At the expense of sounding too hyped or saying "do this character" just for the sake of
saying it, I do love Skull Kid, with MM being my favorite LoZ title to date. Already came up with a moveset for Zant, and still think it's totally viable, but Skull Kid
has been around in
many more titles.
BUT, there's the matter of
which Skull Kid would be used as a model, and which one (or
ones) it'd inherit traits from.
Let's break down what each one could bring to the table in terms of special attacks alone.
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N-Special: Dart. A simple dart, similar to Sheik's needle, fired from the flute that Skull Kid plays. Properties could include stun similar to Snake's tranq. gun, high hitstun and aerial downward angle similar to Sheik's (used primarily for gimping and hampering recovery), a charge capability for a flurry of darts, or simple rapid-fire with no hitstun similar to Fox's laser.
F-Special: Vanishing ability. When attacked by Seven-Years-Later Link, the Skull Kid 'vanishes' until the map is reloaded. The Smash rendition of Skull Kid could take advantage of this in the form of a 'warp' similar to Lucario's. Used to aid in recovery, chases, and evading attacks. On the ground, you could 'guide' Skull Kid forward or back. Alternatively, and uniquely, it could make Skull Kid backflip,
just like he does in Ocarina, which would serve strictly as a 'run away' move (but could aid in chasing opponents who are knocked behind him).
U-Special: The Forest elements in Ocarina were
originally slated to be related to
wind in some way, evidenced by the forest section of Ganondorf's Castle of the same game. Perhaps Skull Kid could play his flute while rising in a quick gust of wind? It'd be a weak hit, striking multiple times, 'carrying' the opponent but having a sweetspot at the tip, and launching him upward similar to Wario's recovery.
Alternatively, he could pull out a Peahat larva and rise skyward similarly to Snake and Cypher. Absolutely hilarious, and practical.
D-Special: I honestly have no idea what could go here that could be drawn from Ocarina Skull Kid. Perhaps a Deku Nut flash?
Stunning anybody who happens to be right on top of him? And, being in the air, he could throw them down at an angle at opponents, with the aerial version having no splash damage and stunning only on a direct hit on a grounded opponent.
Next up on the list, is Majora's Mask Skull Kid.
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Of course, using any abilities from
this appearance of his means that he'd
have to be in the mask, but that doesn't mean he couldn't use any of the abilities of the Ocarina Skull Kid.
With a moveset focused more on high-powered, close-ranged magic (as opposed to the ranged trickery of the prankster Ocarina Skull Kid), Majora's Mask Skull Kid would boast more outright power and killing potential than the other two versions.
N-Special: Scream: Skull Kid could charge for a little while, and unleash a scream like he does in Majora's Mask. The effects of which are only observed to be the calling of the Moon on the Final Day, but it can't be assumed that this scream can't do something else like, say, stun your opponent (Skull Kid seems to be asking for a moveset revolving around stunning, it seems). Alternatively, instead of stunning, a damaging aura of electricity and magic could burst from the mask when a charge is used, zapping opponents and flinging them away.
F-Special: Chains: Okay, so, I
know that only Majora's
Wrath is shown to use the chains, but, what else can we go off of? Why not toss it out there? Skull Kid could whip out a chain for an attempt at a tether-like grab, similarly to Zero Suit's F-Special in which she attempts to 'reel' opponent's in with knockback.
U-Special: A tether grab with the chains. Eh, can't think of anything from MM Skull Kid, to be honest.
D-Special: No ideas here either. Man, you'd think that I'd have
more for Majora's Mask Skull Kid, but I just
don't. It's the
Mask that has all of the cool stuff going on during the fights.
Okay, and finally, here's Twilight Princess Skull Kid. The oft-forgotten appearance that has plenty of interesting quirkiness and creepiness to go around.
[collapse=Twilight Princess Skull Kid]
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Based more around trickery than the other two versions, having some of the attacks of this one mean that it couldn't use the Majora abilities and make
sense, but here it is nonetheless. Think of Carl and Relius Clover from the BlazBlue series, how they fight with their own puppets as a duo. I'm not saying that Skull Kid should (or
could, from a programming standpoint) be an Ice Climber-esque fighter, but that some of his specials could utilize the marionette for attacking. There are some pretty quirky and clever ideas to be had. Where would the puppet be? I don't know, on his back or something, I'm not a genius.
N-Special: The Skull Kid blasts a note from his horn, pushing those in front of him away, and knocking them down to their feet. A stronger charge means a small increase in range, but the attack itself would simply knock the opponent on their feet, dealing very little damage.
F-Special: Skull Kid throws his puppet forward with arms outstretched, attempting to 'snag' an opponent with it, reeling them in to him. Just a different take on the 'chains' thing from Majora's Mask Skull Kid.
U-Special: Skull Kid throws his puppet skyward, where it would attempt to snag a ledge for recovery, or drag himself to an opponent should the move connect with one. Skull Kid would, if airborne, jump off of this opponent if he happened to catch them, and be able to use the move again (similar to Captain Falcon and Ganondorf's recoveries). Opponents caught in this manner wouldn't be
launched down, but thrown forward-facing of Skull Kid (again, just like Cap and 'Dorf's). If this attack is used on the ground, and hits an airborne opponent, it will drag them to the ground similarly to ZSS's recovery.
D-Special: Skull Kid twirls about, spouting fire in a small circle around him with his lantern.
OTHER STUFF
Crawl: Twili. Skull Kid could potentially have a crawling mechanic using the puppet. Skull Kid
himself would remain in place, but the puppet could be moved forward and backward, sweeping with the arm-slash D-tilt at a short range. The puppet would retreat back to Skull Kid if 'hit', and simply cancel out his crawl. The move would not extend over platforms and ledges.
SO, the way I see it, Majora's Mask Skull Kid is probably the one everybody
wants, Ocarina Skull Kid has a wider pool of attacks to choose from for Skull Kid
himself, and Twili. Skull Kid has some very interesting (but way too complicated) concepts, none of which are probably possible.