I actually played Custom Robo. One of the very many obscure Nintendo titles I actually enjoyed. The game is pretty solid even if the gameplay "looks" hectic. I actually recommend it. But if you guys are hand held gamers, Custom Robo Arena for the DS is your best bet.
As for a moveset, I've been planning it out and going through YouTube videos to refresh my memory about the game. I've been doing my best to work out ideas that would fit in a P:M setting without overlapping the requirements of being a clone. My biggest issue at the moment is that I yet again am without internet because I had to move back to Ohio, so I back to using my phone to type out replies. I'm getting internet sometime today, so I should be able go go more in depth with Ray's moveset.
For now though I have a bit of insight on the character that can help this discussion. The character Ray (any version) has one trait in common with characters like Mega Man and Samus. He has an extremely wide array of weapons with barely any physical attacks to draw inspiration from. While Samus gained physical moves based on her training with the Chozo and other forms of training (insert ChronoBound's previous Metroid discussions here), and Mega Man has modified variations of his copied abilities over the years, the only real physical combat that could be applied to Ray is based on his initial GameCube game appearance. (In case of spoilers, this next part I'll collapse.)
Another physical attack inspiration is a few weapons you obtain in the games that must be used at point blank. I do believe one of them was a stun gun of the sorts. Could be used similarly to ZSS's Side Smash, only horizontal / diagonal tilts on smash like Mario's Side Smash.
I do also believe the MKIII variant (and maybe more since I'm going off memory ) have a jet mode transformation. If cloned from Samus, the morphball model can be replaced with his jet mode as a Side B or glide function similar to Pit, Meta, and Charizard. This also brings up a concept for his Up-B recovery. Basically the concept is that he burst jumps upward a certain short distance upwards, then from the position he is at after the initial burst jump you have 4 options:
- Jet burst a short distance backwards.
- Jet burst a short distance forwards.
- Fast fall by pressing down.
- Cancel out of one of the above options with an A-Button air attack. Even the initial Up-B without a following input.
This concept is similar to that of Rob's Up and Air Side B moves.
One last idea I had was brought up earlier, a playstyle similar to that of Mega Man. And no I'm not suggesting he should be P:M's replacement Mega Man or anything of the sorts. But there is one interesting aspect of Mega Man that fits snug within the concept of Ray's playstyle. Mega Man's jabstring is his buster shots, and a lot of his smashes / A button attacks are various modified projectile moves. Since Custom Robo is a very weapon oriented game to the same extent as that of Mega Man, this concept translates nearly seamless for a Ray playstyle. If this concept has balancing issues, than I can understand not using it or limiting it in some manner.
This is all I've got for now, so feel free to discuss it and give feedback. I'll be getting my internet soon enough, so maybe I'll try sketching out the moveset concept similarly to how the Lyn one from the op was made. Hope you guys enjoyed this post.