I liked my storable staff power gimmick, but of course I would since I came up with it.
Basically, her neutral B can be rapid fired or stored. If it's stored, the staff blinks or glows like when Samus stores a charged shot. Now, Krystal can either press B again to unleash a powerful charged projectile, or she can save the stored charge and her next smash, including Robin-esque aerial smashes, could gain a special effect. So with a charged staff Krystal can give these following moves a special effect... fsmash, dsmash, usmash, fair, bair, dair, uair. For convenience, I'll call the charged staff a "primed staff".
I'll describe my standard attack ideas since we're doing that now I guess. It will also help people visualize how the gimmick works.
Jab - Taken from Adventures, it's a modification on Fox's staff combo when you hold the control stick down. The Adventure's combo is a staff attack swinging from top right to bottom left, then an upswing going back from bottom left to back and to the right, then Fox spins the staff in front of him moving it from right to left and back, then he makes a sharp horizontal swing from left to right and if you hold the attack button her charges up his staff. The plan with Krystal is to have the final hit of her jab be the horizontal swing but let it happen before the charge. She'll be able to charge the staff much like Fox does in Adventures and it'll be a quicker alternative to her neutral B charge. This will put her staff into a "primed" mode ready to be used by pressing neutral B for powerful projectile or to be used with a smash. Since this one is complicated, I'll link a video example...
https://youtu.be/bqmpRI9XeMM?t=25m44s
One minute prior to that fight scene in the video you can hear Krystal's description of the staff and the fact that it has the power to teach Fox it's abilities. This further emphasizes that what Fox does with the staff are likely things Krystal could too.
Now for the rest of the moves....
Dash Attack - A running roundoff into a slide. It resembles her dodge in Assault and I imagine it resembling her forward roll in Smash. Could be a bit confusing to the opponent looking the same as the roll, but instead having a hitbox on her legs as she flips and on her body when she lands. It's a slower dash with longer range moving her forward. Think Zamus's dash attack and how it shoots forward and the brunt of the hit is at the end.
Ftilt - Krystal pulls the staff from the holster on her back quickly and swings the staff forward in a vertical arch while leaning forward on one foot. This is a quick ftilt with great range and low knockback. A great poking tool, even if it's a swing, heh.
Utilt - Krystal claw swipes above her head quickly and and follows up with a flexible kick swinging up similar to Sheik's utilt as I recall. Lowish knockback and can combo at low percents. The time between the two strikes is very minimal.
Dtilt - a crouched spin that hits with her tail and her staff in front of her. Like Fox and Falco's dtilt except she gets a second stronger hit with the staff immediately after her tail hit. Isn't as useful as a combo attack being more powerful but it gives her some space similar to Ganon's dtilt thanks to her staff.
Fsmash - Krystal uses a double strike smash similar to Link's. She first stabs her staff into the ground diagonally in front of her. She can then pause before inputting the second part of the smash, which is a vaulted flying kick. She uses her staff as a pole vault to launch herself into her kick. The second attack is the powerfule attack while the first strike is a weak attack that pops the enemy up into the kicks sweet spot. If you miss with the first strike, the second strike can be ducked under by some characters. She moves forward similar to Fox with this move.
Fsmash Prime - Same as her usual Fsmash but the first strike cause paralysis similar to Zamus's gun. This allows her to cancel the second hit and run in for a grab or other follow up.
Usmash - Krystal slams her staff down on it's end and stabs it upwards. The effect is similar to Shulk's usmash, with the slam down catching opponents and the stab up launching them.
Usmash Prime - The stab up has an added ice effect that can freeze opponent in a block of ice at mid to high damages. The more damage the longer they stay frozen. This allows you to follow up hit them in midair after they get frozen.
Dsmash - Krystal raises her staff up and slams it down hard creating a quake. It's launch power isn't huge but it attacks on either side of Krystal simultaneously for good damage. It's a slow attack even uncharged though with more cool down than the other smashes.
Dsmash Prime - Same as her regular dsmash except opponents inside her hurtbox during the move get buried. The cool down is a bit less too, allowing her to follow up. The range of the move is slightly increased on both side of her and the sourspot hits do the same thing as the regular Dsmash.
Nair - Krystal jumps and tucks her legs up tight and pulls her staff in front of her torso horizontally and spins. Similar effect as Zelda's nair. Krystal's tail and folded knees are low sour spot hitboxes that pull the opponent in and up into her more damaging a ranged staff hitbox.
Fair - Krystal jumps and spins forward in a tightly tucked somersault with the staff in it's holster on her back, but extended. This move imparts momentum in the direction it's used. It's her slowest aerial too with significant landing lag. Her spin ends with her pulling the staff from her back and breaking her spin by punching the staff in front of her and opening her body. Her tail, front of her body, and head are sour spot hitboxes that drag into the staff hitbox during the spin. Her spin is similarly as fast as Wolf's nair. If the opponent was trapped in the staff's hitbox, when the spin ends they'll be launched diagonally up at the end of the move. If she spaces it right and hits opponents with the strong end hitbox without trapping them in the spin, she can semi-spike opponents that get under her.
Fair Prime - Same as regular fair except the staff does electrical damage and has a strong semi-spike on it's final hit.
Bair - Krystal swings her left leg back in a move much like the rest of her Star Fox comrades, but follows immediately with a sharp staff swing behind her. Even though it's a two hit move it's pretty fast. The kick is a sex kick that lingers and can knock into the staff hit. The way it looks is Krystal kicks her left leg back and at the same time reaches over her right shoulder to grab the holstered staff and swings the staff as she turns her head and body left in the direction her leg just kicked.
Bair Prime - Same as regular bair but the staff shoots a couple blaster shots quickly similar to Villagers bair. This gives it range. Hitting with the staff allows the opponent to be combo'd into the blaster shots and get pushed out further. It's a tad slower as a result though.
Uair - Krystal spins her staff above her head very similar to a Pit move. Not much else to say here. Obviously I could think of something more unique, but this gives her a juggling tool that's protects her hurtbox from above fairly well. It's a quick move.
Uair Prime - Same as uair but this one has a windbox that extends above and beside Krystal, pushing opponents away. A great gimp tool against bad recoveries or to keep opponents above you like with Game and Watch's uair. Maybe it could even gain Mega Man uair effects in prime mode.
Dair - Krystal stabs her staff down and a blast of rocket boost fires off. Has stalling effects like ROB's dair. Strong spike.
Dair Prime - Same as regular Dair but the hitbox lingers and actually pushes Krystal up a good amount. The staff can be primed with this move in mind and dair can be used in concert with her up B giving her an awesome recovery boost!
Anyways, those are all the basics. I'm not gonna get into grabs, throws, getup attacks and the like and I already spoke briefly about specials. Some of these I'm really keen on and other I'm not totally sold on my own idea yet. I do like most of them though.