I've actually been compiling a list of all the glitch-fixes and tweaks I'd make to Brawl in a txt file over the past few weeks. Like others' efforts, it's a strictly for-fun endeavor. I started just fixing the things like grab priority and how I'd like to change tether recoveries, but since then the file has ballooned to a fairly massive size (100714 characters = 16855 words = 343 paragraphs by the Unix wordcount, at the moment), tweaking all but a couple characters in some way or other, with some parts cross-referencing other sections (there is a major "Glitches or General Tweaks" section at the top of the txt file, for example). My changes are fairly conservative on the whole*, in that most tweaks are hitbox sizes, damage, and knockback, and especially because I've made peace with the fact that Ganon still doesn't use his sword. A few changes (depending on the character and my own views on the balance of the game) are significantly more involved, requiring new animations or even entirely new mechanics; these bits are in a smaller fontsize. Anything that I would leave unchanged is not mentioned.
*The most radically changed character I have is Toon Link, where I have put together an entire alternate B-moveset with some A-move changes as well, to make himm resemble his Wind Waker and Phantom Hourglass incarnation much better, using the gear from those games instead of just toon versions of regular Link's moveset. I have a secret dream for having both Wolf Link + Midna (either a transformation from regular Link, or a separate character entirely) from Twilight Princess and Ridley in Brawl, and the even more secret dream of having Dr. Stiles from Trauma Center in the game, but have not attempted to make any kind of moveset for them, and probably never will. All my other changes have use the current game of Brawl as their common foundation.
I use a couple idiosyncratic terms to try to be slightly more consistent (I say "air jump" instead of "double jump", for example), but I think most everything is clear otherwise. Every single change would be subject to extensive playtesting if I were actually given free reign over Brawl's codebase, naturally.
Below is my Ganondorf section.
• GANONDORF // the grab, n-air, and b-air tweaks are same as CFalcon.
grab: OH GOD GANON, UNBEND YOUR MOTHER... LOVING... ELBOW. I KNOW YOUR ARMS CAN EXTEND TO A REASONABLE DISTANCE WHEN YOU JAB. WHY IS YOUR GRAB RANGE SO HEINOUS.
air jump: make it good enough that he can ledge-hop, as his air jump is just pathetic at present.
landing: don't make Ganondorf land until his body actually touches the ground: currently he can be a good (in-game) foot above the ground and performing an attack, which he interrupts to extend his feet and land, making it quite difficult to hit short opponents with several of his aerials.
u-tilt: the wind effect shouldn't activate Counter frames, as noted in the "Glitches or Incorrect Programming" section at top. The furthest hitbox should launch diagonally, like the regular hitbox.
d-smash: the first hit seems to combo into the second hit very rarely. Make it work more like Toon Link's d-smash: the first hit should give more fixed knockback at a lower angle towards Ganon's back so the second hit will actually hit them.
ADDITION TO d-smash: add some Super Armor frames to the d-smash, starting just before the first hitbox appears and continuing for as long as it's active, like Wario's f-smash. Ganon's one of the only two characters in the game who is wearing actual metal body armor (the other only other character who wears metal armor, Samus, should also get some Super Armor), and it should do something for him besides make his recovery vie for "worst in the game".
u-smash: (graphical change) Ganon's foot should travel a little bit forwards before ending way up high; right now it has a bit of a weird invisible hitbox in front of him.
f-air: why must it have such horrible landing lag? Why must the landing lag (almost) ALWAYS HAPPEN? Give it some auto-cancel frames, enough to finish without hideous lag on a full-hop, at the least: these auto-cancel frames should start when Ganon's elbow is lowered (i.e. when the "overarm" part of the "overarm punch" thing is visibly finished). And have it able to reach further down before Ganon lands: currently you can only hit a prone Snake with the f-air if you time it perfectly, and even then, you can only hit him if you aim Ganon's fist at Snake's head; Ganon will land before the fist reaches low enough to hit anywhere else on Snake -- even though as soon as you hit the ground, Ganon's fist just appears touching the ground, through Snake's leg.
