Skull Kid Moveset
Hailing from The Legend of Zelda: Majora's Mask, Skull Kid is a character focused on manipulation; of himself, those around him, and even the world itself. Skull Kid's primary means of attack is his trusty Ocarina, with which he plays various songs yielding numerous effects if the songs are played accurately. Skull Kid also has his two personal fairies, Tatl and Tael, to assist him in his other attacks, as well as poisonous needles, dark magic, and even the moon!
Skull Kid uses the Ocarina in all of his specials, with each attack having Skull Kid play a different song to yield a different effect. Skull Kid is overall quite a light and floaty character, his weight being around that of Rosalina's. To make up for this, both Skull Kid's speed and jump height is very high, allowing him to get out of a tight situation in a snap.
Specials:
Neutral Special: Song of Time- This move can only be used as a sort of counter move, similarly to Bayonetta's witch time. If Skull Kid is able to accurately play out the song while in the heat of the battle, time will slow down for his opponents for a whole 5 seconds. If one mistake is made in the song, time will slow for 3 seconds, if two mistakes are made then time will slow for just 1 second, and any more mistakes than that will cause the attack to yield no result.
Side Special: Song of Storms- By playing the entire song accurately, Skull Kid will summon a thundercloud that will strike all opponents three times so long as they are under the cloud. The move functions similarly to Pikachu's Thunder attack in that the cloud itself has a meteor effect, although the lightning itself is less damaging. Making one mistake in the song will cause lightning to strike twice, two mistakes will result in only one strike, and any more than that will cause nothing to happen at all.
Up Special: Song of Soaring- This special functions quite differently from Skull Kid's other specials in that Skull Kid must play the song perfectly to yield any results. Once the Special is activated, Skull Kid will enter a special warp area and will invulnerable while he is playing the song. If the song is played perfectly, the Special will work and will transport Skull Kid all the way back to the stage, regardless of where he is. However, if Skull Kid makes even one mistake while performing the song, the Special will not work and Skull Kid will be put in a helpless state that can only be broken by being hit. Although the move can recover VERY well if done right, Skull Kid does become vulnerable again on the way back to the stage, making the move very high-risk, high-reward.
Down Special: Song of Healing- Working similarly to the Wii Fit Trainer's down Special, this move, as the name would imply, can heal Skull Kid. If the song is played perfectly will heal a whopping 15%. If a mistake is made, Skull Kid will heal 7%, if two mistakes are made 3% will be healed, and any more than that will result in no effect.
Normals:
Jab: Tatl and Tael will team up to rapidly attack the opponent in quick succession.
F-Tilt: The fairies will alternate in bashing the opponent, with each having a slightly different effect. If Tatl hits, the attack will have a slight electric effect and cause more damage than knockback, while if Tael hits the attack will have a darkness effect and cause more knockback than damage.
U-Tilt: The two fairies will alternate in raising above Skull Kid to hit the opponent, retaining their combat differences from the F-Tilt.
D-Tilt: The fairies will take to either side of Skull Kid and slide out to hit the opponent, the fairies alternating sides each time the attack is used. The differences in the fairies' attacks staying like in the other tilts.
Dash Attack: Once used, the fairies will dash ahead of Skull Kid in a spiral formation, causing damage to opponents.
Smashes:
F-Smash: Another attack in which the fairies will alternate their attacking. While the attack is charging, the non-attacking fairy will spin around in circles before ramming into the other fairy, causing it to burst forward sharply causing significant damage.
U-Smash: Skull Kid grabs one of the fairies in his hand and lobs it up in the air, where it will frantically scramble around before returning. The fairies will alternate their order of attack.
D-Smash: Two large, thorny vines will sprout out of the ground on either side of Skull Kid, acting as a sort of barrier for him while also dealing considerable damage.
Aerials:
N-Air: Both fairies will rapidly circle around Skull Kid, quick enough that a sort of shield will form that deals damage while also deflecting smaller projectiles.
F-Air: Skull Kid will send out three poisonous needles, each in a different direction. The attack is a very quick projectile that deals decent damage, making it great for surprising opponents.
U-Air: Like his F-Tilt, Skull Kid will send out three poisonous needles above him.
D-Air: Skull Kid will sharply kick one of his fairies down beneath him, having not only the effects of the fairy but a possible meteor Smash as well.
B-Air: Skull Kid will snap his fingers and a quick blast of dark energy will appear behind him. The move is incredibly powerful to compensate for its small hitbox.
Grab/Pummel: For the grab, one of the fairies will latch onto the opponent (which fairy it is has no effect in this case). For Pummel, Skull Kid will dance in circles while the fairies rapidly attack the opponent, one after another.
Throws: For Forward throw, one of the fairies will hold the opponent in place while Skull Kid picks up the other fairy and throws it at the opponent as if it were a baseball, causing foe to fly away. In Back throw, fairies throw opponent behind Skull Kid while he snaps and teleports to where the opponent lands, causing them to fly even further. One of Skull Kid's most powerful moves. Up throw has Skull Kid briefly teleport out of existence while thorny vine bursts out of the ground and knocks opponents upward. Vine then disappears and Skull Kid warps back in. Down throw has fairies hurl Skull Kid up in the air where he shoots a ball of dark energy at the enemy, damaging them.
Final Smash: Final Hour- Skull Kid shoots out a ball of dark energy that sucks opponents in. Opponents trapped by the attack will be sent to a dark void where the moon will crash down upon them, all the while Skull Kid is atop the moon laughing maniacally.
Taunts: Up Taunt has Skull Kid briefly warp out of existence and play quick game of hide and seek with fairies. Side Taunt has Skull Kid warp in and out of existence numerous times, each time striking a different pose. Down Taunt is a special long Taunt like Bayonetta's, where Skull Kid will play Totaku's Song on his Ocarina. If Skull Kid can fully finish the song, he'll even heal 1% of health.
Alts: Four of Skull Kid's alts are simply color swaps of his default appearance, in which he wears the iconic Majora's Mask. However, Skull Kid's other four alts have him wear the four Remains masks of the four main bosses from Majora's Mask, giving him a cool new look with each.
Stage: Lost Woods- This inventive stage starts out in one small area with an exit on either side. Going through either side will result in either looping back into the room, or entering another area altogether. This could potentially lead to the stage being a massive map with a plethora of different hazards and layouts that are different every time the stage is played.
Boxing Ring title: "Misunderstood Mischief Maker"