Sableye is a lightweight character whose speed is slightly above average.
B: Fury Swipes
Sableye swipes its claws around 5 times, very quickly. Each individual slash only does a bit of damage, but if they all hit they do a good amount.
If used on the ground, anything close to Sableye will be hit, as the swipes are used in an arch motion.
If used in the air, Sableye will swipe in front of himself, leaving anything above, below or behind him safe, but at the same time getting more horizontal range.
Down B: Power Gem
Sableye charges up while standing in place. The charge cannot be held by moving. If charged for less then two seconds, the attack does nothing. If charged for 2-4 seconds, Sableye shoots out an energy ball that resembles a diamond. When it hits something, it explodes, doing moderate knockback and good damage. If charged for at least 5 seconds, the diamond projectile is bigger, and does more damage and knockback. Not only that, but when it collides, the explosion sends out three smaller energy balls. These small diamonds have homing properties, and do a good amount of damage but no knockback.
Up B: Astonish
Sableye turns into a shadowy figure while jumping. The jump range is about as high as Charizard's Fly. If Sableye makes contact with an opponent during this jump, he reappears, grabs them, and yells into their face while smiling. This startles them, causing them to fall. Sableye, however, remains capable of attacking them.
However, if Sableye does not hit anyone, he will enter a falling animation at the end of the move.
Side B: Will-o-wisp
Sableye summons a ghostly bluish flame, and sends it towards and opponent. It moves fairly quickly, and can cover a wide range in front of Sableye. When an opponent is hit, they are hurt a little by burn damage, but the main advantage is that they're trapped by the fire for a few seconds. In this time Sableye can run up and attack. This attack makes Sableye lag for about two seconds if it is canceled, though, and Sableye can't move while controlling the flame.
This is the range the fireball can cover
Final Smash: Shadow Crystal
For his Final Smash, Sableye jumps in the air, and encases himself in a giant shadow crystal that sprouts from the ground. In this form, he can fire thick lasers of dark energy anywhere on the stage, doing little knockback but lots of damage. The laser recharges after about two seconds. This final smash has no timer; rather, it ends when Sableye's opponents break open the crystal, which can take quite a beating.
Neutral A: Sableye slashes in from of him. Does little damage and a fair amount of knockback, meaning it's not great for chaining damage.
Side A: Sableye unleashes a longer slash in front of him. Has less vertical range then Neutral a, but more horizontal.
Up A: Sableye levitate himself in the air and quickly turns over to unleash two kicks into the air. Not much range or damage, but a fair amount of knockback.
Down A: Levitates himself inches above the ground and unleashes a kick in front of him.
Dash attack: Sableye uses Low Sweep to use a sliding kick attack. Good range, but little damage and knockback. Has a chance to trip.
Normal Smash: Sableye charges up, and when he's finished, he unleashes a powerful Shadow Claw in front of him. Average damage, but a lot of knockback.
Up Smash: Sableye charges up by focusing physic power into his head, then jumps up and heatbutts the air. This attack is Zen Headbutt. Average damage and lots of knockback.
Down Smash: Sableye charges up, and unleashes a shadowy explosion on the ground, hitting all those close to him. Little knockback but lots of damage.
Neutral Air: Sableye shoots out a small burst of ghostly flame that hits all sides of him. Little damage and knockback.
Forward Air: Sableye bites in front of him. Almost no knockback, but good damage.
Down air: Sableye does a flip in the air and slashs underneath him. Little damage and decent knockback.
Up Air: Sableye levitates himself into the air at high speed head first, has good range and knockback, but little damage. Due to this attack helping to gain vertical area, there's a two second lag time after it's used.
Hold: Sableye uses Telekinesis to hold an opponent in midair. Doesn't last as long as other holds.
Pummel: Scratches the enemy.
Forward Throw: Sableye unleashes a shadowy blast from his eyes right into the opponent, point black, causing a decent amount of damage and a lot of knockback.
Up Throw: Sableye uses Psychic to throw the opponent into the air, causing little damage but a lot of knockback.
Back throw: Sableye quickly teleports to the other side of the opponent and slashes them away. Little damage but lots of knockback.
Down Throw: Sableye jumps over the opponent and unleashes a shadowy burst that knocks them into the ground. Good amount of knockback and high damage.
Ledge attack: Sableye jumps onto the stage and lunges towards the opponent to bite them.
Ground attack: Sableye creates a small explosion of shadows, which he proceeds to use as cover to get up.
Stage entry: A crystal sprouts from the ground, and Sableye breaks out of it. Can be either blue, red, or green.
Victory Pose 1: Sableye laughs at the screen and tosses gems into his mouth, eating them.
Victory Pose 2: Sableye vanishes into the shadows, and reappears in front of one of the losers, startling them badly.
Taunt 1: Sableye grins at the screen while waving his fingers in the air.
Taunt 2: Sableye gets out a gem, and proceeds to lick it with a long tongue.
Taunt 3: Sableye shoots out a Will o wisp, while it proceeds to fly around his body, confusing him.