And now, after much procrastination, another hypothetical moveset for Magolor! I may or may not decide to put this in the OP because browser issues, but I'll try to throw it out there as much as I can. Maybe I'll post it on the Bandanna Dee Support Thread... hehe...
--Overview--
Magolor, at least in the context of this move set, would be a character whose moves would be excellent tools for mind games and the like, in accordance with his trickster personality. His moves would have decent reach, and have wide hitboxes, most of them arching over wide angles. While his walking speed wouldn't be too notable, his dashing speed might be reasonably high, with a slow turnaround, but very precise stops. Following the trend with characters who sport the ability to levitate, he'd have very lofty jumps. Unlike Mewtwo, however, they'll pop out much faster and be much more precise, again to allow him to better don his playstyle. His aerial game would be especially good, to allow him to better take advantage of his specials and high jumps. With fast, wide, and hard hitting aerials, specials that are designed to disorient and confuse, and precise yet high jumps, Magolor would be a strategic yet easy to play and powerful character. That, of course, screams "OP." To disallow the vast majority of FG players from milking it, he'll be a very light character, easily in the top twenty. Those statistics may seem overdone, but his emphasis on the "trickster" playstyle, the naturally mind-gamey character, will make for a very unique playstyle as well as aesthetic. This potential for uniqueness is why I voted for him. I feel like there's an empty space on the roster that Magolor belongs in!
Now then, on to the actual moves!
--Grounded Neutrals, Tilts--
His standard attack would be a simple attack where, upon pressing the button, he creates a small field of distorted space-time in front of him. Upon releasing the button, he'd cause the field to disperse in a small explosion of blue, flame-like energy. This attack would be his only real punisher, although weak comparatively speaking, but would also have potential to start some aerial combos through the finisher, which would have decent knockback and unusually low end-lag.
Magolor raises the side of his hand upward, creating a crescent shaped hitbox of blue energy. It primarily knocks forward slightly, but landing it on an opponent who's standing close enough will send him/her flying straight upward, making this move golden for starting any variety of techs.
Triggering the down tilt would cause Mags to luge forward slightly and hit downward with an open palm, trailing blue magic-energy creating a good-sized hitbox with excellent knockback for a down tilt. The direction the hit opponent would fly depends on what portion of the magic trail catches them. Catching them smack-down on the bottom while standing above them on a ledge will trigger a meteor smash. Given it's nature as a move which lunges Magolor slightly forward, taking advantage of that feature isn't going to be easy, but it's always worth it for the spike.
He lunges both hands straight upward, creating a small burst of blue energy to deal good knockback for an up tilt. Like most of his hitboxes, it will be short but immensely wide. It will be short lived compared to his other tilts, however. This makes it good mostly for catching an opponent trying to land an attack from above. It's also fast enough to be used for juggling, if you time it right.
Magolor bursts forward in a spinning dash attack, propelling himself all the while. It'd pop out pretty quick, but slow down shortly after as well as give a reasonably high amount of end-lag for a dash attack. Nonetheless, if it lands, it'd give a good amount of damage and still deal enough knockback to be a great combo initiator.
--Aerials--
Magolor would send out two small balls of energy akin to those used in his boss fight in opposite directions. It would be a relatively weak attack, especially for his aerials, and not serve as well as a spacing move as you'd think, but it would allow him to deal damage when an opponent braces for one of his more deadly aerials, giving him still more potential for mind-games.
Inputting the forward aerial would cause Maggie to lunge slightly and use a magic head-butt in the expected direction, starting with his head up, and then bringing it down. Maybe throw a spike in there for good measure. This would be the widest of his aerials and deal good knockback for it's category. It would also have similar knockback properties to his other arching hitboxes, sending the opponent a direction based on which angle they were hit at. This would allow Mags to juggle a good bit, maybe into his standard just to wrack up damage.
Magolor would lunge slightly in the direction of input, as per the norm, and force the back of his hand backwards, sending bright blue flames off of it. The hitbox would be abnormally narrow, but far-reaching. This would be his kill aerial, and would be easily juggled into. The hitbox would also have a devastating sweetspot on the actual hand, for extra measure.
Magolor would wave his hand downward, starting in front of him, and ending the swing behind him. This move has a weak spike, but the spike is primarily for sending the opponent back to the ground to take advantage of his specials again. It would only actually KO at higher percentages.
