Ayumi is not a skilled fighter, that's for sure. As such, her moveset is based around the idea that she starts off weak, and has to use defensive skills to keep her safe (ie, she could have a ranged flashlight attack). Taking some inspiration from Phoenix Wright in Ultimate Marvel vs. Capcom 3, Ayumi's Down B technique would be to search for evidence. In a way, this attack is meant to serve as a buff and as a debuff. As she collects more evidence, she gets stronger and stronger (kind of like a certain Aura Pokemon’s gimmick, except based on a special stat). Overall, it should be considered a "confidence" stat - when she has found more evidence, she can do better overall. This stat affects the damage of every attack she has.
STATS
Screen Name: Ayumi Tachibana
Size: 5/10
Weight: 3/10
(Running) Speed: 5/10
Power: Varies, but starts at 3/10
Jump: 5/10
Fall Speed: 6/10
Crouch: Yes
Crawl: No you perverts!
Wall Jump: Yes
Wall Cling: Yes. (which character doesn't?)
Entrance Animation: Ayumi walks onto the stage with her partner the Protagonist, who would leave her behind and she begs for him not to go.
Idle Animation: She stands nervously with her hands at her side. Sometimes she would mess around with her ponytail or even look at her map from the BS sequel.
Walking Animation: She walks slowly like any timid girl would do.
Running Animation: She runs quickly while shuffling her arms within each stop (typical schoolgirl run).
Stunned Animation: She struggles to hold herself up like she’s preparing to faint with her hands wobbling and eyes looking faint.
Sleeping Animation: She sleeps on her back peacefully like she’s doing so back in her home in Ochitana Village.
B: Evidence -Ayumi, using the evidence she had gathered, confronts the opponent with their apparent "crime". Ayumi fires the evidence at the opponent, who must dodge, parry, and shield the best he or she can since it’s a fast moving projectile. The opponent has a health meter for this portion, which depletes when an attack is not shielded, parried, or dodged. The more evidence Ayumi has, the more likely she is to come out the victor. But if she throws every evidence she has, she is back to her default strength. She would start the match without any evidence like how Olimar would start with few Pikmin in any Smash round.
Magnifying Glass: A light and fast moving projectile that deals minimal damage.
Vase: A heavier object that shatters upon impact and can’t be thrown very far, slightly stinger damage.
Coffee: It’s a projectile that can be thrown half the distance of the magnifying glass and can put foes to sleep upon impact.
T.U. Pen: Throw farther and faster than the magnifying glass to deal minimal slash damage.
Plastering Tools: Does more damage than the pen, but can be thrown at a short distance due to weight. Has a high possibility of breaking shields and other defenses.
Mirror Shard: The rarest evidence of the bunch, it can be thrown at the fastest speed in comparison to any projectile and deals more slash damage than the T.U. Pen.
Side B: Flashlight - A ranged attack that does no knockback or damage, but stuns the opponent, giving her time to build up her evidence.
Up B: Umbrella - Ayumi pulls out her umbrella, and a gust of wind carries her upward and sideways. Unlike Peach’s, it’s a non damaging move and she can cancel it more easily.
Down B: Evidence Shift - Works as described in lead paragraph. Does nothing if she already has all three pieces of evidence. All of the B attacks are designed to be around defense or general non-violence with the exception of the Neutral Special. Some of these items include material like magnifying glass, vase, coffee, T.U. pen, plastering tools, and mirror shard.
Final Smash: The Girl in the Back- An ominous “Ayuuuuuuumiiiii!” can be heard as Ayumi herself grow scared and shivers in fear. The screen starts to dark with a minor fog rolling in to surround her body. Then the ghost of Yoko Kojima suddenly appears with her tattered appearance and Ayum looks back at her. The ghost would emit a banshee like wail that terrifies her living friend and any other fighter around a medium sized radius. This would then send opponents flying away and they would have a high chance of being KO’d depending on how high their damage meter is (Think the 5-volt stage hazard from the Gamer stage). Once the Final Smash is over, the ghastly girl would disappear leaving Ayumi covering her head in fear. The terrified girl would get up and look around to see if the ghost is gone and sighs in relief after it’s over.
