I think retro Link is one of the most potentially creative and unique newcomers out there, so I made a moveset for him. It wasn't easy because I have so, so many ideas and only so many slots.
First, a unique property:
Link can hold A at any time to begin charging a spin attack. This includes during other attacks, while incapacitated or recovering. This spin attack does not help with recovery.
Specials
B: Bomb
Immediately places a bomb on the ground by Link. It can be picked up like an item and thrown. While it does not explode on contact, it has a very large explosion and has a short fuse.
B Forward: Boomerang
A weapon the older Link uses as well, but this is different. It has more uniform movement; it can only go straight forward or on a diagonal axis when aimed, and has the same speed going in and out. This briefly stuns on hit.
B Down: Cane of Somaria
Link uses the cane to create a red block. When the special is used again, the block will detonate and send out four fireballs diagonally. This block acts as a physical barrier, can be pushed and jumped on.
If this is used when there is no ground beneath it, it will begin to fall. Furthermore, Link can only use it once in the air and has to touch the stage to use it again. This is to prevent Link from infinitely floating off the stage, and gimping recovery too easily by placing it by the ledge.
B Up: SO MANY OPTIONS
Roc's Feather, Stepladder, any of his flutes, a cucco to carry him away... I am sure you can use your imagination.
Smash Attacks
Forward Smash
Link pulls his sword back and thrusts it out, like he does in Adventure of Link. This fires off a slow moving sword beam that, while it does damage, has no knockback. I thought about gimmicks where this only happens when he is at 0% or having it inversely scale with his life, but keeping fun gameplay in mind, it should remain uniform at all percentages. The sword itself still ****s people up and has decent KO potential, of course.
Up Smash
Link holds up one of several random items above his head, knocking fighters away on presentation. If you fully charge this move, it plays the iconic Legend of Zelda item-get theme.
Alternatively, this could just have Link raise the Magic Rod above and create an explosion, and the presentation could be reserved for a taunt-attack instead.
Down Smash
Link smashes the ground with a hammer. Fighters at a short range at either side are flipped and end up on the ground. The range and damage increases as you charge it, though this move does not have knockback of its own.
Normals
A
Link constantly slashes as you mash A, like any of his classic pre-3d games. The animation interrupts itself of course so you can keep racking up the damage, but like with other rapid-hitting normals either Link or his victim will be pushed too far away for it to continue.
Forward Tilt
Link swipes the enemy with a lantern, igniting on hit
Up Tilt
Link taps the stepladder on the ground, causing it to extend and knock away anyone unfortunate enough to be in the way. He hits enemies when he brings it out, and positions the enemy for the second hit.
Down Tilt
Link does a simple crouching thrust, akin to what you get in Adventure of Link.
Dash Attack
Link holds his sword forward, making the patter sounds of the Pegasus Boots from LttP and striking the enemy multiple times before a final crash, bouncing off of them and sending them flying.
Aerials
Neutral
Link does a 360 corkspin with his Ice Rod in hand, leaving a cold trail. At higher percentages, this causes the enemy to briefly freeze.
Forward
A punch-like aerial sword thrust. This is difficult to connect with, but has great knockback and sends the enemy on a low trajectory.
Back
Link does a rearing shield bash and turns around. This does not have a lot of knockback but the hitstun is decent, so you can definitely follow it up.
Down Aerial
Like adult Link, this is a sword plant. Where this changes is it always bounces off the enemy, has no landing lag and always has the same level of knockback (not much at all). Link players are encouraged to pogo off the enemy as many times as they can to rack up damage. A bread-and-butter move, like it was in SSB64.
Up Aerial
The upwards sword-poke. While I had many ideas for what this move could be (like using his magic wand to create fire or throw magic powder), this is the most iconic choice and more importantly is something that I feel would make for the best gameplay.
Grab
Link holds the enemy above his head, as he would a pot or a shrub. As a result of using both hands, retro Link is the only character that can't attack fighters while he is carrying them, but like Donkey Kong he can walk around with them in hand until thrown or they break free. Since he immediately goes into this position after grabbing them, he can only throw them forward or backwards (not downwards; that would be terrible!).
Of course his Final Smash, like his recovery, could be one of many of the powerful spells he has had in the series.
Overall he is a projectile character like his successor, but of a completely different play style.