Time for my umpteenth take on a Phoenix move set. Let us begin with his specials.
Neutral Special:
Court Record - A versatile move that is dependent on a mechanic. The life bar from JFA, T&T, AJ, and DD returns! It represents how powerful and or useful this attack will be. Phoenix will present different kinds of evidence. It has four stages. Once it is used, it goes back to zero. He cannot charge it. Instead, it is timed.
1. An empty bar will have Phoenix whiff. He will present his attorney's badge in a very awkward fashion. It deals no damage, knockback, or status effects. It is a gag that fits the series.
2. A bar that is 1/4 full will see Phoenix dish out autopsy reports. Similarly to Mahvel, he will release a bunch of papers towards his opponent. Knockback is weak, but being a multi-hit move will make it useful as an anti-air and for combo setups.
3. It is now half full! Phoenix is starting to feel confident. What does he do? He pulls out a gun!
...Just kidding. He instead presents a written note! This note has the target's name on it! It stuns the opponent once hit, causing a decent amount of damage in the process. It is used for a quick attack when people least expect it!
4. It's full! Phoenix yells out an Objection! A speech bubble appears with the very word. It has good knockback and damage, being a kill move at mid-high percents. Phoenix will flash lightly when the bar is full as an indicator.
(My goal with this move was to represent Phoenix's court experience: the first stage representing his naive side, the second stage showing his increasing confidence as he connects the dots, the third stage being a quick counter argument that turns the case around, and the final stage being the finishing blow that solves the case!)
Side Special:
Attorney's Badge - Phoenix presents his super-clean badge he takes care of fondly. It's blinding light causes the opponent to be stunned. Short range, but average endlag and very effective for combo breakers. Can setup counters for Phoenix, which suits the defensive attorney he is in the games.
Up Special:
Ladder! - A recovery move. Phoenix will climb up a ladder whilst in the air. It gives him poor vertical protection, but has decent amount of height to it. If use on stage, Phoenix will still pull out a ladder, but it will fall right away, stressing him out dearly He'll be defenseless as he falls, but the ladder does have a hitbox that can hit others. However, it can be picked up as an item if the opponent times it right. Phoenix will bemoan not having a step-ladder if used on stage.
(This is obviously a reference to the famous series gag of ladders vs step ladders)
Down Special:
Magatama - Phoenix uses his trusty Magatama as a bargaining chip! Pressing the command will activate the Magatama. It then has a timer with a life bar that will appear over Phoenix's head. Just like in the games, Phoenix can't make too many mistakes or he'll freak out. This move, if it hits, will deal quite some damage and knockback with Psyche-Locks breaking around the target. However, if Phoenix doesn't use it before the time elapses, the psyche locks will break and stun him, leaving him vulnerable to attack! If he misses, the end lag will be quite noticeable as well! It will need 30 seconds to recharge its spiritual energy to be used again.
(I wanted this move to be high risk. high reward. Just like in the games, the Magatama can be a game changer for him, but if used poorly he loses time and his chance to fully investigate. I think this move also represents him well; putting his eggs in one basket for a potentially fatal blow, but also potentially to himself in the process)
SMASH ATTACKS AND AERIALS:
Phoenix is a human being, so him being able to pull out moves other humanoid characters can pull off in Smash is a given. But let's try to make it interesting.
Usmash: Phoenix charges his iconic finger point! The hitbox is the tip of finger, working similarly to Marth's tipper. It will be stronger the closer the finger is to your opponent's hitbox. But using it too close will instead have them be hit by his arm.
Usmash: He borrows Mario's usmash for this one. He uses his stubborn but strong head of his to launch people upwards. This references his survivability skills to blows to the head that should logically kill him.
Dsmash: He starts to fall, landing a hit despite his clumsiness. He stretches his legs out in both directions, but the left one is fully grounded whilst the right one is awkwardly trying to maintain balance. This creates a weird hitbox where one leg will hit higher than the other.
NAir: Strikes a confident! pose. His arms are the hitbox as they move towards his waist.
FAir: Barrage of papers thrown forward. Multi hit.
BAir: Turns around and kicks someone out. Phoenix's most athletic move!
UAir: Borrows from Falcon - Kicks his two legs upwards.
DAir: Phoenix strikes downwards using
The Thinker. Can meteor, but hitbox is very precise.
TILTS, GRABS, AND JAB:
Utilt: Throws a piece of paper upwards per use. Weak knockback.
Ftilt: Borrows from Falco. He stretches his leg out forward.
Dtilt: Borrows from Ryu, but no multi-hit with quick inputs - only one leg stretch. Has a small chance of tripping. Decent coverage and used for poking.
Jab: Pokes people with his pointer finger. However, since there's no objection he is literally just poking people.
Pummel: Borrows from Little Mac, but much slower.
Fthrow: Phoenix shoves them away. He's too annoyed to deal with this ****.
Bthrow: Having learnt from Athena, Phoenix throws the opponent over his head.
Uthrow: Kicks them upward.
Dthrow: Pins his foe down to do a citizen's arrest. However, a singular psyche lock briefly shows up to break, causing an "explosion" to send them "free" (cuz Smash logic and I wanted something different)
MISC:
Final Smash:
Wright & Fey - Phoenix slams his hands down. Anyone in the radius that gets hit will be sent to a small cutscene. They will find their feet, only to witness Phoenix and Maya do a double objection. This creates a devastating wind, blowing them off the stage. (Assuming the damage is high enough, that is!)
Taunts: Phoenix will ponder in his thoughts, confidently call out his opponent, and balance himself from falling on his arse.
Idle: Phoenix will make sure his do' remains intact.
Victory Poses: Maya will cheer for him whilst throwing out confetti as he laughs nervously.
Phoenix will walk away from the camera until the it catches up to him - in which he looks surprised but manages to dish out a smile as the splash screen ends.
He and Maya embrace in celebration as they book towards the camera with a big smile on their faces.