What if Paper Mario made it into Smash?

Published 2024-06-29
Hey guys! I hope you enjoyed the video! This is my favorite video I’ve made all year and I have tons more Im making! I hope you all have a good summer!

Moveset help - e10
His YouTube:
   / @e10withadot  

Artist - Spoon
His Instagram:
https://www.instagram.com/tea4spoon?i...

His Sonic discord server:
https://discord.gg/R8RW4aYKUV

My alt channel:
   / @skullkidtooie  

Paper Mario 64 and Sticker Star footage - Chuggaconroy
His YouTube:
   / @chugga  

Color Splash and Origami King footage - Ninbanyan
His YouTube:
   / @ninbanyan  

Huff n Puff footage - Bbforky
Their YouTube:
   / @bbforky  

Power bounce footage - Silverboxer
Their YouTube:
   / @silverboxxer  

Mario head tilt footage - LongplayArchives
Their YouTube:
   / @longplayarchive  

Have a great summer!!

All Comments (21)
  • To replace the Waluigi Costume how about an outfit with Purple Overalls a black shirt and a Pinkish Purple hat referencing Vivian, while also kind of keeping the Waluigi idea alive
  • I think a good idea for a victory screen would be him walking in falling over getting up dusting himself of the giving a thumbs up
  • This video made me want to design his moveset myself so here it is! Jab - A regular punch (I couldn’t think of anything more creative) Up Tilt - Use a spike helmet from the later Paper Mario Games dealing damage to any enemies above you. Side Tilt - Uses Paper Mario’s hammer Down Tilt - The tail from the later Paper Mario Games which can reflect any projectile back to the opponent Up Smash - Have Watt charge up and Side Smash - Vivian’s Shade Fist Down Smash - Paper Mario Ground pounds doing decent damage to anything below him with a small shockwave. Up Aerial - Paper Mario twirls his hammer getting a lot of tiny hits (Similar to Dedede’s) Forward Aerial - Swing his hammer over his head as a spike. Neutral Aerial - Mario attacks all around him with his hammer (based on when he gets a perfect hit in the newer games) Back Aerial - Jump backwards and headbutts Down Aerial - Have Mario use a Stone Cap making him fall back to the ground doing big damage to anything below him. Up Special - Paper Mario uses his tornado jump from TTYD to gain height, then glides down with Parakarry (Similar to Game & Watch) Side Special - Have Bombette, Admiral Bobbery, and Bobby slowly walk towards the opponent. Does Massive damage if it hits. Neutral Special - Baby Yoshi’s Gulp (Works similar to King Dedede’s Neutral Special) Down Special - Open a menu of 5 items that can each only be used once per match. Grab - The one pixel from Super Paper Mario (Sorry this is the only one I haven’t played yet) Pummel - An Eekhammer from the newer Paper Mario games Up Throw - Throw the enemy up in the air and toss a hurlhammer at them. Forward Throw - Have Mario use a KO hammer from Color Spash Back Throw - Tosses the opponent behind you and have Goombella or Goombario appear and launch them back. Down Throw - Drop the enemy on the ground and use the power bounce from TTYD. If you time the attack well, it can hit up to 5 times but the last 2 become very difficult. Shield - If it was a custom shield, then I think that shell shield from TTYD could be a great one. Final Smash - All of Mario’s Partners from every game attack the opponent in a cutscene. Taunt 1 - There is an equally random chance of Goombario, Kooper, Bombette, Parakarry, Bow, Watt, Sushie, Lakilester, or Huey showing up and doing a pose with Mario Taunt 2 - There is an equally random chance of Goombella, Koops, Flurrie, Baby Yoshi, Vivian, Admiral Bobbery and Bobby, Ms. Mowz or Olivia showing up and doing a pose with Mario Taunt 3 - There is an equally random chance of any Super Paper Mario Partner (Don’t know the names) or Kersti showing up and doing a pose with Mario. Item Menu for Down Special - Fire Flower - Same as the in-game Item POW Block - Same as the in-game item Sleepy Sheep - Can put an enemy to sleep. Mushroom - heals 20 damage. Poison Mushroom - Can be put on the floor and deals gradual damage to anyone who steps on it. I know it’s a lot but I had fun making it!
  • @kinge05
    Fantastic concept. I really hope he becomes a Newcommer in Smash 6!
  • @Capybarret
    Yes, my favorite/most used Pixl is here.
  • @KeiferSchiiler
    His final smash should be a trio move from paper jam and he starts it by smashing a huge hammer in front of him
  • @Flynn520
    Only 90 subs??? You deserve more
  • @nascour5991
    This is the perfect time for paper mario to be a newcomer cus Nintendo finally no longer hates it, so we wouldn't be limited to the bad paper mario games.
