Hey, I whipped a pretty good moveset. Take a look if you want.
[collapse=AVATAR/MY UNIT/ROBIN MOVESET]
General: I like the name Avatar the best, and for simplicity's sake I shall refer to him as a male. Since the Avatar can be every class in the game, I think it makes the most sense to use Skills from all classes. Skills are the most tangible bonus from changing classes in Awakening. Naturally keeping the Avatar in the tactician class makes the most sense canonically, so simply carrying over skills make sense for a moveset.
First and foremost, the Avatar is a Tactician and made this moveset to emphasize that. It's all about how the moves work together, using their special effects and being able to adjust to varied situations.
Playstyle: The Avatar should be pretty middle of the line in terms of speed, power and weight. His basic attacks are not particularly powerful and he lacks an easily land-able kill move. However, his special moves are where he shines: the Avatar will be a stance character. His stances should remind one of his weapons' usefulness in Awakening. Sword Stance attacks are fast and better at close range. Tome Stance attacks are slow and more suited for ranged combat.
Special Moves:
- Standard Special:
Ignis/Vengence
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Sword Stance Standard Special: Ignis
Ignis is a class skill of Grandmasters (The promotion of tactician), and the most iconic move of the Avatar.
When Ignis is used, the Avatar will hold his sword in front of his face and it will glow with blue flame and pink flower petals - the Avatar will have some vulnerability here.This will add an aura of blue fire and pink rose petals to the Avatar's next attack, and will also make it more powerful (similar to Lucas' Project M Standard Special).
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Tome Stance Standard Special: Vengeance
Vengeance is the class skill of Sorcerers. In Awakening adds half of one's accrued damage to your attacks. It's simple to see how it could be used in Smash - as Avatar takes damage this move begins to do more damage.
There are many ways this could be used, but here's my idea. When used, this attack will create a small fire in front directly in front of the Avatar (akin to Ness' PK Fire, it will trap you in it for a short time). As the Avatar's damage percentage increases the fire will begin to gain a purple hue (maxing out about where Lucario's damage done/given ratio does, the fire will turn fully purple. [The icon for the Vengeance skill in Awakening is Purple Fire.]) Obviously the damage done by the fire will increase, but also the fire's trapping power. Giving one time to follow up with a good hit (i,e. the vengeance). Naturally, the nature of this attack will mean it will be very weak at first. It should have moderate casting lag, but it will remain (Like Ness' PK Fire) and allow Avatar free movement.
- Side Special:
Luna/Lifetaker
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Sword Stance Side Special: Luna
Luna is the class skill of Great Knights. Luna halves the enemy's def/res when you attack.
The Avatar a lunging sword slash. This move would have good range. Luna would effect a shielding opponent in much the way a Mr. Saturn would (or possibly less, depending on how OP it would be). It would do little damage otherwise.
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Tome Stance Side Special: Lifetaker
Lifetaker is the class skill of Dark Knights. This heals half a unit's HP when they kill an opponent.
After some casting lag, Avatar will produce a moderately sized ball of green lightning (Again based on the skill's icon - it actually more closely resembles green wind. Wind seemed more suited for Galeforce and I wanted all three types of magic represented in his Specials.) It will move forward slowly and dissipate quickly (think Luigi's Brawl Fireball). It will do moderate damage with little knockback. It will heal the Avatar 1/3-1/4 of the damage done.
- Up Special:
Lethality/Galeforce
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Sword Stance Up Special: Lethality
Lethality is the class skill of Assassins. It has the ability to instantly kill a unit.
Naturally, this is way too OP to be transferred directly to Smash, but I thought: what's the closest thing to an insta-kill in Smash? A Meteor Smash. Avatar would perform a diagonal jump in the direction he/she was facing and follow up with a very powerful meteor at the end of the attack. This would be very hard to land as it's attack window and range are very small. However, if you can properly trap an opponent in the jump part of the move they could be carried to the end and Meteor Smashed. (Think Luigi's Coin Punch, if you do it right it can be powerful.)
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Tome Stance Up Special: Galeforce
Galefore is the class skill of Dark Fliers. Galeforce allows a unit to move and attack once more after killing an opponent. This move is only generally available to Female units, but the Avatar can be either sex so I figured it could work.
The Avatar would perform an attack very much Like Fox's Up Special; it would have a little starting lag, could be aimed in the same 8 directions and would be a tackle imbued with purple wind (Icon for the skill). Here's where things get interesting: if it comes in contact with an opponent, an additional attack is added at the end. Furthermore, if the Avatar hits an opponent with this move they will not enter freefall. The Avatar will get the ability to "move" again afterward. Note that this extra ability can only be used once in the air (before touching the ground) to keep things fair and similar to skill's in game usage.
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Down Special: Swordfaire/Tomefaire
Using this move will switch between Sword/Tome as the Avatar's primary weapon. For simpplicity's sake this will only effect the Avatar's Special Moves. The switch should be quick, quick enough that it allows for an experienced Avatar player to change stances on the fly. The fancy names are passive attack skills in Awakening. Yes, this also means Kirby can copy 2 different attacks from him.
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Final Smash:
Rally Spectrum
Rally Spectrum is a class skill of Grandmasters (The promotion of tactician). It increases all the stats of friendly units within range by 4 for a turn.
