I'm posting this in case a spriter shows interest in bringing one of these movesets to life along with general brainstorming. Since I'm busy learning to draw and sprite with Numbuh 1, it would be too much to ask of me to sprite another character at the same time.
Spoiler: Numbuh 1 (click to see content)
Gameplay Notes:
Numbuh 1 is a leader at his core, so his moveset relies heavily on his ability to summon his fellow operatives.
Command Normals:
Karate Chop - [F], LP:
An overhead similar to Ryu's Sakotsu Wari.
Split Kick - [F], LK (Air Only):
Good for crossing turning opponents up and extending air combos.
Specials:
C.H.A.N.G.E.M.A.K.E.R.:
Based on the rejected G.U.M.Z.O.O.K.A. special from Numbuh 3, shoots out coins rapidly.
S.P.I.C.E.R:
Shoots out fire. A mid-ranged get-off-me tool.
Mustard Skunk Bomb:
A projectile with high hitstun. Button input determines the angle at which it's thrown.
Summon Numbuh 2:
Numbuh 2 uses his B.A.J.O.O.K.A to shoot a powerful juice carton
Summon Numbuh 5:
Numbuh 5 lays down some M.A.R.B.L.E.S on the floor. Currently, a simple trap, may or may not make It explode when it despawns.
Summon Numbuh 4 (EX Special):
Numbuh 4 will give his opponents a Wham and a Powie with the last hit causing a wallbounce. He's amazing at extending combos.
Hypers:
Pepper Ignition (lv. 1):
Numbuh 1 gets a little crafty and after tossing some powder from one S.P.I.C.E.R, he ignites it with another causing it to explode. Very loosely based on his Punch Time Explosion final smash.
KND, Battle Stations! - D, D, z (lv. 1):
A hyper inspired by Captain Commando's Captain Storm. Each operative attacks from highest number to lowest number.
Guacamole Missiles (lv. 1):
A hyper loosely based on Morrigan's Finishing Shower. Numbuh 1 shoots Guacamole Missiles from many angles.
C.O.O.L.B.U.S.(lv. 2):
Numbuh 1 pilots the C.O.O.L.B.U.S. allowing you to shoot projectiles by aiming a reticle similar to Snake's Brawl final smash.
Treehouse Defense Array (lv. 3):
Cinematic hyper based on the Yandere Tree from Operation G.I.R.L.F.R.I.E.N.D where the Treehouse grabs the opponent before launching into the sky and exploding into fireworks.
Spoiler: Bugs Bunny (click to see content)
Animation by Jarquin10
Gameplay Notes:
Due to Bugs' victories relying entirely on using the area around him and his quick wits, he is a keepaway oriented character.
Moveset:
Taunt - What's Up Doc? (He could have multiple taunts)
Various Normals - Pie in the Face, Finger Wiggle, Glove Slap (From Hare Trimmed), Wind-Up Kick (From Hare Force and other shorts), Eye Poke, Lump Bonk, Lariat.
Smooch - Throw
Play Dead - Guard Counter:
Bugs Bunny goes to his liedown animation before kicking upward sending the opponent flying.
TNT Toss - QCF, Punch:
Projectile, button determines angle. Can also be set as a time bomb if you hold down in which case the button determines distance.
Fakeout Toss - QCF, Taunt
A Safe Investment - QCB, Punch:
Stop right there criminal scum, you stole this from Peacock and Multiversus.
Fakeout Safe - QCB, Taunt
Rabbit Tracks - QCB, Kick:
A trap that does little to no damage but with substantial hitpause. (Uses walk animation instead of damage animation to capture the feel of source material)
Down the Rabbit Hole - DP/RDP, Kick:
Teleport, the button can be held to slightly prolong time hidden.
Rocket Ride - QCB, c (Level 1):
Inspired by his Multiversus side special, he rides on an Acme rocket dealing many hits.
Opponent Season - QCF, c (Level 1):
Bugs places a sign with the opponent's select portrait on it before hiding, causing Elmer Fudd and Yosemite Sam to shoot rapid-fire.
