I'm shamelessly recycling some of these from posts of mine on other sites, so some will have Customs for the Specials and others won't.
(Papyrus isn't necessarily one I want in Smash, but this was from a prompt on reddit so I figured, why not post it here?)
-Base gameplay and smash attacks will mostly be in line with the Falcon clone philosophy, with a speed between Melee Ganon and Sm4sh Ganon, with one notable exception: he has a hover that can be done on the first or second jump by holding down the jump button (similar to Project M, but not as a Special). The main aim here is to declone him from Falcon via his Specials.
Neutral Special - Warlock Orb: Ganon charges up a powerful projectile that does great damage with disproportionately lesser knockback, and if it misses and hits a wall/floor it leaves a lingering electric hitbox for about half a second; however, unlike other characters with chargeable projectiles (Samus, Mewtwo, etc), Ganon cannot stop charging at any time before he can throw it - he has to charge it the full way, or else he has to start over again
Neutral Special - Warlock Orb: Ganon charges up a powerful projectile that does great damage with disproportionately lesser knockback, and if it misses and hits a wall/floor it leaves a lingering electric hitbox for about half a second; however, unlike other characters with chargeable projectiles (Samus, Mewtwo, etc), Ganon cannot stop charging at any time before he can throw it - he has to charge it the full way, or else he has to start over again
- Custom 1 - Warlock Blade: Ganon charges up to prepare a devastating short-range sword slash (this is essentially a stand-in for the Warlock Punch, except unlike PM or Sm4sh's Sword based substitutes, this is a horizontal slash instead of a vertical slash or a thrust, covering roughly the same distance as his Melee Warlock Punch)
- Custom 2 - Dark Wave: Takes longer to charge than the previous moves, but Ganon throws out a wave of darkness that pushes opponents back (i.e. it's a goddamn windbox attack)
- Custom 1 - Warlock's Cape: Ganon drapes his cape over himself dramatically, and if he catches an energy projectile within the draping, he recovers some health, but there's significant cooldown lag and the timing is tricky
- Custom 2 - Cape Trip: This is just a plain dirty trick; Ganon swipes his cape low, and if it catches an opponent they trip; the risk is in the fact that it's done up very close
- Custom 1 - Dark Dive: the familiar grabbing recovery move from Ganon's old moveset; no surprises here (going with the Brawl/PM/Sm4sh version in mind, with the extra little punch at the end)
- Custom 2 - Warlock Phase: Ganon phases through the air, leaving holograms of himself along his path; it covers a greater distance than the Warlock Teleport and can be interrupted for earlier landing, but it's a bit slower, trajectory is harder to control (I'd describe it almost as "slippery") and, due to constant visibility and no attack power, it's easy for an opponent to see where he'll end up and thusly punish it (here's a good example of what it would look and sound like)
- Custom 1 - Power Quake: Ganon punches the ground and creates a small quake radius around himself; acts faster than Power Field but it doesn't send enemies very far away (if used in the air he dives down, but if it's a big enough fall it'll eventually peter out; think of it like using regular Ganon's Wizard's Foot in the air, except it can't be used again until he touches ground)
- Custom 2 - Dark Attraction: The total opposite of the two above moves, this one draws opponents in within a radius; this is good for setting up devestating combos, unless you whiff it, as this also has some troubling recovery lag
-Basic gameplay is a glass cannon character like Captain Falcon; he has decent power and speed, but he's easily left open, particularly after whiffing attacks and in his fairly defenseless recovery.
