Gengar84
I'd like to see the Dixie if you happen to find it!
Anyways, this conversation gave me the perfect chance to go on a little tangent about moveset design. So here I go...
Centering a character's moveset around references and game representation isn't the best idea. One of the few times a character got a Special move changed just for the sake of referencing real material from a game, we ended up with a really functionally & aesthetically disjointed move. I'm of course talking about Mario's F.L.U.D.D.
Remember, characters are here to represent nothing but themselves. In that process, they also represent the games they come from, because the games are ingrained in the character's identity. But never have we ever gotten a character who's just here to represent a whole
game. Especially when said character isn't a protagonist of their game, but like Dixie, is a secondary character who veers off from the protagonist's more basic skills.
Fans don't often understand that philosophy and end up making hodgepodges of references... it's cool to see a move and go "Hey, that's from that game!" but if that's like, every move, you're bound to risk having zero cohesiveness.
This is why I sometimes roll my eyes when people go "Mario should be updated to represent Odyssey/Wonder/insert recent game here!" Like... yeah, if there's something that lends itself to Mario's already existing kit and feels fitting, sure. But most of the time the move just feels super tacked on and there just for the sake of having something from XYZ game.
We need to think more about functions and mechanics when talking about movesets, whether it be for newcomers or for veterans. These fighters aren't just walking libraries of their extensive #gaming resumés, they're also fulfilling the role of certain playstyles in a fighting game. They have to function mechanically, and shoehorning random references often doesn't lend itself to that.