House of Boom - QCF, z (Level 2):
Inspired by Steve's Final Smash and a few gags similar to it.
Fire in the Hole - QCB, z (Level 2):
Bugs Bunny summons a cannon that fires a powerful cannonball, if it lands the opponent is sent speeding into a wall before the cannonball is revealed to be a bomb.
Master of Disguise - QCB, z+c (Level 3):
Bugs Bunny disguises himself. If the opponent is in close range, they will fall for the disguise allowing Bugs to unleash his full potential. (Cinematic hyper)
Spoiler: Homer Simpson (click to see content)
Animation by Warner
Gameplay Notes: Homer's specials are generally close to mid-ranged to match how aggressive he gets when he's angry.
Moveset:
Woohoo! - Launcher
Why You Little?! - Throw
Sandwich Smack - QCF, Punch:
Inspired by Colonel Homer, Homer pulls out a hoagie sandwich mid-battle, this serves as his primary get-off-me tool. The EX version heals Homer slightly because he actually manages to get a bite in.
Bowling Ball - QCF, Kick:
A slow-moving ground projectile similar to Iori and The_None's Beavis. Button determines angle/throw strength at the cost of speed. He overshoots the throw in the EX version, simultaneously serving as an anti-air and trap.
Unnamed Lunge move - HCB, Kick:
Inspired by Bart the General and Iori's command grab.
Household Tools - QCB, Punch:
Homer uses a different household tool depending on strength, a combo extender inspired by Frank West and Homer's DIY interest.
Whacking Day - (Level 1):
Close-ranged aggro hyper. May or may not be an autocombo.
Hit a Homer - (Level 1):
One powerful strike with a baseball bat.
Beer Riot - (Level 1):
Homer drinks a giant tub of beer before tossing it, if it lands on the opponent's head it will do poison damage. Similar to one of Iori's hypers.
Mr. Plow Ad - (Level 2):
Inspired by ZVitor's Spider-Man, a short gag hyper where Homer unintentionally humiliates the opponent while advertising his umpteenth side hustle.
Nuclear Meltdown - (Level 3):
The opponent better have their super jump ready, because Homer's neglect at the nuclear plant is coming back to bite him. A tidal wave of green ooze covers the bottom half of the stage for a brief moment. Inspired by Two Cars in Every Garage and Three Eyes on Every Fish.
Jerkass Homer: An Alternate mode that parodies evil forms in fighting games, as well as referencing Seasons 9 and onward of the Simpsons (AKA Zombie Simpsons)
Makeup Gun - QCF, Punch:
A mid-ranged blast Inspired by Wizard of Evergreen Terrace
Rapid Combo - QCB, Punch:
More over the top than Iori's rekka with the second portion being a 4 punch combo.
Sleeper Hold - HCB, Kick:
Command Grab inspired by Mayored to the Mob
Bomb - QCB, C (Level 1):
Inspired by The Simpsons Movie and A Tale of Two Springfields
All-purpose Electric Hammer - QCF, Z (Level 1):
Inspired by Wizard of Evergreen Terrace
Spinning Toss - 360, Z (Level 1):
Inspired by Thirty Minutes Over Tokyo
Trucker Homer - QCF, C (Level 2):
Inspired by Maximum Homerdrive, Homer hops on his truck and runs the opponent over.
Hurt Homer - D,D, Z (Level 2):
Homer gets crushed by an assortment of large objects, inspired by how much more often Jerkass Homer gets hurt.
Radioactive Homer - QCF, Z+C (Level 3):
Inspired by The Simpsons Guy
Spoiler: Sonic (click to see content)
Gameplay Notes:
Moves and attacks faster than other characters but has lower than average health.
Moveset:
Insta-Shield - [D], Punch (Air only)
Lightning Legs - Mash Kick:
Similar to Chun-Li's Hyakuretsukyaku
Spin Dash - QCF, Punch
Homing Attack - DP, Kick:
Stops homing after start
Cyloop - HCB, Kick:
Sonic runs circles around his opponents, command grabish.
