Here us my proposition for the Eggman moveset, their are arguments for that Eggman should be in his Mech, or on his feet well my fighter idea will compromise that:
Eggman will start his battle in his Egg Walker Mk2, a new version of his SA2 Egg Walker. The Eggwalker will give the following attributes:
- Eggman will be a heavyweight on par with bowser (possibly a bit lighter though)
- Eggman's mech will give him two jumps as well as a jet glide maneuver (think Peach's parasol glide)
- The Walker will have slow walking speed but a modest dashing speed.
- The Walker has low knockback.
The Eggwalker Mk2 features many types of weaponry and traps for Eggman to use.
Jab: A short ranged bullet attack, low damage but can flinch (like mega man's neutral), based on the SA2 Eggwalker basic bullet attack.
Forward tilt: Shoots put a boxing glove, decent knockback and modest damage but slow with some windup, based on the SA2 Walker's boxing glove attack during its fight with Tails.
Up tilt: Eggman comes out of the cockpit a does an uppercut, shortranged but decent damage.
Down tilt: Willturn into his drill mobile, the first boss of Sonic 2, to sweep his opponents, can give medium knockback and can trip anyone at the very tip of the drill but wont cause damage if it does trip
Dash attack: A giant buzzsaw will pop out the front and the mech will turn into a car a dash though the opposition, causes damage over time.
Forward smash attack: Launches a large laser beam that can cause big damage and heavily weaken barriers, slow windup and cooldown, based on his SAW ultimate attack in the battle mode.
Up smash attack: Transforms into the Quartz Quandrant Mech from Sonic CD, in context it's a giant flat anvil shaped mech with a spike drill on the top, causes lots of scratch damage and is quick and dangerous.
Down smash attack: Will turn into his Hammer Mech from Sonic 2 which drops a bug hammer in front of him causing a chance of burying, easily exploitable after the attack though.
Up aerial: The Laser Tentacle from his marble zone encounter zaps anything above.
Forward aerial: Will drop exploding bombs from his death egg battle.
Back aerial: Use his jet legs to shoot blue fire from behind.
Down aerial: Uses his classic Sonic 1 Wrecking Ball that swings back and forth, possibly thr slowest but strongest of the attack type in the game.
Neutral aerial: The bubbles from his Sonic 2 Metropolis battle revolves around him in a fast but reliable keep away tool.
Neutral special: Locking Missles: a laser reticle is flashes in a horizontal line and if it locks onto a target (can lock onto 3 targets maximum) Eggman pauses and relases a missile that homes in on the target, based on his charged attack in SA2, can be exploited as the paused state makes Eggman vulnerable
Forward special: Egg Beatle Piledriver: Will turn into the Egg Beatle from Unleashed and tries to grab the opponent, same as Bowser's side special where it ends in a piledriver maneuver, however the Egg Beatle will flip for a shorter distance. If interrupted Eggman will be in freefall.
Down Special: Hot Ball: an amiable ball (with reticle arc) that takes the form of a spiky mine, strong on impact and splits into short ranged shrapnel, based on the Sonic 3 Hotmobile
Up special: Jet Boost: Same as ROB's up special, a jet blast that blasts him off, with some small fire damage if someone touches the feet.
Grab: Turns into Big Arms from Sonic 3 and grabs the fighter.
Pummel: Big Arms crushes the player
Up throw: Big Arms tosses the fighter upwards
Down throw: He turns into the Aquamobile from Sonic 3 and uses the propeller to grind the opponenet
Forward throw: Turns into the Palmtree Panic Boss from Sonic CD and uses the front bumpers to push the player back
Back throw: Quickly stuffs them inside a cannon and blasts them back.
Final smash: Egg Dragoon, shoots a huge laser in the center of the arena and hits the outliers with mini missles.
