Moveset (Will be based on SSF2 moveset because i think that is a good he has there)
Neutral Attack:Punches forward with his right hand.
Forward tilt:Does a Goblin Punch above himself in an arc.
Up tilt:Does a Goblin Punch above himself in an arc.
Down tilt:Takes out a knife and stabs it forward across the floor.
Dash attack:Uses Petrify on himself while he falls/trips on the floor. Grants him Super Armor, but he can be grabbed out of it.
Forward smash: Uncharged: Uses Thundaga on enemies in front of him. Very powerful, though slow start up. Fully charged: Creates a pillar of thunder that advances across the entire stage. 20% per hit. Black Mage's most reliable KO move.
Up smash:Uncharged: Uses Firaga as a fire uppercut, a.k.a. Shoryuken. Fully charged: Two pillars of flame pop out of the ground on either side of Black Mage and converge on him. When they meet, an explosion occurs. Pillars pushes the opponent for a explosion, the attack have a total of eleven hits
Down smash: Uncharged: Uses Blizzaga on the floor adjacent to him, freezing enemies on hit. Fully charged: The Blizzaga spell travels along the floor. Both versions have high knockback scaling, but are unable to KO until the opponent is with 115% damage or higher.
Neutral aerial:Spins around in a great fireball. Eight hits.
Forward aerial: Chocobo kick. One of his best aerials and can be used to wall-chain. If short hopped close to the ground he will perform a Pseudo Wavedash.
Back aerial: Stabs with his knife behind him. It is a powerful semi-spike.
Up aerial:Uses Flood magic to attack upwards. Good juggler.
Down aerial: Black Mage swipes a scythe downwards in an arc. This move can send opponents in different directions. Anyone who touches the blade at the beginning of the move will be sent downwards. Anyone who touches the blade at the end of the arc will be sent diagonally downwards. Anyone who touches the blade at the very end of the move is sent upwards with good knockback. Different parts of the attack do different damage. If the blade hits the opponent at a certain angle (an image of Death will show), a grim reaper will hover above the opponent and attack the opponent after a randomly decided period of time. It is a meteor smash. The Grim Reaper effect is actually disconnected from the actual damage-dealing swipe, and as such has a separate hitbox (can hit even if the swipe may miss); most importantly however, is that the status may be inflicted even if the opponent is shielding or invincible after returning by the revival platform.
Forward throw:Creates a small tornado to lift the opponent up, then hurls them forward.
Back throw: Levitates the opponent backwards, then stabs the ground with the end of his staff, causing a pillar of earth to jut out of the ground.
Up throw:Changes his hat into a Cactuar and uses 1000 Needles on the opponent.
Down throw:Uses Bio Magic to poison the opponent with his staff. Does no damage, poisons the enemy. Poison have a during time of over 6.5 seconds.
Neutral special: He stops opponents from moving. The longer this move is charged, the longer the opponent is kept in hitstun. When you start charging there are no numbers, but the more you charge it the more roman numerals appear, counting up to six (VI). Once fully charged, Black Mage will automatically use the move. This move is very useful for edgeguarding since it can stop opponents in the air, allowing Black Mage to attack them freely. Black Mage may also freeze any projectile with Stop.
Side special:He slowly summons an image of himself in front of him that quickly disappears if the purple line in front of himself doesn't touch an opponent. If the line does touch an opponent, the Black Mage then teleports to the opponent and attacks him with a series of quick combos with his staff and fists. This attack sends the opponent flying with the last blow, and Black Mage moves to the direction he was facing in a flash. This move is very useful for combos and combo finishers due to its powerful knockback. This is also a very useful attack in Team Battles since Black Mage can use Haste to finish the team member's combo. This move cancels all momentum when used out of hitstun. However, no horizontal distance is gained (unless if the attack connects with an opponent), making this move somewhat useful for recovery. It is widely considered to be one of the best edge-guarding moves in the game due to its huge range, accuracy, and overall distance it uses and the fact that it does not leave Black Mage helpless if the attack connects. 10 hits.
Up special:When the spell is launched, a small green ring will appear that you can move with the arrow keys, the Black Mage will teleport to the ring when the move ends. The longer the special attack button is held, the farther the ring will go. It's one of the best recoveries in the game if Black Mage uses the maximum distance, especially when he is falling, making it very hard to K.O. Black Mage with a meteor smash or a semi-spike. However, its vulnerability during startup and predictability limits its usefulness a bit, despite the very long range. On the up side, he can change the direction his warp ring moves, confusing opponents.
Down special:Summons a meteor from the air or ground which can be charged. As it charges, it rises and inflates in size if on the ground. If in the air, it will do those effects in his hands. When the special button is let go, the meteor will crash diagonally to the ground harming anyone in range with a large explosion. This attack is very useful for edgeguarding, especially against characters with linear recoveries, and for striking and pressuring enemies who are standing on platforms.
Final Smash: Summons several monsters on-stage that attack opponents which culminates with a huge explosion called "Flare".
Taunt:Takes out a rat's tail and pokes it