What if Paper Mario made it into Smash?

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  • Опубликовано: 28 июн 2024
  • 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 RUclips:
    / @e10withadot
    Artist - Spoon
    His Instagram:
    tea4spoon?i...
    His Sonic discord server:
    discord.gg/R8RW4aYKUV
    My alt channel:
    / @skullkidtooie
    Paper Mario 64 and Sticker Star footage - Chuggaconroy
    His RUclips:
    / @chugga
    Color Splash and Origami King footage - Ninbanyan
    His RUclips:
    / @ninbanyan
    Huff n Puff footage - Bbforky
    Their RUclips:
    / @bbforky
    Power bounce footage - Silverboxer
    Their RUclips:
    / @silverboxxer
    Mario head tilt footage - LongplayArchives
    Their RUclips:
    / @longplayarchive
    Have a great summer!!
  • ИгрыИгры

Комментарии • 23

  • @kinge05
    @kinge05 4 дня назад +7

    Fantastic concept. I really hope he becomes a Newcommer in Smash 6!

  • @toypikachutheoctoling6029
    @toypikachutheoctoling6029 4 дня назад +9

    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

  • @elijahsutton-df8dw
    @elijahsutton-df8dw 2 дня назад +4

    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!

  • @KeiferSchiiler
    @KeiferSchiiler 2 дня назад +3

    His final smash should be a trio move from paper jam and he starts it by smashing a huge hammer in front of him

  • @Capybarret
    @Capybarret 4 дня назад +4

    Yes, my favorite/most used Pixl is here.

  • @lilyzheng2322
    @lilyzheng2322 3 дня назад +3

    This is a great vid more people should see this

  • @Flynn520
    @Flynn520 5 дней назад +3

    Only 90 subs??? You deserve more

  • @MarkRoyson
    @MarkRoyson День назад

    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.

  • @The_WJC
    @The_WJC 2 дня назад +2

    I WANT GRODUS IN SMASH NOW!!!!!

  • @AdaTheWatcher
    @AdaTheWatcher 4 дня назад +2

    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.

  • @nascour5991
    @nascour5991 12 часов назад

    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.

  • @kirklinguinihoodinithecubo8525
    @kirklinguinihoodinithecubo8525 День назад +1

    You desrve more subscribers.

  • @SyzygyToontown
    @SyzygyToontown 5 дней назад +3

    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!

  • @Liquidology1
    @Liquidology1 4 дня назад +2

    I know that person!

  • @Dextergarfy
    @Dextergarfy 14 часов назад

    maybe on switch 2?👀

  • @notanotherselfproclaimedrchgrl
    @notanotherselfproclaimedrchgrl 5 дней назад +2

    FNSYTOP

  • @cypressbushnell3992
    @cypressbushnell3992 5 дней назад +2

    I HAVNT HEARD YOUR NAME IN AGESSSSSS HI GIRL RAHHHH LUV U🪲🪲🪲🪲