My specials and supers for Donkey Kong, Samus, and Mario are as follows (I had the idea of mapping supers to directional inputs in a similar way to specials, but if I am jumping too far ahead, then pretend I made no such labelling):
Donkey Kong:
Up special: Donkey Kong lifts a barrel over his head and carries it for as long as the applicable button (A.B.) is held (
Otoad64
,you never specified a console/controller, did you?). The player may move, jump, and roll (by 'tapping' the control stick to either side). Releasing the A.B. causes Donkey Kong to throw the barrel in an arc to his front. Upon reaching the ground, the barrel bursts if the landing site is well below Donkey Kong, sending splinters out near the point of impact; or rolls along the ground slowly if the barrel falls a short distance. There may only be two barrels on the stage at once.
Neutral special: Similar to his punch in Smash Bros., Donkey Kong winds his arm around to power a gargantuan, forward fist strike, and he may cancel the wind-up into a dodge. The differences...
1. He cannot store the charge for later, as he could in Smash Bros.
2. The wind-up may continue ad infinitum by holding the A.B. (of course, without any gain in power after a certain stage of wind-up).
3. A fully wound punch penetrates shields.
Down Special: Who can ignore the ground slap? While grounded, Donkey Kong performs his ground slam animation from the original Country game. It is not extendable, as it is in Smash Bros. After slapping the ground, Donkey Kong causes a nearby, grounded opponent to fall through the platform he is on. 'Tapping' the A.B. results in the ground slam from Donkey Kong Country Returns, which stuns an opponent, but does no damage. It is quicker, but extremely short-ranged (Perhaps one or two mites better than Jigglypuff's Rest). Inputting the down special in the air causes Donkey Kong to slam the ground upon landing, but merely blows nearby opponents away with no damage dealt (inspired by his level entrance from Donkey Kong Country Returns).
Side special: Donkey Kong Rolls forward to attack. The momentum can be used to boost his jump distance in the direction of travel.
Down super (or Level 1): Donkey Kong beats his chest. He then temporarily becomes highly flinch-resistant, but moves more slowly.
Neutral/Side super: Donkey Kong reaches in front of him, and he grabs a nearby opponent. He then flings them in a direction inputted by the player. The opponent cannot recover early from the throw, and must endure the full launch distance.
Up super (or Level 3): Donkey Kong performs a flurry of punches in agreement with how rapidly the player taps the A.B. He finishes with a very strong punch that knocks the opponent a distance away.
(That was too long. I shall condense the movesets for the remaining two by using phrases in places instead of sentences.)
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Samus:
Up special: Screw Attack. Can be extended by tapping A.B. in time with end of animation. Can be repeated up to 3 times. Invulnerable to weak attacks during Screw Attack. Mistimed input or exhaustion of repetitions results in helpless fall. Very high priority and vertical distance.
Neutral Special: Charge Shot. Tapping A.B. causes weak shot from arm cannon. Holding A.B. charges cannon. Samus can run, jump, and angle the attack in any direction while charging. Operates similarly for different firing modes (later). While arm cannon is in missile firing mode, A.B. launches a missile by 'tapping,' and a super missile by holding A.B. Super missile penetrates shields, but has longer start-up (both missiles ammunition based).
Side special: Samus runs forward while A.B. Velocity increases gradually. Nearly useless on small surfaces. When Samus flashes, she is invulnerable and falls through platforms, and running into opponents damages, knocks them back, and penetrates shields, depending on velocity. Input can be made for a high jump or forward rush while flashing. Highly susceptible to self-destruction and punishment after doing so.
Down special: Stance. Morph Ball. Samus curls into signature morph ball form. Rolls along ground with control stick. shrunken hurt-box size. Sets bombs with A.B. normally, and super bombs while in missile firing mode (both bombs are ammunition based). Holding A.B. scatters bombs around Samus. Cancel with up input.
Level 1 super: Firing mode toggle- Freezing/Wave-beam/Charge Shot (standard)/ Missile firing mode . (Freezing) Shots now freeze opponents with each hit. The attacks themselves are weaker though./ (Wave-beam) hit-box size on neutral special now oscillates with distance + increased power (consumes energy/AP with each shot)./ (Missile) Neutral special now fires missiles described earlier, and super bombs with large blast radii can now be set from Morph Ball.
Level 2 super: Tether (on/off). Increases lag and range of grab. Samus can now tether onto walls and ledges for a limited time, as well as pull items toward her.
Level 3 super: Zero laser. Samus fires powerful beam that can be angled slightly. Drains all energy/AP, and has high end-lag, but causes extensive damage at long range, and covers a significant portion of the stage.
(If it all sounds 'carried away,' I know it does!)
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Mario:
Up Special: Stomp. Mario jumps upward and descends smoothly, but quickly, knocking down and bouncing off of whatever opponent he lands on. There is a chance that he will strike a POW block, or an item block on the way up, launching nearby, grounded opponents and shaking the screen, or dispensing an item, respectively.
Neutral Special: Fireball. Travels more quickly than in Smash Bros. Greater range. Very small hit-box size. Minimal damage. Bounces along the ground.
Side special: Mario slams hammer downward, knocking an opponent down with moderate damage. Quick for its power.
Down special: Spinning attack. Similar to what is seen in Smash Bros. 64.
Level 1 super: Fire Flower. Places a fire flower in Mario's hands.
Level 2 super: Mario squirts continuous stream of water from F.L.U.D.D. to push opponents away forcibly for as long as A.B. is held until energy/AP is depleted.
Level 3 super: Mario runs into a mega mushroom and grows to a large size. He can now attack opponents by stepping or jumping on them, in addition to his usual attacks.