Just a few ideas.
B: Shellshock - The Koopa gets into his shell as another Koopa bro appears and kicks it. Can be charged. Can be moved.
Side B: Bowling Koopa's. - The Koopa gets a single Koopa Bro and slides him accross the ground, the longer charged, the more Koopa bros thrown at once.
Down B: Hamma Koopa - The Koopa grabs a Koopa bro in his shell, leaping off the ground and throwing it down beneath him. Can be charged, the longer the charge, the more Koopa Bros are thrown down. (1 will be horizontal, the other two would be diagonal.) Can be used in the air.
Up B: Koopa's Fortress - The 4 Koopa's spin around on the spot. (If used on the ground, in air they will hover upwards.) before launching the one from the top diagonally upwards, for recovery. (Can be charged on the ground.)
Final Smash: The obvious finisher of the Quartet. Spinning Tower. (The 4 Koopa bros get on each others back and begin to spin rapidly, before launching themselves the entire length of the stage, after this they'll rocket off in all 4 diagonal directions before the original Koopa bro falls back onto the stage.)