ShinyRegice
Smash Lord
Source Gaming is really doing an awesome job at translating into English informations officially coming from Masahiro Sakurai himself and they allow us to learn more about his design philosophy. Here is the last batch of translated informations, going deep in details about how Sakurai did develop the playable roster in Brawl. A particularly interesting information and one particularly relevant to this thread was shown:
In the bottom left, Sakurai explains that each character's basic concept must be described in to or three words that describe their most defining unique characteristics, and compare these short descriptions to "marketing slogans" that sum up the "selling points and features" of these characters. I thought... why not try to imagine what our most wanted characters's "marketing slogan" may be?
In order to this this suggest you to follow this formula:
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Character: obviously don't forget to mention which character you're trying to describe.
Concept: put here a "marketing slogan" as described by Sakurai, with two or three words ideally, never go higher unless if absolutely necessary, and avoid worlds like "for" or "with".
Concept justification: explain in depth how this character is perfect at fulfilling this niche and how it does justice to its original series's source material; don't use "it'd make this character unique" as a justification, because your concept must define uniqueness, not the other way around.
What makes it unique: compare your characters to the rest of the cast and highlight the uniqueness of your concept, mostly gameplay-wise.
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Before posting here I suggest you to really have an accurate, polished and cohesive idea of how your character would play like in Smash. Try to brainstorm ideas for a moveset in your mind, create a moveset from these ideas, then polish it further and further to truly imagine how they'd translate as Smash fighters, and keep in mind that there's nothing wrong in making up moves from scratch or altering how their moves work from their source material if needed. Also, I'd advice you to not try to be overly gimmicky unless you think you need a unique gimmick to translate your character the best way possible into Smash and do it justice. Of course you're not forced to go too much in-depth if you don't want to, but at least a short concept justification and uniqueness highlighting would be liked.
Also, you're allowed to share your thoughts about other people's concept ideas, especially if you're familiar with their character as well, but please keep things civil. Also it's not forbidden to post a playstyle description for the same character as someone already posted, except maybe if your vision of this character overlaps too much with the other one already posted. There's no need, however, to post entire movesets; post these in your character's support thread instead, at most you can put alongside your character concept a link to your post showcasing your character's entire moveset. Third-party and "deconfirmed" characters are eligible to be described in this thread, but not characters who aren't primarily video game characters or lack absolutely any historical Nintendo relevance (so no Mickey Mouse or Ratchet, for example). Cut veterans are also not worth it for obvious reasons, unless you want to see their moveset massively revamped (like masked Young Link or something).
So I'm going to post my personal two most wanted characters, two characters I have an accurate idea of how they could fight in Smash:
Maybe at some point I'll update the OP to gather all characters concepts; it will be interesting to see all these different concepts and visions people imagine about those numerous popular characters.

In order to this this suggest you to follow this formula:
[----------------------------------------------------------------------------------------------------------------------------]
Character: obviously don't forget to mention which character you're trying to describe.
Concept: put here a "marketing slogan" as described by Sakurai, with two or three words ideally, never go higher unless if absolutely necessary, and avoid worlds like "for" or "with".
Concept justification: explain in depth how this character is perfect at fulfilling this niche and how it does justice to its original series's source material; don't use "it'd make this character unique" as a justification, because your concept must define uniqueness, not the other way around.
What makes it unique: compare your characters to the rest of the cast and highlight the uniqueness of your concept, mostly gameplay-wise.
[----------------------------------------------------------------------------------------------------------------------------]
Before posting here I suggest you to really have an accurate, polished and cohesive idea of how your character would play like in Smash. Try to brainstorm ideas for a moveset in your mind, create a moveset from these ideas, then polish it further and further to truly imagine how they'd translate as Smash fighters, and keep in mind that there's nothing wrong in making up moves from scratch or altering how their moves work from their source material if needed. Also, I'd advice you to not try to be overly gimmicky unless you think you need a unique gimmick to translate your character the best way possible into Smash and do it justice. Of course you're not forced to go too much in-depth if you don't want to, but at least a short concept justification and uniqueness highlighting would be liked.
Also, you're allowed to share your thoughts about other people's concept ideas, especially if you're familiar with their character as well, but please keep things civil. Also it's not forbidden to post a playstyle description for the same character as someone already posted, except maybe if your vision of this character overlaps too much with the other one already posted. There's no need, however, to post entire movesets; post these in your character's support thread instead, at most you can put alongside your character concept a link to your post showcasing your character's entire moveset. Third-party and "deconfirmed" characters are eligible to be described in this thread, but not characters who aren't primarily video game characters or lack absolutely any historical Nintendo relevance (so no Mickey Mouse or Ratchet, for example). Cut veterans are also not worth it for obvious reasons, unless you want to see their moveset massively revamped (like masked Young Link or something).