Bouncing Bubble - [D], Kick (Water Shield) (Air only)
Fire Burst - QCF, Kick (Fire Shield)
Lightning Aura - QCB, Kick (Lightning Shield)
Phantom Rush - QCF, C (Level 1):
Autocombo inspired by Frontiers
Super Peel Out - QCF, Z (Level 1):
Sonic moves his legs in a figure 8 and charges towards the opponent. Hits once.
Blue Tornado - DP, C (Level 1):
Similar to Shinkuu Tatsumaki but with a Sonic Heroes/Frontiers reference.
Elemental Shield - D, D, Z (Level 2):
Absorbs 200 damage and grants an exclusive special.
Sonic Blast - HCF, Z (Level 2):
Based on his Level 3 in Sonic Smackdown which in turn is based on the Team Blast from Sonic Heroes.
Super Sonic - HCB, C (Level 3):
Spoiler: Freddy Krueger (click to see content)
Sprite by ScrollBoss
Taunt - "This is god!" as he gestures to himself
Self Harm - Guard Counter
Freddy slashes at his chest releasing green ooze before the wound closes back up.
Stretchy Slash - QCB, Punch:
Freddy stretches his arm out Dhalsim style.
Double Slash - QCF, Punch:
Inspired by Berzerker Barrage and Berzerker Claw
Slow Pierce - HCB, Punch:
A Command Grab where he slowly tears his claws through the opponent. Loosely based on his Mortal Kombat appearence.
Teleport - DP, 2 Punches:
Claw Barrage - (Level 1):
Freddy lunges at the opponent, if successful he stabs the opponent with his claw multiple times. Inspired by Wolverine's throw.
Puppet Strings - (Level 2):
Freddy tears open the hands of his opponent to make puppet strings out of their veins. Visually similar to HDBZ Buu's I'm Inside You and Tina's death scene in the first film.
Worm Freddy - (Level 2):
Freddy turns into the worm form from Nightmare 3, and tries to bite the opponent. If successful he slams the opponent back and forth several times. Inspired by Shar-Makai's Fatal Move
Sweet Dreams, Sweet Screams - (Level 3):
Freddy sends the opponent into the Dreamscape where he reveals the screaming souls inside his chest, the opponent tries to run but the floor collapses around them as a lake of fire emerges from below. Freddy taunts them as they burn to a crisp.
Spoiler: Santa Claus (click to see content)
Taunt - Ho Ho Ho!
Candy Cane - [F], HP:
A simple command normal that is slow but powerful similar to Ryu's gut punch.
Down the Chimney - Throw:
Santa jumps on his opponent like they're a chimney waiting to have gifts delivered.
Present Surprise - QCF, Punch:
Santa throws a present at the opponent, dealing moderate damage.
Rudolph -:
Santa summons Rudolph to blind the opponent with his nose.
Elves -:
Inspired by Tron's Servbots. Santa's Elves are in a rush as they charge across the screen and knock opponents off their feet.
Milk and Cookies -:
Santa takes a moment to enjoy some milk and cookies, which replenish his health. If you try to spam this the plate will be empty leaving Santa open.
Oh Christmas Tree - (Level 1):
Santa plants a seed that grows into a Christmas Tree.
Parade Of The Wooden Soldiers - (Level 1):
Similar to Tron's Lunch Rush
Sleigh Ride - (Level 1):
Santa hops on his sleigh and charges across the screen, dealing massive damage to anyone in his way.
The Bumble - (Level 2):
Similar to Jill's Code: T-002
The Naughty List - (Level 2):
Inspired by Phoenix Wright's Level 3 and ChatGPT. If the opponent is nearby, Santa uses his powers to determine that his opponent has been naughty dealing heavy damage.
12 Days of Christmas Attack - (Level 3):
Yes, I crammed in a KND reference into a non-KND character. So what?
