Suggestions for CF:
Remove the d-throw angle change (if hitstun is at .46): d-throw combos now require a lot of precision to execute even without the DI, when they are even possible. With DI the d-throw combos are all gone for all but a select few (Jiggs, MK, etc) who will still get ***** cause they're too floaty to tech out of the combo. D-throw is substantially more useful against the floaty characters due to it being a weight dependent throw. The hitstun reduction makes it only really work at all on below average weight characters.
Lower the up-throw IASA (if hitstun is at .46) by 6 frames: this will give Falcon an initial advantage of 15 on most characters, not high enough for a knee combo to work (though it will at higher %), but enough for up-air with a good read on DI. It would balance out his available combos with what d-throw lost by giving him a means to combo FFers and heavies out of a throw. Seeing as it Falcon doesn't exactly have the most hax grab in the world, I see no issue with this.
bring the b-throw up to an acceptable standard by bringing the IASA down ~8 frames (at .46, 6 frames if the hitstun is at .48) (minimum adv 1 w/o DI): This is something I've wanted for a long time. We changed Marth's b-throw IASA because it was garbage right?! WRONG! We did it cause it was Marth and its well known how bad his b-throw is. There are tons of other throws just as bad, bringing ALL of them to a benchmark of non-s***iness will not unbalance the game at all. All throws should have a minimum advantage of 1 (ie, unpunishable, no throw that can't KO should ever be used if its got a negative frame advantage...). Its very very reasonable and will add no new true combos to the game. Currently a throw with a negative advantage is simply a vestigial limb, and since we will inevitably want to improve some of these throws, I feel the only non-biased way to do this is to apply relatively minor tweeks to all of them. This is actually FAR less radical than it sounds, and it IS important.
Facts:
Comboing into the knee from a ground move requires an absolute minimum advantage of 18 (jump + the startup). Once you account for the initial buffered dash and aerial movement, you will need 22 frames or more. The initial advantages on d-throw range from 15 for Bowser to 23 for Jigglypuff. This is however, assuming the opponent does not tech, which they will be able to far more often than not.
D-throw knee will no longer work as a true combo (at 0, regardless of DI) against: Bowser, DK, Snake, DDD, Charizard, Ganon, Samus, Wario, Yoshi, Rob, Ike, CF, Link, Wolf, Ivy, Lucario, Mario, Luigi, sonic, Lucas, Ness, Pit, dK. Perfect DI and FFing into a tech kills d-throw knee initially for the whole cast, as % increase it becomes possible to perform on floatier, lighter characters.
The effect of the angle change is more significant than the hitstun change. D-throw lost 5 frames off its advantage window due to hitstun, but can lose substantially more when DI is taken into account. Ex. Initial Advantage d-throwing bowser if he doesn't DI: 16 frame advantage, no combos here... alternately he can DI and tech yielding a -1 frame advantage. LOLWUT!! EWWWW
The hitstun is a less effective measure than the angle change, and has the unfortunate effect of killing much of the combo potential of this move even without DI.
d-throw knee still works from 0-200+ against Jiggs, possibly other floaty characters as well >.< WTF
Changing that angle on this move may be a good idea if we aren't returning hitstun to its default state. A lot of characters will yield a negative advantage if they DI and tech, the gold standard for "no longer worth it" imo.