Overview: Professor Harold Hill is an Assassin class character who fights by conning the opponent, pulling off the ultimate scam. A traveling salesman who swindles people into buying musical instruments that will never arrive, he fights using his imaginary inventory until he can build up the [THINK METER] to convince the foe that the instruments are actually real, where his attacks will have much greater range and damage output.
Dash Attack: Forward March – Harold Hill dashes forward while twirling his conductor baton. When the [THINK METER] is filled, it becomes a much larger marching baton, increasing damage and knockback.
Grounded Neutral Normal: Copper-Bottomed Timpani – This move is [CHARGEABLE]. Harold Hill takes out two small conductor batons and rapidly beats them in front of himself based on the duration of the charge, doing damage. If he has a full [THINK METER], the batons are replaced with proper timpani mallets and a timpani appears before him, doing incredible damage at full charge, causing an [ARMOR BREAK], and inflicting the [SHOCKED] status on foes.
Grounded Side Normal: Foot in the Door – Harold Hill does a series of progressive marching high kicks. This move links into itself and can combo into other moves in Hill's moveset, though no changes related to the [THINK METER] occur.
Grounded Up Normal: Crashing Cymbals – A [CHARGEABLE] move where Harold Hill claps his hands above his head, doing damage. When the [THINK METER] is filled, a real set of cymbals is used, greatly increasing the damage and knockback.
Grounded Down Normal: The Signal - A [CHARGEABLE] move where Harold Hill plays an unseen piano. The longer the charge, the longer the move lasts. As the piano is played, each twinkle of the keys is an active hitbox, making this move a highly damaging multihit move, similar to Peach's down smash. When the [THINK METER] is filled, a real keyboard appears, doing more damage and having a greater horizontal range.
Aerial Neutral Normal: Know the Territory – Harold Hill takes out his massive traveling salesman's case and swings it around himself, doing heavy damage. A good get off me tool in the air.
Aerial Side Normal: 110 Cornets – Harold cups his hands over his mouth and yells “Tum-Ta-Da!”, with the shout damaging foes. When the [THINK METER] is filled, he instead has an actual cornet that blares at full force, doing much more damage and knockback with a projectile sound wave, making the move a strong horizontal kill move.
Aerial Up Normal: Hats Off to You – Harold Hill takes off his straw hat and swings it above his head in an arc. When the [THINK METER] is filled, the straw hat is replaced with a band leader hat, giving it significantly more range due to the hat height.
Aerial Down Normal: Clarinets of Every Size – Harold Hill stands proudly and clacks his heels together in the air, doing damage but not very much knockback at all. When the [THINK METER] is filled, he still does this, but also pulls out a clarinet and plays it, sending a musical note projectile downward in addition to the heel clacking. This projectile is also a [SPIKE].
Grounded Neutral Special: Con-ducting – Harold Hill takes out a conductor's baton and begins to conduct. Each swing of the baton does damage, but conducting for an extended period of time will also quickly fill the [THINK METER], making it the easiest method to manually charge it. Ally projectiles that pass through Harold Hill while conducting will also gain a homing effect, while allies that physically touch him will become [HASTENED].
Grounded Side Special: Seventy-Six Trombones – Harold Hill marches forward while performing a series of multihit attacks, performing the motion of playing a trombone, with the “sliding” motion being a series of three punches forward, down and up as he marches. With a full [THINK METER], he actually has a trombone, with the slide acting as a long reaching hitbox instead of his hands for these maneuvers. This move can [BREAK ARMOR] as well.
Grounded Up Special: A Thousand Reeds – Harold Hill takes his baton and thrusts it into the air above him, doing damage. The move is fairly weak, but when he has a full [THINK METER], it becomes incredibly strong, as countless woodwind reeds sprout up from the ground and fly upward, rapidly damaging opponents in a multihit strike while giving them a stack of [SHOCKED]. The move can be [CHARGED].
Grounded Down Special: Billiard Cue – Harold Hill takes out a billiard cue and leans down. The move can be [CHARGED]. Upon release, he'll thrust the cue forward, doing damage to anyone he hits and with a sweetspot at the tip. However, if it hits an incoming projectile or stationary, moveable object, the projectile or object will be launched or reflected as a [PROJECTILE] attack.
Aerial Neutral Special: Aerial Con-ducting – This move is the same as its grounded variant.
Aerial Side Special: Gold Trombone – Similar to the grounded version, but Harold Hill leaps forward instead of marching, similar to Agent Smith's aerial side special. At first it's a forward punch while mimicking a trombone slide, and with a full [THINK METER], an actual trombone materializes, doing more damage and knockback with greater range.
Aerial Up Special: High Flutin' – Harold Hill leaps upward into the air while partially raising his arms up in the position one would take when playing a flute. The hitbox on this version of the move is quite small. If he has a full [THINK METER], he will pull out an actual flute while doing this, giving the move a substantially larger hitbox as foes are hit by music notes that fly from it.
Aerial Down Special: Billiards Below – Harold Hill takes out his billiard cue and lunges it below him. Holding the button will have him crash downward with it as a quick falling hitbox. Otherwise, it's just a single downward stab with a [SWEETSPOT] at the tip.
Passive Abilities:
THINK SYSTEM – Represented by the THINK METER, Harold Hill will fill this meter as he fights, ultimately leading to him powering up and using actual instruments for his attacks. If he is KO'd, he must rebuild the THINK METER from scratch, as if going to a new town to re-do his con.
HARMONIZE – In a 2v2 match, if Harold Hill holds the down input and his ally is beside him, he'll pull out a harmonica and play a note. The ally will then be [HARMONIZED] with Hill, and will have their moves significantly powered up if they hit attacks at the same time that Hill does.