User:Cookies and Creme/Movesets

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A completely original idea that was definitely not stolen from someone else (thanks DrakRoar and Aidan).

Companion page is User:Cookies and Creme/Universes. A template for creating the character moveset can be found here.

Paper Mario[edit]

Paper Mario
SSBU spirit Paper Mario.png
MarioSymbol.svg
Universe Mario
Debut Paper Mario (2000)
Smash Bros. appearances Melee, Brawl, Smash 4, Ultimate
Most recent non-Smash appearance Paper Mario: The Origami King (2020)
Console/platform of origin Nintendo 64
Species Paper
Gender Male
Place of origin Paper World (idk what it's actually called)
Created by Shigeru Miyamoto
English voice actor Charles Martinet

Aesthetics[edit]

  • Paper Mario's design comes from his appearance in Super Paper Mario
  • Whenever Paper Mario charges a Smash Attack, the action command interface appears above him.
  • When Paper Mario runs, Dashell temporarily appears.
  • When dodging, a mouse highlights over Mario and brings him out, then back into the second dimension. This references the flipping ability in Super Paper Mario

Attributes[edit]

  • In-true to his character design, Paper Mario is meant to be a glass cannon and one of the lightest characters in the game. Though he has a plethora of strong moves and aerials, his greatest strengths revolve around his partners, most of which are used to either disrupt the opponent or act as stage control. Once a partner is summoned, they will always stay behind Paper Mario until another partner is summoned, Paper Mario is KO'd, or the game ends. If the partners take enough damage, they are temporarily defeated (with the x mark appearing over them like in Paper Mario) and Paper Mario cannot use them for a certain period of time.

Moveset[edit]

Name Damage Description
Neutral attack 1% Punches twice then hits the opponent with a hammer.
1%
3%
Forward tilt 6.5% A wheel kick similar to Mario's but slightly weaker.
Up tilt 6% An upward poke with his hammer. A good juggling tool.
Down tilt 7% A downward jab with his hammer. Can lead into aerial combos.
Dash attack Spin Dash 5% (hit 1), 2% (hit 2-4), 4% (hit 5) Spins around and attacks the enemy, in a similar manner to Mega Man's dash attack. It can be cancelled at any time by jumping. A reference to a field move Paper Mario can use in Paper Mario that allows him to travel faster.
Forward smash Power Smash 13% (uncharged), 23% (fully charged) Brings out his hammer and whacks the opponent. Very strong, can kill opponents at the edge of Final Destination starting at 60%. The name is a reference to a badge Paper Mario could equip in the first two Paper Mario games.
Up smash 15% (uncharged), 22% (fully charged) An upwards swing from his hammer. A great anti-air and juggling tool. and can kill opponents starting at 130%.
Down smash 18% (uncharged, sweetspot), 25% (fully charged, sweetspot), 13% (uncharged, sourspot), 20% (fully charged, sourspot) Slams his hammer down in the direction he's facing, and turns toward the opposite while dragging his hammer. The initial hit is a sweetspot with strong KO power. Sweetspot is great for edgeguarding, while sourspot can lead into mixups at low percents and combos as high percents.
Neutral aerial Tornado Jump 2% (hits 1-4) 4.5% (hit 5) Spins around multiple times in the air. Disjointed and can drag around opponents. A great combo starter, and first four hits can lead into a grab when cancelled on the ground. However, it kills at unrealistic percents. Based off of an ability Paper Mario gains in the first two Paper Mario games.
Forward aerial 7.5% (sourspot), 10% (sweetspot) A hammer swing, similar to the Ice Climber's forward air. It has a sweetspot at the middle of the move that spikes the opponent.
Back aerial 10% A hammer swing to the back. Really great for edgeguarding with good KO potential.
Up aerial 13.5% Swings his hammer up vertically. Paper Mario's strongest aerial.
Down aerial 12% Thudley appears and allows Paper Mario to ground pound. A stall-then-fall move. Mario is stuck in this animation until he hits land or is KO'd.
Grab Thoreau Summons Thoreau and grabs nearby opponents. One of the longest non-tether grabs.
Pummel 0.8% Shakes the grabbed opponent. Very fast.
Forward throw 11% Launches the opponent forward using Thoreau.
Back throw 11% Launches the opponent backwards using Thoreau.
Up throw 11% Knocks the opponent up using his hammer.
Down throw 5% (throw), 6% (launch) Throws the opponent down and ground pounds on them. Similar to Mario's down throw.
Floor attack 7% Kicks in both directions. Generic floor attack.
Edge attack 8% Crawls on the stage and then slams his hammer down.
Neutral special Bomb 18% Summons Bombette, who walks around the stage, exploding after 5 seconds or after making contact with an opponent. When used in the air, Bombette first drops down before performing her action. When she is the active partner, she can take 30% damage before being knocked out, and will be knocked out for 15 seconds.
Side special Power Shell 7.5% (going forward), 5.5% (coming back) Summons Koops, who goes into his shell and launches himself forward. Can go past the ledge without falling. If Koops happens to run over an item during his animation, he picks it up and gives it to Paper Mario. When he is the active partner, she can take 30% damage before being knocked out, and will be knocked out for 10 seconds.
Up special Air Lift Summons Parakarry, and he lifts Paper Mario up and flies him around for 4 seconds. Grants a lot of distance and can help Paper Mario recover from a weak meteor spike. Parakarry has armor through the whole move; however, if opponents deals 40% he will drop Paper Mario and be unusable for 5 seconds.
Down special Veil 14% Summons Vivian, who pulls Paper Mario under and pops up after a few seconds while attacking. Similar to Dimensional Cape. The player can input any direction to reappear there. When she is the active partner, she can take 20% damage before being knocked out, and will be knocked out for 15 seconds.
Final Smash Supernova 5% (lines, hit), 3% (lines, touching), 20% (flash attack) Summons the Crystal Star, the final Crystal Star from Paper Mower: The Thousand-Year Door. A gauge shows up above Paper Mario, and the user has to repeatedly press A to fill up the gauge 3 times. Once all the gauges are filled, or 15 seconds pass, then a cut scene plays where multiple lines start appearing across the screen, potentially trapping the opponents. After all the lines have appeared, the screen suddenly flashes, and all the fighters trapped in the lines are launched. The number of lines that appear depend on how much gauges are filled.

