thanks to IndigoFenix from Smashboard this moveset i will try to go after then making Geno
Basic attacks
A (Finger Shot): On the first attack, Geno whips out his hand, hitting nearby opponents, then fires 3 rapid bullets from his finger, dealing damage at a fairly long distance. By holding down the A button, he will continue to fire the bullets indefinitely.
FTilt (Rocket Punch): Geno leans back, then throws his fist forward, which explodes a short distance away. A fairly fast attack that has good base knockback but poor knockback growth, making it a good defensive move but not really a kill move. It deals the most damage if you hit with the explosion rather than the fist itself.
DTilt (Ground Burst): Geno withdraws his hand, turning his arm into a gun, then blasts the ground in front of him, sending opponents upwards (similar to Samus' DTilt). It's good for setting up aerial combos but isn't much of a kill move except at very high damage.
UTilit (Hand Cannon): Geno withdraws his hand, turning his arm into a gun, then fires it upwards, throwing opponents above him into the sky. Fairly slow, but has good range and decent knockback growth.
Dash Attack (Spinning Jump Punch): Based on Geno's punch during the Bowyer scene, he does a short hop forward while spinning around and punches his opponent in the face. Although Geno can hit opponents with his whole body while spinning, there's a strong sweetspot right where the fist connects. It hits opponents at a low angle, but while it has good base knockback and damage the knockback growth is low, so it can't really kill opponents, however it comes out quick and makes a good surprise attack. It also has an above-average cooldown period, leaving Geno vulnerable if he misses.
FSmash (Star Gun): Geno turns both his hands into guns, then fires three rapid shots ahead of him, dealing high damage. The third shot blows them away, but compared to most FSmashes has low knockback growth. It has good range but a slow startup time.
DSmash (Double Punch): Geno crouches down, turns to the side, and holds his arms out for the charge-up, then fires both fists in opposite directions, which explode a short distance away, similar to the Rocket Punch but a little stronger. Like the Rocket Punch, the explosions from the fists are stronger than the punches themselves.
USmash (Star Gun Upwards): Geno turns both his hands into guns, points them upward, then sweeps them over his head, firing three shots from each one. Has good knockback growth and long range, if a bit slow. One of Geno's more effective kill moves.
NAir (Spinning Finger Shot): Geno holds his arms out, then spins around like a top while rapidly shooting. Weak, but fast and has good range.
FAir (Rocket Rush): Geno holds out one fist, which lets out sparks as if it's about to fire as a Rocket Punch, but instead it drags Geno forward, hitting opponents. It has a sweetspot at the end of the forward movement. Note that this does not cancel momentum, only adds forward motion for the duration of the attack and reverses that motion as the attack ends.
BAir (Triple Blast): Geno turns his hand into a gun, then sweeps it behind him and upwards, firing three explosions. The explosions hit opponents at different angles, with the top explosion being the strongest and hitting at the highest angle.
DAir (Double Punch Booster): Geno holds both hands downward, then fires them both, causing a small explosion that propels him upwards slightly. The cooldown period is long enough that he can't use this repeatedly to fly indefinitely. The explosion deals damage.
Throws
FThrow (Hand Gun Throw): Geno turns one hand into a gun, points it at the opponent's head, then blows them away.
BThrow (Rocket Toss): Geno spins around, then fires both his hands a short distance while still holding on to the opponent. The hands then explode, blowing the opponent away.
DThrow (Star Shower): Geno throws his opponent on the ground, jumps up while turning his hands into the Star Gun, then blasts his opponent repeatedly, Zelda-style. Has high damage but low knockback.
UThrow (Star Sending): A very unusual throw. Based on the "sending up Star Pieces" scenes from Mario RPG, he tosses them into the air, then watches as they spin around overhead, sparkling (they have a hitbox during this period that can knock away other opponents). The opponent then falls down into his hands, with their arms outstretched into a star shape so it looks like Geno is holding a star. They then float up, hover for a moment, then launch straight upwards, which is the part that actually throws them. The entire process takes 3 SECONDS, and leaves Geno vulnerable for 2 SECONDS after - that's right, a 5 SECOND THROW. And it deals only 3 damage, and has poor base knockback. However, its knockback growth is tremendous, stronger than Lucas' back throw, making it an awesome way of killing an enemy that just won't stay still long enough to hit them with one of Geno's few ranged killing moves. However, be careful about using this move if it won't end the match - if the enemy doesn't die, or if they have allies still around, they can easily get a good hit in during Geno's long cooldown period.
