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Reposting my idea from the Rosterfaggin' threads with a few new bits:
>Incineroar
>Moveset Gimmick: Heat Gauge
Roar, being an entertainer, lives and dies by the crowd. Going for riskier tech and keeping up the aggression gets the crowd going and when maxed allows any standard or command grab to become a high-stakes cinematic wrestling finisher. Inversely though, turtling or jobbing turns the crowd against him, leading to lower damage on moves, increased knockback, and longer shield breaks.
-B: Throat Chop. Chargeable and upon impact the opponent can't use their own Standard Special for a short period.
-Side-B: Darkest Lariat. More of a standard lariat, Roar steps back as a soft dodge before charging forward and clotheslining the foe, sending them behind him.
-Down-B: Low Sweep. A surprisingly fast sweep to the legs that has a high chance of tripping the target. If it does so, the move can be converted into a Shining Wizard for big damage. If used in air, it becomes an axe kick with decent spiking potential.
-Up-B: Blast Burn. A large explosion erupts from Roar's belt, the backdraft launching him high but with little horizontal movement so it has to be committed to. If used on the ground, it acts as a Body Explosion but leaves Roar prone as it recharges for a second or two
Grab: Roar grabs the opponent by the head and either lifts and dangles them for smaller characters or uses a Karakusa style grab on larger fighters
Pummel: Fire Fang. Akin to the Gen 6/7 animation for biting moves, Roar's belt forms a pair of jaws to gnash at the opponent
Back Throw: German Suplex -> Alex's Hyper Bomb
Forward Throw: Facebuster -> Canadian Destroyer
Up Throw: Airplane Spin -> Izuna Drop
Down Throw: DDT -> Kinniku Buster