Something tells me I've posted this character before, since I know I've played with this idea before. I'm fairly confident I didn't post it, but I know there's a chance I did.
IMPA
Legend of Zelda/Adventure of Link/Ocarina of Time. I'm not sure, but OoT is the look I'm rolling with ANYWAYS.
The Sheikah have earned their place in Hylian affairs through their loyalty. One such Sheikah, the great Impa, has earned a very close place with the Royal Family: The great Impa. Though being the Royal Nursemaid might seem a dull job, power draws envy, so naturally, Impa must be capable of holding her own.
Moves
Up B: Vanish - I'd say "Ninja'd from Sheik," but really, she was using it 7 years before Sheik even existed.
B: Dark Arrow - This is a fun little move. Impa draws a bow and fires an arrow from it. It's a bit like Link's but there's an added bonus. You may remember being possessed in Wind Waker? Where your controls were inverted? Well....
Forward B: Shadow Kick - Ninja'd from Peach, really, but it's a flying kick and the explosion uses darkness.
Down B: Grotto - If Impa's on the ground, a hole will appear in front of her (a hole in the sense of "Someone dropped a Pitfall.") This move does nothing in the air.
Final: Eye of Truth - A very useful move. Basically, Impa creates a region around her, bordered by a red glow, where exactly 50% of all platform area vanishes (meaning that big chunks are removed from all platforms with no pattern as to which chunks are removed) and where Bubbles fly around. If a Bubble sees you (meaning if you get too close,) it will attack. If Impa is on a platform, there will never be a gap directly underneath her. The region is slightly larger than Luigi's Negative Zone.
A: Swipe Kick - A standard kick. Goes across the body.
AAA: Triple Kick - Using the momentum of the Swipe Kick, Impa pulls into a second kick on the second hit. The third hit has her lash out with a heel-kick.
Side-A: Knife Hand - Impa lashes out with a quick karate chop.
Up-A: Spiral Kick - You know Sheik's Uair? Impa does it standing on one hand.
Down-A: Low Kick - Ahem...ninja'd from Mario.
Side-C: Scissor Chop - A stand-still version of Sheik's Dash.
Up-C: Kick Flip - Impa does a back-flip, using both legs to kick her foes. At full charge, Impa finishes the move by slamming her fists into opponents, oddly turning this move into a spike.
Down-C: Split Kick - Impa does the splits, kicking enemies on both sides. Ninja'd from Fox, but like Kick Flip, it has an added bonus at full charge in that she jumps up in a spinning kick.
Dash Attack: Flying Kick - Exactly what it says on the box.
Floored: Spin Kick - Impa jumps, then spins around, legs extended in a spinning kick.
Ledge Attack: Double Kick - Impa jumps up, kicking with both legs. Ninja'd from (or to, depending on how one looks at it) Sheik.
Cliffhanger: Falling Spin - Impa jumps up, coming down with a spinning kick. A great ledge-clearer. She's invincible going up.
Nair: Sky Kick - Standard Sex Kick.
Fair: Overhead Kick - A flip kick in which Impa leans forward, whipping her legs up, then bringing them down in a forward kick. Serious start-up lag and minimal knockback, but hurts like hell.
Uair: Straight Kick - Impa juts one foot straight up.
Dair: Falling Kick - Ninja'd from Sheik.
Bair: Rear Kick - Impa spins around, kicking behind her.
Grab: She grabs her opponent, holding them by the collar.
Pummel: Backhand - Exactly what it says on the box.
Front Throw: Rabbit Kick - Impa jumps up and kicks her opponent away with both feet.
Back Throw: Piledriver - Impa flips her opponent over her head and headfirst into the ground behind her.
U-Throw: Whip Toss - Impa throws the opponent upwards with one hand.
D-Throw: Power Slam - Impa pulls her enemy into a full-nelson then jumps on their back.
Speed :: 7 / 10 (About as fast as DK.)
Power :: 4 / 10 (Slightly stronger than Pit on average, but not by much.)
Jump :: 6 / 10 (About as agile as Mario.)
Fall :: 5 / 10 (And falls as fast as him too!)
Height :: 10 / 10 (As tall as Samus.)
Weight :: 3 / 10 (Slightly heavier than Zelda, but not by much.)
Overall :: She's kinda technical, so she'll be the Yoda, i.e., she can kick hardcore ass, but only if you know how to play. Not for beginners, but definitely a competitive choice if you don't just spam high-tiers.
Notes, Tips, and Tricks
-Impa's Dark Arrows are incredibly useful, but you have to have the arrow fully charged for the secondary effect to occur, so on the ground, you're going to have to sneak it into crowds or wait for a Grotto to be sprung.
-Impa can crawl and perform a Wall Cling. Use both to your advantage.
-Impa's shield pops rather than absorbs when you stop shielding, allowing incredibly quick transition from shield to attack or from dodge to attack. A good strategy is to attack during a sidestep. When you return to position, you'll immediately attack.
-Impa plays a bit like a middle-ground between Sheik and Link. Just a quick note for you.
Up-Taunt: Impa folds her arms and lets off a sharp whistle.
Side-Taunt: Impa rubs her eyes with one hand, as though tired.
Down-Taunt: Impa places her hands on her hips and sighs.
Entrance: Impa appears in the explosion of a Deku Nut.
Kirby Hat: Kirby wears the Mask of Truth.
Costumes:
1.
Default. (Her design is OoT, please note again.)
2. Pinkish-red pants/armor/boots, green collar, gold Eye symbol (Oracle scheme.)
3. Dull green pants/armor, white collar, brown boots. (Heavily influenced by OoT's Fado.)
4. Brown pants/armor/boots, black collar, red Eye symbol (AoL scheme.)
5. Black pants/armor/boots, silver collar, red Eye symbol (Invented.)
6. Green pants, tannish-white armor/boots, blue collar (Impaz scheme.)
Win Poses:
1. Seated, Impa whistles Zelda's Lullaby.
2. Impa puts her hand on her hip and sighs.
3. Impa
Victory Music: I'd go for a remix of the Song of Time, personally.
Franchise Logo: Triforce. Derp.