EDIT: I'll save and update often. I'll let you know when I'm done.
Oh, character ideas? I have many. Here's one of my favorites.
This was ALMOST A POSSIBILITY. WHY DID ZERO HAVE TO RUIN IT?! WHY!?!?
Joanna Dark
Perfect Dark (N64)
Outfits:
Standard/Blue: Standard combat outfit from PD
Alt 1/Red: The diving suit, without the air tank, from PD.
Alt 2/Green: Trenchcoat.
Alt 3: Party Dress
Alt 4: Dress (torn)
Intro: (2 possibilities; couldn't decide :D)
1: De-activates the cloaking device from PD, already in position, and enters Brawl stance.
2: Hovertransport flies by, with Joanna jumping & rolling into Brawl stance.
Overview: Joanna is fast, light, and technical. What she lacks in raw power, she more than makes up with varied and useful specials and fast, furious attacks.
B=Falcon 2= Joanna fires her pistol striaght ahead. Rapidly press the button to keep firing, but she'll have to reload after eight shots, which leaves her briefly vulnerable. Joanna can fire/reload while moving and while in midair. 2-4% damage/no flinching per shot.
Side B=Throwing Knife= Throws a poisoned knife. The move can be charged to increase distance, force, and reduce the arc of the throw. Although it does little damage, it poisons whomever it hits, causing them to take a small amount of damage over time. Joanna is vulnerable during the charge, much like Ike's Side B. 3-5%/minor flinching from the throw, 10-14% damage from poison (@ 2% per second, does not stack)
Down B=CamSpy=Joanna releases the CamSpy from PD. It can be moved up, down, left, and right, and can fly freely. Pressing A will cause the CamSpy to fire tranqulizer darts. The darts travel fast and far, but do only glancing damage. Pressing B will cause the CamSpy to explode, damaging and launching anyone nearby (including Joanna). Additionally, any player who attacks the CamSpy might cause it to explode, and the CamSpy will automatically detonate after 8 darts are fired or a period of about 10 or so seconds. Once destroyed, Joanna must wait a while before she can use it again. Again, she is vulnerable while controlling this attack. 2-5%/very minor flinch from darts, 13-24% and medium launching from explosion (friendly-fire-enabled).
Up B=Twin Cyclones=Varies on land and midair:
Air: Joanna pulls out a pair of Cyclone machine pistols and fires them down, pirouettting and propelling herself upwards. Although only moderate recovery at first, holding the button down will continue the fire, adding more power and propellant. However, if held too long (about 3 secs) Joanna will have to reload upon landing, leaving her vulnerable and effectively negating the effect of the recovery (since foes will just launch you again while you're vulnerable.) If the attack hits an enemy below you, it'll propel them down, making it a useful Meteor KO move (but make sure you don't break the 3 second rule!) 1% chain damage and downward propulsion/minor flinching for roughly 6% damage per second.
Land: Same, except she intead fires the guns to the left and right, hitting foes on either side for roughly half damage. 3 second rule applies here, too. No platforming use on land, since she doesn't jump. 1% chain damage (1/2 rate of aerial) and minor sideways propulsion/flinching.
A=Gun Whip=Joanna quickly whips her pistol in a sideway strike. 2-3%, low flinch.
A,A=Double Gun Whip=Joanna whips the gun back, this time in a reversed sideways strike. 2-3%, low flinch.
A,A,A=Punch=Punches forward with her free hand. 3-5% damage, minor flinch.
A (repeatedly)=Hurricane Fists= The infamous PD cheat! Joanna launches a flurry of punchs at almost-superhuman speed. Attacks randomly vary between an open-palm strike, a flat-palm strike, and a ball-fisted punch. All three have the same effect and are purely cosmetic. 1% per hit, very low flinch.
Side A=Knife Slash=Horizontal, forward-leaning slash with the knife. Fast, but low damage. 4-5% damage/somewhat minor flinch/launch.
Up A=Knife Strike=A quick upwards blow with the knife. Stops the attack above her before cooldown, so won't hit behind her. Good for juggling. 2-4% damage, low upwards launch.
Down A=Low Slash=A knife slash along the ground. Very quick to launch, good for surprising/cancelling. 2-4% damage/low flinch.
Side Smash=Double Slash=Pull out a second knife for a double-handed scissor slash. Though low launch power, fast smash with decent reach. 6-9% base damage/moderate base launch, up to 12-15%/good, fully charged.
Up Smash=DY357 Magnum/LX=Only attack to change if fully charged. Quick-draws and fires a powerul magnum, launching foes above Joanna. Very potent, but no horizontal reach. 7-9% base damage/high launch.
~LX=Fully charged, Joanna instead pulls out the deadly LX "Golden Gun." Takes longer to fire than the Magnum and does less damage, but has massive launch. (both attacks do NOT travel upwards indefinitely, and are only effective up to about Joanna's heighth above her.) 3-5% damage, massive launch.
Down Smash=Shield OVerload=Launches a blast of force from Joanna's shield device. Shocks enemies and knocks them away. Good all-around coverage and fast, but each use depletes Joanna's shield (for blocking) temporarily. 4-7% damage, good launch. Electrical damage.
Dash Attack=Running Slash=A very quick half-slash with the knife. Minimal warmup makes it tricky to avoid, but relatively weak. Good for canceling/hit and run. 4-7% damage/low launch.
Final Smash=Perfect Agent="Sorry! Gotta shoot!" Joanna leaps off the battlefield...only to reappear in a hovertransport. The transport flies up and reappears in the foreground. Then, in a touching tribute, the camera circles Joanna's head before "entering" it, just like in PD. The PD HUD appears, and Joanna pulls out the Laptop Gun to blast foes with devastating FPS automatic fire. She gets 200 shots, 50 with three reloads, OR she can throw the Gun as a Sentry anywhere on the stage; the Sentry will have as much ammo as Joanna had left and will automatically fire at anyone who comes near, even after the smash, though it CAN be destroyed with a powerful enough attack. If Joanna throws the gun, she will be forced to rely on her Falcon 2, which is considerably weaker, for the rest of the smash. The Gun does about 1% per shot, but at 200 rounds, that can add up quickly. If Joanna ditches the LG, the smash will expire after 24 Pistol rounds, or overall, after 15 seconds. This smash does not launch effectively, but it does a ton of damage tha Joanna can easily abuse afterwards. The rounds juggle, and can juggle a foe right into a KO.[edit]