Since some of you all didn’t see how unique crash’s moveset could be I decided to whip up a partial move list to show off what he could do
Crash Bandicoot Specials
B Spin
You hit B once crash will do the standard version of his iconic spin move it is very fast startup and has little recovery, Meg damage but with decent knockback. Mashing the B button 3 times in quick succession will cause crash to execute a much longer version of the spin that will cause him to float a little vertically and a lot horizontally how it floats forward and back can be manipulated based on direction you hold it (good stalling your fall and horizontal recovery tool)(does more or less damage than original based on how many hits connect but has the same good knockback . All spins reflect projectiles. Spins also shoot normal crates forward like a projectile (projectile is very fast (unreactable up close but shrinks to nothing over a distance.) Spins don’t put crash in free fall. The mash spin can only be done one time while in the air, any other spins will be normal after. (Spins will probably only kill near ledge or upper percent)
B over is Wumpa Bazooka
Crash pulls out his bazooka and fires horizontally upon tap a deadly wumpa fruit shot (good kill move 130 on normal characters), if you hold be you’ll remain in the bazooka state, you can’t move while it’s out but you can pretty precisely aim up or down before shooting. The projectile isn’t super fast or slow due to its power/damage.
B Up Arrow Crate
An arrow crate appears under crash bouncing him up, has no attack hitbox but doesn’t put crash in free fall so you can act out of it and even jump if you have it stored. Arrow crate stays and can be bounced on 2 more times after initial bounce before breaking, each consecutive bounce sends you higher than the last. Arrow crates stay if bounces aren’t used up and can be used by other players, attack hitboxes can destroy them and they can be shot like projectiles like normal crates with your spin attack. There can be up to 3 up arrows on the stage before the earliest one disappears. If normal or metal crates are dropped on the arrows they will continuously bounce creating a hitbox that can hit you or the opponent if your hit (normal crates can keep bouncing without using up the bounce count but metal and tnt crates will count toward the limit). Metal crates will hit harder (potentially kill at higher percents when bouncing) and tnt crates will explode if you attack a bouncing one (the countdown immediately start upon bouncing). (Nitro crates explode upon hitting the arrow)
B Down: Crate drop
By tapping down B Crash will quickly drop either a normal crate (75% of the time) or a metal one (25%). If done on the ground it will be placed directly in front of crash carefully there is a small hitbox upon initial drop that is relatively weak (metal will have more knockback/damage). When on the ground the normal crate can be destroyed by any attack or being jumped on but crash has the ability to send it flying as a projectile by spinning into it (it’s a weak hitting projectile with little knockback but it’s very fast), metal crates on the ground cannot be destroyed by attacks (you can destroy them with crash’s down air though or tnt/nitro crates) they can be rolled through though. When this grounded move (or its alt hold version) is done in front of an already placed crate crash will carefully stack it on top of the other crate. When done from the air the crate will drop where crash would normally place it, normal crates fall slow and don’t do much damage/knockback on hit (will break if hitting an opponent while falling) (and can actually be spun into to shoot a crate projectile influenced by physics), metal crates will fall quickly and deal better damage and knockback (also influenced by drop distance) (potential kill move at higher percent’s) if it falls on normal crate/s it will break them, if it were to fall on a tnt or nitro crate it would be destroyed by the explosion, metal crates will just stack on each other. If you hold the b button crash will take out in a slower fashion a TNT crate (75%) or a Nitro crate (25%) and place it down (if grounded), if hitting an opponent while being placed the countdown will start for it (knockback/damage is the same as normal crate/), if the nitro crate hits the opponent while placing it down it will cause an early kill move level explosion (100% and up on normal characters) that will hit both crash and the opponent. TNT crates will explode when attacked doing an early kill move attack just like the nitro explosion, if they are just jumped on or fall hitting something they will begin their 3 second countdown till they explode on their own, nitro crates will explode upon contact from anything except them being placed while grounded or them being stacked on other crates the explosion is the same early kill move from before. When this hold version is done in air TNT crates fall the same speed as normal crates do with the same knockback but will immediately begin a countdown if hitting an opponent (attacks still make them explode) upon landing the count down will immediately begin, Nitro crates fall the same speed as the tnt and will explode on contact with anything (same kill early move). You can only have up to 3 of the tap crates and 3 of the hold crates out on the stage before the earliest one breaks or explodes. (so in theory you can have 6 crates of these type out) (9 including the up arrow crates). (Crates are a great means of stage control).
Crash down air
Crash goes up a tiny bit vertically then goes for a quick belly flop that breaks shield and all crates (if some crates are broken beneath a small shockwave similar to dedede’s stars will surround him extending the attacks range, the shockwave doesn’t break shields though)
Crash down tilt
He does his slide move from the series very quickly that pops opponent’s up perfectly for a combo.
Forward throw
Crash places a TNT on the opponents head similar to CTR then kicks them in the crotch knocking them a little forward (does the least damage/knockback of his throws) starting a countdown till explosion, (jumping twice will pop the tnt crate off having it fly off in an arch behind you where it will explode once it hits the ground or the timer runs out)
Dash attack
Has Crash doing a version of his spin while moving forward on the ground angled forward (spin part still reflects projectiles and will send normal crates forward.)
Side Taunt
Crotch Chop Dance
Down Taunt
Hog Wild Look
The rest of his moves would probably be pretty standard (unk