Here is my take on Anna, as a fighter.
My Anna represents Fire Emblem in its entirety. She comes in her classic attire, in full HD and well detailed. Being around for just about everything, she would use everything from any Fire Emblem ever, to reflect on her several-millenia-long family business that spans the entirety of the seven realms and beyond. Anna is light, so while she has above average movement speed and jump ability, she can't take too many hits. She is another keep-away character, but compared to Link or Samus she focuses more on trickery and doesn't have as many strong attacks.
Anna mugs the enemy upon all melee attacks, with coins flying out of them with strong blows at higher percentages. As Anna makes more and more money, the audible noise of jingling coins can be heard as she moves, with both an audible and visual cue when she is at full capacity. On contact with the blastline, all her coins spill alongside the usual colourful blast. Oh no!
Specials
B: Peshkatz (or simply "Knife")
From the land of Tellius comes this incredible throwing knife. This move has two uses: The first is simply tapping B repeatedly to heckle your enemy with knives. Alternatively B can be held and, after second, Anna will shake her wrists and two knives will be added to her fold, up to twice for five knives total. While holding B you still have full movement control of the character. Knives thrown while grounded go in a forward fan, while knives thrown in the air go diagonally down.
Not to be confused with Sheik's needles, which are thrown as a stream and can be held indefinitely. I went with knives, because they are unique.
B Forward: Sonic Sword (While this is called Sonic Sword, it could be any of the ranged swords in the series)
Anna, holds the sword low to the ground before slashing upwards and across, sending a windy shock-wave across the stage. This is chargeable (like a smash attack), hits twice close up and the projectile travels both fast and far, but it doesn't have a lot of knock-back and it can only travel where there is ground, dissipating when it reaches the ledge. When used in the air, it exchanges the projectile for forward momentum on release, aiding Anna's recovery.
B Down: Coin Toss
Anna throws her collected coins straight horizontally at immense speed and high impact. At maximum capacity, Anna has super armour for the throw, and immense KO power near that of the fully charged Wario Waft. This is a great ranged finisher, as well as potential close-ranged counter.
B Up: Warp
Anna extends a staff and out comes out a player-controlled mote of light that travels about twice the speed of PK Thunder. Upon the release of B, on contact with the surface or when it has travelled its maximum distance, Anna will vanish and reappear in that location. Upon contact with a player, Anna not only moves to that location, but switches places with that character! Keep in mind it counts as a projectile, so it can be dodged.
You can cancel this with R and maintain control of your character, so you can try to fake out the enemy if things look bad.
Final Smash: Body Bag
Anna spreads open a much larger version of her usual bag and swings it. Players caught by the bag opening are trapped and Anna hops inside with them. The screen goes black and several powerful blows can be heard before a comedic "cha-ching!" sound effect (like when you buy something), and they are sent flying, most assuredly K.O.'d.
Throws
Grab: Anna holds up the enemy with both hands and can shake them for coins, hurting both their body and their bank.
Forward: Steals a pouch of coin from the enemy before delivering an epic drop-kick.
Backward: Performs the greatest German Suplex in history.
Downward: Stuffs the enemy in a coin bag and jumps on it, sending them backwards on a low trajectory.
Upward: Throws the enemy upwards, and with one hand extended upwards and carrying an Arcflame tome in the other, she sends the enemy scorching with a conic blast of flame.
Aerials
Neutral: A 360 spin with the legendary axe, Armads, in hand. A move with electrifyingly superior knockback at the cost of a narrow hitbox.
Forward: Fires an arrow forward from Nidhogg, the legendary bow, with good damage and standard knockback.
Backwards: Turns and fires an arrow from Parthia, another legendary bow, with less damage but a lower knockback trajectory.
Downwards: Swings a bag full of coin straight downwards as a meteor smash.
Upwards: Twirls the Wing Spear above her head, with its great reach covering aerial assaults from a wide angle.
Smash Attacks
Forward: Swings the Hammer. This move is very effective against shields, with a guaranteed break at full charge. It can be seen as a makeshift Shield Breaker, though it cannot be charged while airborne.
Downwards: The wind tome Excalibur is held while Anna is wrapped in fierce cutting winds. More range with greater charge.
Upwards: Anna aims the Double Bow upwards and releases. The velocity of the arrow increases with charge.
Normals
Jab: For as long as A is held, Anna swings Sol Katti at blinding flast-speeds.
Forward Tilt: The legendary spear, Gungnir,is prodded outwards. It has a lot of reach, though little power and a precise hitbox.
Up Tilt: Anna holds up the Sword of Seals as it ignites. This can be a torch if Roy appears.
Down Tilt: A planted spin-kick. Sort of like Sheik's, but only one rotation and faster.
Dash Attack: As she runs, Anna can be seen pulling Vague Katti from a sheathe before she vanishes, delivering a cut attack to anyone on her path.
Also to note that Anna uses the Warding staff while shielding, merely as a cosmetic choice.
As a final note Anna MUST have cheesy puns for some of her taunts and victory quotes. If possible I would like her Awakening design to be available as an alternate outfit.