The hunter would be a semi-heavy character but agile like Link and have slightly higher than average fall speed. Their gimmick is their weapon combo variations. If the moves used are all one weapon, chances are that they'll combo (Basically, two or more attacks that use the same weapon within a brief period get a couple frames taken off of startup and/or endlag when chained together, unless its a finisher). They would be very combo heavy but supplement their combos with huge bursts of damage. They play neutral using their tools to play and analyse their opponent, then combo. Heavy hitting, has a wall latch and to adapt the monster hunter games, Hunter can cling to the wall and jump. They are a glass cannon with great conversions, traps and a strong defensive game.
Monster Hunter (monster hunter series) falls in, and has a heavy landing, but gets up and into their stance.
Grounded moves:
Jab: Dual blades slashes. A 3 hit slash with a flourish, but can chain into a rapid jab, Demon dance. Reletively short range. Rapid jab does great damage but doesnt follow up well, whereas the gentleman does less damage but has follow up potential. Frame 3 startup. Finisher.
F-tilt: Dual blades spinning slash. Think of the move as the utility of sheik's f-tilt but falco's animation. Does 3 hits that knock up the opponent slightly forward. About the frame data of a pit u-tilt, range of yoshi f-tilt. Combos into F-air later, n-air. An effective anti-air.
U-tilt: An upward pommel bash with Greatsword. knocks opponents slightly sideways and helps follow up with U-smash, or a read f-smash.
D-tilt 1&2: A crouching arrow sweep with low knockback>a lunging arrow slash with higher knock back but more lag. Can 2 frame. The first hit Combos into Bow, n-air, or read f-air. The tipper launches horizontally.
Dash Attack: Dual blades spinning slash. Hits 5 times and ends in a finisher launching them diagonally. Good for catching landings but not much kill potential.
Aerials:
N-air: A spinning slash with the dual blades. Does 5 hits with the final doing a medium launch but good damage, auto cancels, has low landing lag, little end lag, and can drag down.
U-air: A double raking slash upwards with dual blades. Little end lag but has some landing lag. Great for juggle combos.
F-air: A wide covering slash with the greatsword. It autocancels on a full hop and can hit average heights at its lowest point. When you land with it, it has some lag, but does a quake which covers your front. Towards the middle of the blade, it has a powerful spiking hitbox.
B-air: A turnaround back handed slash with an arrow. Has tipper. Has little lag in general. Fastest aerial. You can B-air twice in a full hop.
D-air: An x-swipe downwards with the dual blades. Spikes in the middle, launches sideways on the sides. Short hop auto cancels, has low landing lag, low end lag.
Smashes:
F-smash: Greatsword slash( a significantly slower but longer range Ganon f-smash good for ledge situations. Uncharged, it lands just before a falcon punch). Fully charged hits have a quake effect below the sword and a small distance away, dealing extra damage and allowing it to 1 shot at ledge. Does great shield damage and can break one hit charged, but is extremely punishable. The quake can 2 frame, but if you were hit below the ledge with it, you wont get hit into the sword. Finisher.
U-smash: A wide upward sweep with the greatsword. The fastest smash attack but weakest. The sweetspot in the middle of the arc sends them straight up, allowing earlier kills, but the rest sends them diagonally away. Can 2 frame, but only on the back hit. Finisher.
D-smash: Greatsword sweep. Starts off behind the hunter, knocking away horizontally towards the tip, then an upward lash that covers all of the front of the hunter. The base of the blade will knock opponents into the uppercut. Around the tip of the uppercut, the kb is more horizontal. Finisher.
Specials:
Neutral-b: Bow. Has 3 charge stages, and some movement. If you dash backwards, you'll do a back hop that resets charging. Three consecutive back hops give you an instant level 3 charge. Walking causes turning and regular movement. Can jump. Stage 1 charge looses an arrow dealing 7% with decent kb, Stage 2 looses a piercing arrow that is unaffected by shield, long range, and does multi hit like a weak drill arm, and Stage 3 looses 3 arrows that spread vertically over distance, each arrow dealing 8% with horizontal kb. You can shield at level 1 charge (uncharged). Finisher.
