2 year old repost go:
Alright well, here's a Takamaru moveset again made off the top of my head.
Takamaru uses a traditional kenjutsu stance and fighting style, as opposed to Goroh’s. Drawing from both his ninja and samurai influences, his play style revolves around quicks attacks and combos. Many of his attacks can chain into other ones, he has decent melee range (though less than Marth), and a strong projectile game, which allows for very effective spacing and a high degree of mind games. Additionally the majority of his attacks do not have much startup, cooldown, or lag. However Takamaru is a relatively frail character, able to be KO’d at comparatively low percent, and his range of killing moves are limited. His speed is high, weight low (around Zelda or Little Mac), strength below average, below average grab game (though good potential for combo-ing out of his grabs), above average range, average air game, above average air mobility, and above average jumping ability.
Takamaru’s air dodges and rolls render him invisible. He can wall jump. When he runs he leaves a trail of cherry blossoms. He only speaks Japanese.
Entrance: Cherry blossoms swirl around Takamaru as he sits cross-legged, meditating. He then opens his eyes, stands up and removes his katana from its sheath as the cherry blossoms blow away.
B: Takamaru throws a kunai, it travels perfectly horizontal and can cross most of the screen on a medium stage before it disappears. Can be thrown in rapid succession. Does minimal damage and knockback. If you hold B down, the kunai will catch fire for slightly more damage, KB, as well as fire damage
Side B: Takamaru throws two windmill swords in front of him that travel diagonally up and down respectively. Can be thrown in a succession of three before slight cooldown. They do slightly more damage than the kunai. Good for anti-air and gimping
Up B: Takamaru pulls a cloak over himself and becomes invisible. He can then aim himself akin to Din’s Fire, except with vertical range over horizontal. A slight swirl of cherry blossoms follow him to indicate where he is, although in this state he cannot be targeted. If B is pressed immediately after he re-appears he will strike with his katana, dealing significant damage and KB. If B isn’t pressed, he will simply re-emerge without attacking. If used when he is grounded, he will have reduced potential vertical distance yet greater potential horizontal distance before re-emerging. He is momentarily vulnerable after re-appearing whether he attacks or not.
Down B: Takamaru crouches, charging his sword. His sword will catch ablaze, and at full charge (5-6 seconds) will unleash like this:
Opponents will be delivered multiple hits as they are carried backward and delivered fire damage. Less charge time will result in weaker versions of the attack, with the minimal charge time resulting in Takamaru simply swinging his fiery katana. Cannot be stored. Takamaru is vulnerable after attacking if he misses.
A: Takamaru slashes vertically
AA: Takamaru slashes horizontally
Dash Attack: Takamaru does something like this
Ftilt: Takamaru steps forward, bringing his sword down in an arc. Can be used as a follow-up from the Utilt. Slight startup lag during the stepping forward frames.
Utilt: Takamaru swings his sword up in an arc from below him to above his head, hitting opponents upward. Great for follow-ups
Dtilt: Takamaru sweeps his foot around himself. Can hit opponents behind him as well.
Nair: Takamaru closes his eyes and holds his sword close to him as a whirlwind of cherry blossoms surround him. Gives opponents multiple smaller hits, at low opponent damages Takamaru can follow-up out of it
Fair: Takamaru slashes the opponent several times in a combo, finishing with a move that sends them downward diagonally (from Samurai Warriors 3)
Bair: Takamaru throws a kunai behind him. Similar to Villager’s bair
Uair: Takamaru slashes above him. Good for juggling. Similar to Marth’s uair
Dair: Takamaru swings his arm throwing three shuriken below him at 225, 270, and 315 degrees respectively. Minimal damage, decent range
FSmash: Takamaru slashes his sword in front of himself, the sword leaving a fiery trail. Like Ness, and similar to the NES game, if timed correctly Takamaru can reflect projectiles. However, only non-energy based ones.
USmash: Takamaru raises his sword and three fireballs spin around it, dealing fire damage to opponents
DSmash: Takamaru stabs his sword into the ground in front of him. High damage, but only targets opponents he’s facing
Pummel: Takamaru knees opponent
Fthrow: Takamaru shoulder checks opponents, then follows up with a forward slash
Bthrow: Takamaru quickly steps to the other side of the opponent then slashes then
Uthrow: Takamaru slashes the opponent upward, rising with them. Can follow-up if opponent is at low damage
Dthrow: Takamaru throws the opponent against the ground. Good for follow-ups.
Final Smash: Inazuma
Takamaru raises his katana to the sky as dark clouds form and thunder sounds. Lightning unavoidably strikes all opponents on the screen, dealing them 25% damage (no knockback) and shrinking them.
And there you go. Another completely unique moveset based around a katana. One that doesn’t resemble Goroh nor other sword-wielders. And the Takamaru character, as vaguely defined as it is, is still preserved, with his use of samurai, elemental and ninja tactics as well as a more traditional approach to a katana-based moveset. There are references to the original game as well as Nintendo Land and Samurai Warriors 3, and even Sakura Samurai. The seriousness, stoicism, agility and proficiency of the character is also retained. And that’s even without elaborating via taunts and win/loss poses.