Alright, here are the things I want different for Toon Link:
I want his forward smash to be him leaping forward and slicing down. Adult Link has form and style, while Young Link/Toon Link should be gritting his teeth and putting his all in every hit. His up smash is a perfect example of what his attacks should look like... leaping and swinging with reckless abandon and young courage.
Also, it could be fun if his Down Smash was him taking out the shovel and digging- first it'd hit behind him, and then he'd fling damaging dirt in front.
Most importantly: entirely different specials.
Up B
HURRICANE SPIN
(Wind Waker)
Yes, spin attack, but it can be charged about twice as long. As it charges, the duration of the spin and the hit radius increase and it behaves fairly differently on ground vs. in air.
In Air
Tap: Very similar to how it is in Brawl except he always is spinning perpendicular to the direction he's moving.
Partial charge: Same as the tap, just continues longer proportional to the length charged.
Full charge: He shoots straight up vertically an ABSURD amount, helicoptering like one of those toys you spin in between your hands to make them fly. While the fully charged attack does bring him higher than any other special, when the spin ends he's left dizzy and unable to act for a half-second as he freefalls. Ultimately, however, it is an excellent recovery move with any level of charge.
On Ground
Tap: He does the multi-hit spin much like Brawl's.
Partial charge: Pretty much like Brawl's fully charged spin, though the hit radius does increase slightly.
Full charge: Turns into the Hurricane Spin, where the player can control TL as he erratically sways back and forth on ground he's on. At the end, he's left dizzy for a half-second. Note: If he drops off an edge, he finishes the spin-time helicoptering into the air.
Side B
DEKU LEAF
(Wind Waker)
The Deku Leaf in SSB would act exactly as it did in Wind Waker.
In Air: He unfurls the Deku Leaf and starts to glide. The leaf itself does damage and blocks projectiles.
On Ground: He raises the leaf up high and flaps it as hard as he can, sending a blast of wind across the stage to blow away enemies and objects. Also deflects physical projectiles (
not reflect- deflected projectiles won't hit enemies).
Neutral B
GRAPPLING HOOK
(Wind Waker, Phantom Hourglass)
As he holds down the B button, TL swings the Grappling Hook around in a circle, hurting enemies/objects that it hits. When B is released, the grapple is thrown in the direction indicated (or straight forward if no direction is pushed). This move is a tether recovery. If it hits an enemy that is holding a small item, the grappling hook steals it and brings it back to TL's hand. If TL is already holding something, the item instead drops to the floor.
Down B
MOLE MITTS
(Minish Cap)
When TL dons these clawed paws, he can dig through dirt.
Air: While the button's held, he starts clawing downward quickly as if trying to dig. The rapid scratches hurt enemies continuously, and if TL hits the ground while clawing he starts doing the ground move.
Ground: TL starts clawing away at the ground to dig underneath. After a few seconds of being invisible underground, he erupts out of the ground in a clawed burst, knocking foes upward. Controlling where Link jumps out is similar to controlling the Super Star item.