Speaking of gameplay, I'm fascinated by the idea of Mimikyu. I'm actually going to try catching one and training it for competitive play, but I'm not entirely sold on it making sense in Smash. I've seen it brought up by a number of fans, but I'm not sure how it would translate.
It doesn't have arms to speak of, and i'm not really sure how the Disguise ability would contribute to making it unique beyond a counter of sorts. I'd love to hear some ideas, but again...I'm not sure how it would work in a fighting game like Smash. How does it grab onto the ledges? Would shadow-like arms work? Would that still fit the game?
I'm all ears!
Mimikyu ideas? My time to shine~
For Disguise, I'm personally fond of the idea of it being something of a stun-counter/superarmour move, similar to how it acts in-game (body an attack for a free turn) For the counter version, Mimikyu would simply retaliate with Astonish to stun the opponent, for the superarmour version, it's a status move that negates damage and knockback from a single attack while allowing Mimikyu to move around and attack freely while it's active. Here's where I think it could be made even more interesting though; in the game when Mimikyu gets it's disguise busted it's head falls limply backwards, so I think this could translate over into Smash by changing Mimikyu's hurtbox by making the head fall back too, lowering but widening it's hurtbox. In this form, the special that uses Disguise now changes to a charge move where Mimikyu repairs it's head in order to be able to use Disguise again and to put the hurtbox back on top. The charge time should be a few seconds and should be cancellable but not stored, so in order for the head to be repaired it needs to be uninterrupted.
For grabbing the ledge, Mimikyu could just hang upside down with it's claw holding the edge.
With a bit of ingenuity, Mimikyu could fit pretty well into the world of Smash. Play Rough works as a recovery by swinging the wooden tail wildly like Mii Sword's Skyward Slash Dash, Twinkle Tackle could also work as a sparkly recovery too that has it fly in a direction surrounded by stars, side B could be Feint Attack for a speedy attack to close the distance between you and the enemy, or if you really want uniqueness then Thief as a jumping command grab like Diddy's to steal the opponents item. A diluted version of Pain Split could also be used as a hard-to-land special that slightly evens out you and the foes %, Wood Hammer and Dark Pulse work great as side and down smashes, and while Lets Snuggle Forever is FS material, I'd like to see it as a grab or command grab so that Never Ending Nightmare is it's FS.