Skull Kid
Movement
Entrance - Cloned from Link's or Pit's, he floats down looking like a lifeless doll, coming to life when he hits the ground. The beam of light could be dark?
Idle - He stands while looking around and occasionally shaking his head / mask back and forth.
Walk - He hovers Mewtwo style.
Run - Skull Kid dashes on the ground, in the style of TP Skull Kid.
Jumps - Faster, less floaty version of Mewtwo's jumps. He could also gain Mewtwo's ability to Hover.
Standard Attacks
Jab - Borrowed from Lucas, with Darkness instead of PSI.
F tilt - Hits with his lantern from Twilight Princess, dealing a small bit of fire damage,
Up Tilt -
Down Tilt -
N Air -
F Air -
B Air -
D Air -
U Air -
Smash Attacks
F Smash -
U Smash -
D Smash -
1. Skull Kid slams his TP lantern on the ground, with fire spewing out of it from all sides.
OR
2. Skull Kid toots his flute and summons a Puppet to attack.
Special Attacks
Neutral B - Blow Dart - Skull Kid uses his blow darts from Ocarina of Time. Shoots a dart forward when on the ground, and at a downward angle when in the air, like Sheik's needles. They could potentially work like Snake's Tranq Gun to put enemies to sleep.
Side B -
Down B - Skull Kid does his signature scream, which sends out a radial wave similar to Tabuu's Off Waves or DK's Final Smash. It's chargeable on the ground, with the distance and volume growing the larger it charges. In the air, it simply is used without any charging. It deals very little damage and knock back, but has a moderately long stunning effect like Deku Nuts or broken shields against anything it hits. If it hits someone in the air, it'll cause them to fall. It's good for escaping combos and intercepting recoveries.
Up B -
1. Cloned from Pit's original Up B, Skull Kid gains the ability to fly freely for a short time.
OR
2. Teleport - Animation taken from TP.
He spins into vanishing and warps to a controlled distance away. Because it can serve as a second recovery option, it requires a short activation period covering his spinning animation. This leaves him vulnerable for a moment before disappearing. While he is spinning, you crank the analog stick in the direction and for the duration (covering a set distance) that you want to warp him. It would have about twice as far a warp range as Mewtwo, but with the disadvantage of not being immediate. As such, if Skull Kid is falling from the stage, this option could kill him. Or to further limit it, the warp length is halved when performed in the air.
Final Smash - The Moon comes crashing down. Modified PK Starstorm?
Grab
Grab - Mask tentacles tether/grab
Pummel - Squeezes with the tentacles
U Throw -
D Throw -
F Throw -
B Throw -
Taunt 1 - Tatl and Tael fly around him a moment, then hide in his hat.
Taunt 2 - He takes out the Ocarina, blows it a sec, then laughs and puts it away.
Taunt 3 - He floats in midair with his arms crossed while laughing.