Specials
Neutral B (Geno Beam): Geno holds out his hand and turns it into a gun, then draws in energy as long as the B button is held down. After the initial start-up, it takes about 90 frames to fully charge, with 3 chances to release at 30 frames each. At each of these release points, if the B button is not held down, the beam will pull in energy for about 15 more frames, then fire. The longer you charge the beam, the stronger it becomes, but beware - if you charge it past the maximum charge, it will continue to charge for 15 frames, then transfer to "firing mode" and fire a beam at the same strength of the first charge level. There is also a "zero charge" level, which is if you don't hold down the B button at all, and it will just fire a short-range crackle of electricity. As for the beam itself, it has excellent range, high damage and power, and is one of Geno's few attacks that deals effective horizontal knockback, especially at maximum charge. Good luck connecting with it, though! The "full charge" attack should be twice as powerful as the "single charge" attack.
Side B (Geno Whirl): Geno briefly flares up with a star-shaped aura, then tosses a speedy energy disk forwards. The disk itself is a decent attack in its own right, flying at mid-projectile range and dealing decent damage that eats away at shields effectively, though it has virtually no knockback. However, pressing the A button causes the disk to flash for a single frame. Hitting during this time period deals high damage, ignores all forms of shielding, and knocks the opponent upwards with high knockback growth that kills at around 100% damage. This is Geno's most effective kill move, although it's hard to master landing the timed hit.
Down B (Geno Blast): Geno raises his hands in the air as a glowing cloud of energy focuses above him, then, upon releasing the B button, he fires a beam of light into the air, then showers it down across the stage, dealing repeated attacks that build up to heavy damage but with virtually no knockback. The charging action is exactly the same as Geno Beam, however the start-up and firing timeframes are longer, and there is no "zero charge" attack - you must wait for the first charge before firing. At full charge, the attack is twice as powerful as the single charge, making it the strongest non-Final Smash move in the game damage-wise (30% damage), however, because the attack is extremely slow and easy to predict, the only way this will land a hit is either if the opponent has never seen it before, they are distracted by something else (like another opponent), or they are trying to return to the stage. The brokenness of the move as an edge-guarding technique is offset, however, by Geno's lack of horizontal knockback attacks. You CAN use this to blast brawling opponents during a free-for-all, but be warned - do this, and they'll probably forget each other and team up on you, and Geno has a major disadvantage when double-teamed... It's one of the coolest looking moves there is, but overuse of Geno Blast is NOT recommended!
Up B (Geno Boost): Used in the air, Geno will hold his arms above his head, glow, and rise up into the air as a basic recovery move. If used on the ground, he will adopt the same pose, and hover slightly for about one second. Upon ending the animation on the ground, or upon landing from the air, he will go into his "Special Landing" position, which is actually a part of the move. At the beginning of this action, you can hit the A button to go into the second part of the move, which has Geno cross his arms over his chest and glow again for another second. The Geno Boost affects two variables, both of which are increased during the Boost and lowered gradually over time (yes, I know this is a lot of work, bear with me though). The Attack variable acts as a multiplier to the damage and knockback of all Geno's attacks, rising to a maximum of twice the original amounts. The Defense variable actually HEALS Geno up to 50% of his damage, but also creates a variable that gradually restores his damage back to its original value as it decreases (so it's like a "temporary recovery", and since lower damage = higher defense in Smash Bros, this functions as a temporary increase to defensive strength). The "Special Landing" action increases the Attack value if you miss the timed hit, while the second "timed hit" part of the move will increase both the Attack and Defense values at the end of the animation. You have to use the move twice in order to increase the values to their maximum value. Exact adjustment will have to be based on experimentation with what works.
Final Smash (Geno Flash): Geno raises his hands in the air as if preparing to use Geno Blast (except if he does it in the air, he will hover while holding up his hands), and charges up to 3 times during this action, just like Geno Blast. He is invincible while doing this - it does give opponents time to get out of the way, though. Upon releasing the B button, Geno will do a backflip and transform into a cannon during his backflip (in the air, he kind of rolls backwards without moving). He then fires a rapid-fire set of explosions like a Gatling gun made of awesome, creating a red aura of heated air at about half of Final Destination's width away and damaging opponents in the area of effect. The red energy ball then explodes in a burst of fire and lightning, dealing heavy damage to anyone in the nearby area - twice as much if fully charged. The easiest way to dodge the attack is to get behind the cannon before the energy ball explodes, as the range of effect is huge, about the size of Final Destination, but it does not extend beyond the cannon itself. Or, you could try sidestepping the explosion instead, Off Wave style.