This thread has been a little slow. Might as well toss some ideas onto the web here.
Krystal's Special Attacks
Gimmick - Most new characters seem to be making use of a gimmick in order to get in. They all play in a really funny/odd way. If Krystal needs a gimmick, it would be a Magic Gauge like Little Mac's KO Meter. Her magic would recharge over time, and start at full when spawning. For an additional gimmick, Krystal could knock Energy Gems from opponents that are essentially food with a magic recharge.
B - Fire Blaster
Normal - A fire bullet shoots from the head of the staff. At close range, the staff will smack the opponent knocking them back before firing. This move can be angled slightly upwards or downwards like many other special projectile moves. It has a very low magic cost, just over what the recharge rate is. Spamming it will deplete the meter, but not leave you overly vulnerable.
Variant #1 - Homing Fire Blaster - A weaker fire bullet shoots from the head of the staff, but cannot be aimed. Instead it has an accelerated curve that will home into the easiest-to-reach opponent. This attack has weaker hit-stun. It has a slightly greater magic cost, but is still somewhat spamable.
Variant #2 - Grand Fire Blaster - A larger fire bullet is shot, costing much more magic than the other abilities. There is little cast-time drawback to this attack, instead using the high magic cost as a preventative against spamability.
Side B - Ice Blaster
Normal - The staff shoots out a cone of ice powder. Continuing to hold down the B button will drain your magic, but you can walk slowly forwards and backwards while doing so. [This ability may be risky to implement due to walk-off stages, hence the slowed movement.] This move has vulnerability at close range due to where the ice originates from. Estimated 4-5 seconds at full Magic Gauge.
Variant #1 - Ice Dance - Krystal twirls in a circle shielding herself in an ice barrier. This attack will hit on both sides of her. Its properties are similar to Mario's cape, but will cause thrown items to lose momentum and drop to the ground instead of reflecting. Medium magic cost.
Variant #2 - Ice Barrage - The staff shoots out a cone of ice shards. This variant has higher knockback and damage than Ice Blaster, but is a one-shot effect with a fixed duration. The magic cost is slightly less than Ice Dance.
Up B - Rocket Boost
Normal - 1/6 Magic Gauge. A vertical-driven recovery move that will smack away those who get in its way. Tilting left or right will change your trajectory as you ascend.
Variant #1 - Ice Rocket - 1/3 Magic Gauge. A slightly slower recovery, but this move will shield Krystal from any projectiles tossed at her during the move. This protection comes at a very steep magic cost.
Variant #2 - Rocket Quake - 1/5 Magic Gauge. A quick recovery with a slightly higher vertical distance, but comes with a lack of ability to direct it. Additionally, the initial activation will send a small shockwave from her feet.
Down B - Ground Quake
Normal - A medium cost magic attack, but also strong. Krystal's staff emits a blue wave of energy that blasts a healthy distance outwards.
Variant #1 - Super Ground Quake - A very costly magic attack, upwards of 1/3 of the gauge or more, possibly even 1/2. A large red-orange wave is emitted from the staff. This attack easily covers half of a stage like Battlefield, possibly even half of a stage like FD. I picture something like Palutena's up-smash but a lot more viscious. High damage, high knockback, high range, but leaves her very vulnerable in the magic department.
Variant #2 - Ground Pulse - A series of three weaker blue quakes are emitted from the staff, with hitstun allowing decent comboing, but not doing as much damage overall as a normal Ground Quake. Costs about the same amount of magic.
Final Smash - Tricky the Landmaster CloudRunner Barrage
Krystal calls down a CloudRunner, hops on, and unleashes a barrage from her staff of high-powered blue energy shots via an aiming reticle. This could be seen as similar to Snake's Final Smash.
Bonus - Krystal's shield is replaced with a staff-generated shield. This shield, while not tied to her Magic Gauge, comes with a unique animation. It covers her from top to bottom, and as it shrinks, it turns elliptical instead of simply shrinking. This leaves some additional hitbox coverage up top and a shrunken shield would start as O and end like ().
===============
Sorry, towards the end I started to lose a bit of the creative mojo. Some of the moves could probably be designed a bit better, but all-in-all it's a good starting point. I also don't think I've seen anyone attempt to mix the Magic Gauge mechanic prior to this, and given the pattern that Nintendo has been going with for their newcomers, new characters that get added have to be super exciting and original to have a chance.
Definitely open to suggestions/critique on this. I had fun writing it up. Originally I had some sort of counter attack version of the Rocket Boost, but decided it wouldn't work as a mechanic. Instead, I went with the ability to nullify projectiles with the ice variants.