My concept of Captain Toad is essentially a slow stage controller that fights best from a distance. He would thrive off of being given time to set up his tools that would put his enemies in awkward positions and which would allow him to attack from afar and would keep his opponents far away from him.
He would have the slowest walk in the game and one of the slower running speeds in the game, and would have an air game that rivals Little Mac's save for the recovery moves. I'm thinking one jump that goes next to nowhere and horrible aerial mobility, but a good up-b and a decent, but highly situational neutral or side b.
Here's the framework for my own interpretation of him.
Properties:
Weight: 112 (Heavier than Samus, Lighter than Ganondorf and Charizard)
Jumps: 1
Dashing Speed: 1.4 (Just under Peach, just over Link. However, he has noticeable lag after his dash ends.)
Walking Speed: .675 (Slowest in the game, under Jigglypuff.)
Archetype: Slow and Strong Stage Controller
Neutral B: Mystery Block/Warp Block (Either Works)
This move allows Captain Toad to pull a Mystery Block out of his backpack and over his head like a turnip. If a character jumps on the block, then they will stand on it like it is a platform, and if a projectile hits it, it will be canceled out.
By pressing A or B, he will place it down where he is standing, or by pressing a directional input and A or B simultaneously, he will throw it in that direction a small distance ahead of him.
This move can be used to summon up to two Mystery Blocks that can be used in conjunction as warp points for Captain Toad to use to travel from one point to another quickly (there is an animation, so it's not instantaneous) as a tool to offset his slow grounded mobility. Opponents cannot break the blocks, nor can they interact with them to warp, but they can slide them along their platform by attacking them, which Captain Toad may also do. The blocks can be knocked off of edges. Opponents cannot run through the blocks, so they have the added benefit of forcing an opponent into a predictable position, similar to Pac-Man's trampoline.
Up B: Propeller Platform (If anyone knows the official name, I would love to know it.)
This move is Captain Toad's only effective recovery. It rises about as high as Fox's Fire Fox and then steadily descends if there is no ground under it. It rises mostly vertical, but it can be altered very slightly left or right. As it is rising, it has a massive windbox underneath of it, but it has no hitbox except for on the propeller itself, which does 3% and minor knockback (the wind does the rest). Once Captain Toad jumps off of it or is knocked off of it and 4 seconds have passed, the platform disappears in a puff of smoke and cannot be used again until he has touched ground or the ledge.
When on the stage, the platform initially rises much less (about the height of Mario's Super Jump Punch) and stabilizes at about 2.25 Toad heights and acts as a permanent platform until removed by Captain Toad. This is a massive part of Captain Toad's stage control game, as it prevents overhead approaches and allows Captain Toad to sit back and attack from a distance.
Only one of these may be summoned at a time, and Captain Toad cannot summon another platform onstage once he's used one for recovery until the previous one has disappeared.
When any character is on the platform, it lowers slightly, relative to that character's weight. The maximum it will ever lower is .5 Toads, however, so this won't affect Captain Toad himself much.
Down B: Turnip Pluck
Exactly what it sounds like; this would be Captain Toad's main form of attack from afar, and would be infinitely more consistent than Peach's version. The good Captain would pluck the turnip out of the ground and hold it over his head like in his game, and would have to press a button to throw it one of two arcs, weak or strong, depending on whether the throw is smashed or not. Exploding on impact like in Treasure Tracker, the Turnips would do 10.5% damage on each hit.
The turnips would be thrown in a trajectory that goes between well-placed Mystery Blocks and Propeller Platforms, making it difficult for opponents to approach while the turnips are being thrown.
Side B: Pickaxe
An absolute necessity for our hero, the Pickaxe is both a tool and a weapon.
The pickaxe is used to destroy any items on the field of the Captain so that he can use them again. When there are two Mystery Blocks on the stage or when a platform needs to be moved, the pickaxe has to be used to use those moves again. Only one hit is needed to destroy the blocks or the Propeller Platform from below, while two are needed to destroy the platform from above.
When used on an opponent, the pickaxe is one of Captain Toad's most effective killing moves, dealing 15% before staling and launching opponents at a very low horizontal trajectory that has a good chance at KOing at high percentages. If used on shields, it does shield damage about equal to Yoshi's Down B, and can break shields when used in conjunction with almost anything else the Captain uses. However, the move has notable startup lag, and must be used smartly.
Down Smash: Spin Attack
Similar to his Spin Attack in Treasure Tracker, Captain Toad spins quickly and hits opponents with his backpack, knocking them back a significant amount. This is a "get off me" move that doesn't do a lot of damage (~8.5%), but which is essential for the Captain's stage game, since he needs to keep his opponents away while he sets up the stage, or he risks being combo'd off the stage and to his death.
Eventually, I may build off of this, but this is the essential foundation of the moveset.