Ashley Moveset Proposal
- Ashley is a lightweight character, approximately as heavy as Villager. She is decently agile in the air, but with a slightly slower ground speed than her weight class would indicate. She is also a mid/long-range fighter; her strongest moves are most effective against opponents further away.
- Red is always following closely behind Ashley, ready and willing to lend his transformational powers to bolster Ashley's attacks. Allow Red to be KO'd by an opponent - yes, he has his own hurtbox and health - and you will quickly see just how important he is to maintaining Ashley's power.
- Ashley without Red utilizes her new wand - known from here on out as the "normal wand" - from WarioWare Gold, which is significantly weaker than her more iconic wand. However, when Red is by her side, she can utilize his power by using his wand form - known from here on out as the "Red wand" - as well as his other transformations, which are stronger than their counterparts.
- The only way to respawn Red is for Ashley to be KO'd. Red will be with her when she respawns. (Think Ice Climbers.) Red can also be respawned by using Ashley's Final Smash.
Idle: Ashley stands eerily still, occasionally looking around in disinterest.
- Red flies at Ashley's side, occasionally landing on her shoulder to look around. Ashley looks perturbed when this happens, prompting Red to jump back into the air.
Walk Cycle: Ashley marches forward, similar to her walking animation in the WarioWare Gold minigame. Her walking animation is rather quick, for a simple walking cycle.
- Red hovers closely behind Ashley. He never veers far from her side.
Running Cycle: Ashley hurries to a slight jog. It isn't much faster than her walking cycle.
- Red hovers hurriedly, slightly further behind Ashley. Running too much in one direction will put quite a gap between Red and Ashley, leaving Ashley at a disadvantage.
- Red can only desync from Ashley during the running animation, or if an opponent's attack hits him, but not Ashley. In the air, he keeps up with her very well.
Neutral Attack (with Red): Ashley uses the Red wand to pummel the opponent twice (P). Red then turns into a large tome, which shoots a series of star projectiles forward (S). Ashley then finishes off the combo with an upward blast of magic from the Red wand (M).
(P-P/SSS-SSS-SSS/M)
- Without Red, Ashley's Neutral Attack is simply the first and last part of the combo, P-P/M. Since these attacks are with Ashley's basic wand, they are comparably weaker.
Forward Tilt (with Red): Ashley blasts the ground in front of her from a downward diagonal angle with the Red wand.
- Without Red, the move is the same, except it utilizes the normal wand, making it weaker.
Up Tilt (with Red): Red transforms into a broom and sweeps the air above Ashley.
- Without Red, Ashley simply waves her wand above her head, leaving a slim trail of dark magic.
Down Tilt: Ashley sweeps forward with her normal wand. Red sweeps with his trident in the opposite direction. Ashley's wand does minimal damage, while Red's trident deals a damage-less trip.
- Without Red, Ashley's attack doesn't change, but Red isn't there to trip opponents from behind.
Dash Attack: Ashley jabs forward with her normal wand while Red divebombs the ground with his trident.
- Red isn't there to jab the opponent with his trident if he has been split up from Ashley.
Forward Smash: Ashley charges up a dark spell with the Red wand, an attack that has a reach only slightly shorter than Wolf's Forward Smash. A fully charged F-Smash features the possibility of a "misfire", a magical blast that functions as a kill move, but covers Ashley and Red in sut and leaves them dazed for a second.
- Without Red, Ashley uses her normal wand, without the possibility of "misfiring".
Up Smash: Ashley blasts a ghastly cloud of magical smoke above her head, similar to a shorter-lasting Mewtwo Up Smash.
- Without Red, the cloud is thinner and conjured by the normal wand.
Down Smash: Ashley (using the normal wand) and Red (using his trident) jam their respective weapons into the ground, blasting the ground around them with magic in a vein similar to Mega Man's Down Smash.
- Without Red, Ashley only covers her side of the Down Smash.
Neutral Aerial: Ashley's Red wand floats in a circle around her twice, before Ashley catches it.
- Without Red, Ashley sweeps in a circular motion using her normal wand.
Forward Aerial: Ashley jabs forward with the Red wand, blasting a small burst of dark magic which propels Ashley backwards.
- Without Red, this move is done with the weaker normal wand, and doesn't propel Ashley.
Back Aerial: Ashley whips around and casts a spell behind her.
- With the Red wand, this move is strong enough to propel Ashley forward.
