Quoted By:
>Neutral Special: Dizzy Punch
Mash the special button to deliver a series of punches, that have weak damage/launch distance, but specialise in damaging shields. Alternatively you could hold in the special to deliver a stronger, single punch with a higher launch distance.
>Side Special: Jump Kick
They lunge forward, dropkicking their opponent. You could make this a chargeable move, with the fully charged jump kick dealing more damage and travelling further distances, but dealing self-inflicted damage if it doesn't connect.
>Down Special: Charm/Baby-Doll Eyes
They wait for an attack, and should one connect, they retaliate by gazing at the attacker charmingly. This would work as a counter of sorts, similar to Incineroar's revenge. Only instead of increasing your own attack, it would lower your opponents. The duration of the debuff would depend on how strong the move you countered was.
>Recovery: Bounce
They jump up high, then drop back down with a slam. Similar to Dedede's, but with more height and less impact.
>Other Moves:
They would use various kicks and punches for jabs, tilts and aerials, but would definitely use their ears for the smash attacks given how hard the dex puts them over (could use them for grabs/pummels too).
>Final Smash: MEGA All-Out Pummelling
Going the way of Incineroar/Terry, this would be a cinematic mix of a few different moves/abilities available to Lopunny. After Mega evolving, they use the Fighting type z-move All Out Pummelling, striking the opponent with a flurry of punches, kicks, and ear-pounds. Instead of dashing through the opponent with a tackle for the final blow like in the games, they could perhaps finish with a High Jump Kick instead, cratering their opponent to end it off. I know megas can't use z-moves normally, but this is Smash, so going the extra mile for flashiness is the norm.
Thoughts?
I struggled to think up a side-special. I thought about replacing it with Quick Attack, but that seemed kinda generic.