Masked Man
Masked Man has a lot of potential, through the use of his different utilities. (The sword, cannon arm, wings, etc.) By focusing the sick aerial game of the current PK kids and adding a sense of maniacal spice to the mix, a unique and brilliant character would arise. Masked Man could be a partial clone to Lucas, how much is copied would be left up to the PMBR if they choose to implement the little ginger that could(n't). Keep in mind, not everything in this set is practical, but believe it or not, this move set is me taking it down a notch. If PM didn't have technical limits... Oh dear lord... Anyways, enjoy! Message me with feedback, or post it on the Clone Engine Thread.
Credit to Mowg!
Tilts - Swordplay, son.
nuetral A: Uses his sword to jab once, and then repeatedly for a flurry jab. Slice slice mothaf*cka. Hitboxes would vary, having the single jab retaining a large hitbox, while the flurry uses smaller ones that are easy to avoid, but moving back and forth as Masked Man pokes you to death with his shiny choice of weaponry, hence the term flurry.
F-tilt: Swing the sword vertically from down to up, like Marth´s. This move should be a bread and butter combo starter, more than for fending off foes. Have an electric sweetspot on the sword. Either tip like Marth or at the handle like Ike, depending on hitbox size.
D-tilt: A good edge-guard tool, but not too good. MM would use his sword like Ike´s d-tilt. The guard would be a swatting motion, not a poke like Marth, Roy or MK.
Up-tilt: The blade never fails. Up-tilt slices the opponent up, and sets them up for a good juggle. Similar to Ness's yo-yo up-tilt, it should set the opponent up for some serious aerial pwnage. As a side note, Masked Man would need to have the skills necessary for aerial domination. What's a PK Kid without their DJC, eh?
Smashes - Cannons Wings, and Ice Oh My?
Up-smash: Works with him releasing very short range flames from his cannon arm as he moves it above his head in an arch fashion (from side to side once). This attack has it’s disadvantages considering range, but if used to successfully trap an opponent it would rack up damage quickly.
Over-smash: Masked Man swings his sword. (Already included on PM 3.0’s Lucas alt.) But slower and with more knockback. A sweetspot couldn't hurt... Right?
Down-smash: would be PK Freeze. dealing damage and throwing the frozen opponent to the side. Freeze should allow for quick follow up moves. It would leave the opponent vulnerable just long enough for a combo starter to be used. (It's combo starter starter?)
Specials - Psychic ginger ftw.
Neutral Special: PK Saanda, named after PK Thunder's Japanese translation is non-controllable lightning blast that has a large hitbox but little damage. The lightning spreads out quickly, expanding the hitbox. It would work well as a counter. I can't keep up with this Mewtwo teleport sh*t man, next time he dissapears Imma Saanda his a*ss. No way a move this big's finna miss.
Side-Special: PK Thunder. Everybody loves Sith-lightening. Using his sword to channel the electricity, Masked Man's PKT would be controllable, just like Ness and Lucas's. But, notice that this is Masked Man's side-special, rather than his up-special as PKT is normally implemented. This is because PKT is not a recovery. It works very similarly to Lucas's, except now when it is directed back to the player PK2 is not initiated. Instead, the lightning charges Claus's sword, increasing the speed and damage of his tilts significantly for a short amount of time.
Up-Special: Wing, wing, herro? Masked Man's wings would expand, allowing him to recover as they glide. The move would be similar to Pit's vBrawl up-b in terms of the way it acts. Hit boxes would be on the edge of each wing, allowing for damage as they extend from Masked Man's back, as well as when he rises.
Neutral-Special: PK Love. Take inspiration from Ness´ old PK Flash, Zelda´s P:M Side-special, and Snake´s Up-smash. The move should put Masked Man in a state like when Ness uses PK Thunder or PK Flash, he´s pretty much helpless. The move would shoot 3 Psychic projectiles that could shoot rapidly or more delayed depending on the timing that the player decides to input the move. The projectiles should shoot up and at an arc that could be controlled by the control stick. It´s hard to control these, because you are controlling 3 at once. They should be harder to control than Din´s fire.After 3 seconds the projectiles can no longer be moved with the control stick and Masked Man snaps out of his concentration state, and can now move around and fight. You could manually input so that you shoot only one quickly while in the fray or two and three when you have extra time to set up something. The PK Love zingies will hang out there, like Din´s Fire, but with a timer. You could also press Neutral-special again, like Snake´s C-4 to detonate them manually. This does more damage than if they are simply touched by the opponent.
Final Smash: Thread the needle, bruh. This Final Smash is based off of what would have happened had Masked Man pulled the last needle in Mother 3. I imagine it similar to MK's Final Smash, when used motions slow and the screen becomes dark focusing on Masked Man, whose animation portrays him pulling the needle (This animation is actually already in game as one of Lucas's victory poses). The Dark Dragon's silhouette flies across the screen doing serious damage and knocback, but only hurting those close enough to the needle at the time of the input.