Name: Son Goku
I wanted to build a Goku more centered around his teenage years,mainly at the very end of Dragon Ball and the very beginning of Dragon Ball Z. Hence the lack of more fancy moves like Spirit Bomb and Dragon Fist.
Appearance:

Pallete Swaps/Alt Costumes:
Without weighted clothes:
The gi also gets a version which bulks King Kai's symbol:

(The symbol is also on the back of the gi)
And a version which bulks the Son family's symbol:
And a version which bulks no symbols at all. Adding up to a total of 8 different costumes. (With weight and without weight)
Entrance: Goku flies in on his flying nimbus and lands on the field.
Icon: A 4-star Dragon Ball. (See Below)

Victory Music:
https://www.youtube.com/watch?v=0HZzQY7SEeoVictory Pose 1: Goku thumbs up to the screen.
Victory Pose 2: Goku poses a fighting stance like this -
Victory Pose 3: Goku walks a bit to the back and the turns back 90 degrees.
Description: Goku's first jump is much better when done on land. The jump is nearly two Super Jumps (Mario's up-special) high. Goku's double jump gives him another jump equal to one Super Jump high. Goku's first jump only maintains half of its power when done in air.
Goku's speed is mediocre. A bit slower than Sheik. Goku weights around Sheik.
SPECIAL TRAIT - Ki (AKA Spiritual Energy):
Goku's power circles around his Ki. He starts off with full Ki and gets his Ki restored fully on KO,the maximum amount is 50 points. Whenever he uses a Kamehameha (Neutral Special) or a Ki Rush (Side Special),his Ki deducts by a certain amount (More info in the moves' section). Ki also regenerates passively (1 point per 3 seconds) and recovers by 10 per KO,but Goku can use his Taunt 1 to recover it faster (10 points per use). When Goku's Ki goes below 15 points,his animation will show that he's tired (Even at 0%). This will hinder his combat ability,deducting 1% damage and 10% knockback from all of his attacks.
This greatly balances the ultimate utility that is Kamehameha,forcing Goku players to think twice before spamming it.
Neutral Attack: Goku throws two quick punches (4% each),and knocks the foe away (4% Slightly more vertical knockback than horizontal knockback).
Dash Attack: Goku lands a hook at his foe (5%).
Side Tilt: Goku throws a punch (7%,horizontal knockback).
Up Tilt: Goku throws an uppercut (5%,vertical knockback),this leads to aerial combos with Goku's jumps.
Down Tilt: Goku does a low sweep,guaranteed to trip slow opponents.
Side Smash: Goku charges a strong punch to the gut (18%,+2% per second,maximum of 24%. Strong horizontal knockback),this locks the target in a longer hitstun than usual during the knockback.
Up Smash: Goku charges a kick (20%,+1% per second,maximum of 24%. Slightly strong vertical knockback),spins once,then kicks to the air. Can be sweetspotted on the tip of the foot for +4% damage and extra knockback.
Down Smash: Goku puts his right hand down onto the ground,and charges a sweeping kick (16%,+3% per second,maximum of 22%). Guaranteed tripping to grounded foes after the first second of charging.
Neutral Air: Goku throws a quick aerial hook (3%). If used in a succession,he will use left and right hooks in a chain.
Forward Air: Goku does two rapid kicks (First one does 4%,second one does 5%),only the last hit carries horizontal knockback.
Back Air: Goku spins to his back and does a strong kick (9%,horizontal knockback).
Up Air: Goku does an aerial uppercut (4%,weak knockback).
Down Air: Goku does a double-handed knuckle (10%). Medium vertical knockback if sweetspotted on the exact bottom of the hands,otherwise,weak vertical knockback.
Grab: Goku steps forward and grabs.
Pummel: Goku lets go of his grab and hit the target with hooks (1% each),continues grabbing after the Pummel's done.
Forward Throw: Goku tosses the target forward in a pitcher-like fashion (7%). Locks target in a longer hitstun during knockback than usual.
Back Throw: Goku does a dragonthrow (AKA So long,Bowser! 12%). Locks target in a longer hitstun during knockback than usual.
Up Throw: Goku does a heavy punch to the target's guts (6%),then kicks the target up high (5%).
Down Throw: Goku does a double-handed knuckle to the target (8%). The target is open for attacks after hitting against the floor.
Get-up Attack: Goku does a rolling kick (6%),only trips heavier targets.
Edge Attack: Goku gets up from the edge and rolls few steps away,then kicks the target off the stage (7%,horizontal knockback).
Neutral Special - Kamehameha: Goku charges a Kamehameha and fires it. There are 5 stages of the Kamehameha.
<NO CHARGE>-1st Stage-<1.5 SECOND>-2nd Stage-<3 SECONDS>-3rd Stage-<4 SECONDS>-4th Stage-<6 SECONDS>-5th Stage1st Stage - Goku fires a short blue energy blast with a short tail,explodes on contact with the spherical part (10% for the explosion,2% for connecting with the tail). Weak knockback. Costs 3 Ki points.
2nd Stage - The energy blast is slightly enlarged with a longer tail,explodes on contact with the spherical part (14% for the explosion,3% for connecting with the tail). Medium knockback. Costs 6 Ki points.
