I disagree. The amount of scenarios where you get knocked off stage and are low enough to where Super Duck Jump makes you recover quicker than regular is pretty small in my opinion. The second they see you're in a scenario where you're going to have to use it, they wait until you do, walk off the stage mid-delay, and aerial you when you get close to the edge. You can avoid this type of gimp a little better with the standard recovery because they have to at least guess where you're going because of your control in the air. Also, the gust hitbox is a huge gimmick that's just unneeded and you would be better off on stage setting up a mega gunman or throwing cans at their face depending on the custom moves you're using. It also makes you have the same problem that Mega Man's recovery has. It's great and all, but if you get hit away from the stage when your second jump is gone, you're 100% dead. I don't see how it's that useful with that delay in there. I also don't see any scenarios where you would get gimped with normal that you wouldn't with Super Duck Jump.
The main advantage of super jump is how low you can recover from, and the speed in which it actually lasts start to finish, this is why you don't see sonics getting gimped. While you can't change up your horizontal trajectory, you can change the timing of your vertical. Being able to recover low like that is the main appeal.
Another variable is how much better gunmen are for securing your recovery, since they stay at a set level. You just bring them out at that level and drop below it to recover. (only quick and default do this though)
Also, super duck jump goes much much higher than megaman's upb. This contributing to how gimpable he is and less leeway he has to be tricky.
Think more sonic, less megaman in regards to how easy they are to gimp, and why.
Mega Gunman creates pressure against Megaman. Not only does it eat lemons and multiple forward smashes, it also puts the opponent in the scenario where they have to either go in the air, attempt to grab you, throw out an unsafe dtilt/metalblade, or literally run through Mega Gunman, all of which are either very predictable or DH has answers to. Note that I was playing against custom Megamans with an angled side-b and a reflector down-b that I can't remember the names of, but I'd assume leaf shield is a free fair if they bring it out, and standard side-b is beat very easily by shield + the endlag doesn't make it worth it. If he throws Metalblade out far enough to where you can't punish him for it, you grab it and suddenly his options against Mega Gunman are all unsafe assuming you throw Metalblade into the ground (or you can bait a reaction and combo with Metal Blade, but that's a different story).
Mega gunmen is very slow and a player at all familiar with that will know how to function for the time they can. But metal blade goes right though it, I don't see how it's unsafe.
It sounds like you want to outcamp him, which can work for the neutral but mega just contributes to the grind and doesn't really help kill megaman, which he has no problems doing to us.
I wanna test with Quick Gunman a lot. You make it sound like so much fun. Do you have any videos of you using it?
I'll be making some videos soon.
Some other recent stuff about customs I found:
One-shot can: Another custom probably written off too soon. While it's still likely the weakest general option, it actually does have some interesting variables beyond the seemingly absurd simplicity of it.
1: Gimps/kills off the side MUCH better.
It has ridiculous horizontal knockback, larger usable blastzone... It's kind of like if yoshi's eggs semi-spiked and came out quicker, with a less obvious arc.
2: COMBOS
Similar to the zigzag can, or reverse shot, if angled right (generally just above/behind an enemy, easily done by short hopping it, or below an enemy on a platform) it will knock them into you. However, at a much lower trajectory meaning you can combo off of this at higher percents, unlike the other cans. At stage level, this can easily convert to an upsmash or dair when both would kill. That's how low. Off-stage, this can be a stage spike.
There are also throw > can follow-ups, not sure about trueness but definitely forces reactions for free. And can also send them back into you for MORE combos.
3: Teams synergy
While the other cans may work with certain characters fine, or even best with them, this one is definitely more generally usable with teammates. Simply due to the sheer speed this can covers the stage, and can be easily made to avoid hurting the teammate. Either by early activation, or late (it will do 1% chip damage unless it is manually activated, or lasts too long.
Overall though, the big issue with duck hunt is recovering, and rushdown. This helps with neither of those. It also provides no stage control, or synergy with other projectiles.
The only foreseeable use in singles, is when stage control is either less potent, or countered like in the RosaLuma matchup. Or on stages like castle siege where the statues ruin us normally, but here we're more of a threat since this can kills very early with the walkoffs.
Jump Snag:
Becoming my favored recovery after some recent findings.
1: Actually is VERY helpful offstage.
While not ideal, the hitbox does come out horizontally enough it can scare away WoPs like sheik, kirby etc. Only those with incredible range and disjoints seem to beat it. (Shulk, Bowser, etc)
2: Becomes a valid edgeguard option.
It's very horizontal knockback pretty much ensures a stage spike if the final hit connects and you're facing inward. You can also change where the hitbox is after starting the animation.
Essentially, most of duck hunt's good edgeguarding options are downward. Aerials, projectiles, etc. But a rising hitbox to threaten them with adds some interesting depth.
Most notable against characters threatened by lingering hitboxes, such as lucario, bowser jr, and diddy. But non-sweetspotters like ike, shulk, and kirby are also very threatened by this during ledge battles.
3: MUCH quicker startup and ascent. This along with a hitbox makes just this way harder to edgeguard. But not just that, due to the quicker time, it lets you more immediately put the can inside your flight path, and the speed of the can's ascent and your own more closely align than default upb. Meaning even further added safety, as even if they get through, you will be blasted upward towards the stage. Far more preferable.
(Though the timing is more strict due to the shorter ascent, so it seems best to always trick shot with your double jump offstage before upbing unless you're above lip-level while offstage.)