Job 64: Madeline moveset
Neutral Special:
Bow - Madeline has elements in her backstory, along with the game Towerfall, that show that she practices archery. If the attack button is held down, you can change the angle of the attack.
Forward Special:
Dash - Madeline dashes forward (slightly up or down depending on the direction of the control stick), and her hair turns blue until she hits the ground, indicating that she can't dash again. This has a good recovery, but deals no damage.
Back Special:
Reverse Super -
a hidden technique in the game - Madeline dashes on the ground, followed by a leap backwards. Mainly used to fake out your opponent. Like her forward special, it's got a good recovery (better recovery than the forward special, but it can't be aimed, so it's harder to use), but deals no damage, and it can't be used while her hair is blue.
Up Special:
Feather - Madeline holds up a feather, turning into a golden comet-like object that can fly freely around the stage for a short amount of time. (shorter than in Celeste, since it can be used whenever you want unlike in that game) The comet flashes white as the time runs out. Using this sends you into a freefall, so it's best used as a last resort.
Down Special:
Pink Cloud - a pink cloud appears beneath Madeline, acting as a temporary platform that she bounces off of. When used in the air, it appears a short distance below her, while if used on the ground, she gives a little hop, giving the player time to hit the jump button when the cloud's at its lowest point for some extra height. Only one pink cloud can be used until she returns to the stage, and it disappears if she (or anyone) jumps or walks off of it. Using this recharges her forward and back specials.
Guard:
Shield - normally used as switches, Madeline creates a bubble shield around her, which can take a few hits at reduced damage before disappearing. The colour changes from purple to blue to white, and it takes a bit to recharge (so it can't be released and then pressed again to restore its durability right away, for example)
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Job 65: Hat Kid moveset
Neutral Special:
Projectile Badge - holding out her umbrella in front of her, the tip starts to glow, changing colours as the beam gains more power. This will charge as long as you hold the button, and it fires a beam once you release it, with higher levels having a longer range and doing more damage.
Forward Special:
Scooter - summoning her scooter, Hat Kid drives forwards, ramming head-on into anyone in her path.
Back Special:
Item Magnet - Pons, a collectible from A Hat In Time, appear behind Hat Kid. Hat Kid pulls out a giant magnet, which acts differently from her original game, pulling her towards the item rather than pulling the item towards her.
Up Special:
Hookshot Badge - a grappling hook launches from the umbrella, acting as a tether recovery. (I'm assuming that tether recoveries are an option - if not, then it latches onto a floating ring that floats higher into the air before she lets go)
Down Special:
Batter Up! - Hat Kid pulls out a bat from Nyakuza Metro. She gets into a batter's stance, which gives her one hit of super armour like Ryu's focus attack, before swinging it into the opponent.
Guard:
Say Cheese! - Hat Kid holds out a camera, and if she's attacked from the front, she'll take a picture, temporarily blinding the opponent.
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Job 66: The Stanley Parable Adventure Line song list
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Following Stanley (the Adventure Line)
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Exploring Stanley
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Contemplating Stanley
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Anticipating Stanley
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Educating Stanley
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Countdown
Hopefully the Madeline moveset is all right - I beat Celeste, but I haven't played Towerfall, so my options are limited. I picture her as a character who's got great mobility, but her specials don't deal much damage (or any damage, in the case of most of them), forcing her to rely on her normal attacks.
I figured the dramatic music of Countdown would make for a jarring and humourous contrast with the stage that it's in - shame that it doesn't have "Stanley" in the title, though.