Naturally, the Avatar would yell, "Time to tip the scales!" and then he would grab his sword as if performing Ignis, but instead of blue flames and petals the Avatar is covered in an aura of rainbow flames (sort of like when one has the smash ball, but with a more realistic fire effect to differentiate). When imbued with this rainbow flame all aspects of the Avatar get stronger: The Avatar is faster, stronger and immune to damage. This will last about the time that Wario Man lasts. Also, a new mechanic is introduced during the Avatar's Final Smash: Critical Hits. Every attack he launches during his FS has a 10% chance of being a Critical Hit - meaning 3 times as much damage. (Hey, the Avatar's Skill stat gets a boost too.) He should yell one of his critical quotes when it happens too, "Checkmate!" or "You're Finished!" work since "Time to tip the scales!" was already used. Homerun Bat sound effect optional. This is also one's time for the Avatar's strategy to run rampant - the starting lag on all Tome Stance Specials is reduced significantly and Lifetaker's projectile moves faster and goes further. Go for the gold and try to get a Critical Hit while using Lifetaker.
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Smash Moves: The Avatar's smashes involve his magic. They will have decent lag for the cast, but make up for it with relatively large range.
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Side Smash:
Thoron
The Avatar sheathes his sword and reads from his book (here are the charging frames).
He then thrusts one arm out in front of himself and a large bolt of lightening extends from his hand. This move will be multi-hit move which deals little damage or knockback. More of a stunning move if anything.
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Down Smash:
Elwind
The Avatar sheathes his sword and reads from his book (here are the charging frames).
He then ducks and thrusts both arms outward releasing medium sized gusts of green wind in both directions. This move will do little to no damage, but lots of knockback.
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Up Smash:
Elfire
The Avatar sheathes his sword and reads from his book (here are the charging frames).
He then thrusts one arm directly upward creating a medium sized ball of fire and detonates it. It should do the most damage of any of his smashes, but overall not very much.
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Basic Attacks: Basic Attacks will, mostly, involve his Sword.
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Side Tilt:
The Avatar performs a weak slash with poor range directly in front of him.
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Up Tilt:
The Avatar performs a slash directly upward. Average damage and poor range.
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Down Tilt:
The Avatar will take a step down and duck and give a quick sweeping jab upward.
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Dash Attack:
The Avatar will take a large step forward and strike with butt of the sword. Poor range but reasonable power.
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Combo: This Combo will use sword and magic (I liked the idea of magical combo I read in someone's moveset, but I wanted to stay somewhat original.) (This idea comes from Injustice: Gods Among Us - if you've played it you may be familiar with a Combo of Sinistro where does 1 or 2 normal hits and then creates three enrgy spikes at different time intervals to hit his opponent. This combo would be similar.)
This move would be truly unique - the only ranged combo. It starts off with a quick and low damage sword slash, nut then the Avatar open his book and casts a spell. The Avatar's Spell tome will glow and three pillars of magic will appear (or less, if the button is pressed fewer times). The first pillar will be short fire magic, the second pillar will be medium sized wind magic and third will be a larger thunder magic pillar.
The main thing to remember with this move is that each successive hit gets further away from the Avatar and thus leaving him more open to attack. Connecting the slash and continuing with combo is not recommended, because the opponent will likely be able to close the distance and interrupt your attack. The same goes for characters with longer reach and the first hit of the spell combo.
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Grabs/Throws: The Avatar's throws will involve his Magic.
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Grab: The Avatar will use both hands to grab his opponent (sword and tome still in them).
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Pummel: The Avatar will quickly knee his opponent.
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Upward Throw: Arcwind
The Avatar casts a tornado in front of him trapping his enemy for a few low damage hits. The tornado dissipates, launching his opponent upward. This throw will send his opponent the furthest.
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Downward Throw: Arcfire
The Avatar jumps upward and releases a steady stream of fire from one of his hands downward at his opponent. This will also be a multi-hit attack, but do slightly more damage than his Up Throw.
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Forward Throw: Arcthunder
The Avatar seemingly lets go of his opponent, but quickly casts a spell which causes a bolt of lightning to strike them appearing just above their head.
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Backward Throw: This one doesn't involve magic for the sake of keeping all types of magic equally represented.
The Avatar jumps up, throwing his opponent behind him and then follows with a swift backward kick.
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Aerial Attacks: That Avatar's aerials will involve his sword.
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Neutral Aerial:
The Avatar will perform a quick vertical spin attack with his sword. Sort of like what you
see in Attack On Titan.
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Forward Aerial:
The Avatar gives a quick elbow directly in front of himself. Quite fast, poor range, medium damage.
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Backward Aerial:
The Avatar performs a quick jab with his sword behind him without turning around. (You know that cool Samurai move where they don't look back and just stab behind them? Yeah, like that. Failed to find a good example.) This would be one of the Avatar's fastest moves and would be a fairly good spike.
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Down Aerial:
The Avatar readies his spellbook and brings it down hard on his enemies. (I felt he was missing something amusing). This is not quite a meteor.
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Up Aerial:
The Avatar performs a slash in a simple arc above his head. It can also hit enemies behind him if timed/aimed properly.
Notes:
I originally planned Avatar's Sword Stance Side Special to be Astra. But I felt it would have been to similar to Marth's Side Special. It would have been extremely like Dolphin Blade but could go up to five hits. The hits themselves would have been less varied than Marth's, but have greater trapping power at the cost of being very weak. I feel Luna gives a better feeling of 'strategy' to the Avatar than this move did anyway. Astra just popped into my head first.
I also originally thought of the Sword Stance Up Special as Sol (another move that heals the user). I had forgotten I already planned his Tome Stance Side Special as Lifetaker. I think Lethality became a more interesting idea anyway.
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