And without further adieu, I present to you my Dracula moveset.
Dracula Moveset Potential
Movement
Entrance: There are many ways he could enter. The standard pillar of red light could work, or he could come in as a swarm of bats and take shape, wisp in from the shadows of his cloak, or rise from a throne and toss a glass for good measure.
Idle: He stands tall, unmoving since he obviously isn’t breathing, and perhaps tossing open his cape occasionally for dramatic effect. He could also facepalm and laugh evilly. AKA generic vampire stuff.
Run: He rushes forwards with his cape billowing behind him, his feet never touching the ground.
Jumps: Generic jumps, he could possibly have a hover and rest on a bed of bats or he could have a glide with his cloak turning into wings. Or he could just, you know, jump.
Standard Attacks
Jab: Flicks his cape open and slaps his opponent into the air with the back of his hand (ala Charizard).
F Tilt: Can’t think of much for this, probably just swings his cloak around and you can tilt it up and down accordingly. Sort of similar to Zelda’s F tilt.
Up Tilt: Summons Death’s Scythe above him and twirls it around a couple times above his head. This move could have odd trajectories based on where the opponent makes contact with the scythe, sending them in the opposite direction from where they were hit (sends opponents flying left if they were hit on the right). Extremely unsafe, would probably be used primarily as an anti air.
D Tilt: Sends up a wave of blood or darkness from the ground ala Jedah cr.MK or Wallachia 2C accordingly. A great spacing tool and combo enabler, but could be punished by WDOoS due to recovery frames.
Nair: Again, not sure what to put here. He could engulf himself in darkness and deal moderate KB for better spacing or it could be more similar to Mewtwo’s Nair. Another option would be for him to spin Death’s Scythe around in circles like Armor Knight Soul in Castlevania DoS which could be very useful with a float. I can’t think of a lot for this move…
Fair: Wallachia’s jC. This would probably be his go to aerial due to its range and KB. It would send at an incredibly painful diagonally downwards angle that would utterly destroy fast fallers at moderate percents.
Bair: Transforms one side of his cape into a wing and swats at the opponent behind him. Deals light KB and would be used as a juggling tool.
Uair: Raises his hand into the air and creates a small explosion of darkness. Most likely his least useful aerial and would only be used as a combo ender when all other options weren’t possible. It would deal a decent amount of percent to compensate, but not much KB.
Dair: Summons a wave of bats below him that goes from one side to the other (kind of like a slower upside down Wolf Uair) that deals multiple hits. Would be a safe cross up on an opponent’s shield and the final hit would knock them up for a juggle. This would be his primary aerial when he wants to go on the offense and apply some shield pressure.
Smash Attacks
F Smash: Creates a mass of Darkness that erupts and deals massive damage and KB, but has an extremely long start up (similar to Meta Knights F Smash). The mass would resemble the spell Nightmare/Evil Sphere from Castlevania.
***
Up Smash: I… seriously can’t think of one for this. Some help would be nice.***
D Smash: Opens up his cloak and unleashes a short burst of bats from both sides, a good “get off me” sort of move. It would have a quick start up but would be very punishable on block. Resembles Malphas’ attack were he unleashes a wave of crows.
Specials
Neutral B: The obvious spot for a projectile. Hellfire would be the most iconic, but I’m not sure if spawning three fireballs at once is possible. Also, Dark Inferno, usually uses two or more orbs in a row when being casted by him. Therefore I came up with the idea of him charging his Neutral B and giving him a certain amount of spells to cast based on how long the spell was charged. The charge can be interrupted at any time with shield, but you wouldn’t be able to charge for more unless you cast the others first. The ideal time to charge all three projectiles would be while the opponent is offstage or during a respawn. He would probably start each stock with a certain charge, depending on how powerful the projectiles are. If this idea doesn’t catch on, he could simply have a single Dark Inferno that behaves like Lucario’s Aura Sphere except takes a lot longer to charge but can reach the size of Lucario’s Aura Bomb.
Side B: This could be a variety of attacks like Hellfire, Dark Inferno, Soul Steal/Succubus/Drain Blood or whatever you’d want to call that particular grapple, or even Jedah’s scythe toss (DioSehga). Sadly, if we used a projectile at all over this attack on Ganondorf or Lucario it wouldn’t be deflectable since it’d have to be a fake projectile. Personally, I’d like to see Jedah’s Dio Sehga on this spot as a spacing NON REFLECTABLE projectile, although that could become a problem real fast… It would be incredibly punishable if you miss though since you would be immobile until the animation ends. Soul Steal would probably be the safest to incorporate.
Up B: The teleport. He would NOT be able to act out of his, but would deal damage going in and out of the teleport like Zelda’s Farore's Wind. But, since he seems to be an air juggler type character, perhaps his reappearance could have killing potential since he doesn’t seem to have a good ceiling finisher. Just a concept.
Down B: If Jedah’s Dio Sehga was turned down in favor of Soul Steal, it could also go here. If you can’t tell, I really want Dracula to have this move. A special to enable glide could go here and he could have the Moon Jump/Hippogryph Soul while on the ground. This would have this move behave like Charizard’s Down B.
Grabs
Pummel: A weaker Soul Steal/Succubus/Drain Blood
F Throw: Tosses them away while saying “Have at you!” Just a generic grab.
B Throw: Lifts them by the neck them smashes them into the ground behind him face first.
Up Throw: Lifts them up with both hands and tears them apart ala Iori Yagami from KoF.
D Throw: Bites down hard on them, healing himself proportionately to the damage dealt. This would end with the opponent lying on the ground like Snake’s D Throw.
Taunts
Generic evil laugh.
Takes out a glass of blood and drinks it nonchalantly.
“Enough with this sideshow.” From Castlevania PoR.
Final Smash
Demonic Megiddo – Dracula transforms into his true form and flies to the top of the stage where he begins charging his ultimate spell. A giant explosion will occur in the center of the stage, dealing a HUGE amount of damage and knockback based on how close they are to the center of the explosion. The edges will still kill at decent to high percents, so it would be advised to grab onto an edge or go offstage to avoid the attack at all costs. He could say "This ends now!" from Castlevania PoR.
EDIT: Here are some links to some videos of the characters I used for reference, since some of you probably don't know some of them, and can see what I'm talking about.
Jedah -
http://www.youtube.com/watch?v=xz4WCh6zeOI
Wallachia -
http://www.youtube.com/watch?v=tpIXq1VTZu0
Iori -
http://www.youtube.com/watch?v=BheBNdwTQzE&feature=related