I went ahead and made a moveset for Chandelure seeing that he at least has a
decent shot, in the chance that they decided to use popularity over relevance for the 5th Gen Rep. He
is the most popular 5th Genner in Japan, after all. He's pretty popular here, too.
[COLLAPSE="Moveset in Here"]Chandelure
Overview: Chandelure’s a Glass Cannon. His Specials do extremely high damage if used together, and his melee attacks are speedy but weak. And he has the endurance of a moth. Chandelure can easily be sent flying by a simple attack. With Chandelure, it’s basically “rack up as much damage until you get KO’d, and repeat.”
A: Spins its small arms for 2%
AA: Spins in the opposite direction for 3%
AAA: Chandelure lowers its head toward the foe and burns them for 8%
A Side: Chandelure does an outwards swipe of his arm for 10%.
A Up: Chandelure spins while shooting his flame upward for 9%.
A Down: Chandelure swings his flaming arms downward on both sides for 6%
Dash A: Chandelure flies in a small circle and charges one half of a Battlefield platform length ahead. Does 8%
Smash Side: Chandelure does a small headbutt for 15%.
Smash Up: Swiftly lights up his head and produces a column of fire for 20%.
Smash Down: Chandelure swipes his arms along the ground in a circle and produces a small ring of fire for 22%.
Air A: Chandelure spins while dark flames surround him for 12%.
Up Air A: Chandelure shoots a small stream of flames upwards for 10%.
Backward Air A: Chandelure spins his lit arms backwards for 10%.
Forward Air A: Chandelure creates a small fiery orb in front of himself that hits for 9%.
Down Air A: Chandelure shoots itself downward like a fiery comet. It is like a suicide kick in that it cannot be stopped. However, it pulls opponents inward and does 15%, making it dangerous but rewarding.
Grab and Pummel: Chandelure grabs the foe and burns their bodies. Pummel does 3%.
Forward Throw: Chandelure picks up the foe and repels them forward for 13%.
Back Throw: Chandelure throws the foe back and slaps them with fiery arms for 6%.
Up Throw: Chandelure throws foes upwards and throws two fireballs up to burn them for 13%.
Down Throw: Chandelure throws the foe down and lets out a ghastly shriek. He then quickly paralyzes them with fear and sucks out a bit of their life force before launching it back as an Energy Ball for 14%.
His Neutral B would be Flame Burst. Chandelure simply shoots out a fireball that travels one half of the length of Final Destination to shoot foes. An interesting aspect is that if it hits while the opponent is in the air, the fall back down to earth if sweet spotted, providing a decent Meteor Smash for Chandelure. The move does 15%
His Side B will be Hex. This is somewhat situational. Chandelure needs to close in on his opponent and then use this move quickly. If it hits, the opponent takes 5% damage. “That’s it,” you say? Well, if used in succession with Will-O-Wisp, it becomes much more threatening. If you close in on the foe struggling with Will-O-Wisp, they cannot escape, and Hex becomes much more powerful. It now does 30% damage, equivalent to a Falcon Punch, minus the knockback. This is a good way for Chandelure to rack up damage.
His Up B would be Telekinesis. This move does no damage, but Chandelure uses its ghostly powers to turn invisible and float upward. He is immune to damage in this state; however, he is completely vulnerable when in the helpless state afterwards. It is an overall basic recovery. He goes about three Bowser heights upward.
Chandelure's Down B would be Will-O-Wisp. Chandelure creates a small purple and blue fireball. He sets it on the stage, and it stays there for 30 seconds until it burns out. Up to two can be on the stage at once. It has the same physics and effect as PK Fire, but is much harder to break free of. Altogether, a foe takes 17% damage from the onslaught.
Finally, his Final Smash would be Inferno. Chandelure does an evil cackle, which causes two giant walls of flames to push from the outside border of the stage inward. When the wall hits you, it drags you along with it to the center; there is not an escape method. However, while this causes extreme damage, it has no knockback…yet. When the foes reach Chandelure in the center, he bursts into a roaring hellfire and sends the foes flying. The entire shebang causes up to 65% damage.
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