Spoiler: Kermit the Frog (click to see content)
Gameplay Notes:
As Kermit is not much of a fighter and focuses mainly on keeping the other Muppets in check. Kermit is an assist-centric character similar to Numbuh 1 as a result.
Moveset:
Vampire Bite - Throw
The Kermit Flail - Guard Counter
Banjo Strum -:
A simple musical projectile.
Do-op Hop -:
Kermit charges up before leaping into the air in true frog-like fashion.
Fozzie Bear -:
Fozzie tells an unfunny joke, stunning the opponent.
Lew Zealand -:
Throws a boomerang fish. Can be used to extend combos.
Phone Call for You - (Level 1):
Kermit picks up the phone and declares that it's for the opponent, a stream of fire shoots out of it before Kermit comments that it's the fire department. (Inspired by S1E05, the ending of the Mahna Mahna sketch, and Spamton of all things)
Tandem Bicycle - (Level 1):
Kermit rides a tandem bicycle with his frog family.
Crazy Harry - (Level 2):
Kermit summons Crazy Harry to detonate the arena. What's a good Muppet Show without explosions?
The Swedish Chef - (Level 2):
The Swedish Chef launches the opponent along with his food up to the ceiling and then shoots everything down with a blunderbuss.
Our Very Special Guest Star - (Level 3):
An Anything Muppet starts a drum roll, if the opponent is too close, Kermit declares the opponent to be a guest star on The Muppet Show before the Muppets unleash their signature mayhem. Cinematic hyper.
Spoiler: Luke Skywalker (click to see content)
Gameplay Notes:
Mid-ranged character who relies on his Lightsaber and The Force. Mainly inspired by Hayato and Strider Hiryu.
Moveset:
Guard Counter:
Luke sidesteps the opponents attack and slashes with his lightsaber.
Force Pull - Grab
Blaster - QCF, Punch:
Weak and quick projectile.
Saber Rekka - QCB, Punch:
Leaping Saber - DP, Punch:
Luke leaps up and does a downward slash in the air. Inspired by the end of Hayato's Level 2 autocombo in CVS
R2-D2 - QCF, Kick:
R2-D2 rolls in and zaps the opponent, this can be used as a combo extender if timed strategically.
Saber Boomerang - QCB, Z (Level 1):
Inspired by the licensed games and one of Segalow's hypers.
Saber Combo - QCF, Z (Level 1):
Inspired by Hayato's hyper.
Droid Shield - QCF, C (Level 2):
Inspired by Strider Hiryu's hyper.
Jedi Mind Trick - (Level 2):
Command grab where Luke stuns the opponent with a Jedi Mind Trick before using the force to slam them around.
X-Wing - QCF, Z+C (Level 3):
Cinematic hyper similar to a scrapped version of Numbuh 1's C.O.O.L.B.U.S hyper.
Spoiler: Leonardo (Oops All Beat-Em-Up References Edition) (click to see content)
Gameplay Notes:
A close to mid-ranged fighter who utilizes his katanas for punch normals.
Moveset:
Shoulder Charge - QCF, Punch:
Inspired by the Beat-em ups
DP, Punch:
Anti-air inspired by TMNTxJL and the Beat-em ups
Dive Kick - QCF, Kick (Air Only):
Slide Kick - QCF, Kick (Ground Only):
Rolling Cutter - QCF, Z (Level 1):
Functions similar to Shinkuu Tatsumaki, is inspired by the Beat-em ups.
- QCF, C (Level 1):
Inspired by Berzerker Barrage and the Beat-em ups.
Somersault Slash - (Level 2):
Leonardo does a Shoryuken-esque motion, if it connects he will spin his katanas as he flies downwards, inspired by his double jump attack in Shredder's Revenge.
- D, D, Z (Level 2):
Inspired by Misogi and the Beat-em ups.
Cowabunga Combo - (Level 3):
Spoiler: Shrek (click to see content)
Animation by Shimmering Brony
Gameplay Notes:
A semi-grappler similar to Alex from Street Fighter 3 because he's a big guy who does wrestling moves.