Taunts[edit]

  • Up taunt: Faces towards the player and does a thumbs up. While it's the same as Mario's, it references his victory animation in the first two Paper Mario games.
  • Down taunt: Runs around in place while turning around. Part of his victory animation in Paper Mario: The Thousand-Year Door.
  • Side taunt: Gently swings his hammer downward, making either a Yoshi ride sound, a mouse squeak, or cricket chirp. A reference to the different hammer sound effects Paper Mario's hammer can have.
  • Smash taunt: Goombario, Goombella, or Tippi will randomly appear and give a description of the opponent fighter

Idle animation[edit]

  • Raises his hand up for a brief moment. References how he responds to others.
  • Stares upward for a brief moment.

Entrance[edit]

  • Warps out of a paper Warp Pipe

Victory poses[edit]

  • Victory Theme, the Victory Theme from Paper Mario: The Thousand-Year Door, which itself is from Super Mario World
  • Spins around multiple times, then leaks up in joy. One of his victory animations in Paper Mario
  • Pulls down his cap, then joyfully throws it up and twirls it. One of his victory animations in Paper Mario: The Thousand Year Door
  • Flips into the second dimension, then gives the player a thumbs up.

Classic Mode: Opening the Thousand-Year Door[edit]

Roughly represents every boss Mario fights at the end of every chapter in The Thousand-Year Door.

Round Opponent Stage Music Notes
1 Ridley Ridley (SSBU) Princess Peach's Castle Petal Meadows Represents Hooktail.
2 R.O.B. ROB (SSBU) Dream Land Battle Theme Represnts Magnus von Grapple.
3 Captain Falcon Captain Falcon (SSBU), then Giant Bowser Bowser (SSBU) Boxing Ring Glitz Pit Represents Rawk Hawk and Macho Grubba.
4 Mr. Game & Watch Mr. Game & Watch (SSBU) (x8) Pirate Ship Rougeport Terribly represents X-Nauts.
5 Mega Man Mega Man (SSBU) Mario Galaxy X-Naut Fortress Represents Magnus von Grapple 2.0.
6 Meta Knight Meta Knight (SSBU) and Kirby Kirby (SSBU) (x2) Prism Tower Doopliss Battle Since Doopliss is fought twice, I decided to go with the second fight instead, which includes the 2 Shadow Sirens.
Bonus Stage
Final Peach Peach (SSBU), then Dracula Castlevania Shadow Peach Battle, then Final Battle Represents the Shadow Queen.

Quote[edit]

Quote
Quote.jpg
Universe Cave Story
Debut Cave Story (2004)
Smash Bros. appearances none
Most recent non-Smash appearance Cave Story+ (2011)
Console/platform of origin PC
Species Robot
Gender Male
Place of origin Surface
Created by Daisuke "Pixel" Amaya

Aesthetics[edit]

  • Design is taken from Cave Story+ while several moves are influenced by the fighting game Blade Strangers.

Attributes[edit]

  • Quote is similar to Samus where he is floaty yet a heavyweight. Unlike Samus, however, he has above-average speed all across the board. Quote's specials (aside from Booster 2.0) increase levels as more of its attacks land, up to level 3. On the other hand, his weapons weaken when he takes damage. At higher percents, it takes less damage for his weapons to weaken, while conversely it takes more damage dealt from Quote in order to level up his attacks. As such, Quote acts like a hit-and-run character who cannot afford to take on a lot of damage, an attempt to be in-line with his characteristics in Cave Story.