Unique Sheild: Phantom Egg: Can turn into the Mania Phantom Egg, acts the same as a normal shield but you can uses some of its energy to use a pulsating shock attack
Your wondering that this moveset seems a bit unbalanced. There is a reason for that, the Walker has limited hp (about 30-45 damage), and once it breaks down Eggman will be on foot, as a result Eggman needs to properly count on the Walker's slow weaknesses and find a way to get the mech back. Ypu can regain it by damaging other foes as Eggman or wait for a slow meter to fill, once finished the brackets will be blue and he can taunt to summon it again.
Normal Eggman Stats
1. Eggman will be medium weight the same as Ryu or Ken.
2. Eggman will have decent dashing abilities
3. Eggman will have two jumps but no glide
4. Eggman is lightweight and is susuptable to knockback.
Eggman will use this form to summons his various Badnicks to assist him. However and unique the Badnicks involved in his smash and regular attacks can be destroyed making him vulnerable since he now cant use that attack.
Jab: A simple 1 2 punch combo, pretty standard
Forward tilt: Uses his jetpack to dash forward very quickly.
Up tilt: A Sonic 1 Piranha jumps out of his backpack to briefly bite the opponents.
Down tilt: A leg slide that is quick but weak, however it can also trip
Dash attack: A Motobug will let Eggman ride him like a moped and run over anyone in his way
Forward smash attack: A Sonic 2 Shellcracker will do its signature forward punch with its extendable fist.
Up smash attack: A pair of the Labyrinth Zone Moles drill out from both of his sides hitting side by side, wont affect directly above him
Down smash attack: A pair of Flying Battery Mice sweep the floor they can attack any ground targets, wont work in air.
Up aerial: A Sonic 1 Dragonfly Badnick rapidly flaps its wings, it rides on eggman's back and also slows down his fall.
Forward aerial: An awkward forward kick, weird range but decent damage
Back aerial: His jetpack launches fire backwards which gives good knockback
Neutral aerial: The flies from Wacky Workbench revolves a wrecking ball around Eggman, same as the Walker Neutral air otherwise.
Down aerial: Uses his jetpack to launch some fire, same as the Walker's down arial.
Neutral special: Eggrobo: An Eggrobo will teleport and will stay in one spot and whack opponents with a beam baton, there can be multible of them (max 4) and they can knock fighters into other eggrobos causing a chain reaction, they only take a few hits before destroyed
In the air they become Jet Eggrobos which stall players with there stunning laser beams, there can be maximum of 2 alongside the normal Eggrobos, they are independent so you can technically create 6 eggrobos at once.
Forward special: Asteron Shuriken: He tosses an explosive Sonic 2 Asteron that can be manipulated to have a slight upward or downward arc, will explode into 5 short ranged projectiles when exploded, can be good damage if done right but slow and hard to aim.
Down special: Chemical Blast: That chemical from Chemcial Plant Zone can be charged up like FLUDD and used as a forward pushing jetstream, however the charge is slightly slower and instead of pushing them back it slows down the opponent and makes them slightly heavy for a few seconds.
Up special: Jetpack: Use his Jetpack and acts as a shorter version of the Jetpack item. Once the feul is put it launches upwards and explodes in a small explosive radius.
Grab: The infamous Sonic 2 Slicer uses its hook hands to grab the fighter and into Eggman.
Pummel: Slicer crunches its pincers tightly to cut deeply.
Up throw: Hermit Crabs from Sonic 3 Hydrocity launches the opponent upwards on a spiked rocket, the explosion from the rocket causes weak damage to other opponents as well.
Down throw: The Flying Green Hill Chameleons jet the opponent either backwards or forwards depend on the direction of the graphics and push them slightly back
Forward throw: Slicer tosses the opponent forwards.
Back throw: Slicer tosses the opponent backwards.
Final smash: Egg Dragoon, same as last time and Eggman will gain his Walker again.
In conclusion Eggman needs to use his many abilities and weakness of his both forms to succeed in smash
I'll admit it, I never made a smash moveset, so I hope this moveset is coherent enough for you to understand the goal I have for this moveset and give me feedback if okay with it.