Name: Frederick
Appearance:

(There's a few other relevant pictures nan has made but this is the best one personally. Light blue hair, dark blue handkerchief, green eyes, brown pants, not sure what color poncho will be. I guess yellow?)
Pallete Swaps/Alt Costumes: None.
Entrance: Frederick leaps from above ground behind the stage and lands, facing his opponents.
Icon: ITS Icon? I dunno.
Victory Music:
http://www.youtube.com/watch?v=p2loRPdi_Aw&&t=0m55sVictory Pose 1: Backflip into backwards roll, into the stance shown in the 'appearance' picture.
Victory Pose 2: Flash-step into center picture, tosses dagger up and catches it by the handle, sheathes dagger.
Victory Pose 3: Walks in with french fries in hand, attempts to eat one but bounces it off his handkerchief, gives depressed look.
Description: Being a thief, Frederick is very fast. Probably around Captain Falcon-level speed, if not a bit slower. Frederick's arms are average length, but the shortness of his weapon makes for close-ranged attacks. Frederick's legs and kicks are generally a little bit longer in range, especially since he sometimes gets on his hands to perform kick attacks. Frederick is light-weight. His air mobility is excellent, his jump height is medium-high, and his fall-speed is normal (and trust me, lightweight + normal fall speed is incredibly easy to combo, especially in the air, not to mention his average height). Also, his voice is pitched around alto level. Most of his background is currently unknown to this date.
General Playstyle: Unlike most speedy characters, Frederick is not focused on rushing down the opponent. Frederick prefers a defensive playstyle, waiting until the opponent whiffs an attack, then punishing them for it. As such, Frederick's neutral game (which is a term to describe how good a character can land the first hit from a 'neutral' or even-ground setting) is a bit lacking, but can be very strong if you use his speed for punishing as opposed to approaching. Some attacks with little ending lag make Frederick's neutral game not completely obsolete, though preferably, Frederick likes to play defensively.
If this were Melee physics, Frederick would have an above-average dash dance, above-average wavedash, and no chaingrabs due to the knockback of his forward, up, and down throws and the ending lag on his back throw.
Neutral Attack: Jab, slash, spin-kick. Deals 1-2% on the jab, 2-4% on the slash, and 2-3% on the kick. Not very much knockback on the jab or slash, but the spin-kick has medium upward-diagonal knockback. The neutral combo has little to no ending lag, making it perfect to follow up with combos.
Dash Attack: Frederick makes a short hop and follows up with a side slash of the dagger. Close range, but the hop can avoid most down tilts and sliding attacks. Deals 4%, no sourspot.
Side Tilt: Frederick throws a concentrated straight punch, which has fixed medium knockback. Deals 7%, has a little more ending lag than his other tilts.
Up Tilt: Frederick uses one arm to propel his foot in the air and kicks with the opposite leg in an upwards fashion. Great range, light knockback. Deals 6-8%.
Down Tilt: Frederick uses one arm to propel his foot in the air and kicks with the opposite leg in a diagonal fashion. Aims the foot slightly more sideways as opposed to upwards though. Great range, light-medium knockback. Deals 6-7%.
Side Smash: Frederick utilizes his dagger and slashes in front of him, having at least twice as much range as his neutral slash. Sourspot is on the top part of the slash. 12% uncharged, 19% charged (sweetspot). 9% uncharged, 15% charged (sourspot). Medium-heavy knockback.
Up Smash: Frederick throws a triple roundhouse directed above him. Each hit deals 5% uncharged, 9% charged, and has no sourspot. A bit low on vertical range, but has very heavy knockback.
Down Smash: Frederick ducks and spins, doing a double-sweep kick around him to cover both sides. 14% uncharged, 22% charged (sweetspot), 10% uncharged, 18% charged (sourspot). Sourspot is on the inside of Frederick's leg, although the sourspot range is not very big. Medium knockback, though knockback is severely lessed to light if hit in sourspot.
Neutral Air: Frederick throws a sex kick in the air, having good range similar to Link's. Deals 9%, damage decreases over time up to 4% the longer the kick is held out. Very light-light knockback.
Forward Air: Frederick throws a midair axe kick with good range and meteor smashing potential, if the hit connects with the heel of the shoe/foot. Otherwise it sends the opponent sideways. Deals 11%, heavy-very heavy knockback. Low-Medium ending lag. Split-second charge up prior to the kick.
