Smack Studio / Smack Knight
Smack Knight follows a relatively simple design concept: simple normals, complex specials. SK's normals are simple moves that are (quite literally) as average as possible in every way. This doesn't make them bad by any means, just nothing outstanding. Their specials however are more complex moves that are used to elevate their abilities, especially with combos.
Smack Knight's most important move is Move Tool, an omni-directional sliding movement option that can be canceled into from nearly any attack. This allows for followups, combos, and safe retreat / recovery. Almost every attack benefits from a cancel, making it vital to Smack Knight's gameplay and strategy.
To deal with long range and zoning, Smack Knight makes use of versatile projectiles in Keyframe Dart and Summon Template (Projectile). Keyframe dart, while varying in reward based on RNG, is a quick long ranged option to disrupt the opponent. Summon Template is mainly used for setplay and screen control, but using its projectile command creates a wide range of projectiles to reach the opponent.
Smack Knight doesn't have any major exploitable weaknesses, though can run into some minor issues on occasion. Their kill power isn't the best, often needing edgeguards or carrying the opponent offstage. They also may have a slightly below average defense multiplier, leaving them to die a bit earlier than others.