Moveset:
Fire Belch - Guard Counter
Specials:
Dropkick - QCF, Kick
Divebomb - DP, Kick:
Anti-air Command Grab
Back Suplex - 360, Punch
Hypers:
Spinning Toss - 360, Z (Level 1):
Hyper Command Grab based on the tournament scene from Shrek 1. He lifts the opponent over his head, spins them around and throws them against the wall.
Shrart - D, D, C (Level 1):
Similar to Wario Waft.
Dragon - (Level 2)
Mongo - (Level 3):
Cinematic Hyper based on the climax of Shrek 2
Spoiler: Bart Simpson (click to see content)
Bite - Throw
Toy Gun - QCF, Punch:
Bart shoots out 3 quick projectiles.
Cherry Bomb - QCB, Punch:
Similar to Ronald's Apple Bomb.
Skateboard - QCF, Kick:
Close ranged move that causes knockdown.
Butterfinger Trap - D, D, Kick:
Inspired by the Butterfinger commercials and the cupcake trap from Duffless. Bart connects jumpers to a Butterfinger to create an electrical trap.
Tricky Skateboard - (Level 1):
A souped up version of Bart's skateboard special, goes across all that's in front of Bart.
Cola Bomb (Level 1):
Inspired by A Simpsons Clip Show.
Water Balloon Barrage - QCF, z (Level 2):
Inspired by "Bart the General"
Megaphone Testing - (Level 2):
Bart stacks megaphones over each other to fire a sound wave laser.
Fireworks Display - (Level 3):
Inspired by Sideshow Bob Roberts
Spoiler: Grover (Sesame Street) (click to see content)
Moveset:
Monster Hug - Throw
Monster in the Mirror - Guard Counter
Super Grover Flight -:
Grover dons his Super Grover cape and takes to the air, charging across the screen and hitting opponents with a powerful tackle.
Letter of the Day -:
Grover tosses the letter of the day at the opponent.
Sesame Street Snack -:
Grover pulls out a healthy snack, which restores some of his health.
Grover's Garden - (Level 1):
Grover waters a garden causing plants to grow across the arena.
The Biggest Burger - (Level 1):
Grover puts on a chef hat and runs off, before crashing through the background with a giant hamburger. Inspired by the Mr. Johnson sketches.
Surfing Near and Far - (Level 2):
Grover catches waves both near and far, dealing massive damage.
Count's Counting - (Level 2):
The Count counts up a storm, literally, as lightning strikes the opponent repeatedly.
The Sesame Street Parade - (Level 3):
Grover leads a parade of Sesame Street characters across the screen, dealing massive damage to the opponent in their path.
Spoiler: Harry Potter (click to see content)
Sprite by SeanAltly
Wingardium Leviosa - Throw
Expelliarmus - Guard Counter
Specials:
Stupefy - QCF, Punch:
Harry's basic projectile.
Impedimenta - HCF, Punch:
Stun move
Firebolt Flight - QCB, Kick :
With Harry being a Quidditch master, I had to include his broom somehow. This mid-ranged move functions similarly to Misama Sweep in Gensokyo Reloaded. The attack button determines what angle he flies in. (Highest angle functions as an anti-air)
Disapparation - DP/RDP, 2 Kicks:
A teleport move.
Hypers:
Petrificus Totalus - QCF, z (Level 1):
Shoots a projectile that causes the opponent to crumple over causing massive fall damage.
Expecto Patronum - QCB, c (Level 1):
Harry sends out his Patronus, a misty stag to run back and forth across the stage.
Sectumsempra - (Level 2):
Snape's personal favorite, this move pierces through the opponent with an invisible sword.
Invisibility Cloak - (Level 2):
Harry hides in his father's invisibility cloak. Gives the player projectile and throw immunity along with a semi-invisible effect.
Imperius Curse - (Level 3):
Harry only uses this mind control curse in the most desperate of situations therefore the player will need to have a full powerbar to pull it off.