Paper Mario would be a glass cannon much like old Game and Watch. With low mobility, poor defensive options, low weight but high power. Paper Mario's strengths come from his ability to control the stage with his projectile, his decent disjoint and his good damage racking. His main drawbacks are his high commitment kill moves, his low survivability and lack of good OoS options meaning he succumbs to pressure easily. I hope you all enjoy my moveset.
Clonks you over the head with his trusty wooden hammer. Button can be held for more damage and power but makes the move slower. Base damage 6%, max damage 11%
Hammer toss. Short range but arcs slightly. Can be angled like any other tilt to provide either a higher arc or a flatter arc. 5%
Arcing swing of the hammer above Paper Mario's head. 9%. Can combo at all percents.
Swings his hammer quickly and low to the ground. Pops opponents up in the air but is slightly laggy so does not always guarantee a combo. Does 5%
Ultra hammer from TTYD. Twists up and then releases to spin around. The more it is charged the longer he spins around for with a lingering hitbox. Slowish to come out and very high on lag but very powerful. Deals 20%
Spring jump from TTYD. Functions just like his Fsmash except instead of increasing lingering, increases vertical range. Can only be used as an anti air or on tall characters as there is no grounded launcher hitbox. Highly laggy but not too bad on startup. Quite powerful. 18%.
Vivian is summoned and blasts fire first in front of Mario and then behind him. Deals 14% and launches at a diagonal angle.
Thoreau is sent out ahead of Paper Mario. Acts kind of like Yoshi's tongue but is quicker and shorter ranged.
Does his spinny thing from Paper Mario 64. Hitbox lingers for a while but has high end lag. Can kill at high percents. 12% Sweetspot, 6% sourspot.
Makes a jumping pose. Whole body becomes a hitbox with the sweetspots becoming a hitbox with two sweetspots. One on his foot which acts as a slightly weak meteor and one on his head which acts as a medium strength upwards. The rest of his body sends at the sakurai angle and is fairly weak with low knockback and damage. Top hitbox does 12%, feet do 10%, rest of the body does 5%. Low on start up and endlag.
Ice Climbers style overhead meteor smash. Just like their's is slow to start up but makes up for it with power. 14%
Swings Watt backwards. Quick but low damage. Multihit and does 7% if everything connects.
Throws Goombario or Goombella (same properties) upwards. Can be used for juggles but the range of the headbonk is fairly low. Can also be reflected. 10%
Ground Pound stall then fall. Like every other stall and fall in the game. Deals 15% early and 10% later.
Koops or Kooper (same properties again) is kicked away by Paper Mario and then returns. Low knockback and damage but can be used to set up for other attacks. As the shell goes away from Paper Mario, the kb sends away slightly and as it returns the kb sends inwards slightly.
Bombette or Bobbery is pulled out and walks along the stage slowly. Works like a slower Mechakoopa with higher knockback. Is not an item but can be safely destroyed by attacking above 8%. Designed to trap foes into being knocked up into an aerial finisher. Deals 12%.
Parakarry picks up Paper Mario. Poor vertically, good horizontally and can be acted out of.
Barrie is summoned. Acts a reflector kind of like Skull Barrier and does weak damage if you touch it. Cannot be summoned for an amount of time after using it, however.
Tippi flies out and around Paper Mario.
Paper Mario adjusts his hat before looking like he is about to run off, just like he does when he wins a battle in TTYD.
The classic turn to the camera thumbs up from our favourite paper plumber.