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NudeBeach

Smash Moveset for Paper Mario

Oct 26th, 2019 (edited)
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  1. PAPER MARIO CUTS IN!
  2. or
  3. PAPER MARIO WON'T FOLD!
  4.  
  5. Up+B: Tornado Jump - If used on the ground, Mario jumps up a bit, then hangs in the air as a pair of Mario-sized tornadoes appear at his feet, causing him to spin around. In the air the tornadoes simply appear with no small jump. As you hold the button, Mario will keep spinning, and the tornadoes will swirl around each other underneath him. Upon release, Mario is propelled upwards as the tornadoes fire off a short distance to each side and vanish. The tornadoes deal multiple hits of minor damage and negligible knockback while under Mario, and decent knockback after firing off. Does not cause helplessness.
  6. Neutral B: Partners - Mario poses, and cycles between his partners, who each provide a passive bonus while present, and do a unique attack when being switched out. Mario always starts with Goombella, and proceeds in the order shown below.
  7. Side+B: Fire Drive - Mario holds his hammer like a baseball bat, and a fireball appears in front of it, hovering in the air. The player can charge the attack by holding B. On release, Mario smacks the fireball, launching it forward. The fireball does solid damage, and goes through enemies, but does little knockback. Charging it increases the force with which Mario hits the fireball, which changes the aim from a weak arc (no charge) to a straight line (full charge), and the hammer itself deals damage and knockback based on the charge time.
  8. Down+B: Item Menu - Mario reads from a small piece of paper, and a menu opens on his HUD. Each item on it can be used once and only replenishes when you die. See below for the list of items.
  9.  
  10. Final Smash: Showstopper - Mario focuses ( https://www.mariowiki.com/Focus ) and becomes invincible as any moving/hazardous stage elements become inert; all other characters can still move and act as normal. Twink appears, and for a few seconds, the player can control him with the analog stick; Twink is invincible and ignores surfaces. If he touches an enemy, everything pauses. The seven crystal stars emerge from the background near the effected enemy one-by-one, punching holes in the background as if it were paper, and fly upwards offscreen. Then the seven Star Spirits descend from the top of the screen so that they're circling the enemy and attack them with Star Beam, which hits enemies above and below the effected enemy. Sub-par damage for a final smash, but strong knockback.
  11.  
  12.  
  13. Partners:
  14. Goombella - Passive: attacking with any normal causes Goombella to headbonk a set distance ahead. Modest damage and a flinch, but
  15. meteor smashes enemies clinging to a ledge.
  16. Attack: Kisses Mario, boosting his attack and defense for a few seconds. Mario emits light green sparkles while this is
  17. active.
  18. Lakilester - Passive: Mario jumps (including Tornado Jump) higher, and his fall fast speed increases.
  19. Attack: Throws numerous spinies forward simultaneously in a conical pattern. They deal minor damage and knockback, but the
  20. attack comes out immediately, and enemies can be hit by multiple spinies.
  21. Admiral Bobbery - Passive: Taking a certain amount of damage causes him to explode, dealing substantial damage and knockback to nearby
  22. enemies, then stunning Bobbery briefly.
  23. Attack: Pauses where he is, then throws three small bombs towards and through Mario, one after the other, that
  24. explode upon contact with enemies. They deal decent damage, and the final one deals decent knockback; the
  25. first two deal minor knockback.
  26. Tippi - Passive: Circles Mario and can absorb one hit for him (if it hits her) before vanishing for several seconds.
  27. Attack: Tippi flies to the nearest enemy and batters them weakly for a few seconds, like a weaker cucco.
  28. Watt - Passive: Increases shield damage from all sources.
  29. Attack: Watt slowly drifts forward, stunning enemies on hit. This causes no damage, but Watt stays active for a surprising
  30. amount of time.
  31. Boomer - Passive: Smash attacks release a small burst of confetti on hit, and deal more damage.
  32. Attack: Mario holds him, and can throw him. He acts like one of Link's bombs, but stronger and without the timer.
  33. Lady Bow - Passive: Increases distances of dodges unless you hold the opposite direction once the dodge starts.
  34. Attack: Turns invisible and lingers in place for a while, reapearring to slap the first enemy who touches her. Minor damage,
  35. decent upwards knockback.
  36. Fleep - Passive: Parries make enemies spin around, holding them in place for longer than normal.
  37. Attack: Shoots a square projectile forward that flips the enemy around, reversing their controls for a few seconds, like a Ramblin' Evil Mushroom.
  38.  
  39. Items:
  40. Thunder Rage - Mario holds a small lightning bolt above his head, and enemies within a certain distance of it get a bolt of lightning
  41. fired at them, like Hero's Zapple attack. Deals decent damage and knockback, and is hard to react to.
  42. Ghost Shroom - A Ghost Shroom appears in a puff of smoke in front of Mario, drops to the ground, and travels along the ground, biting
  43. enemies on contact for less damage but more knockback than Thunder Rage
  44. Coconut - Mario throws a coconut forward in an arc. Deal minor damage and flinches, but will nearly break a shield. After it comes to a
  45. stop, it becomes a generic health up item.
  46. Zess Frappe - Mario munches on a Zess Frappe, and gains a minor amount of health. He is surrounded by a blue hexagon for a moment,
  47. which damages and freezes enemies who touch it.
  48. Couple's Cake - Mario munches on a Couple's Cake, gaining a minor amount of health, and his partner does their attack as if Neutral B
  49. was pressed, but the *previous* partner appears to replace them.
  50. Spaghetti - Mario munches on a plate of Spaghetti and meatballs, gaining more health than Zess Frappe or Couple's Cake.
  51. Zess Dynamite - Mario holds a Zess Dynamite, and a small target appears directly in front of him. The target can be moved with the
  52. analog stick, and if the player presses A or B, Mario will through the dynamite through the target. Zess Dynamite is
  53. affected by gravity and does not go through solid objects. A few seconds after being thrown, the Zess Dynamite explodes
  54. in a large explosion that deal strong damage and knockback to enemies it hits. Zess Dynamite is only accessible if all
  55. other items have been used.
  56.  
  57.  
  58. Paper Mario is a big brain zoner, with lots of options for projectiles and area denial, balanced out by low weight, mediocre damage, and an inability to spam things (except Fire Drive). His Partners both let the player alter his gameplan on the fly, and gate useful attacks behind delays. Items can be the payoff for a good strategy, or a way of fixing a strategy that went wrong. Delaying Tornado Jump can hold enemies in place to help set things up, or act as another kind of area denial. Fire Drive is mostly a direct zoning option, but it's still designed to have multiple ways to use it, depending on the player's strat. Paper Mario players have lots of ways to raise hell and react to changes in the fight, but have to be careful to not screw themselves by using a Partner or Item at the wrong time.
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