Back Air: Frederick slashes twice behind him, no sourspot. The first slash deals 8%, the second one deals 6%. The first slash has very light knockback, the second one has medium knockback.
Up Air: Frederick flips backwards and kicks while doing so. Covers a wide range and has no sourspot. Deals 7%, little ending lag.
Down Air: Frederick throws a roundhouse at a diagonal-downwards direction. All areas of the kick have meteor smashing potential, sending whoever's hit at a down-sideways angle. Some charge-up prior to the kick though (like Ganondorf's Down air). Deals 15%, very heavy knockback. Little to some ending lag.
Grab: Frederick reaches his arm out and attempts to grab. Pretty standard arm grab. Frederick's dash-grab results in him doing a short hop and reaching his arm out to grab his foe. Hit or miss, he then rolls and stands up. The dash grab has little ending lag.
Pummel: Frederick stabs whoever he has grabbed, dealing 1% per hit. Can pummel faster than normal, and can pummel up to six times as opposed to five.
Forward Throw: Frederick grabs the foe with both hands and back-kicks them with his heel, sending them spinning in his hands. He then takes that momentum and uses it to slam the opponent on the ground, bouncing them upward. Deals 7%, Low-Medium knockback. No, it will not send the opponent downwards if used when facing a cliff.
Back Throw: Frederick swings them to the opposite direction he's facing with one hand and spin-kicks them, releasing them at the very moment of the kick coming into contact with the player. Deals 5%. Guarantees a KO if not in dead center stage at around 65% against light weights, 80% against medium weights, and 100% against heavy/very heavy weights. Otherwise has light knockback and a little more ending lag than usual.
Up Throw: Frederick throws them up slightly then follows up with an upward stab, sending the opponent upwards at a random, slight angle. Deals 8%, has medium knockback.
Down Throw: Frederick stabs the opponent, lifts them and then throws them downwards next to him with his dagger. Deals 3% on the stab, 7% on the throw. Medium-heavy knockback.
Get-up Attack: Frederick rolls on his back shoulders and kicks upwards, landing on his feet afterwards. Deals 9% if connected anywhere but the sourspot. Sourspot is on the side of the leg, dealing 5%. Light knockback.
Edge Attack: Fast - Frederick maneuvers around the ledge while hanging onto it, getting back onto the stage while throwing an axe kick with his given momentum. Deals 7%. Slow - Frederick takes a second to climb up, gets on one knee and throws a slash with his dagger. Deals 6%.
Neutral Special: Dagger Strike - Frederick Slashes his dagger, sending a small wave of energy at the opponent. Cannot be charged. Deals 4%, and travels at average speed. Pathetic shield damage.
Side Special: Flash Step - Frederick gets into a stance for a split second, then rushes forward at near-instant speed. Distance is measured on how long the player presses the special button down. Deals no damage, but has very little ending lag, meaning the player can follow up with any attack or grab of his choice. If used in the air, Frederick is not thrown into a helpless state. Rather, he cannot use it again until he lands on something or grabs an edge.
Up Special: Rising Upper - Frederick does an uppercut with his dagger that leaves behind a strong trail, which damages those who come into contact with it. Height of the attack is medium. The dagger deals 9%, the trail deals 6%.
Down Special: Mirage - Frederick gets into a stance and two other Fredericks blur from Frederick's original position, ending up side by side to him (the process takes several seconds and can be interrupted). The real Frederick ends up being one of these, which the player controls. The other two Fredericks are given individual AI and generally follow the real Frederick around, if not go in front of him sometimes. They all do the same actions as Frederick does, albeit they deal no damage or knockback. When they take 10% worth of damage they dissipate, but otherwise they take in any attacks directed at them. Frederick can only have two Mirage clones at a time. Mirage clones disappear after 30 seconds have passed.
Final Smash: Assassination Strike - Frederick leaps forward a small distance and a giant slash mark is made in front of him. Those hit by the mark are hit for 28% and are sent flying with very heavy knockback. Can be used inside a grab, resulting in no chances of missing. However, if used inside a grab there is no slash mark, meaning he can only hit one person period. The attack cannot be interrupted.
Taunt 1: Frederick laughs and points in his general direction, wiping a tear from his eye.
Taunt 2: Frederick takes out a red berry from his pocket and attempts to eat it, the result being it bounces off of his handkerchief and onto the ground. Frederick has a disappointed look on his face shortly afterwards.
Taunt 3: "Alright, you win. You win an award for being my easiest foe yet! Hehe!"