Both of these are still platforms.
One is a jumpy platform, one is a rising platform. I don't see a huge difference here, or at least one to necessitate an up smash that isn't primarily an attack.
Those are actually fairly similar. They serve a similar general purpose, but have different details, sorta like the two platforms here. Launch Star and Abandon Ship both send you upwards, but one has an attack and the other sends you further. Dolphin Slash and Spin Attack both send you upwards and attack, but one is more horizontal, slower, and multi-hit while the other is one-hit but faster and goes higher.
They're all attacks. Projectiles are just a type of attack. Burying people is just a type of attack. Angling attacks is universal for forward smashes and forward tilts. Creating platforms to walk on and jump off of isn't a type of attack; it's manipulating the stage, which isn't what a smash
attack is supposed to be.
I see. Captain Toad would still dodge most ground attacks.
What Battlefield platforms at the sides?
And now they're below Captain Toad, and he can easily dodge anything they try to throw at him.
You could just use Up Special in the air again (or while on the platform, as you can't make mushroom platforms on propeller ones) to make it ascend. The way I pictured it was that it would disappear when Captain Toad got off, but we could do some interesting things with it sticking around. The only problem would be creating a new one in order to recover (although I suppose that's where the Super Pickaxe comes in). I really like the idea of manipulating the propeller platform; it even mirrors their function in games like Treasure Tracker and 3D World.
The Mushroom and Propeller platforms would have different functions. Mushroom ones would stay still and have climbable stalks, whereas the propeller platforms would be controllable and move around.
I actually put it on up smash in my set.
Hey, I said I would be using some of your ideas!
It's mostly an idea of how we could combine our ideas into one set and still have it be a cohesive playstyle. What do ya think?
(By the way, I also changed around some things from my own set in response to your feedback; for example, the forward smash.)