So I'm going to post my personal two most wanted characters, two characters I have an accurate idea of how they could fight in Smash:
Character: King K. Rool
Concept: Ranged Juggernaut
Concept justification: King K. Rool is a massively powerful enemy from the Donkey Kong Country series, but prefers to attack with brutal charges and deadly projectiles rather than melee combat. Most of his iconic moves such as the Krown Toss, Kannonball Barrage and the arsenal hidden under his signature blunderbuss are projectile based, and he also much prefers charging at full speed rather than keeping fighting at melee range. As such, he's perfect at being a ranged attacker with an heavyweight feeling to his projectile and charges, such as brute power and high risk high reward attacks, and his large hurtbox combined to his low melee range make him in a particularly bad position when the enemy manages to approach him.
What makes it unique: heavyweight characters currently in Smash Bros. generally fight at melee range, and most high range attackers in Smash tend to primarily use those ranged attacks mainly as approach options. The purpose of this concept is to give an heavyweight feeling to a primarily ranged fighter, with deadly charges and projectiles that can be used to rack up damages, prevent the enemy to approach, punish, and kill all at moderate distance. However, the heavyweight feeling must also be felt through cons such as high risk moves than can be easily punished if not done right, and a poor range for his melee moves that makes him particularly vulnerable if approached successfully. In other words, King K. Rool would be to ranged attacks what current heavyweight characters are to melee fighting.
Concept: Ranged Juggernaut
Concept justification: King K. Rool is a massively powerful enemy from the Donkey Kong Country series, but prefers to attack with brutal charges and deadly projectiles rather than melee combat. Most of his iconic moves such as the Krown Toss, Kannonball Barrage and the arsenal hidden under his signature blunderbuss are projectile based, and he also much prefers charging at full speed rather than keeping fighting at melee range. As such, he's perfect at being a ranged attacker with an heavyweight feeling to his projectile and charges, such as brute power and high risk high reward attacks, and his large hurtbox combined to his low melee range make him in a particularly bad position when the enemy manages to approach him.
What makes it unique: heavyweight characters currently in Smash Bros. generally fight at melee range, and most high range attackers in Smash tend to primarily use those ranged attacks mainly as approach options. The purpose of this concept is to give an heavyweight feeling to a primarily ranged fighter, with deadly charges and projectiles that can be used to rack up damages, prevent the enemy to approach, punish, and kill all at moderate distance. However, the heavyweight feeling must also be felt through cons such as high risk moves than can be easily punished if not done right, and a poor range for his melee moves that makes him particularly vulnerable if approached successfully. In other words, King K. Rool would be to ranged attacks what current heavyweight characters are to melee fighting.
Character: Tetrimino
Concept: Shape-Changing Fighter
Concept justification: the seven Tetris pieces (or five if you don't count the mirrored ones) are all gaming icons easily assimilated with the hugely influent puzzle game Tetris. As such, having a playable Tetris piece able to take all those different shapes seems to be the best way to do justice to the original game, and may inspire more gameplay mechanics specifically based on this hitbox and hurtbox-changing characteristic, such as projecting its current shape to attack, creating a stair of Tetris blocks under it for recovery, or throwing small Tetris pieces with the same shape as its current one in order to complete lines on the ground and being rewarded by a powerful attack such as an explosion. The later in particular is a very good representation of Tetris' gameplay.
What makes it unique: we don't have many stance-based characters; the most notable one, Shulk, is fairly different due to its stances being stats-based and temporary. Tetrimino's stance-based gameplay, on the other hand, would be based on permanent shape changes, allowing it to change its hitbox and hurtbox properties without changing its core moveset in order to make its moves gain more range or power according to the situation, and it also open the door for creativity by allowing otherwise impossible combos. This fighter will please players who like highly technical characters and keep an eye on all of their moves's hitboxes and properties.
Concept: Shape-Changing Fighter
Concept justification: the seven Tetris pieces (or five if you don't count the mirrored ones) are all gaming icons easily assimilated with the hugely influent puzzle game Tetris. As such, having a playable Tetris piece able to take all those different shapes seems to be the best way to do justice to the original game, and may inspire more gameplay mechanics specifically based on this hitbox and hurtbox-changing characteristic, such as projecting its current shape to attack, creating a stair of Tetris blocks under it for recovery, or throwing small Tetris pieces with the same shape as its current one in order to complete lines on the ground and being rewarded by a powerful attack such as an explosion. The later in particular is a very good representation of Tetris' gameplay.
What makes it unique: we don't have many stance-based characters; the most notable one, Shulk, is fairly different due to its stances being stats-based and temporary. Tetrimino's stance-based gameplay, on the other hand, would be based on permanent shape changes, allowing it to change its hitbox and hurtbox properties without changing its core moveset in order to make its moves gain more range or power according to the situation, and it also open the door for creativity by allowing otherwise impossible combos. This fighter will please players who like highly technical characters and keep an eye on all of their moves's hitboxes and properties.
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