  • My moveset(not complete, because the only Smash I played was 64.): Neutral Special: Mario shoots Fire balls like how he does in the modern PM games. These ones would travel faster but would do less damage than normal Mario. Down Special: Mario places down Bombette, Bobbery or Bobby to explode close to him, and he is invulnerable to the explosion. Up Special: Flies up flapping his arms like he does in Paper Jam, but they flap so fast that they can do damage to the enemies. Kinda like normal Mario's coin fist Up Special. Side Special: Mario uses his Paint Hammer which not only damages the enemy, but also gives them a poison effect(like how Roy gives Mario poison in Color Splash). Dash attack: Mario hits the opponents with the Baseball Bat from Sticker Star, making the same whack sound it does in that game. Does a lot of damage and can knockback. Basic Attack: Kicks his enemies like in Paper Jam. Fast, but does low damage. Side Tilt: Mario uses his Super Hammer at the enemy and makes them dizzy for a short time. Does less damage than his Dash Attack. Down Aerial: Mario quickly Ground Pounds a Square Can from Sticker Star to quickly fall into the opponent, making the same landing on the ground sound it does in that game. Down Tilt: Mario uses his Hammer, which does more damage than the Super Hammer and Paint Hammer, but less than the Bat, and creates a shockwave that hits the enemies for splash damage. Back Aerial: Spins with his Tail. Can knockback. Neutral Aerial: Flips with his Hammer. This has more range, but does less damage and can't knockback. Up Tilt: Mario uses his Spike Helmet, but it has more spikes, so it can hit from more places. Grab: Mario instantly folds into the grab object form from Paper Jam to grab his opponent. Up Throw: Mario throws his opponent up and instantly folds into a throwing star to hit them. Down Throw: Mario knocks the opponent down and quickly uses his Drill Jump from Color Splash on them. F Throw: Mario uses his 1000-Fold Arms to throw the opponent forward. Back Throw: Mario turns the opponent into a Kite(from Paper Jam) then whacks them back with the hammer. Pummel: Mario whacks his opponent continuosly with the Eekhammer. Final Smash: Mario summons the Tailor Shears from Sticker Star to cut the entire screen the same way it does there, but faster. Victory Animations: 1: Mario unfolds and does his celebration from Paper Jam. 2: Mario does his animation from 64. 3: Mario does his Perfect Bonus animation from the modern Paper Mario games. Losing Animation: Mario does his same celebration as when the normal Bros get an Excellent in their Bros moves in Paper Jam. Taunts: 1: Does his Stylish Moves from Super while the Pixls appear. 2: Does his victory animation from 64 while all his partners from that game appear to celebrate. 3: Same as 2, but from TTYD instead. 4: Does the Perfect Bonus animation from the modern Paper Mario games, but interrupts it and instead does a Stylish move from TTYD, Kirsti, Huey and Olivia appear to celebrate and an "Excellent" message appears above them, making the sound it does when you get an Excellent using Thing Stickers in Sticker Star. I know I missed some stuff, but I'm simply unable to add anymore ideas that can work in Super Smash Bros Ultimate since I didn't play it. Have a nice afternoon.
  • @AdaTheWatcher
    I like it mostly but i think supernova would be a better final smash. I'd imagine it would pull lines across the screen and if an enemy gets hit by one of the lines they're frozen until the move ends and then launched.
  • @bigkebizino8970
    This was a really awesome moveset, hope you make more potencial smash character vids in the future
  • I like 3 the most. I really enjoyed the multi-tasking with the 3 captains.
  • idea for the forward smash (hammer) , make the paint red, blue, yellow, and black (kinda like the pikmin with olimar) red: makes your opponent faster (but makes them deal less damage) blue:slows the opponent (but deals more dmg) yellow: stuns the opponent every now and then and forces a taunt black: pure. poison. damages the opponent 1% each second
  • @SyzygyToontown
    Even though I've not really played Paper Mario, I've always thought that he would be a way better choice for smash over Dr Mario. Great ideas!
  • @MarkRoyson
    I thought of an idea to represent the power rush and or mega rush badges in Paper Mario's moveset. Perhaps at around 70% damage he would gain a 2 times multiplier and at around 100% he would gain a 5 times multiplier. Think along the lines of Steve's stone tools and diamond tools which have a 2 and 5 times multiplier respectively. A different approach to the power rush and mega rush badges could be that every 10% Paper Mario takes would add 2% to his damage output, but after surpassing 70% damage there would be a 5% damage output increase for every 10% he received. This would reference the fact that multiple power rush and mega rush badges could be equipped, at least in ttyd. Think about how Lucario's aura works if my explanation was too confusing to understand. Unrelated to the above ideas, I have another idea for Paper Mario's down special. It would reference the charge badge, giving him a damage multiplier of 3 for one attack. Think about Steve's iron tools, which give him a multiplier of 3. The charge move would have a very similar risk reward to Cloud's limit. An opportunity to increase attack power, but could be