Emil Castagnier moveset:
Emil is a fast character with good jumping, and can come back easily on the battlefield. Of course, he is a little easy to eject because his weight is not so high.
Emil normal mode:
B: Blade Fury. Base artes. 4 hit max for Blade Fury, can't eject. Usable only in ground.
Forward B: Havoc Strike. Base arte. Can be used to come back on the battlefield, one hit max, can't eject. The distance he will travel if used in ground is equivalent to an angle of 45 degree from the place he is after the jump. In air, he doesn't do any jump and does the kick move directly. If it is your first B move in air, it can be interrupted, by if it is your second move in air, Emil will still travel the distance of 45 degree, until he meets something. (so the floor or an hole that means death.)
Up B: Ravaging Tiger. Base arte. Can be used to come back on the battlefield. Three hit max, eject the ennemy down (completely vertically down), but not a good killing move.
Down B: Phoenix Rush. Base arte. Can be used to come back on the battlefield. Two hit max. Can't eject.
There are base artes. Forward B, Up B, and Down B, can be connected each other. It means you can do Ravaging Tiger then Phoenix Rush, or Phoenix Rush and Havoc Strike. But you can only do two B moves, you can't for example do Havoc Strike, Phoenix Rush, and Ravaging Tiger in a row.
A movement: Three slashes. (basic attack.The three slashes can be used by pressing A three time, or by keep pressing A.) Can't eject.
Forward tilt: Demon Fang (base arte, projectile. It does a shockwave on the ground that does one hit, and it does a projectile that moves that does one hit as well, but the sword doesn't inflict any damage of course. So, 2 hits max.) Can't eject.
Down tilt: Savage reaper (Base arte. 3 hit max.) Doesn't eject.
Up tilt: Raining Fang (Base arte, jumping movement similar to hell pyre. 5 hit max) Can't eject.
Smash Forward: Sword Rain Alpha (Arcane arte 12 hit max.) Knockback for the last hit sends the ennemy in air, best killing move on ground if the last hits works.(the upward hit.)
Smash down: Roaring Tiger (arcane arte, 8 hit max). Doesn't eject but with the architecture of the movement, can hit opponents that are in front of Emil at the beginning of the movement, and opponents who were behind Emil when he uses his raining fang attack at the end of this movement.
Smash up: Light Spear Cannon (Arcane arte 5 hit max) Medium knockback for the last hit, eject the opponent at 45 degree up.
Dash attack: Converging Fury (only the final movement where Emil goes behind the ennemy by slashing him. One hit.) Doesn't eject.
Aerials:
Neutral: 3 slashes in the air. (Basic attack) Can't eject.
Forward A: Demon fang (base arte. One hit only because in air.) Can't eject. Projectile that follows a 45 degree down pattern.
Down A: Heavenly Tempest (arcane arte, 6 hit max) Eject the ennemy forward, decent knockback if the last hit works.
Back A: The animations of Swallow Fury, taken from the ascending hit. Emil before doing this ascending hit will turn himself. After the last hit, he will face the direction he faced before doing this attack. 4 hits. Medium horizontal knockback for the last hit. Considered as an arcane arte but can't be connected to any other move. (Just after light spear cannon in the file of the animations.)
Up A: Dark radiance (arcane arte 6 hit max) Medium knockback, eject the opponent down with the last hit following an angle of 45 degree, good killing move if the last hit works. (in fact the direction of the demon fang as it is the last attack.)
Taunt Up: Sorcerer ring, fires a fire projectile. Little damages and no knockback.
Taunt side: Sorcerer ring, fires a thunder projectile, less strong than fire, but can stun the ennemy, the projectile moves slower than the fire. No knockback.
Taunt down: Fiend fusion allows Emil to be faster than normal during some times (normally in the game it is 45 seconds) and doesn't inflicts damage. In brawl, this move will allow you to be faster in mobility during 20 seconds (it can easily be interrupted.) If you think it is too much, you're free to reduce the time it lasts.
Grabs:
Grab hitting: Emil grabbed the opponent with his left hand, then give his opponents some hits with his right hand, but he's still holding his sword.