Neutral Special - Bone: Papyrus pulls out a bone of a random size and throws it slowly along the floor much like his early bone attacks in a Neutral/Pacifist run, and although slow they can "stun" an opponent momentarily, especially if multiple are thrown; much like Peach's Turnips and the "stitch-face" turnip however, Papyrus has a very rare chance of pulling out an Annoying Dog biting down on a bone who is thrown in a Capsule or Bob-Omb-like arc, and like Peach's stitch-face turnip it does insane damage and knockback
Side Special - Blue Attack: A total ripoff of DK's Side Special; Papyrus throws a blue heart a short distance with startup lag beforehand and recovery lag after, but if it connects, it buries an opponent if on land or spikes them if in air
Up Special - Bone Flutter: A recovery jump based on his fluttery floating jump from after your fight with him in Pacifist; better for horizontal recovery than vertical recovery, with little horizontal or vertical control
Down Special - Master Spaghettor: Essentially acts like a mine; Papyrus quickly whips up a plate of spaghetti and drops it on the floor, and an opponent who walks over it gets blown away by indescribable flavor
Final Smash - An Absolutely Normal Attack: His final attack from his battle, albeit nowhere near as long lasting; bones do continuous knockback similar to Mario's Final Smash
Neutral Special - Bone: Papyrus pulls out a bone of a random size and throws it slowly along the floor much like his early bone attacks in a Neutral/Pacifist run, and although slow they can "stun" an opponent momentarily, especially if multiple are thrown; much like Peach's Turnips and the "stitch-face" turnip however, Papyrus has a very rare chance of pulling out an Annoying Dog biting down on a bone who is thrown in a Capsule or Bob-Omb-like arc, and like Peach's stitch-face turnip it does insane damage and knockback
Side Special - Blue Attack: A total ripoff of DK's Side Special; Papyrus throws a blue heart a short distance with startup lag beforehand and recovery lag after, but if it connects, it buries an opponent if on land or spikes them if in air
Up Special - Bone Flutter: A recovery jump based on his fluttery floating jump from after your fight with him in Pacifist; better for horizontal recovery than vertical recovery, with little horizontal or vertical control
Down Special - Master Spaghettor: Essentially acts like a mine; Papyrus quickly whips up a plate of spaghetti and drops it on the floor, and an opponent who walks over it gets blown away by indescribable flavor
Final Smash - An Absolutely Normal Attack: His final attack from his battle, albeit nowhere near as long lasting; bones do continuous knockback similar to Mario's Final Smash
-Core gameplay is somewhat similar to Luigi's except for being faster, but with more kick-based attacks and jumps that don't go as high nor can be controlled quite as easily as either Mario Bro, but he falls almost as fast as Mario.
Neutral Special - Waluigi Tennis: Waluigi pulls out a tennis racket and ball, and serves a ball; the longer B is held down, the faster and further it flies, along with doing more damage, but at the obvious expense of being a sitting duck; it's great for gimping recoveries like Link's Bow and Arrow
Side Special - Dance Dance Waluigi: Inspired by Luigi's Green Missile, Waluigi launches forward spinning rapidly whilst posed like a ballerina if you charge the move by holding B, but just tapping it results in a dissapointly slow set of spins and little distance covered; no misfire property here however, and it's got very little horizontal movement in air, but it's ideal for getting Waluigi a decent distance at good speed in a pinch and a ~70-100% charged spin in the air acts as a semi-spike; Waluigi has a lot of cooldown time after a heavily charged spin
Up Special - Waluigi Party: Behaves similarly to the Bros' Super Jumps with a horizontal and vertical distance in between Mario's and Luigi's, but at the apex of his jump is a dice block from Mario Party, and it is only if and when he strikes this block that he does any damage; a number representing the damage done will pop up above the block in Mario Party fashion
Down Special - Waluigi Kart: a gigantic ripoff of Peach's Turnips, Waluigi pulls out an item at random, the most common one being one unique to him, a Fake Item Block that stuns an opponent on contact similarly to Zero Suit Samus' Paralyzer; the other items he has a chance of pulling are all the Mario Kart-based items (in order of most to least likely: Banana, Green Shell, Poison Mushroom [yep he can fuck himself over], Super Mushroom [neither of Waluigi's Mushrooms will last as long as the regular ones], Blue Shell, Lightning, Bullet Bill, Bob-Omb); due to how much better almost all of Waluigi's pulls are than Peach, he has a cooldown period before he can use it again, flashing red until he's good to go