Same as back air, only done upward, and without the sweetspot. Magolor doesn't need any more jugglers.
--Grabbing and Throwing--
Magolor would have a mild sucking effect on distant opponents, the effect increasing in power with his dash-grab. The grab itself would surround the opponent in a weak-looking field of distorted space-time sustained by Magolor holding out his palms. His grabs would be mostly combo tools, but he'd be able to KO at reasonably high percentages.
Magolor squeezes the distorted field, visually increasing the amount of distortion as it contracts. Jab would be slow, but deal about 5% per jab, making a single jab before a throw the best way to use it.
Magolor causes the field to explode with blue energy, sending the player out a reasonable distance at a lowish angle. It would primarily be a combo tool.
Same as forward throw, only swinging the field behind him and blowing it up in the same swift motion. This would kill in the region of the one-sixties, making it the kill throw.
He lifts the opponent up and out of the field, and then slams them against the ground. It would deal low vertical knockback, making it the combo throw at the higher percentages.
He lifts the opponent out of the field, raises him above his head, and then spews the bright-blue flames like the ones used in his back and up aerial on the opponent. This would be a good combo tool at low percentages, but wouldn't have high enough knockback to be a kill throw.
--Specials--
And now, the part you've all been waiting for!
Magic Shot
A simple, chargeable, storable, slow-moving but powerful projectile, modeled after the projectiles used in his boss fight. It has a slow start up, and travels roughly the same distance no matter how charged it is. You can double tap the button on the fully charged form to remove the start-up lag at the cost of power, allowing for more mind-game potential.
Frost Hammer
A chargeable, but not storable attack utilizing the Ice Grand Hammer used in his boss fight. He can hold in charging position as long as he want. Upon releasing the button, Magolor slams the hammer against the ground, sending an icy shockwave in the form of a wall outwards. This move would be indispensable for zoning, and force the opponent to figure a way around it, allowing Magolor to either take advantage of his aerials, or punish them on the ground.
Shadow Phase
A move based on Marx's boss fight, Magolor would quickly phase into the ground as a brightly colored shadow. The player can then input either left or right to make Mags travel in that direction. Upon releasing the button, or if the move times out, Magolor will
quickly burst out of the ground, sending the opponent skyward if they were standing on him. This move would allow Magolor to bypass opponents in unexpected ways. Given that it starts so quickly, he could easily lure an opponent into attacking him, travel towards them through the ground, and then strike. This would easily be one of his most versatile moves, being usable as a combo tool or finisher, depending on damage percentages. Magolor wouldn't be invincible, however. The opponent can still hit him in the ground, meaning if he/she were to trigger or begin charging an attack with a hitbox that can reach into the ground in anticipation of the move being used, then strike quickly before Magolor can attack, Magolor will be the one taking the damage. It would also send Magolor ridiculously high into the air, as well as leave him in a helpless state, making it extremely punishable if it should fail. But if it succeeds, then Magolor will be the one rolling.
Mirror Warp
This move would cause Magolor to warp or dash quickly straight in the input direction, dealing damage to anyone he hits. But this move has a good few unique properties. First, it sends a faster moving clone ahead of Magolor. If this clone gets hit, it will fade into blue dust, allowing Magolor to come in to punish. Second, if one double taps the button before the clone is sent out, Mags will come first instead, making this move an extremely tricky one. It does, however, have reasonably high start and end lag, as well as low priority, making it punishable if used unwisely, but still an excellent move for tricking one's opponent.
--Smash Attacks--
(gotta finish this (get it?
))
Magolor pulls both hands behind his and then thrusts forward, creating a long explosion of blue energy and distorted space-time in front of him upon lashing out. This attack would have slow startup, even when charged and readied ahead of time. Some may call that a flaw, but I think it's great for mind games, assuming the opponent isn't already aware of the nature of the attack.
Magolor lunges both hands out and spews bright blue flames out of both as does so. Not much to say here.
Magolor creates an explosion of blue energy directly overhead, dealing reasonably high knockback for an up smash, but having similar startup properties to his forward smash. This arguably makes his non-smash finishers more reasonable to use in many scenarios, but still provides him with killing tools in more narrow situations.
--Final Smash--
TOO... MUCH... POTENTIAL...
A'ight! What did everybody think? I think I want Magolor in Smash more than I ever have!
Oh, and about my extensive inclusion of blue energy, I apologize to anybody who wanted red energy too, but I must remind you of what happens when they come together.