Yamamura

Mystery Mushroom
Mario in his original 8-Bit form jumps out of a warp pipe, before collecting a Mystery Mushroom. The mushroom turns him into Yamamura.

Special Moves
Note: Everything from Mario Maker will be in the SMB1 style. This applies to normals too.

Neutral B - Honorary Builder
Yamamura will coo. Anyone in front of him will be appointed the Builder status. You can have as many players as you want have this status at once. During their builder status, whenever the opponent uses a special move, a formation of blocks or other traps (Burners, cannons, grinders, etc.) from Mario Maker will spawn around the opponent (List of details on what formations appear for what move is here.) For the opponent, these blocks can be stepped on and collided with, but cannot be attacked. For Yamamura, however, the opposite is true. You will pass through any blocks or obstacles spawned by using specials in Builder status, but you can attack them. Getting hit will result with the block getting removed from the field, flying out of place. The blocks, while flying, can hurt opponents, Builder or not (Although non-Builders will get more damage from them). In order to remove Builder status, use the attack again on someone who's already a Builder.

Side B - Warp Pipe
Yamamura will spawn a Warp Pipe directly in front of him. You can only do this on the ground or another platform. Initially, this won't do anything. You can step on it, and otherwise interact with it, though. Now, do this move again in a different location will spawn a second Warp Pipe. In classic Mario fashion, ducking down in one of these will cause Yamamura to pop out the other one. Normally, opponents can't use this ability, but however, if they're Builders, they can use the warp function. There can only be two Warp Pipes on stage at a time, as spawning another will make the first one you spawned dissapear. If you press B again in front of an already spawned pipe, you can raise it's height by one block (It's initial height is two blocks, one for the base and another for the end,) adding up to three more blocks. If Yamamura or a Builder attack it enough times, or an opponent bounces off of the side from an attack too many times, it will break (mainly to prevent infinites against it). The stronger the attack, the more quickly it will break.

Up B - Track & Lift
Yamamura will spawn a lift (The girder-like platforms in Mario), with him standing on the lift. If on the ground, Yamamura will do a short hop for before spawning it. If no direction is pressed, a track will spawn vertically and he will ride the track upwards. If you press a direction before the track spawns (one of eight directions), the track will instead spawn that way and Yamamura will ride the track in that direction. Press another direction before or at he gets to the end of the track, it will go that way next (Pressing a direction opposite the way Yamamura is coming will not register), and if you press another direction before or at the end of that section of the track, it will go that direction next. In no direction is press during those two points, it will head up instead (Or diagonally-up if straight up isn't available). Once the entire thing is finished, all three track segments and the lift will dissapear, leaving Yamamura helpless. If you press B during the move, the lift will sprout wings and it will move faster, but you must press the direction you want to go in faster as well. Yamamura can't move during the entirety of it, unless you press jump to end the move early (You'll still go into helplessness).

Down B - Enemy
Yamamura will go into a state where he can't do anything, with 4 options surrounding him, these are various enemy types Yamamura will spawn depending if you press Up, Down, to the Side or just press B alone. Once a direction is pressed the enemy will appear and Yamamura will be free to do whatever he wants again. The entire process takes only a fraction of a second if you know what you're doing. Pressing B alone will spawn a Goomba. It will simply stride forward. If hit by a Goomba, it'll keep dealing low-knockback hits as it runs along, only stopping when it eventually despawns. It'll also despawn regardless of hitting anyone or not. As usual, stomping the Goomba will kill it instantly. There can only be three on screen at a time. Pressing to the side will spawn a Koopa. Like the Goomba, the Koopa will keep moving forward, despawning if nothing hits it for long enough or it walks off the edge. But, if you stomp on him, he will retreat in his shell. Yamamura or other builders can interact with the shell, picking it up and throwing it, or just jumping on it again to set it off. Once it's activated, it'll fly forward, dealing quite a bit of knockback to anyone it hits, but not much damage. Two Koopas can be on screen at once. Pressing Down will spawn a Bob-Omb. As before, it'll walk forward, but at a certain point, it'll turn red, pulsate, and eventually explode. You can send a Bob-Omb into it's red form earlier by stomping on it. When it's red, you can pick it up, but you have to throw it quickly to explode it, or else it'll detonate in your hand. Regardless, the explosion can still affect you as well. Whoever it hits, it'll bring high knockback and damage to. The limit for Bob-Ombs is one, but it's not like they last long anyways. Finally, pressing up will spawn a Thwomp. These will appear a ways above Yamamura. When an enemy is close, they'll quicky slam down to the ground, regardless of whether or not they'll actually hit anything. After slamming down to the ground enough times, they will dissapear. Yamamura will not be affected by them. Two is the limit for Thwomps.

Final Smash - Enemy Limit
Yamamura will bring out a Wii U Gamepad. While the Final Smash plays out, Yamamura himself cannot be controlled. Once it activates, hordes of Goombas, Koopas, Bob-Ombs, Hammer Bros, Boos, Bloopers, and Spinies will spawn throughout the 15 seconds the Final Smash is active, all acting like they do in the original game. The exception is Bob-Ombs, as in the last 5 seconds, they'll drop down randomly Sudden Death-style. The player is also given a reticle. Using the analog stick to move wherever they see fit, they can place three Bowsers. Once all three are placed, the rest of the Final Smash goes on without any more player input. Once all 15 seconds have passed, every enemy will despawn, and every block the Builders have spawned will clear as well, and the fight will continue normally.

Normal Moves
TBA

Misc.
TBA