I had thought up a moveset for papermario before, if anyone's interested. although it would be using mario as a base, i think a lot of the A attacks from iceclimbers could fit for him... the side smash especially, but the up B could be a spring jump, the down air could be a two hit ground pound (so on press he kicks down, lightly, just to hit lag and link for the ground pound), then he front flips and tucks, and quickly plummets down, butt first, and bounces off of whoever he lands on... either that, or the down air is already a butt bomb, no hitbox on startup, and instead give him a version of the goomba stomp that'll make the foe just flinch long enough to bounce and do a ground pound. (i'm looking at thousand year door for references.) also, their should be just one partner attack, and only three possible partners, each with alts: koopa, goomba, bob-bomb... the two skins for koopa would be either kooper, from n64, or koops from gamecube. for goomba, there should be goombario and goombella, and for bob-bomb there should be bombette and bobbery... those are the only three partners who use the same moves in each game... koops/kooper would be like a boomerang, but only along the floor, and should work so holding down the input button (side b) would make him spin in place where his range from mario ends... maybe even a difference in range between tilting forward b and smashing forward b... then letting go of b would make him slingshot back to the spot he was fired from, regardless where paper mario's moved to... then goombella/goombario would be a bit like pikmin's side b, where they'd latch on to the enemy and beat on them... however the animation would look like they were headbonking, and they'd normally only hit twice, once from landing on them, then one bonk and they'd let go... however, you should be able to extend the amount of hits possible if you time side b's correctly to just before they land on them again, also to increase damage a lil... normally, each successful hit should do a little bit of hitstun, long enough to not let them shield between bounces, but there should be a limit to the max number of hits possible on one grab... then finally for bobbery/bombette, the side b should be a weak lob throw, and from the point they land, they start to walk, just like the bobomb's on the stage, only bigger, weaker (maybe the strength of link/snake's bombs), and a bit slower walking... they would be able to be cooked if you held b down, and you wouldn't be able to be hurt by your own explosions, but you could also detonate them with another side b... now i'd put his counter move on either his neutral b or down b and make it able to reflect projectiles if timed perfectly to right when mario would be hit by it, and also counter melee attacks the same way, then make the tap down b recall the partner, and the hold down b switch to the next one... i'd also make his side b in the air be the paper airplane fold, and make him able to glide with it... i mean using partners in the air was never a mario thing anyway, so why not put in the origami from thousand year door? (of course, then it would be fun to also change into the boat when in water)... oh, and the down smash may be the only smash i wouldn't keep like ice climbers... i'd change it to his spin attack from thousand year door... so basically goomba=pikmin, bob-bomb=waddledee/bob-bomb item, and koopa=greenshell+boomerang..?