I need to sleeeeeep.
Sakuya:
A bit like Meta Knight. Fast and effective attacks, but little KO power.
Melee consists of knife slashes.
B: Rapidly press to rapid-fire knives that fly forward at random heights, although that doesn't mean much.
Fwd B: Shoots knives forward. They start out extremely slow, but can reach a pretty fast top speed. They can ricochet off slopes. If done in the air, the knives will be aimed downwards.
Up B: Drops cards and teleports. The cards can cause a bit of flinching and damage, but nothing significant. At least the teleport distance is far.
Down B: Perfect Maid. Poses, and if she's hit by a melee, will teleport behind the opponent, who is now caught in between many bullets. No knockback, but impressive damage.
Final Smash: Creates a monochrome field that expands extremely fast. Basically, the expansion is more of an aesthetic thing. Everything stops, and Sakuya disappears. When she reappears, knives suddenly pop up in a large circle around her, aimed inwards. Time resumes, and anyone caught in this circle of knives takes lots of damage.
Hong Meiling:
Melee is, well... Melee.
B: Her 236 hand blast. How long you charge it affects the range and damage, but the blast does not travel - It isn't a projectile.
Fwd B: Jumps forward with a flying kick. The dashing length isn't too impressive, but the knockback is.
Up B: Jumps upward, then does a drop kick. The jump knocks opponents into the air, and the kick meteor smashes them. This is one of those upward specials that make you fall back down.
Down B: Kicks out a rainbow swirl that travels a small distance. Very high priority, so it blocks bullets. It can deal multiple hits to opponents.
Final Smash: Damaging rainbow energy swirls around her, and you can control her path of movement. Because the movement is slow, you should have opponents close to you beforehand.
Remilia:
She can glide.
B: Conjures a red spear and throws it forward. Fast and powerful, but it has a lot of startup. It's almost like a projectile Falcon Punch.
Fwd B: Dashes forward and sweeps with her claw, grabbing anyone nearby and then biting them. Damages the opponent and heals you by just a little bit. The dash allows you to travel forward in the air. Missing leaves her vulnerable.
Up B: Performs an arcing jump at a high speed, hitting anyone in her path. Hold B to make her finish the arc with a slash. Hard to use in terms of recovery, because the path of the arc is set.
Down B: Swirls red mist like a whirlwind around her. Juggles opponents caught in it, then knocks them away at the end of the attack.
Final Smash: Red the Nightless Castle. Pretty self-explanatory, she creates her cross-shaped pillar of red energy which deals huge damage to enemies caught in it. She can't move, and her horizontal range is already limited, but opponents are sucked in, and she shoots some extra bubble shots.