Jeff Andonuts:
A light, speedy Smasher that, like Mega Man, is focused more primarily on a ranged game to build preliminary damage before the enemy gets close. Unlike Mega Man, however, Jeff also utilizes devices to inhibit opponent effectiveness.
(Jabs)
A: Jeff pokes forward with the barrel of his laser.
AA: Jeff pokes forward with the barrel of his laser, then follows up a downward pistolwhip-like movement.
AAA: Barrel poke, then a pistolwhip, followed by a close range laser blast that propels Jeff backward a short ways in addition to natural knockback.
Dash A: Jeff trips and rolls forward a few times. Slight chance to trip enemies.
(This makes Jeff unique in that he doesn't have a spammable A button move, nor a finisher, but his AAA can be used to build distance as it tends to come out quickly.)
(Tilts)
Up Tilt: Jeff aims his laser upward (the laser has its own hitbox that knocks people overhead), and then fires a short range laser blast.
Down Tilt: Jeff drops his glasses and scrambles to pick them up. The glasses have their own hitbox, but no damage/knockback (it only stuns momentarily).
Forward Tilt: Jeff fires a laser blast forward. Similar range to Wolf's blaster special in Brawl, though notably faster. Not as easily spammed; trying to press too quickly may jam the gun.
(Aerials)
Up Air: Jeff flails arms and legs wildly in mid-air while facing the camera; low knockback, great for comboing.
Down Air: Jeff spins to land on the ground (or enemies) on his back. The first handful of frames when he flops onto his back is a meteor smash. Otherwise, just sends enemies downward. Can be used as a defensive maneuver against projectiles because if it doesn't hit an enemy it puts Jeff into a crumple state similar to having been knocked down once he hits the ground, but without the invincibility frames getting up.
Forward Air: Jeff rapidly repairs an item and utilizes it. Often, this winds up being an offensive spray that, while it has minimal damage, decreases the opponent's stats slightly across the board (they do less damage, take more damage, suffer more knockback than normal, etc.) for a short while. The range on the spray requires Jeff to be very close for this to be effective.
Back Air: Jeff fumbles through his inventory and accidentally drops a bomb! The bomb functions similarly to Link's bomb, except it explodes on impact with the floor, the wall or an enemy. 10% chance for a Super Bomb (larger explosion, greater damage/knockback).
Neutral Air: Jeff produces a broken device, but it explodes on him when he tries to use it. It looks a bit like a mechanical Mr. Saturn, but has a slight chance to look like other iconic NPC's in Mother 2, like a Hippie, Mani Mani Statue and more! Does slight damage to Jeff, though doesn't do much to help recovery. If the enemy is close enough to Jeff, can be an effective kill move at higher percentages.
(Smash Attacks)
Up Smash: Jeff produces a horn-like device that releases a shockwave upward. After the initial attack, it turns out to be the Defense Shower, which blankets the area around Jeff with particles that, while in it, decreases the damage and knockback Jeff takes. The particles last about five seconds. A few extra seconds can be bought by charging it. The shower is only effective if you're actually in the area of effect; enemies can't take advantage of this.
Down Smash: Jeff produces the Slime Generator, which leaves a patch of slime on the ground. Slightly wider than Jeff's model, and a kind of mucous green. Any enemy that lands on this patch of slime (or walks in it) will find that they can't move for a short time. They can still shield and utilize attacks and specials, but they can't turn around or spot dodge. The slime patches last on screen for about twenty five to thirty seconds (depending on charge), and can hold the enemy upward of five seconds (dependant on enemy percentage). Only two slime patches can be on stage at once.
Forward Smash: Jeff unleashes a large beam of energy from his laser. Good damage, good knockback, great combo ender as it's produced quickly. If you use it too often, the effect diminishes more rapidly than normal (and the difference would be visible and have smaller hitboxes), which discourages random use.
(Specials)
Up B: (Bubble Monkey): Quickly producing a stick of bubble gum, Jeff is aided by the Bubble Monkey! Primarily used as a means of vertical recovery, once at the peak it begins to float downward steadily while gaining speed 'til at normal fall speed, then the bubble pops. It can still be controlled horizontally, but the effect is slow and minimal at best. As a fun Easter Egg/Bonus, this special produces Tessie while coming downward toward the water. Tessie acts as a temporary platform that disappears after a short while, or after someone jumps off.
Down B: (Bottle Rocket/Big Bottle Rocket/Multi Bottle Rocket): Jeff sets down a bottle rocket. The animation itself has a short windup as the projectile is produced and placed on the ground, and two can be on stage at any one time. Holding down the B button launches the projectiles; alternatively, if both are already on screen, you can simply press Down B again. Bottle Rockets have good damage/knockback, but aren't efficient kill moves. Big Bottle Rockets act similarly, but have larger explosions, do more damage and knockback. Multi Bottle Rockets also behave similarly, but release a spread of bottle rockets at their peak to rain down on the stage. The odds of each are 70%, 20% and 10% respectively.
Forward B: (Bazooka/Heavy Bazooka): Jeff utilizes a bazooka on enemies! The projectile flies straight, forward, and explodes on contact. The projectile falls off after a medium distance (the distance from one end of Battlefield to the other), making it an effective edgeguarding tool. Decent damage/knockback. 10% chance to be a Heavy Bazooka instead, which at certain percentages qualifies as a kill move. The Heavy Bazooka projectile acts similarly to the normal Bazooka projectile. This special can be used to aid horizontal recovery.
Neutral B: (Shield Killer): This strange device emits a close-range burst of particles that does major damage to shields. The actual attack itself does very little damage, but has an added bonus in that if it DOES do damage, it prevents the enemy from utilizing their shield for a short time (three to five seconds depending on enemy percentage). Great way to break shields if you've already done some shield damage.
(Grabs)
Grab: Utilizes the Bubble Monkey to grab the enemy. While holding, pressing the A button utilizes the Hungry HP Sucker, which heals Jeff for 1% each successful hit.
Up Throw: Bubble Monkey throws the enemy skyward! Simple and effective. Easy to combo out of.
Down Throw: Bubble Monkey throws down the enemy! Also simple and effective.
Forward Throw: Bubble Monkey pretends to throw the enemy backward, but Jeff throws himself into the enemy to send them flying!
Backward Throw: Bubble Monkey pretends to throw the enemy forward, but then swings them back over Jeff, who ducks!
Final Smash: (Fireworks Display)
Jeff throws down all the bottle rockets in his inventory, which launch afterward in pairs of two. Stronger than their normal special counterparts, and Jeff can still move and attack during the Final Smash!