- Without Red, this move simply causes the oponent to flinch and gain a little damage.
Up Aerial: Red transforms into a book and sweeps above Ashley. This aerial is sluggish, but packs quite a punch.
- Without Red, Ashley simply sweeps with her arm. Ashley isn't known for her physical prowess, so this move is one of her weakest.
Down Aerial: Ashley casts a spell below her with the Red wand. If timed and placed correctly, it is an effective meteor smash.
- Without Red, this move is carried out with the normal wand, which doesn't carry meteor smash capabilities.
Grab: Ashley pulls the opponent to her by directing her normal wand in their direction, as if she is using a magical tractor beam.
- Ashley's grab game is not afflicted by Red's status. She has a decently long range, but it is not the longest in the game.
Pummel: Ashley jabs her wand forward, shocking the opponent.
Forward Throw: Ashley charges up a spell and sends the opponent flying, shooting a second blast of dark magic at the opponent in midair.
Back Throw: Ashley tosses the opponent like a wadded up piece of paper. The throw is incredibly weak.
Up Throw: Red jabs the opponent with his trident and flies into the sky, crashing back to the surface and sending the opponent flying upward.
- Without Red, this throw is only changed aesthetically. It is Ashley's wand, propelling itself, that jabs the opponent and sends them into the sky.
Down Throw: Ashley throws the opponent to the ground, blasting them with a face-full of magic.
Standard Special: Ashley shoots a mid-range purple lightning projectile out of her fingers. Similar to Fox's Blaster, Ashley's Lightning deals very minimal damage with no knockback. Unlike the Blaster, Ashley's Lightning comes out at a slower rate, but also homes in in the direction of the closest opponent.
- With Red at her side, Ashley is able to charge this move. Using the Red wand, Ashley's fully-charged Lightning loses its homing properties, trading it for raw power and slightly longer range.
- Without Red, the Lightning move has no charging capability.
Up Special: Red transforms into a broom, sending Ashley into a loop similar to the move from her game in Game & Wario. If the player presses B before the height of the loop, Red turns into a parasol, which functions like Peach's parasol. While the broom recovery itself doesn't deal any damage, the comical *POOF* when Red transforms does deal damage, if the player can time it right.
- Without Red, Ashley doesn't have a broom to ride. Her recovery is now about as effective as Popo's when he is separated from Nana.
Side Special: Ashley summons a decently-sized monstrous plant vine to jet out of the ground in front of her.
- With Red's wand in hand, Ashley can charge the move. The longer the move is charged, the further away the monster is summoned, and the bigger the monster is.
- Without Red, Ashley doesn't have the magic at her disposal to project the monster any further away than directly in front of her.
Down Special: Ashley summons a magical cloud, similar in nature to her Assist Trophy. In its default form, the cloud is nothing more than a magical poot that inflicts the weakest meteor smash in the game on airborn opponents.
- With Red in tow, Ashley can charge her magic spell into its larger state from Smash 4. This fully-charged cloud of magic stays in one spot and remains for a limited time, while Ashley can freely move around and lure opponents to the cloud, where they will find one of a number of status ailments (and accumulative damage) waiting for them. This cloud doesn't affect Ashley.
- Without Red, this move is nothing more than the worst meteor smash in the game.
Final Smash: Magic Blast (can't think of a better name)
- Ashley mounts her broom, flying to the center of the stage and summoning an immense aura of magic. With this magic (which will only stick around for about seven seconds), the player can send out up to three blast waves (think back to Tabuu's weird one-hit KO wing move). Each wave can be dodged, but will inflict a one-hit KO to those who fail to dodge them.
Taunt 1: Ashley dusts her shoulder while looking forward with a look of inconvenience.
Taunt 2: Ashley crosses her arms and shakes her head, spouting a frustrated "C'mon...".
Taunt 3: Ashley aims her wand skyward and proclaims "Hocus Pocus!"
Victory Theme: A riff of the melody from "Halloween Fantasy"
Victory 1: Ashley stirs a witch's brew in her cauldron, giving the camera a smirk on the freeze frame.
Victory 2: Red celebrates jubilantly next to Ashley, who gives him a white-haired death glare on the freeze frame.
Victory 3: Ashley is shown reading the tome from Smooth Moves, with her head obscured. On the freeze frame, Ashley shuts the book and looks over at the camera.
Loss Animation: Ashley, with an annoyed look on her face, slowly claps while rolling her eyes. Red claps enthusiastically behind Ashley.