A (low confidence): A light slap (like the one any girl would do)
A (high confidence): A simple jab
AA (high confidence): A harder jab
AAA (high confidence): The last jab required for kickback.
Dash A (low confidence): Trip & Tumble - Ayumi clumsily trips on her shoe and tumbles back onto her feet.
Dash A (high confidence): Ayumi leaps forward and performs a kick.
Up tilt (low confidence): Ayumi blindly slaps into the air.
Up tilt (high confidence): Ayumi throws a quick punch into the air.
Down tilt (low confidence): Ayumi does a light kick.
Down A (high confidence): Ayumi trips the opponent with her left leg.
Forward tilt (low confidence): Ayumi throws a small rock.
Forward tilt (high confidence): Ayumi throws this rock at a further distance with some strength in the projectile.
Forward Smash (low confidence): Ayumi swings her shoulder case.
Forward Smash (high confidence): Ayumi performs a multi-punch attack.
Up Smash (low confidence): Ayumi performs an ineffectual attack into the air with her shoulder case.
Up Smash (high confidence): Ayumi uppercuts into the air.
Down Smash (low confidence): Ayumi swings her handbag downwards.
Down Smash (high confidence): Ayumi kicks the opponent down into the ground hard.
Neutral air (low confidence): Swings a school book.
Neutral air (high confidence): Does a rotational kick with her left leg.
Forward air (low confidence): Pops her parasol open forward.
Forward air (high confidence): Does a punch that carries with it a small forward movement.
Back air (low confidence): Quickly swings her shoulder case behind her.
Back air (high confidence): Sharply jabs backwards with her elbow.
Up air (low confidence): Pops her parasol open upward gives her a small lift, but is closed quickly afterward).
Up air (high confidence): Does an uppercut into the air, which gives her a small lift.
Down air (low confidence): Swings her map from the Sattelaview sequel downwards.
Down air (high confidence): Does a divekick.
Grab (low confidence): Reluctantly grabs the opponent.
Grab (high confidence): Twists the opponent's arm behind his or her back like a detective.
Pummel (low confidence): Slaps the opponent.
Pummel (high confidence): Punches the opponent.
Forward Throw (low confidence): Pushes the opponent away (hard enough to create SOME distance at least).
Forward Throw (high confidence): Headbutts the opponent and launches him or her forward.
Up Throw (low confidence): Tosses them slightly into the air.
Up Throw (high confidence): Punches the opponent in the chin and sends him or her upward.
Back Throw (low confidence): Spins around behind the opponent and shoves him or her.
Back Throw (high confidence): Swings the opponent around and around and throws him or her behind her.
Down Throw (low confidence): Flings the foe down in fear.
Down Throw (high confidence): Lays the foe on the ground for a quick punt with her foot.
Taunt 1 (low confidence): She pulls out a photo and says “Oh Yoko” in a sorrowful tone.
Taunt 1 (high confidence): Pulls out a thick notebook and reads its contents.
Taunt 2 (low confidence): Looks through her shoulder case in a panicked gesture.
Taunt 2 (high confidence): Pulls a magnifying glass out of her shoulder case and examines a piece of evidence.
Taunt 3 (low confidence): Tries to get her phone to work, only to become give up to lack of patience.
Taunt 3 (high confidence): Calls somebody on the phone, and then hangs up.
Victory Animation 1: She cheers by jumping in excitement and says “I did it!” before doing a V for Victory pose.
Victory Animation 2: She holds her hand in front of her chest while saying “Yoko, I bet you’ll be proud of the justice I commit today” before looking at the camera with a sad look.
Victory Animation 3: The Protagonist would appear beside her and rubs her head like an older brother would. Ayumi would say “Stop that, we know that the case was solved” before glaring at him, which would cause him to laugh at her.
Lose Animation: She cries with her eyes open and sorrowful look on her face, reference to The Girl in the Back’s intro when she saw Yoko’s corpse.
Series Icon: A detective’s magnifying glass
Victory Theme: A remixed part of Famciom Tantei Club II’s Title Screen Intro.