Cuphead (and his pal Mugman)
With Cuphead, I decided less to represent his game's gameplay and more his aesthetic - complete with references to specific classic cartoons. His squash-and-stretch nature means he has good range in spite of his medium size. I'm not skimping out on the projectiles, though they've got a little less emphasis than you'd expect - he still fits a zoner archetype however, and is very fast. He is animated in 3D, but with cel shading akin to Fortnite's Rick and Morty skins.
Neutral B: Roundabout
One of the best known abilities in the game. The roundabout first comes out and goes a short length, then goes backwards a further length. Once it starts going backwards it becomes more powerful, but also slower. This move can be shot rapid-fire and walked during (without any slowdown I should add) but doesn't deal knockback
Up B: Matchstick Clouds
When Cuphead uses his Up B he doesn't go higher, but rather lands on a cloud platform, which basicslly serves as a regular soft platform which he can jump off of. However, when it expires it'll go down in flames that can harm both Cuphead and his foes, making it very powerful.
Down B: Heavy Object
Cuphead snaps his fingers and a comically heavy object (such as a safe, baby elephant, sofa, or anvil) drops into the battlefield. There is no difference between these objects. The heavy objects will land on the platform topmost of Cuphead and deal great damage and knockback, but if they land on him it'll flatten him which lets his foes throw him as an item for a brief three seconds (though he'll bounce back if thrown off stage). Although he can't cancel the snapping animation he does have just about enough time flee given he's far away enough from the top blast zone.
Side B: Parry
Basically just Bouncing Fish/Flip Kick - except the attack portion of the move doesn't cancel the jump or change Cuphead's angle. Cuphead glows pink when he jumps, and does his straw-slap for the attack.
Not gonna go into all the non-specials, but here goes
Jab is a slap-slap-punch, with Cuphead's proportions exaggerated in an S&S style
Down tilt has Cuphead shocked by a knife with a tongue popping out of the ground. This is a reference to a cartoon called Bimbo's Initiation (it was a different time.
By today's standards the "Bimbos" are doing the initiating, not getting initiated.)
Cuphead's Up Smash has him pull Psycarrot out of the ground then plant him back in. This is a tribute to a cartoon titled The Dover Boys. The pulling motion can throw foes upwards, whereas if a foe is somehow caught in the planting, they'll be grounded. Very laggy, but super powerful with great range
Neutral Air has Cuphead transform into a buzzsaw. This is not a reference to any specific cartoon, but the idea came from The Mad Doctor
Forward Throw has Cuphead stretch out his torso to use as a slingshot and fling his foe. A reference to Pete stretching Mickey in Steamboat Willie.
Cuphead's down throw is...
blatantly stolen from Brawlfan. Sorry, I love this idea too much.
Cuphead's forward tilt has his arm buff up like Popeye, as he does the classic winding punch. He only winds once so the move isn't too laggy, (though it's still a little slow) and the wind happens concurrently to his arm buffing up. One of the most powerful attacks that is neither a special nor smash.
Cuphead's forward Smash is unsurpisingly, the Mega Blast, which is almost identical to Mega Man's forward smash in our world.
Cuphead's down air has him turn into his bomb form and dive downwards. This is similar to Wario's down air in PM or Link's down air in all Smash games in that it doesn't end until it hits or Cuphead lands on the ground, making him vulnerable should he misinput or miss. Although he is animated exploding it isn't a very powerful move and is designed to lead into combos.