La di da~
Neutral B: Zant starts to contort his body to side, as he charges up, and once released, starts to spin with his swords out like a top. If the attack is uncharged, the duration of the spin is a little shorter than the Ice Climber’s spin. If fully charged though, it goes on much longer. The form is a bit hard to control, but Zant can move from left to right, and even make little hops. Be careful though, as like a top he can fall down, if he gets unbalanced.
Forward B: Zant puts his arms forward, and fires three quick bursts of dark energy, at around the same size and speed, as the ones Mewtwo uses in his back throw. They do moderately good damage, but don’t have much knock back. About two to three more can be added by pressing B quickly. Zant has a bit of lag when only the normal amount is fired, and when more are fired, he takes a rest, making him more tired. That energy shoots high and low, since Zant has a bit of a hard time controlling it, but it generally is in the direction of the opponent.
Up B: Zant temporarily turns into a cloud of twili energy. In this form he can float, helping him recover, and looks much like a cloud. He only stays in this form for about 2 seconds though, and once he comes out, he takes a half second to get his head back together, leaving him open if to close. You may want to get close those as the cloud though, as when you cover a opponent in this form, they are slowed down, and their percentage goes steadily up, unless blocking.
Down B: Zant starts to run rush forward, swinging his swords one after another, like he does in his final fight. He covers a good distance, and the move his very good for hacking away at shields. If timed right, he can be stopped by a frontal attack, but this is nearly impossible to do. He is vulnerable from the back, since he does not slash there, and player controlling Zant can’t change direction while Zant is in this charge.
Final Smash: Well I’ve said this before, but I like this one. Zant has loads of potential FSes, but this one I just like. Zant teleports all the fighters to his own unique stage in Death Mountain. The stage is basically one flat surface, with a large lava pit below. Zant starts to stomp on one end, making the whole arena flip over, as Zant tries to dump his opponents off the stage. The other characters can potentially come out of this unscathed, if they can move quickly, and get on the opposite side, before they fall down into the pit. After this, I’d like the stage to be changed to a different one from the original one they were fighting in, but that’s not all to tournament friendly. Instead I guess it can go back to the old stage that it was just in. Zant can take damage, but no one can stop him from stomping and flipping the stage over. Zant can’t fall in.