I know I said I would check out, but I've actually been thinking about a possible KOS-MOS moveset as well. Though, i actually focus on her specials instead of the main kit. What i would do, is have a short-range projectile as neutral b, like a cannon blast. Simple, ment mostly to help control space in neutral. Her side B would be from project x zone, as either she or T-elos (can't remember which) have a move where they kinda jump and kick their leg down in an axe motion to pin their opponent to the ground, and fire a gun at them point blank. Basically, it would work a bit like corrin's skewer, but it has 3 very different ranges, like the Belmont's axes, depending on if you hold the analog sick forwards, back or neutral when using it. backwards would be about corrin's range, forwards would be about half a stage, and neutral would be in-between. Naturally she would be sent with the kick, giving her very good mobility. the kick would bury the opponent in the ground, but the kick only comes out by pressing a button, again like corrin's skewer. A successful kick is followed automatically by the gun shot, dealing lots of damage but not launching very far. the kick would launch sideways in the air. Now, the main ability of KOS-MOS would be the BOOST meter. in Xenosaga, the boost meter fills when attacking and stores charges. When a charge is used, it gives you another turn in the turn list, essentially meaning you get to make multiple moves before the round would end normally. This would translate into smash as a meter that, when filled (max around 2 stocks), allows you to use down-B to cancel any attack animation or recovery frames. It only fills when attacking, however. So what this allows is, say you use an unsafe aerial on a shielding opponent. with a stock of boost, press down b to cancel the attack animation and follow up with whatever, or jump to safety. combined with side b, this would let KOS-MOS have immense mobility and rushdown potential. You could side b and cancel it early so you don't attack, instead travelling across the stage quickly, then use side b again to retreat if you want. But say you tech chase someone with side-b successfully and land the bury. Connecting with the gun won't kill, so you down b to cancel that part, leaving the opponent buried, then f-smash, now killing them. The downsides to this kind of moveset is that her down b dosen't do anything without a boost stock, and since she only gains boost with attacks, she has to have good fundamentals to win neutral. So basically, she is extremely rushdown, but can struggle to actually get to the point where her rushdown is effective. The boost cancels would also allow for free-flow and unique combos. I actually don't like my idea for an up-b too much, but the idea i have is a teleport like palutena's but holding down b will teleport a shorter range and unleash a spiking kick from where KOS-MOS appears. KOS-MOS won't grab ledges during the kick, but will immediately afterwards, as well as send her into free-fall. the teleport can't be canceled normally, but the kick version can be. This lets her punish careless edge guards. that's my idea for a move set, anyways. I didn't mention any normals, but they would be good for combos. decent damage and not launching too far, which makes them hard to kill with.