MarioMeteor
Smash Hero
What would they be? These are my ideas, copy-pasted from another thread.
]Shield Breaker - Works just like the Hero-Kings' neutral special. Weaker, but can break shields.
Boom Blade - You can't charge it, you'll get the almost fully charged version no matter what, along with 15% recoil instead of none, but obviously it's incredibly strong.
Two-Step Dance - You only get two opportunities to swing, the opening strike and the final hit, but the effects are more accentuated. Forward has powerful knockback, down deals heavy damage, and up has decreased knockback and little ending lag.
Wind Dance - All hits do minimal damage and knockback, regardless of whether or not you hilt it or what combination you use, but all hits produce windboxes, with the last hits being the most powerful. Using combinations won't augment the power of the windbox, but rather the direction.
Precise Counter - Increased starting frames and decreased active window, but the counter is very powerful.
Swift Counter - The counter is lighting-fast, and so is the hit. It knocks opponents towards you, which allows you combo them from the counter.
Comet - More startup than Blazer, and less directional control, and it only hits twice, but the last hit spikes opponents powerfully.
Hot Air - You get a larger jump and more control, but you can only hit opponents once. Knockback depends on when you hit them, hitting at the start will send them sideways, and hitting towards the end will knock them up.
Boom Blade - You can't charge it, you'll get the almost fully charged version no matter what, along with 15% recoil instead of none, but obviously it's incredibly strong.
Two-Step Dance - You only get two opportunities to swing, the opening strike and the final hit, but the effects are more accentuated. Forward has powerful knockback, down deals heavy damage, and up has decreased knockback and little ending lag.
Wind Dance - All hits do minimal damage and knockback, regardless of whether or not you hilt it or what combination you use, but all hits produce windboxes, with the last hits being the most powerful. Using combinations won't augment the power of the windbox, but rather the direction.
Precise Counter - Increased starting frames and decreased active window, but the counter is very powerful.
Swift Counter - The counter is lighting-fast, and so is the hit. It knocks opponents towards you, which allows you combo them from the counter.
Comet - More startup than Blazer, and less directional control, and it only hits twice, but the last hit spikes opponents powerfully.
Hot Air - You get a larger jump and more control, but you can only hit opponents once. Knockback depends on when you hit them, hitting at the start will send them sideways, and hitting towards the end will knock them up.