Side-b: Palico Assist. Call your palico to do 4 various actions. If back is pressed, your palico will guard any attack in front of you for 3 seconds (For a short period of time on activation, if they block something, they will immediately do a spin attack, trapping an opponent in an attack for a moment. This reduces the damage dealt to the palico as well. If forward is pressed, they will do a long ranged lunge attack with a little startup. If up is pressed, they will hit you and launch you a set distance upward to a chosen angle. You wont take damage, but you cant act for a short time. This goes farther than your standard jump. If down is pressed, they'll throw two boomerangs dealing 7% and 5% with low kb. Once used, they cant be reused for 4 seconds. Even if you were hit just after this move was activated, you can still command the Palico, but theyll be open for attacks. If they take 12% They will bury themselves and be on cooldown for 8 seconds. If they die, cooldown lasts 12 seconds. Semi-finisher. As a nice touch, using this move causes the signal sound from Monster Hunter.
Down-b: Items. Hold b to select, tap to use. Your selection is: Armorskin, Small barrel bomb, Large barrel bomb, Shock Trap, Poison smoke bomb, and Whetstone. Armorskin boosts your defense for 20 seconds (damage values and knockback), but has an uncancelable animation. Cooldown is 30 seconds. Sml bb is a grabable projectile that has a bigger than average radius, explodes on impact for 10% when smash thrown, and has a 3 second fuse. Cooldown is 1 second. Lg bb is somewhat larger than pac's fire hydrant, explodes when struck, negates some projectiles with the blast, has a falling hitbox and large blast radius, and cant be picked up. Its downside is that Hunter can take the full damage, It has a 7 second cooldown, and only one can be out at a time. Shock trap takes 3 seconds to deploy, and has a zap floor effect for 10 seconds. Cooldown is 15 seconds, but cooldown stars after the trap is deactivated(can be done manually by going near and pressing down-b with shock trap). Poison smoke bomb leaves behind a cloud of poison gas, flinching and dealing some poison damage to whoever it lands on. It can only be thrown downward. Cooldown is 4 seconds. Whetstone is a kind of charge move, you sharpen your weapon for extra damage and shield damage for about 5 seconds, but you don't keep the charge if you are interrupted. Each time you complete a charge, you play an animation and your weapons are upgraded. Level 1 charge lets you do 1.05 damage, deals extra shield stun, and lasts for 3 hits. Level 2 charges lets you do 1.1 damage and significant extra shield damage, and adds one more use. Level 3 lets you deal 1.2 extra damage, can crush shields with tilts, and adds one more charge. Your weapons glow green for lv1, blue for lv2, and white for lv3 whenever you have charges left. While sharpening, you can dodge, but not shield until you have fully sharpened a weapon. Has a cooldown of 5 seconds.
Up-b: Aerial vault. Do an upward jump and if you land on someone or a wall, jump off of it. Has i-frames on startup and on the second jump. When you jump off of something, a small area around the hunter's feet will explode in a blue aura, dealing 2% and a decent semi-spike to anyone nearby.
Extras:
Grab: The hunter points forward and the palico leaps onto the opponent. Has average range and a slightly faster than average endlag.
Pummel: The palico scratches at the opponent. Fast damage, but deals 2.5% per hit.
Down throw: The hunter grabs the opponent, and does a takedown throw, slamming them into the ground. Deals 9% and combos into aerials.
Back throw: The hunter whips the opponent behind them with one hand, and slaps them with the great sword with the other. A kill throw at 110% on average weights, at ledge. No follow-ups.
Forward throw: Palico leaps off of the opponent, landing behind you. All grounded options except u tilt work until 30%, then only some work and aerials will. Deals 7% and low kb forward.
Up throw: The hunter does an upward sweep with the Greatsword, knocking both the opponent and the palico in the air 16%. Kills at 145% w/o di for heavies.
Down taunt: Kick (does 1% and flinches. Can 2 frame.)
Up taunt: Prance
Side taunt: The pose from the 'Taunt' Emote
Example of my weapon cancel idea:
F-tilt into u-air or n-air is almost always guaranteed
f-tilt into jab is good until 45%
f-tilt into both sweet and sour spot d-air works until about 30% then only sour works until about 60%
u-tilt- combos into u-smash until about 90%
until 25% u-tilt combos into d-smash
d-tilt 1 sourspot into bow pretty much always works if you have good aim, except at 50% and higher when opponent di's upward. D-tilt 1 sweetspot sends horizontally, making it easier to hit Bow.
To enhance the power of sour spot b-air, reverse neutral b and hit arrow lv1.
Some examples of combos I think would work:
At 0% f-throw>f-tilt x2> dragdown n-air>d-tilt 1&2
At 60% d-tilt 1> u-air> double jump u-air
At 25% F-throw>Gentleman>Dash attack
Until late % Landing sour b-air> rising b-air