I guess I'll give this a go...
Parin
The spunky heroine from the great action-RPG Gurumin marches into battle, legendary drill in hand. She fights with sass and determination, all while looking stylish in red goggles. A character based around combos and multi- hit attacks, she can build damage as good as anyone but may have trouble getting that all-important KO.
Some pictures for yas
---------------------------------
Height - Fairly short, similar to Mario
Weight - Light-weight
Speed - Slow walk, average dash, average run
Jump - A bit slow to get off the ground. Jump is short, shorthop is short, second jump is short.
Air Movement - Very fast
Grab Range - Below average
Power - Needs to wait until about 115% before kills are reliable, but can still KO at around 100% with the right moves. Down-B can kill at under 100% when fully charged.
KOing: Has a few reliable killing moves but most require setup or risk. F-smash kills at 100% or so but the startup is a dead giveaway. F-air and d-smash are her best kill moves, with d-air spiking, upB and uncharged downB following.
Combo Ability - Very good, lots of moves lead into other extremely well, making damage dealing easy. Grabs set up combos but her grab range is fairly poor.
Shield Options - Great. U-smash has great priority and damage and upB is quick enough to punish most attacks. Grabbing into a u-throw or d-throw sets up combos.
Roll - Very fast but covers average distance.
Dodge - Average
Airdodge - Average
Recovery - Very good. UpB and SideB have high priority, making edgeguarding difficult.
---------------------------------
Standard A: Jab > Jab > Kick
Basic 1-2-3 combo. Comes out fast, knocks the enemy away. Great for defensive purposes.
F-tilt: Drill Stab (up to 3x)
Parin stabs forward quickly with her drill, poking the opponent from a distance. Can be repeated up to three times. Fast with great range. Doesn't deal much damage, last hit does minor knockback. Sets up nicely for combos. Decent priority, can stop most projectiles.
D-tilt: Low Kick
Parin does a low short kick with ok range. Quick with low knockback. Can trip at low percentages. Pops the opponent up otherwise, making it good for comboing. Fairly poor priority, however.
U-tilt: Skyward Poke
Parin pokes her drill striaght up. It's quick and deals pretty good knockback. Horizontal range is lacking and it lags a bit. Priority is fairly average. Clashes with a lot of aerials.
Dash: Spinning Drill
Parin spins her drill like a baton while sliding forward. Hits 3 times but is laggy and shieldgrabbable.
---------------------------------
F-smash: Forward Slash
Parin rears back and deals a big overhead slash with her drill. Very good damage and knockback with only a little bit of startup. Lags a bit, though. Range is very good and safe on shield at maximum range. Sweetspot is anywhere on the drill bit.
D-smash: Pretty Missile Kick
Parin puts her drill into the ground, then spins backward while kicking before slamming her feet in front of her. Decent knockback and fairly quick startup. Lag is not bad but still punishable.
U-smash: Drill Flip
Parin filps her drill around above her head. Deals multiple hits and pretty good damage. First hit knocks the opponent into the other hits. Deals modest knockback in a 45 degree angle.
---------------------------------
N-air: Spin Kick
Parin kicks three times very quickly. Good priority with decent knockback on the last hit.
F-air: Drill Slash
Slashes her drill in front of her. Very quick with good knockback that autocancels out of a shorthop. Prime KO move for Parin.
B-air: Reverse Drill
Spins her drill bit behind her in midair. Quick to come out and deals multiple hits. Can poke through shields but does little damage and low knockback. Autocancels. Range is lacking and active hitbox is short.
U-air: Air Drill
Pokes her drill above her head in midair and spins the drill bit. Deals multiple hits and delivers decent knockback on the last hits. Can KO at high percentages off the top. Combos well off of up throws. Lags on landing, though.
D-air: Downward Lunge
Pokes her drill downward then Parin does a little midair merry-go-round while riding on the drill. Slow to come out, deals multiple hits on the sides and spikes at the tip when the move comes out. Has a landing hitbox when fastfalled.
---------------------------------
B: Drill Shot
Parin fires a slow-moving beam of energy from her drill. Range is limited. Deals minor damage and knockback.
SideB: Spinning Dance
Parin does a three hit combo of drill slashes while advancing forward. Comes out slow but can't be DIed out of. Does decent damage and knockback but doesn't KO until very high percentages. Stalls falling momentum when done in midair and can be done multiple times, making it a good recovery move. Not that great of an attack since it's not strong enough to make up for the fact that it's punishable and hard to hit with.
UpB: Drillnado
Parin performs a move similar to Link's Spin Attack. Deals multiple hits and vertical knockback on the ground and the last hit can KO at high percentages, but it's has a bit of startup. The air version is for recovery and comes out faster, but it's way weaker.
DownB: Drill Charge
A great move and key for Parin's offense when used properly. Hold B to charge Parin's drill and release to perform a forward drilling attack.
Range is lacking somewhat but Parin can move around freely while holding B. When fully charged, it is unblockable and KOs at 80% without DI. Startup is pretty slow when fully charged, meaning it's hard to combo into. Uncharged, it comes out very fast, deals OK damage and can KO at 125%. It also murders shields (though it can't shield poke...).
Pressing A will cancel the charge with an quick upward slash that launches with set knockback, making it a good combo starter. It lags when it misses and has IASA frames on hit, meaning you can follow-up with a quick aerial, u-air preferably.
---------------------------------
Final Smash: Dragon Flame
Parin leaps up, twirls around and slams her drill into the ground, launching a huge blast of energy that deals huge damage and knockback. Anyone caught in the startup is almost certianly going to be KO'd. Easy to dodge.
---------------------------------
Grab - Regular grab
Pummel - Kicks the opponent
F-throw - Smacks the opponents away with her drill. Decent knockback.
B-throw - Tosses the opponent behind her and hits them away like a baseball. Can KO.
U-throw - Tosses them up and drills them from below before sending them away. Deals good damage.
D-throw - Bonks them in the head with the drill, knocking them to the ground. Great for setting up a tech chase.
---------------------------------
Taunts:
Up - Holds her drill behind her head and poses breifly.
Side - Sneezes
Down - Flips her drill up and down a few times.
---------------------------------
Victory Poses
1. Eats a piece of shortcake and smiles at the camera.
2. Does her end-of-stage victory dance.
3. Fires off her drill and poses.