3rd Stage - The limbo stage between the "Comet" version and the "Wave" version. The energy blast is even bigger than the 2nd stage,with an even longer tail. Explodes on contact with the spherical part (20% for the explosion,4% for connecting with the tail). Slightly stronger knockback. Costs 9 Ki points.
4th Stage - The Kamehameha most people recognizes. Goku launches a thick,blue energy beam. Lasts 4 seconds if not cancelled (Every 0.25 second,the beam damages whoever's still in the beam's hitbox by 2%. Including the initial hit,you can rack up 34% damage in total. Strong knockback on the ending hit). Costs 12 Ki points.
5th Stage - It's Goku's Super Kamehameha! He launches an even wider energy beam (A Bowser and a Mario wide). Lasts 8 seconds if not cancelled (Every 0.25 second,the beam damages whoever's still in the beam's hitbox by 2%. Including the initial hit,you can rack up 66% damage in total. Even stronger knockback on the ending hit). Costs 15 Ki points.
You can aim the Kamehameha by pulling the analog stick toward the direction you want while charging. Doing so will execute the Kamehameha. If pointed down,it can launch Goku upwards,giving him a good recovery choice.
You can also DI the Kamehameha after Goku fires it. In all stages,the Kamehameha travels at the same speed. You can pilot the first three stages' Kamehamehas in a full circle (Which is unlikely to do any good in 1v1s). But after the third stage,you can only DI once,either up or down. This can meteor smash opponents trying to recover.
Side Special - Ki Rush: Goku dashes to the closest target in front of him quickly,extending his abilities to perform aerial chases. This costs 3 Ki points per use. Ki Rush's Ki cost times nine per consecutive use (resets upon landing) to prevent it from being too overpowered. So you can only do two chain rushes at most every time.
Up Special - Penetrate!: Goku slightly flies upward and attempts to penetrate the target with a rising fist. Damage and knockback varies during the knockback Goku's currently taking. The weakest (Starting from the ground) dealing 9% damage and barely any knockback. The strongest (Propelled by a 3rd Stage Kamehameha and higher) dealing 44% damage and is pretty much instant KO.
Down Special - Solar Flare: Goku casts a blinding flash from his forehead. Causes no damage at all and breaks shields instantly. It also blinds the target's sight for a second. This move only works if the target's facing Goku and standing in front of him.
Custom Specials:
Comet Kamehameha - Replaces Neutral Special. Turns the 4th and the 5th Stage of the Kamehameha into stronger Comet versions of Kamehameha (36%,58% each,with 6% damage on contact with the tail). They can also be DI'd like the other Comet versions.
Meteor Smash (Not to be confused with the metagame term) - Replaces Side Special. It's Ki Rush but ends with a double-handed knuckle (16%,vertical knockback). But unlike Ki Rush,it leaves Goku helpless in the air after using. Costs 6 Ki points instead of 3.
Quick Penetrate! - Replaces Up Special. Gives Penetrate! a built in,weaker Kamehameha (1st Stage),allowing instant effectiveness (Which is 18% damage,medium knockback). This however renders the velocity bonus the original one gives useless. Costs 3 Ki points per use.
Afterimage - Replaces Down Special. Puts a nearly identical illusion of Goku in his current position for a second,Goku's incapable of moving meantime. If the illusion's hit by an attack,Goku appears behind the target and kicks the target hard (21%,strong knockback).
Final Smash - Meteor Combination: Goku poses a readying position (Like a runner),and dashes forward with an elbow hit (14%). If it connects,Goku delivers ten more rapid kicks (4% each) and then a strong side kick (10%) followed up by a knee hit (8%). Then he delivers ten more punches (3% each) and then two whirlwind kicks (8% each). After that,he paralyzes the opponent with a heavy gut punch (16%),causing the opponent to fall onto the ground. Finally,he jumps to the top of the screen and fires a Super Kamehameha (Lasts 4 seconds,damage whoever in the beam's hitbox every 0.25 second by 4%. Fixed,medium knockback),it also sends off pulsing waves from the impact point like off waves (One pulse per second,deal 4% damage and gives slightly strong knockback) which don't actually hit the main target.
The maximum damage you can take from this is 198%. And,interestingly,the Final Smash itself doesn't actually KO the main target,it just leaves the target in fatal condition. But the pulses can still KO the others.
References to Goku's somehow-not-fatal combo against Piccolo.Taunt 1: Goku charges up his Ki for one and a half second,then stretches his arms wide,finishing the charge.
Taunt 2: Goku thumbs up to the screen.
Taunt 3: Goku exercises for a second.
Goku's a character with a lot of combo potentials and can quite easily rack up damage,but against an evasive target,he's most likely going to drain up his Ki missing Kamehamehas and become an easy target. But even then,he still has a few gimmicks up in his sleeves,like the Shield-Breaking Solar Flare that could turn the table around.