Ok I'll list some ideas for Goku, gotta compile the list eventually but I'd like to do it in pieces at a time, if anyone has some kind of input that would be nice
AAA Combo
Attributes:-Second before last hit has slight upwards knockback so the enemy gets hit into the air
-The last hit(the kick) sends the enemy diagonally down so the opponent has an opportunity to techroll
-The second hit can be canceled with a crouch(Goku's gonna have some cancels like Link has, cancels were the main thing for comboing in the Budokai games and Goku should be a combo type character)
[If the hits are too fast for you to see in the video he does left punch, right punch, left roundhouse kick then brings his leg back to the same position, then he does a right roundhouse kick and spins with the kick, he comes around with a left elbow, then he finally does a jump axe kick]
Down Tilt2 presses of the A button, you can choose NOT to do the second attack, but at certain percentages on certain characters, the second attack may be very beneficial, his down tilt would be a leg sweep and then you press A again to do his handstand double upwards kick
And if possible add one more attack by pressing a button again and you teleport behind the opponent in the air and smash them back down with and elbow or a double hammerfist smash, you know where you clasp your hands together and raise them above your head then smash downward
Side TiltThere's a few ways these could work, I know he has an up, down and neutral side tilt and all should be used but idk if it should be made so you should tilt the direction before you throw out the attack, tap neutral side tilt first and then roll it to a direction(like Marth's side B), or use different button combinations, but these are the ideas
Neutral
I was thinking something similar to the first 4 hits, the 3rd sending the opponent sideways where the opponent can tech, and the 4th hit Goku teleports a distance and at certain percentages if the enemy doesn't tech Goku hits them with a knee upwards
UpGot 2 ideas
The first 2 hits, it sends the opponent away at a diagonal upwards angle for follow ups
OR
The 2 kicks upwards, the main function is the same as the first option
Down
[Goku's combo]
4 hit combo, the 3rd hit(the upwards kick) can be crouch canceled, but it sends the opponent up slightly with the last 4 kick sending the opponent STRAIGHT down so they bounce off the ground but it also gives them a chance to tech, so there's a risk-reward system here, you could crouch cancel the 3rd hit and try starting another attack which could fail if you time wrong, or you can do the whole combo and hope the opponent fails to tech right
Or you can go about the side tilts just like marth's side B, where you can choose any direction for 3 of 4 hits with each having a different effect
Uptilt
OR
Juggle move
Upsmash
Powerful punch that sends you diagonally up, however this move will have a safeguard in case the opponent blocks it, if you press a button again Goku does these 2 kicks:
Dash Attack
I was thinking a rush in elbow with a similar effect to C. Falcon's dash attack, where it has little knockback so you can start a combo relatively quick