Grab forward: Emil makes a circular horizontal slash on his opponent. Low horizontal knockback.
Grab back: Emil throw his opponent with his left hand behind him, then quickly slash him. Between low and medium horizontal knockback.
Grab down: Emil puts his opponent on the floor then uses his sorcerer ring to send fire on his ennemy. No knockback, but most damaging grab.
Grab up: Emil makes an upward slash that sends the ennemy up. Between low and medium vertical knockback.
Emil relies a lot on his combos, this why basic attacks can be connected to a base arte, and why a base arte can be connected to an arcane arte.
The only base arte that can't be used after a basic attack, or lead to an arcane arte is Fiend Fusion. And Back aerial can't be connected to any other movement as it was already said.
But this is not over, there are two other modes.
Centurion mode: Enters in this state automatically after you have taken 70% of damages. All these moves do superior damages than the previous obviously, but some of them gains some changes which will be described.
Here are the changes this mode does.
Demon Fang: 3 hits, in air and on ground, darkness element, and no longer a projectile, no other changes, can only hit in front of Emil.
Havoc Strike: Fire element, 3 hits max on ground and in air. No other changes, excepted it has a larger range, so it can hit opponents really close behind Emil because of the first hit which is a line of fire following Emil jump (jump in ground of course).
Blade Fury: 5 hits max, Ice element, in air and in ground. No other changes.
Fiend Fusion: 4 hits, Earth element (pillars of earth surrounds Emil that hits near opponents and it strengthens his defense, no longer his mobility, you can give him super armor for example on some moves, but don't be really excessive with the super armors). No knockback.
Ravaging Tiger: Thunder element, 5 max hits, eject efficience improved because of the support of the thunder.
Savage Reaper: Light element, 4 max hits, on ground, 2 hits for the thrust in fact and two hits for the first movement of this attack. No other changes.
Raining Fang: Water element, 5 hits too, but stronger than original obviously. (in the game it is four hits, but I honestly don't see why...) Between little and medium completely vertical knockback.
Phoenix Rush: 4 hits, wind element. No knockback so no other changes.
Emil in this mode can do basic attacks, but instead of 3 slashes, can do 4 slashes.
And the last mode:
True Ratatosk mode:
Keeps the changes of Centurion mode, activated automatically above 130% of damages.
Neutral B move is replaced and allows you to use:
Devil's Maw: Darkness element. Second strongest attack in term of damages but no knockback. 10 hit max. And can only be used once before you die. After you use it, you can use Blade Fury again. Emil dashes and jumps like in the game, but from a predeterminated distance, so you have to be strategic if you want to catch someone with this move.
And now, the basic attacks allows Emil to do 6 slashes instead of 4.
And to finish:
Final Smash in ground: Dual death+ Devil's Hellfire+ Ain Soph Aur. (When Emil activates this final smash, he does Dual Death. He makes a thrust then unleashes two projectiles that travels along the ground ( do not make them travel as far as in the game). 3 hits max for Dual Death. If this movement makes no hit, the final smash is lost, but if there is an hit, those who are touched by this movement, are paralyzed like Samus's down smash for all the duration of the final smash, so are forced to be hit by Devil's Hellfire and Ain Soph Aur. The other opponents are safe because they are not seen in the screen, like in Captain's falcon final smash for example if possible. If it is not possible, and it seems to be the case, the other opponents who were not touched can move freely, but can also be touched by the movements of the final smash.) Do not forget to zoom on Emil when it is necessary like in the game.
22 hits max for Devil's hellfire. And 7 hits max for Ain Soph Aur. Ain Soph Aur, has medium knockback in first, mode, better knockback in second mode, and very good knockback in third mode. Ain Soph Aur has a medium range.
Ain Soph Aur is stronger according the mode you are, and has more knockback too.
Final smash in air: Havoc Strike, then same thing than final smash in ground. Havoc Strike inflicts the same damages than normal Havoc Strike, but be careful when you use it because it can mean a sudden death.
The damages when you change mode are susceptible to change, because I don't truly know what weight Emil will have. But what I'm sure is that the Centurion mode won't come when Emil is in very bad shape, because this mode doesn't grants so high advantages, even in the game.