punished during the charge animation. However, this could be a very broken move if combined with my first pitch for power rush and mega rush since there would be an opportunity for a times 8 multiplier. So for balancing, it would be best served with the second pitch for the rushes or without the rushes entirely. A different approach to the above pitch would be for the charge move to increase paper mario's attack multiplier by one, much like it actually works in the paper mario games, but allow it to be stacked up to five times. This would be an even bigger risk reward scenario, since the player would have to survive through 5 charge up animations without attacking their opponent in the process to get the full benefit, since any increase from the charge move goes away after one attack. Both pitches for charge would implement a level of strategic play and could open up a lot of opportunities. The first pitch for charge would have a longer charge animation than the second pitch since the player would be increasing paper mario's multiplier by 3 instead of 1. As for a second idea for down special, I believe ttyd's superguard would be a good pick and it would operate like the counter attack moves do for most sword fighters. But to give it that Paper Mario flair, there are two things that could be added to spice it up. The superguard could launch opponents, and spike if the opponent attempts to attack from below. That would also prove more edge guarding potential. Another way to handle it would be to bring the opponent's momentum to a complete stop and launch them a set but short distance away while taking away their ability to jump until they stand back up. That version also has great edge guarding potential, and the potential for combo setups. Superguard could also be represented in Paper Mario's perfect shield animation instead of being a move on it's own. I also have a few pitches for representing the zap tap badge. One could be a counter in the form of a down special that is very similar to my second pitch for the superguard move. Another approach could be making the activation of zap tap be like Fox's reflector shield, but also lightly damage opponents who make physical contact that isn't in the form of an attack (i.e. walking into him and or getting within grab range of the majority of characters.) Another approach would be making zap tap Paper Mario's shield, dealing small damage to opponents that attack him. However, this version would be vulnerable to grab. And to end this massive comment, my pitches for final smashes. One would be a cutscene final smash, where Paper Mario hits a single opponent and they warp on a classic Paper Mario battle stage with an audience to boot. Paper Mario would then go through his attack options from ttyd and select power bounce, hitting his opponent for massive damage. Each jump being stylish would also be a nice touch. Next would be an automatic final smash that takes place on the actual smash bros stage. Paper Mario would activate earth tremor, sending shockwaves in both directions. However, the shockwaves would be more powerful in the direction he was looking upon activation. Next would be showstopper. Upon activation, the crystal stars burst out of the background and explode within a certain radius in front of paper mario. Opponents caught in showstopper would have a 1/20 chance of dealing 65 damage, and a 1/50 chance of an instant KO. Otherwise, it deals the standard amount a normal final smash would do. Next would be kind of a unique one. The only final smashes that even remotely resemble what I am about to describe are Peach's and Bayonetta's. Basically, it would be a very short status final smash. Upon activation, the badge menu comes into view for a split second to reveal that paper mario has just equipped a large amount of lucky day and power plus badges. For a temporary amount of time, attempting to attack paper mario would result in no damage with the classic lucky message popping up. The attack multiplier would also be increased by 5 for that duration. Another variation for the above final smash would be that instead of lucky day badges, paper mario would auto superguard any attack thrown at him and launch opponents away. This final smash version of the superguard would be far more powerful than the superguard move I pitched and it's animation would be much faster so the play can keep moving. And with that, I have exhausted myself of ideas. Let me know what you all think.
  • @-TypicalGG-
    I thought of an idea for paper Mario’s down B that allows you to swap between partners (kind of like shulks down B) this would impact what each special does
  • hey this is cool as hell but i just had an idea for smth ion think anyone's done before and could go hard for another kind of "if this character is in smash" basically, what game would they debut in? are there any changed moves throughout and stuff like that, whats their ranking competitively or are they banned?
  • @The_WJC
    I WANT GRODUS IN SMASH NOW!!!!!