The Bros. are back together, but with a little help in the shape of PaperMario!
Mario & Luigi fight together with their trusty hammers and a little help from PM for their basic moves, and for grabs and smashes they use Bro and Trio attacks. You can switch between brothers via taunts, And while the trio's basic and smash attacks go unchanged, They both have a unique arsenal of attacks at their disposal.
This makes for a interesting fighting style that means opponents need to keep a eye on the Brother's formation.
M tends to deal more dmg, but his attacks are abit slower, and L is faster and has better recovery.
A. Mario swings his hammer.
AAA. first M swings his then L then PM swings his hammer upwards.
^.A M&L both swing their hammers upwards until they collide above their heads.
>.A PM folds into a boomerang then M or L throws him forward.
v.A M&L swing their hammers low in a spinning attack that can trip opponents.
Dash.A All 3 of them get a short speed burst forward before they trip and headbutt their opponent.
Side Smash: Paper Shuriken Burst- PM quickly creates upto 3 copies then M & L grab PM who folds into a large shurikan before throwing him/them several feet forward dealing multiple hits before the shurikan burst, leaving the lone PM to rejoin the brothers. It deals from 8-24%dmg.
Up Smash:Trio Twist- M&L each grab 1 of PM's hands as he twists up tight like a spring. Then once done the Brothers do a powerful team spin attack that propels them a couple of feet off the ground. It deals upto 26%dmg.
Down Smash: Trio Hammer- The size and raw power greatly varies from the charge time. No charge= M swings his hammer down. half charge= M&L swinging their hammers down. And fully charged= all 3 of them down. It deals 10-30%dmg.
Neutral Air: M&L do a kinda plutter jump that damages nearby opponents.
Forward Air: PM folds into a paper airplane and M&L grab onto him and fly forward a few feet. It can be used to help recover.
Back Air: PM folds into a racket them M does a spinning swing backwards.
Up Air: PM folds into a propeller which M&L hold up and spin to deal multiple weak hits to nearby opponents.
Down Air: M&L do a falling stomp that causes meteor smash.
Grab: PM rolls up into a rope looking form and M grabs PM then swings whips him forward to grab ahold of nearby opponents.
^.throw L delivers a upper cut with his hammer
>.throw M does a spin while holding his opponent then L swings his hammer and hits the opponent like a baseball.
<.throw L hits his opponent from behind them
v.throw L slmas his hammer down hard has a 1/3 chance of "burying" the opponent. (Think DK's >.b)
-SpecialsM- Quick note. M's attacks tend to be fire based.
Neutral Special: Red Shell Kickoff- M kicks a red koopashell forward. By repeatedly pressing B M&L can kick it back and forth, or by holding B M delivers a powerful kick to send it flying at opponents. A charged shell catches on fire. A uncharged hit does 8%dmg and a charged shot deals 16%dmg.
Side Special: Toad Trail- M uses several paper toads to form a road for him and L to roll across at high speeds. You can charge it by holding B but at full power they'll catch on fire and deal alot of dmg to opponents and some to themselves. It deals upto 17%
Up Special: Rocket Blast- M pulls out a rocket then him and L takeoff straight up, (about 7ft) At its peak L jumps of to safety while M pilots it in a kamikaze attack. To get him off press A and change trajectories with the control stick. it deals upto 20% dmg.
Down Special: Cannonball Chuck- M starts spinning a large ball and chain. You can gather speed by holding v.B and throw it by letting go. After charging it L jumps ontop of it and rides it, and by pressing B he'll jump off of it and send it falling straight down causing meteor smash. It deals upto 31%dmg.
-SpecialsL- Quick note. L's attacks tend to be electric based. (excluding Fire Flower)
Neutral Special: Fire Flower- L holds up a fire flower just before he and M start to unleash numerous small fireballs. They start out weak similar to Fox's blaster, but if you hold B after the attack starts they'll charge up and shoot several stronger bigger fireballs. The weak fireballs deal 1% and the larg ones deal 3%dmg.
Side Special:Balloon Burst- L pulls out a balloon and pump, then by rapidly tapping <.B then >.B you can pump it up. It can expand from L's height to Bowser's. The balloon burst dealing upto 20%dmg.
Up Special: Dropchopper- L pulls out a propeller device then quickly grabs it along with M and they're carried upwards, but if you press v they'll perform a swift falling spin attack that causes meteor smash and 17%dmg however if you miss you can't cancel out of the attack.
Down Special: Mega Thwonk- L eats a mega mushroom to grow to 2.5x his normal size then he charges up electricity around his hammer, once charged he delivers a powerful swing that sends opponents flying far. It deals 30%dmg.
Final Smash: Trio Meteor- PM uses the massive paperizer hammer to catch opponents in a cutscene FS, where M, L, and PM ride (Bowser sized meteors down towards paper versions of their unlucky opponents. The 3 meteors deal 12%dmg each. Then all 3 rade a bigger (2xBowser's height) meteor that deals 36%dmg.
Last edited by TheLastDragoon on Wed Dec 23, 2015 9:58 am; edited 1 time in total