Muddy Mole
A: Right Claw Swipe 2%
AA: Left Claw Swipe 3%
AAA: Alternating claw barrage. 2% per hit
A Side: Muddy does a small punch. Can be performed in quick succession. 8%
A Up: Muddy holds his hands up like a goal post and jumps up. 12%
A Down: Muddy gets low and kicks at the opponent’s feet. 14%
Dash A: Muddy does a leaping somersault forward. 13%
Smash Side: Muddy does a strong headbutt. 18%
Smash Up: Muddy spins upward corkscrewing his claws.22%
Smash Down: Muddy spins low to the ground kicking up a small wave of dirt to both of his sides. 20%
Air A: Muddy does a small midair cartwheel for weak damage. 5%
Forward Air A: Muddy slaps the foe weakly in midair. 4%
Backward Air A: Muddy roundhouse kicks in midair. 7%
Up Air A: Muddy sweeps his claws in an arc. 4%
Down Air A: Muddy kicks the opponent down with both feet. Meteor-Smash. 9%
Grab and Pummel: Muddy grabs the foe and knees them in the torso. 4%
Forward Throw: Muddy kicks the foe ahead of him. 10%
Back Throw: Muddy spins the opponent and throws them back, similar to Mario. 8%
Up Throw: Muddy digs under the foe and hits them with a tack from underneath, sending them upward. 15%
Down Throw: Muddy slams his foe into the ground, kicking up some dirt in the process. 12%
His Neutral B would be the iron ball. Press B once, and it spawns, and stays on the ground in front of you. You can keep it there, and it will act as an unbreakable wall. However, if you press B again when you are close to the ball, you can throw it at your opponent! It will be very slow and not very powerful at first, but if you hold B, Muddy will charge up the throw, increasing the speed, distance, and damage. However, if the opponent hits you during start up, you will drop the ball. The ball will eventually disappear if A.) Too much time passes without you throwing it, or B.) You hit the opponent. Only one Ball can be present at a time per Muddy Mole. It does 15% when pushed forward with no charge, 22% when charged. Going backwards, it does 20% uncharged, and 30% when charged.
His Side B will be the Bomb Roll. This one was a bit of a stretch, seeing as Muddy never actually did this. However, it is creative liberty, I guess. Muddy pulls out a bomb that he uses in his game, and hops on top of it. He then speeds forward on the bomb to ram opponents. It then explodes. Can be a decent horizontal recovery. 15%
His Up B would be the cabbage jump. After Muddy Mole defeats a boss in his games, he saves one of his children, who pop out of a giant cabbage that falls from the sky, and leap up with a corkscrew-like jump. Muddy would essentially do the same. A giant cabbage would surround him, and he'd pop out using a Wario-like Corkscrew. If used in Midair, the cabbage will fall to the ground, potentially doing damage, and possibly a meteor-smash. When used on land, it disappears after use. I guess you can call it a mix between Wario's and Sonic's. 16% with the corkscrew, 10% if the cabbage hits you.
Muddy Mole's Down B would be Burrow. Going underground was key in Muddy Mole's adventures, so naturally Smash should reflect that. He would dig a hole, and go underground. If used on a passable platform, he'd fall through it. While underground, he can move around very fast, but at the expense of not being able to see where he is. By releasing B, he will pop out of the hole, causing minimal damage. However, you only have a three second time frame to stay underground, otherwise you are forcefully removed from the dirt. This would make up for Muddy's lackluster aerial game.
Finally, his Final Smash would be Sundes. Another forum user gave me this idea. Sundes was a sun-based boss in Mole Mania, as the ruler of Level 2. One of his attacks involves him going supernova, so Muddy needed to get out of the way to survive by going underground. Once Muddy has the Smash Ball, he'll adjust his Sunglasses and go underground. Sundes would then appear, and go Supernova, sending a vast fiery wave across the stage. If hit, the opponent will take major damage (50%) and good knockback. It can, however, be avoided by some characters with high or multiple jumps. Muddy will the resurface and continue fighting.
Taunts: Up: He adjusts his sunglasses with a shine and smiles. (With the clichéd *ding* sound of course)
Down: He digs a small hole and pulls out a small cabbage. He proceeds to eat it.
Side: He holds out his paw and extends his claws.
Costumes: Red: Normal color
Blue: Blue neckerchief
Green: Green Neckerchief
Others: Pink, yellow, and black neckerchiefs.
Kirby Hat: Kirby dons a pair of shades and a handkerchief.
Codec Conversation: Snake: Colonel, who's the mole wearing sunglasses?
Colonel: That's Muddy Mole, Snake.
Snake: Never heard of him. He's probably no big threat.
Colonel: Be careful, Snake, Muddy here can do something that no one else here can do. He'll dig right beneath you and hit you from the other side.
Snake: That's pretty cheap, wouldn't you say?
Colonel: Coming from the man who's fighting a mole, while using a ton of explosives...just make sure to watch out, Snake.
Snake: What else is there to watch for?
Colonel: Besides digging, Muddy can also launch giant iron balls. And bombs, too.
Snake: ...Ugh.
Playstyle: Basically, Muddy Mole is your trap user to the extreme. Block off certain spots with the Iron Ball, dig underneath it, and hit the foes on the other side is a pretty good tactic. If time is running out on it, throw it for good damage. Being a mole, Muddy is best on the ground, of course. Many of his smashes and throws are powerful. That being said, if you’re playing Muddy in the air for any reason other than recovery, you’re using him wrong. Muddy is just plain bad in the air. Low fall speed, bad aerials, and semi-lightweight an aerial fighter does not make. All in all, Muddy is an interesting character to play as, and will leave the opponents guessing as to which move he’ll use next.