Final Special - Waluigi Rally: continuing the tennis motif (that is where he made his debut!), Waluigi swims forward in the air after pressing B, and any opponent(s) caught in the swim are used as an impromptu tennis ball that bounces around as an enlarged Waluigi serves increasingly fast volleys with... himself, until he "misses" a return and the opponent(s) fly off; Waluigi reappears where the "losing" Waluigi was, and he'll stomp in anger after missing that return
Neutral Special - Waluigi Tennis: Waluigi pulls out a tennis racket and ball, and serves a ball; the longer B is held down, the faster and further it flies, along with doing more damage, but at the obvious expense of being a sitting duck; it's great for gimping recoveries like Link's Bow and Arrow
Side Special - Dance Dance Waluigi: Inspired by Luigi's Green Missile, Waluigi launches forward spinning rapidly whilst posed like a ballerina if you charge the move by holding B, but just tapping it results in a dissapointly slow set of spins and little distance covered; no misfire property here however, and it's got very little horizontal movement in air, but it's ideal for getting Waluigi a decent distance at good speed in a pinch and a ~70-100% charged spin in the air acts as a semi-spike; Waluigi has a lot of cooldown time after a heavily charged spin
Up Special - Waluigi Party: Behaves similarly to the Bros' Super Jumps with a horizontal and vertical distance in between Mario's and Luigi's, but at the apex of his jump is a dice block from Mario Party, and it is only if and when he strikes this block that he does any damage; a number representing the damage done will pop up above the block in Mario Party fashion
Down Special - Waluigi Kart: a gigantic ripoff of Peach's Turnips, Waluigi pulls out an item at random, the most common one being one unique to him, a Fake Item Block that stuns an opponent on contact similarly to Zero Suit Samus' Paralyzer; the other items he has a chance of pulling are all the Mario Kart-based items (in order of most to least likely: Banana, Green Shell, Poison Mushroom [yep he can fuck himself over], Super Mushroom [neither of Waluigi's Mushrooms will last as long as the regular ones], Blue Shell, Lightning, Bullet Bill, Bob-Omb); due to how much better almost all of Waluigi's pulls are than Peach, he has a cooldown period before he can use it again, flashing red until he's good to go
Final Special - Waluigi Rally: continuing the tennis motif (that is where he made his debut!), Waluigi swims forward in the air after pressing B, and any opponent(s) caught in the swim are used as an impromptu tennis ball that bounces around as an enlarged Waluigi serves increasingly fast volleys with... himself, until he "misses" a return and the opponent(s) fly off; Waluigi reappears where the "losing" Waluigi was, and he'll stomp in anger after missing that return
-Obviously there's gonna be a lot of whip-related moves, but there are also some hard-hitting martial arts thrown in, and most whip attacks are easily punished if missed to make up for the distance covered by the whip; I mention only the Belmont name because my idea here is to have multiple Belmonts for the costumes just as Bowser Jr. had the Koopalings for his costumes; my idea for costumes would be Simon (default), Trevor, Richter, Juste, Julius, Leon, Sonia, and Gabriel (part of me wants to be a dick and say that their jump is just like the NES games, but another part of me thinks that's totally unfair. thoughts?)
Neutral Special - Dagger: A blessed silver dagger, thrown quickly in a straight path; not especially powerful, but up to three can be thrown at a time
Neutral Special - Dagger: A blessed silver dagger, thrown quickly in a straight path; not especially powerful, but up to three can be thrown at a time
- Custom 1 - Axe: A powerful and large axe thrown a short instance into a high arc that quickly falls downward; only one can be thrown at a time and it takes a fair while for an Axe to despawn
- Custom 2 - Rebound Stone: a small weak stone that bounces off surfaces; travels much faster than the Dagger, but only two can be thrown
- Custom 1 - Cross Boomerang: A slow boomerang that travels far, and remains at its apex for a bit before returning at a slightly faster speed; not terribly strong but it can "carry" juggle opponents a decent distance if they're at just the right damage
- Custom 2 - Sacred Fist: Belmont moves slowly forward unleashing a barrage of rapid punches, but with their backside left absolutely defenseless
- Custom 1 - Gravity Boots/Super Jump: Belmont jumps a slightly better distance than the Whip Uppercut and with lots of horizontal control and distance, but there is no damage done with this jump (OK so this was really moreso Alucard's jump, but it's not unusual for characters to pilfer moves from others... Ness)
- Custom 2 - Griffon Wing/Burning Uppercut: a far more powerful uppercut than the Whip Uppercut, but it doesn't offer as large a radius of protection and it covers a miserable vertical distance with absolutely no ability to control what little horizontal movement is available (this one is stolen from Jonathan Morris)
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