Moveset[edit]

Name Damage Description
Neutral attack 1.5% Two quick shots from the Polar Star, followed by a swipe from the Blade. Taken from Blade Strangers.
1.5%
3%
Forward tilt Blade 10% Throws the Blade slightly in front of him, similar to Palutena's forward air. Disjointed. Unlike his home game, this move cannot level up, and as such can only match its Level 1/2 variant.
Up tilt 8.5% An upward swipe from the Blade.
Down tilt 4% A downward swipe from the Blade.
Dash attack 7% Gets a minor boost from the Booster 2.0, extends his legs and kicks the opponent.
Forward smash Polar Star 15% (uncharged), 30% (fully charged) Charges the Polar Star before shooting forwards.
Up smash 14% (uncharged), 24% (charged)
Down smash Fireball 4.5% (uncharged), 6.5% (charged) Shoots out four Fireballs. The fireballs do not travel, unlike Plasma Breath, though if shot offstage, the fireballs will fall down in an arc.
Neutral aerial 10% (early), 7% (late) Does a flip while extending the Blade.
Forward aerial 12% (blast), 8% (gun) A blast forward. Pushes Quote back after its use.
Back aerial 7% Kicks backward.
Up aerial 1.25% (hits 1-4) 4% (final hit) An upward drill with the Blade. Has a drag down hitbox in the first 4 hits.
Down aerial 10% (initial hit), 7.5% (other hits) Dives downward, extending his sword. Has a meteor smash hitbox at the start of the move.
Grab Extends his hand and grabs the opponent. Average grab.
Pummel 0.25% Shoots from the Polar Star. Fast, but deals below average damage.
Forward throw 8% Kicks the opponent forward.
Back throw 7% Shoots the opponent backwards with the Polar Star.
Up throw 9% Uses the Booster 2.0 to jump up, then propels down and slams the opponent along with him, doing somewhat of a reverse piledriver.
Down throw 5% Uses the Booster 2.0 to jump up, then throws the opponent downward.
Floor attack 7% Slides and kicks in front of him.
Edge attack 5% Gets up and shoots a beam from the Polar Star.
Neutral special Polar Star 6% (uncharged), 12% (slightly charged), 18% (greatly charged) Fires the Polar Star. At Level 1, it shoots a thin beam, Level 2, it shoots parallel beams, and Level 3, it shoots one thick beam. Level 3 has potential to kill at high percents.
Side special Missile Launcher 5% (Level 1), 10% (Level 2), 5% each (Level 3) Fires the Missle Launcher. Level 1 fires one missile. Level 2 fires a big missile. Level 3 fires 3 Level 1 missiles.
Up special Booster 2.0 0.5% (air particles) Activates the Booster 2.0. Can last a total of one second when held down, but doesn't put Quote into free-fall afterwards. Can go in any cardinal direction.
Down special Bubbline 2% (Level 1), 5% (Level 2), 2% (Level 3, bubble), 7% (Level 3, fired bubbles) Fires the Bubbline. At level 1, it fires a single bubble forward. At level 2, it can now be held down and fire multiple bubbles. At level 3, when held down up to 14 bubbles are fired around Quote, acting like Leaf Shield until the player lets go of the button, in which the bubbles simultaneously fire forward.
Final Smash Spur 3% (Machine Gun), 45% (Spur) Summons Curly Brace and transforms the Polar Star into the Spur, the complete form of the Polar Star. While Quote charges the Spur, Curly fires the Machine Gun around the stage. When the Spur is finished charging, Quote fires it across the screen.

Taunts[edit]

  • Up taunt: Throws the Blade upwards while twirling his Polar Star.
  • Down taunt: Sits down and meditates for a few seconds. This is a reference to an early concept art
  • Side taunt: Looks to both sides, looking puzzled. Referencing Quote's actions when he tries to open a door that doesn't exist.

Idle animations[edit]

  • Briefly turns around and looks behind him
  • Looks down at his Polar Star, brushing off some dust

Entrance[edit]

  • Jumps off of Balrog onto the stage

Victory poses[edit]

Classic Mode: Escaping the Island[edit]

This is more based off of the stage, which represents a location Quote goes through in order to leave the island.

Round Opponent Stage Music Notes
1 Kirby Kirby (SSBU) Spear Pillar Gestation Represents First Cave and Critters.
2 Frigate Orpheon Mischevious Robot Represents the Egg Corridor. Beetles appear more frequently.
3 Green Greens On To Grasstown Represents the Bushlands.
4 The Great Cave Offensive Jenka 2 Represents the Laybrinth.
5 Fourside Moonsong Represents the Outer Wall.
6 Blood Stained Balcony Boss Medley Represents the Blood Stained Sanctuary.
Bonus Stage
Final Marx Mysterious Dimension Running Hell Represents Ballos

The song Cave Story will play for the credits roll.