My moveset is better.
Master Chief
Master Chief is a unique character. He has a fast running speed, combined with small close attacks and much slower sweeping physicals. He also has a few deployable objects and projectiles.
Appearance: The Master Chief is always holding the assault rifle, his signature weapon. He stands up very straight, as a soldier like him should, and his normal run involves him running forward while still keeping a very up-right pose.
Color changes: Green with orange visor, Orange and red with green visor (Samus, anyone?), Black and gold with red visor, White and gold with blue visor, Lightish red with orange visor.
Attacks
Jab: A one hit jab move where he jabs his assault rifle slightly upwards, knocking people back and up. Lots of knockback for a jab. Imagine Ganondorf's.
F-tilt: Punches once. If the first connects with an object, he then knees upwards.
U-tilt: Makes an arc above him with his rifle. Disjointed hitbox.
Down tilt: Gives a little kick. This attack is a spike, so use it wisely.
F-Smash: OW! This attack has him use the bash move from the Halo series where he does NOT send his weapon upwards. This is an unusual attack in that it must sweetspot to do much, but the sweetspot is actually part of the opponent's body; Namely, the back. Small disjointed hitbox. Unfortunately, it has a LOT of ending lag.
U-Smash: Painful. He pulls out a sticky grenade and slams upward with his hand. If it manages to connect with the opponent, he will be knocked upwards AND will be stuck. The grenade explodes after a full second, so get out of there before the opponent lands.
D-Smash: The D-Smash sets up a power drain that steadily causes % without flinching. The longer the attack is charged, the longer the power drain. The power drain has a little time before it goes off, so get out of there before you start getting damage. The power drain ALSO has a vacuum affect that pulls enemies towards it.
Ram: The Chief shoots forward while wielding an energy sword. Shoots opponents straight back, but has terrible ending lag. The move has amazing range, so it's great to use when approaching. Just don't be predictable with it.
Duck and Crawl: The Chief's duck and crawl can only be described as useless. His duck is just him crouching, while his "crawl" is merely him inching forward while crouching. Terrible, just don't use it.
N-air: The Chief spins around in midair while swinging his assault rifle. Nice priority, but no combo potential. Has a set knockback that's a bit range heavy.
U-air: Speaking of combo potential, this attack has it. The Chief does an uppercut in a pose similar to Mario's up b. It knocks the opponent only slightly up, allowing them to easily be hit with other attacks. This attack also has a set knockback.
F-air: The Chief stops for a millisecond, pull's a gravity hammer from no where, and then slams it forward over his head. If the attack hits and opponent on the ground, it deals much more damage and has upwards knockback. It's also a spike if the hammer hit's an air-borne opponent. If it hits a ground opponentLOT'S of lag, but amazing pay-off. Use it as a finisher.
Backair: The Chief spins around while jabbing forward his fist. This attack has almost no lag, and it has the bonus of hitting both forward AND back. A strange effect of this attack is that it has Chief pointing in the opposite direction by the end of the attack, allowing it to be used to turn in midair.
D-air: Awful, awful, awful. You know Zamus's D-air? This is the same. It doesn't even spike opponents, so it's not good.
B: BBBBBBBBBBBBBBBBBBB... Pressing b once shoots one bullet from the assault rifle. Pressing it over and over and over makes more bullets. Unfortunately, after fifteen shots, the Chief must reload by pressing B. Even after using other attacks, he still must reload if he has no ammo.
B-up: Gravity lift. Drops a gravity lift in midair, boosting him upwards. The gravity lift does not fall, but stays where it was dropped. It can be used by other people for a short while.
B-forward: Ghost. Just like Wario's forward b, except that A.) It can't be turned, B.) It’s much faster, C.) It can’t be knocked over, only destroyed, and D.) IT CAN BOOST!!!. If you jump off, it will keep moving until it crashes into an obstruction or falls off the edge. Yes, you CAN deploy another ghost when there is already one on the screen.
B-Down: Drop a bubble shield. It repels projectiles, but can be walked through. The bubble will remain in place for about 15 seconds if the generator is not destroyed. You cannot deploy another bubble shield during that time. You can freely walk out or into it, so take advantage of that. Also, projectiles INSIDE the shield will be reflected too.
Final Smash: LANDMASTER!!! Err, I mean, SNIPER RIFLE!!! Looking through the scope in a first person view-point, you can pick off any opponents trying to run. Similar to Snake’s, but you are looking in FIRST PERSON and firing with a SNIPER RIFLE. You have 3 shots, with one being able to KO in one hit. After 3 seconds, you automatically shoot.
Taunts
1: Turns to the screen and salutes.
2: Looks at his assault rifle and starts fiddling with it.
3. Starts to take off his helmet, then stops.
Victory
1. Drives in on a ghost, crashing it into the screen.
2. Shoots in the air, then throws a plasma grenade at the screen.
3. Does a military march, and then salutes.
Losing
Claps with the assault rifle on his back.