like Lucario in Project M). This makes up for his lack of overall strength because he's now a combo savvy character.
Weight: 78 - He's a 2D character like Mr. Game and Watch, so he should weigh around the same.
Walk Speed: 1.3 - A little faster than Mr. Game and Watch since he doesn't walk frame by frame.
Dash Speed: 1.6 - Same reason as above
Run Speed: 1.7 - Again, same as above
Air Speed - 1.35 - Faster than Yoshi. It makes sense since he's literally a piece of paper.
Falling Speed - 1.35 - A little faster than Jigglypuff, due to being a piece of paper.
Moveset
Jab - Paper Mario sticks out his hand. A one hit jab that comes out very fast.
Dash Attack - Paper Mario runs and spins his hammer around him while doing so
UTilt: Spike Helmet Sticker - Paper Mario applies a Spike Helmet sticker to himself, and spins once
FTilt: Sombrero Sticker - Paper Mario pulls out a sombrero and sticks it in front of him
DTilt: Tail Sticker - Paper Mario applies a tail sticker to himself, and attacks with a sweeping tail strike around him before the sticker falls off
USmash: Hammer Throw - Paper Mario charges and throws his hammer skyward
FSmash: Power Smash - Paper Mario charges for a hammer smash. Has a 50% of having no added effect, a 25% chance of burn, 15% chance of freeze and 10% chance of causing sleep
DSmash: Quake Hammer - Similar animation to the FSmash, but anyone in the immediate range of the attack will trip 50% of the time.
Neutral Special: Charge - Paper Mario charges for an attack. His next attack will deal more damage and will have more range.
Side Special: Paper Tube - Paper Mario rolls into a tube and slides in the direction he's facing. Can be used for recovery purposes.
Up Special: Spring Jump - Paper Mario crunches down and springs upwards. Has a lot of range. Opponents hit on the upward portion of the move will be spiked.
Down Special: Dimension Flip - The box appears around Paper Mario and he flips dimensions. He can't move while in the dimension and the move only lasts for a shorter time than Dimensional Cape.
Grabs: Paper Mario pulls out Thoreau who he throws to grab.
UThrow: Very similar to DK's Cargo Throw. He does something like this in Super Paper Mario.
FThrow: Paper Mario throws the opponent forward
BThrow: Paper Mario throws the opponent downward
DThrow: Paper Mario throws the opponent downward and smacks them with his hammer
We can also call the Spot Dodge "Close Call".
On the Paper Mario stage, Paper Mario's partners from the first two games will be sitting in the audience. They can be activated with a codec call.[/collapse]
I wanted to show off materials from all four games. Partners aren't included because I wanted the codec call to exist for Paper Mario due to the unique personality that most of them have.