A while back I wrote about
how the ARMS characters' gimmicks could be incorporated into Smash. Time for round two:
Kid Cobra
I feel his charged dashes would make the most sense as a limited-time buff, similar to Deep Breathing or Limit Break, so down special probably. He would move faster, have better frame data and distance on dodges and have his ARMS charged during this state.
Helix
Shrinking into a puddle would naturally manifest as being able to crawl. Stretching could be achieved like in ARMS, holding down the jump button while grounded, but you're committed to a jump afterwards. To keep things simple he should probably only have access to a single "tower-mode attack" during this state, like a punch you can curve up and down with the stick. Moving the stick left and right will instead shift his body and hurtbox. I imagine this could be a fun way to bait out attacks.
Max Brass
Like with Kid Cobra, the buffed state could be a down special. He would increase in size and have universal armor during it and typical super armor on some attacks like smashes. In ARMS this state could be activated even with a throw, which might be too strong in Smash, not sure. The rest I already went through with Spring Man:
Perma-charge: Pretty simple, just happens at a fixed percentage like Terry's GO! Meter and resets on death / when healed enough. (Max also grows in size during this.)
Parry wave: This could go many ways. It'll probably act as some kind of counter/reflector or both. Maybe a "clanker" that'll nullify any active hitboxes it touches? That might be too complicated.
Lola Pop
Lola's gimmicks revolve around shielding, so I'm thinking she could maybe have a unique ARMS type shield. No shield poking, but lower shield health than normal?
Moving while shielding: With her unique shield she can't shield shift, so holding down both shield buttons and moving the stick will instead make her shuffle forwards or backwards slowly.
Quick dash out of shield: Fast and far forward roll and back roll.
High jump out of shield: Performing a jump oos will result in a unique "super jump" that goes high.
Initiating shield in air: Not to go too overboard with unique inputs, this could just be a stall-and-fall down air that bounces off opponents like the ones
have. Could have brief invincibility or something to reflect that it's still a defensive maneuver originally.
Misango
Spirit pillar: Down special. The pillar appears in front of Misango and blocks attacks and projectiles for a while. Achieved by pressing the special button.
Mask fusion: Also down special, but achieved by holding the special button. performing held down special during the fused state will cancel it. Like in ARMS, the mask changes colors periodically. Depending on what color it is when the special is inputted, you get different benefits and drawbacks for a while.
Red: Slight size increase. Damage taken is reduced. Universal armor on ground and typical super armor on some attacks like smashes. Throws deal more damage and knockback. Lower movement speed, air speed and jumps.
Blue: Faster air/ground speed. Faster/longer dashes and higher jump. Throws deal less damage and knockback. Easier to launch.
Yellow: FS Meter fills faster and Final Smash deals more damage and knockback. Slightly slower movement. Throws deal less damage and knockback. Since FS Meter and Final Smashes wouldn't always be available, I'll give it the additional bonus of lengthening the damage and duration of the damage-over-time effect of Misango's charged punches, seeing as all his signature ARMS have the poison element.
(Having thought of and written this, I'm actually more ok with the idea of Misango being the ARMS rep now.)
Springtron
Parry wave: This could go many ways. It'll probably act as some kind of counter/reflector or both. Maybe a "clanker" that'll nullify any active hitboxes it touches? That might be too complicated. With Springtron this is tied to...
EMP/Buffed state: Holding down whatever special input's tied to Parry wave (probably down or side) for long enough results in a relatively big spherical explosion around Springtron, paralyzing anyone caught in it. After successfully performing the EMP Springtron's ARMS are charged and he gains faster ground and air speed fro a while.
Dr. Coyle
Well, I already wrote about her
at length, so give it a read if you're interested. Short version, Floating is cosmetic and reflected in her stats, invisibility is up special and third ARM appears in her buffed state and a single taunt.
Phew, done. Hope you find these interesting or that they feed your imagination and speculation.