I was thinking about something different for Mike.
Here's his moveset (in my mind).
Neutral Special - Yo-yo. Decreases power and range with damage.
Side Special - A short, floaty hop forward, somewhat in the same vein as the Jolt Haymaker. During the jump, Mike rapidly swings his yo-yo, all of the hits stringing into each other. With more damage, it doesn't hit as many times, nor does it hit as strong or fast, allowing escape after a certain point.
Down Special - Baseball bat. Hits 360 degrees around Mike, despite not visually appearing to do so. Strong K.O. move, regardless of damage, killing Mario at 95%. Does not start very quickly, but lasts quite long.
Up Special - A simple upwards jump, as if jumping upward in StarTropics. Does not deal damage or have a hitbox.
Forward/Back Air - Raygun. Works identically to Villager's slingshot.
Neutral Air - A lasting hitbox, similar to Mario's. Does not come out nearly as fast, but is exceptionally strong
and can K.O.
Up Air - Works identically to Ganon's, but slightly faster with slightly less power.
Down Air - Winds up and performs a downward slice with his leg. Meteors if sweet-spotted, otherwise hits strongly.
Forward Tilt - Identical to that of the Mii Fighter.
Down Tilt - A quick swipe at the ground using the yo-yo. Think of the lag of Marth's down-tilt, but with the
properties of Little Mac's.
Up Tilt - Shoots the Raygun upwards. Works similarly to Mega-Man's jab in that it hits with slightly more strength nearer to the projectile's source. The projectile doesn't have much of a hitbox, nor is it strong.
Forward Smash - Psychic Ultra-Wave. The attack actually hits in front of Mike, and he doesn't shoot it from his
hands. With more damage, the move downgrades.
Down Smash - Uses the stronger variation of the Raygun(not clear on its name). He kneels down and touches
the barrel of the Raygun to the ground, letting out an energy blast that hits in front of and behind him.
Not a reliable kill move, but its trajectory can set up gimps.
Up Smash - A soccer-type kick, rising straight up in front of him. He doesn't do a flip, meaning it doesn't hit much of an area above him, but hits more of an area in front of him. Not a great kill move. Comes out quickly.
To grab, Mike uses the yo-yo. It can be used as a tether. His throws aren't too great and don't combo into any of his stronger moves.
- UNIQUE FEATURES -
Mike's power degrades with damage, affecting Side Special, Neutral Special, Forward Smash, Down Tilt and Forward Tilt.
0% - Full power.
40% - Half power.
65% - Least power.
Mike is a normal-speed character, like Mario. He weighs slightly more. Despite being a fast character, Mike's jump isn't very good, being slightly better than Little Mac's or Ganon's. He can't use his Up Air, Down Air or Neutral Air very safely off-stage because of his bad jumping ability in conjunction with their ending lag.
TWIST: At 100%, Mike's shirt turns orange and he gains the Anklet boost. This will boost his jumping ability. His Up Special and Side Special will also benefit from this. This means that, if a player can survive past 65% and up to 100%, they can live longer - provided they're able to adapt to Mike's shift in useful moves.
Also, really, I don't believe any of the top ballot characters deserve playable status more than Mike. In fact, 99% of them don't deserve playable status at all, even when not being compared to Mike.