Yo okay here's my whole layout
Lots of Sim and Faust ideas here. A hard zoner with less emphasis on fireballs but heavy keep away game with lots of pokes without (smaller?) hurt boxes from staff attacks. Awful at close range. The only combos are 2 points or 3 with a fireball setup, but he'd have so many tools for keep away.
N A: and anti air staff poke. Bad at close range (at point blank it will hit but further will whiff), but great anti air with no hurt box.
F A: long poke. With whatever stretch and staff he can reach (gotta at least be longer than Lum) he strikes low, going under fireballs. I'm still in the staff camp, with Faust-like pokes, but if he were to be like Dhalsim, perhaps he anchors the staff in the ground, flies out while holding the staff with his right arms and punches out with his left (or kicks), that way he can have a hurt box.
B A: pogo back hop. No character has a backdash yet and I think that'd be cool and appropriate for a keep away game. While you are hopping back, anyone who rushes in will get hit by the stick, but it can't damage them unless they try and chase you down too hastily (too close and then it's a grab anyways)
B: up arc water bullets, like fang or SF5 Sim. Directions will do closer and further variants. Unsure how high it would arc, whether it would be as hard as sf5 yoga flame or more like a straight line with a mild bend upward. Maybe holding it would do a very slow shallow arc.
C: raging River. If the front of the wave hits as a counter it, it will cause wall bounce and 1 damage, otherwise no damage. The front of the wave will have a hit box/projectile function a la SNK, but the water trailing behind will just push them back, much like wind.
J A: A big swipe down, like Dhalsim Heavy punch on the air, probably with staff. Big range but long recovery and punishable on whiff
JB: spits a bubble that floats in the air. Doesn't do damage but hitstuns enemies out of the air. Maybe holding it will delay falling and send bubbles out further?
JC: a spin spiral in the air forward. I'm thinking like Faust but maybe a little like Sim kicks too. Something that moves him forwards if he's trying to be aggressive. Maybe J A can combo into this, and this can maybe cancel to air super for his only 3 hit combo
S: gold bubble burst. Invincible reversal, but no damage. Maybe 1 point or chip. Sends them full screen. Light on recovery frames relative to other supers, but definitely punishable.
J S: water dragon. Haven't thought this one out much but I'm thinking some big attack for 1 or 2 that aims downwards from the air. Easily blocked but pushes back too.
Lemme know what you think my regular dudes.