Please do so Kuma, after what I saw from your Samus ideas
And Horsetail, that makes me feel HELLA awkward lol
All right. Here's a shot at Link.
[COLLAPSE="Link"]
B: Bow
Faster startup, minimal knockback, and a high amount of hitstun, with some recovery. With the bow, you can aim at intervals of 45 degrees (anywhere from 0 to 360). Perfect as keepaway and as an anti-air.
Side B: Clawshot
Link can aim this upward, downward, and straight ahead. Link uses this item to latch onto opponents and is ideal as a launcher followup to start aerial combos. It can also grab items as a bonus.
Up B: Spin Attack
Essentially the same as before, but with better horizontal recovery.
Down B: Bomb
Same as before, but Link can now roll these with down-forward A so Link can run in with the bomb at the same time.
Other:
One of Link's taunts now becomes a command move like Luigi's kick. This taunt has Link raising his sword ready for a Skyward Strike. The next Smash attack will have a Skyward Strike.
Link's grab is now just your normal grab, for balance reasons.[/COLLAPSE]
[COLLAPSE="Toon Link"]
B: Hammer
Link pulls out a big hammer and swings downward. This move can spike AND can cause a ground bounce.
Side B: Boomerang
Same as before.
Up B: Spin Attack
Like Link's, but this has the additional bonus of being able to move left and right while on the ground, and no dizziness.
Down B: Bombs
Like Link, he gets an additional property on bombs. He can toss bombs upward at an angle. This was something added in to give them a distinction here.
[/COLLAPSE]
Rationale:
I thought Link would be best suited as a strategic zoner with not a whole lot of OOS options. Projectiles outside of a few characters have not played much of a role in Smash either so I thought making someone projectile heavy might be a good start.
For Toon Link, I thought that since he's a smaller Link, why not make him annoying to fight against? Toon Link plays in a more erratic fashion while Link plays with a more cool composure.
Here are the old Zelda, Sheik (or Impa), and Ganondorf ones.
[COLLAPSE="Zelda"]
B: Nayru's Love
Like her current one, but with some additional properties. Zelda can move back and forth while using this move. The move is invincible on startup.
Side B: Din's Fire
Different this time around, but better. Zelda can control where her Din's Fires like in Brawl and Melee, but with way more options now. She can place up to four Din's Fires on the screen at any time. When you do a fifth one, the oldest one will disappear. This move merely places them on the screen.
Up B: Farore's Wind
Same as before, but not so sucky.
Down B: Explosion
This is like Snake's C4 explosion. This move will make all the Din's Fires on screen explode. This is an incredibly good zoning tool as the fires are malicious mines. You don't know when Zelda's going to release them so a good Zelda player can make it miserable for the opponent.
[/COLLAPSE]
Rationale:
Zelda works best as a defensive character, but her offense was always horrible and getting in was never easy. This seeks to address those issues.
[COLLAPSE="Sheik"]
B: Needles
Same as before.
Side B: Double Palm Strike
Sheik moves forward and strikes with a palm strike very similar to Impa's in Skyward Sword. This move can absorb projectiles and has considerable knockback if it lands on the opponent.
Up B: Teleport
Same as before, quicker startup.
Down B: Smoke Bomb
Typical of a ninja, Sheik drops a smoke bomb and the surrounding area is covered in smoke for a brief period of a time. Only one smoke bomb can be out at a time. You'll see why when you have a four way Sheik mirror match.[/COLLAPSE]
Rationale: Double Palm Strike was added because it looked cool and I never liked the chain. Smoke Bomb was added to further add to her ninja-ness. Zelda and Sheik were broken up out of personal preference.
[COLLAPSE="Ganondorf"]
B: Gerudo Flip
This is a mix of Cammy's Hooligan Combination and Akuma's Demon Flip/Hyakkishu. This move is one of Ganondorf's best ways to approach as his speed isn't great. This move starts with Ganondorf flipping in the air toward the opponent. Here are the inputs for the types of attacks he gets while in this state:
B: Stab to behind, to counter anyone trying to roll to get behind him.
Side B: Grabs the opponent's head and knocks them to the ground with a ground bounce. Counters blocking.
Up B: Stabs forward, countering anyone jumping away.
Down B: Does an inward strike with both swords while diving in. Counters anyone rolling back to evade.
A: Cancel out of the jump, can be used to counter spot dodgers. Allows you to use any attack available to you.
Doing nothing just gives you a nice forward jump.
Side B: This move is a rekka type attack like Marth's Sword Dance.
The first move is a low swing to the ground. This move is safe on block and a nice spacing tool as Ganondorf moves a bit for this move. The second hit is Ganondorf lauching the opponent into the air with him following up and then here comes the fun part. Depending on what you want to have for your reward, there are three options you can choose from:
Hit #3:
Up-Side B: Ganondorf does a fierce attack that sends the opponent straight up in the air. Used as an aerial reset as Ganondorf, if done from the ground, can go straight into a double jump to keep on the offensive.
Side B: Strong dual stab that sends the opponent flying horizontally. Used for horizontal K.O.s and to regain control of the stage. This is the strongest of the three outcomes as no mixup potential is available from this.
Down-Side B: A downward strike to the opponent. At higher percentages, this can spike. Other than that, this can be used like Side B, but with the bonus of having a tech chase.
Up B: Winds of Death
This move is essentially like MvC3 Jill's Machine Gun Spray hyper. Ganondorf takes a leap, doing a slide flip with both swords extended. If the last hit lands, you get a ground bounce.
Down B: Big Mistake
Ganondorf enters a parry stance and if attacked, he grabs the opponent, whether they're in the air or not, and does the famous choke move in Brawl. Has all of the followups you've seen in assorted mods. The biggest weakpoints for this move is that it's weak against grabs and cross-up attacks like Fox Illusion and aerials that leave the opponent out of Ganondorf's grab range.
Ganondorf is still a heavy hitter, but now he has the range, mobility options, and the mixups to compensate. He has great horizontal recovery for a heavy character, but his vertical recovery is lacking as a result. [/COLLAPSE]