ALTERNATIVE f-air: give the f-air some sort of on-landing hit, like G&W and Pikachu's d-airs have. Even putting Ganon's own down-B landing hit into the landing of his f-air would be good. Could combine this on-landing hit with the better f-air listed above.
n-air: why do both kicks have to go UPWARDS? if at least one of them went low enough to hit short foes on the ground, that would be great -- as it is, it is completely impossible to hit a prone Snake or a ducking Kirby with Ganon's n-air.
b-air: like the n-air, it would be nice if the attack had a decent shot at hitting short enemies on the ground. Remember how you leaned way back to deliver this pimp smack in Melee, Ganon? Something more like that. Like the n-air, it is completely impossible to hit a prone Snake or a ducking Kirby with Ganon's b-air.
forward-B (ground): falling off the ledge during this move shouldn't put you into helpless freefall.
forward-B (aerial): Ganonciding when both of you are on your last stock should always result in a win for G-Dorf (just have the victim held far enough below Ganon that he always dies second!).
neutral-B: Murder Fist is kinda neat. It sounds fine (though the turn-around version has a gap between the wind-up yell and the finishing yell that should be corrected) and looks good... but it's just so terribly useless. Super Armor frames would be great, at least while the hitbox is active (so it can be interrupted early, but Super Armored if ever trading hits, like DK's Giant Punch) or maybe even a little more on top. Also make it launch upwards instead of to the side, so it's distinct from the Volcano Kick in more ways than "less range", "can start in the air", and "can be reversed".
POSSIBLE ADDITION TO neutral-B: make the Murder Fist cancel-able by shielding or rolling. The mechanic would be identical to all charge-up-and-store moves (Giant Punch, Charge Shot, FLUDD, Aura Sphere, etc), except that canceling the charge-up wouldn't store anything -- you have to either wait through the entire startup and actually attack, or sacrifice the attack by canceling early to regain mobility and defense.
MAJOR CHANGES ON neutral-B: (significant changes) make the Murder Fist quite a bit weaker but only about ~30 frames startup ga before the initial hitbox, and give him Super Armor frames starting on frame ~15 and continuing until the hitbox ends. This may be really (too?) good at punishing get-up attacks off an aerial Murder Choke.
COMPLETE REWRITE OF neutral-B: (secret wishes version = massive changes) make it a projectile or something disjointed. Ganon has always had some sort of projectiles. Even the Twilight Princess version of Ganon had them: Ocarina-style energy tennis and Triforce-looking floor blast when possessing Zelda, and then phantom horsemen when pseudo-jousting on Hyrule Field. Ideally should be different from all the other projectiles and such in the game, so no Star Animal laser blasts, Link-style bombs, Aura hadoukens, or remote mines. The Triforce-ish floor blast appeals to me the most: press neutral-B and he gestures forwards with his fist (wreathed in dark fire but glowing with Triforce energy) to summon a glowing golden triangle about a distance of Ganon's roll in front of him at the height of his feet, and as wide as a stage builder block (it hangs in the air if you use neutral-B while jumping, but won't pass through solid obstacles: slopes will make the triangle appear somewhat higher and at an angle but at the same distance horizontally, but walls will make it appear closer). 20 frames after hitting neutral-B, you regain control of Ganondorf (before this, being hit will interrupt and stop the move), though the move has a 60 frame cooldown period; ~20 frames after you regain control (~40 frames after pressing neutral-B), the triangle erupts with energy for a single frame: if used on flat ground, the energy eruption should rise high enough to catch most short-hops and should hit someone in the middle of being Murder Choked, but low enough to miss most full-hops. It would hit them a little more powerfully than Ganon's jab but with a trajectory 20° from vertical towards Ganon, and with the same electricity effect, for about 12% damage. Same kind of hitbox as Samus's z-air, i.e. can't be absorbed, reflected, or canceled/clanked.
FIN.
That is how a still-swordless Ganon would work in theEffinBear's somewhat idealized world!
ENJOY.
/RtEB