No, finish them before you start a thread and then present your character suggestion and ideas properly from the start. As it is now, this thread is a waste of everyone's time. Look at the Op of the Earthworm Jim or Shantae threads, that's how an OP must look.
I have a moveset, though it's mostly based on Rocket. It's still pretty rough, but it's something.
NEUTRAL SPECIAL: Stack - Pressing the Neutral Special attack button will make Rocket do a little jiggle. During his little dance: nearby (and I mean like grabbing range nearby) items, physical projectiles, and other fighters will move over above his head. Rocket is now carrying whatever is above his head, opponents will be stuck in a damage frame when being carried by Rocket. Simply press the normal attack button to toss the object at the bottom of your stack forward. Rocket is able to move around when carrying opponents, though his speed and jump height is altered by the amount of things he's carrying (His max is 3). If you're already holding something, pressing the Neutral Special button again will allow him to carry more objects. Though, if he misses the opportunity to catch an new object opponents currently being held by Rocket are able to escape Rocket's grasp much easier. When he's got three things stacked, pressing the special button will cause Rocket to switch the order of what he's stacking and holding the button will cause him to toss all three of them! This allows Rocket to have hammers / bombs / crates / hit opponents much more consecutively and in 1v1 matches it can be used to send opponents in situations they would normally try to avoid. While grabbed by Rocket, opponents can mash their way out of his grasp, which generally leave whatever was on top of them hurdling down onto Rocket so act quickly or else take damage for taking too long! On top of that, it's easier to keep opponents grasped when they're on lower percentage. But when it's above 100% they're much more squirmy, so another reason to act quickly when you've got a foe in your grasp!
Stack also has unique properties when used alongside other Special Attacks, but I will mention them when we get to the other specials.
SIDE SPECIAL: Elasto Blast - Press the Special Button once to send Rocket forward a short distance. You can charge the move as well, which stretches Rocket like a Slingshot. Of course the longer you charge, the further you go and the more damage Rocket will deal on contact. Also, unlike in Dragon Quest Heroes: Rocket Slime, Rocket flings himself in an arc. This allows him to act during the move with an aerial or two, to give some a pressure tool. When fully charged, Rocket moves incredibly fast and gives off some nice damage and knockback! But if you miss it you best hope you've got some ground in front of you, because this move can lead you to a lot of SDs if you aren't careful. SIDE SPECIAL: Elasto Blast (with Stack) - While carrying opponents, Elasto Blast remains mostly the same. However, when fully charged Rocket will toss his stack in front of him before he flings forward and rams right into whatever he was holding! Opponent at high %? Finish them off with an a safer Elasto Blast! Carrying a bomb AND opponent? Kamikaze yourself and deal damage to your opponent too! Someone trying to pressure you while charging the move? Toss the object you're holding forward to stun them and launch yourself shortly after!
UP SPECIAL: Chimera Wing - Using Rocket's Up Specal will have him place a Chimera Wing onto himself! The Chimera Wing lifts him upward, for a fair distance! Though, he's ability to move horizontally is fairly poor. You can detach yourself from it at anytime by using and aerial attack! It will continue to fly up and can catch other objects or opponents and carry them off screen! Though, if it's latched onto something for too long it'll disappear and place it's user into a helpless state. UP SPECIAL: Chimera Wing (with Stack) - When holding a Stack, Rocket will place the Chimera Wing onto the object directly above himself. Making the wing carry his stack upwards. He can use this when near the ceiling to ensure KOs on whoever he was carrying, as a trap of sorts if carrying an active explosive that explodes on contact from below, or use it as a setup tool for combos. But do realize that this destroys your ability to return to the stage. So if you must recover, you must disband your stack!
DOWN SPECIAL: Babble - Rocket turns into a puddle of liquid with a tiny spike sticking out of it. This acts as a stance of sorts, and he can switch out of it using the Down Special again. While in this state, he can move very slowly along the ground and as an attack that cause the spike to grow in size, damaging opponents. This is mostly used to avoid projectiles, but abusing the move will make the transformation process slower and slower each time. Meaning you'll need to use it sparingly. Of course, he can still be grabbed and attacked by attacks that come in contact. While it may avoid floating projectiles such as Samus's charged shot, Mario's fireball will hit Rocket if it touches him. DOWN SPECIAL: Babble (with Stack) - Using Babble while carrying a stack will cause the stack to fall onto Rocket. He can squirm away from it toppling down onto him, or he can follow up with the Spike attack, transform back to normal, and follow up with another move.
FINAL SMASH: Schleiman Tank - Rocket plays on his Warrior's flute, and summons the Schleiman Tank! It rolls in from the background and fires tons of projectiles onto the stage! They vary from objects found in DQH:RS, but the shadow of the object landing maybe misleading as to what will land on that spot. You may think it's a Rockbomb or Pompom, when it's actually the Hero's Sword or Thousandweight! So be weary of what is falling above! The items it fires are random, but it is somewhat balanced so the 20 objects fired aren't ridiculously overpowered or under-powered.