Some good suggestions in here. Some really bad suggestions in here, too, but I won't talk about those.
I'm going to go ahead and post a list of all of the different suggestions that were thrown around in the broom. Yes, all of them. That includes ones that were suggested once and never looked at again.
First, the changes that already have been made:
- Increased jab speed
- Fair has maximum extension for three additional frames
- Fair has 40% ALR
- Fixed upB so you can't be hit for landing it anymore
- Murder choke sped up to 1.25x after grab
Now, for the changes people have mentioned but have not been implemented (all of them):
- Higher fair kb
- Reduce ALR of all moves (not just fair), mainly for better comboing with nair
- More kb on grounded wizkick
- Reduced landlag on aerial wizkick
- Increase wizkick speed (was suggested for both air and ground)
- Get second jump back after aerial wizkick
- Super armour on sideB
- Speed up rolls
- Rework the utilt
- FIX MURDER CHOKE'S TECHABILITY
- If not possible, speed up the whole MC
- Higher momentum (current = 92.5%)
Looking at this thread, we can now also add the following to this list (again, I just went through and took down everything that was mentioned, no matter how good or bad I thought the idea was):
- Uair kb buff
- SA frames on dash attack with less kb
- Bair kb buff
- Speed up upB startup
- Speed up ftilt
- Speed up nair slightly
- Speed up dtilt
- Heavy armour on opening of dair
- Increase kb of punch at the end of upB
Yeah... there are a lot of suggestions that have been thrown around. Quite a few of them have had to do with ganon's downB, so I think it's obvious that we should be doing something to this move.
Of the suggestions listed, here are the ones I would like to see implemented.
40% ALR on all aerials. The real impact this has is on the fair and nair. Fair has already been given a reduction, but not the nair. Nair would be a much more effective combo option if it had less lag. His other three aerials already finish before landing, so it would be a minor bonus for them.
More KB on the grounded wizkick would help him out quite a bit, I think. The move hit like a truck in melee. In brawl, it's just a gentle shove. It would help get the foe off the level and help set up ganon's **** edgeguards. I came up with this idea when we were talking about the idea of a reflecting wizkick (this was scrapped, so it's not listed above), but the more I think about it, the more this sounds like a really good idea. The greater knockback specifically compliments his playstyle, by giving him another way to get characters off the stage for edgeguarding. But the downB by itself is a fairly slow move to startup and easy enough to block, meaning he would have to combo into it a lot of the time. I think this would be a much more logical buff than buffing its speed.
The reduced landing lag on aerial wizkick is one I've been talking about for a while, now. I think it would greatly help in a variety of situations. It would increase the effectiveness of his OOS game by enabling him to perform a murder quake which he can actually combo off of. It would also enable him to more safely use the aerial wizkick while above the stage.
If we do not manage to fix the murder choke's techability, then I think a whole move speedup would have to be done (lesser in the opening of the move and more after the grab). Since the move would no longer be able to be used as a guaranteed setup move, I think making it better as an approach/punisher would be fair, while also drastically speeding up the endlag so he can act better off of it. A lot of characters already have moves that launch the opponent slightly into the air forcing them to tech and have the animation they're in finish by the time the foe hits the ground. I don't think letting him do the same off of his sideB would be broken at all. As long as he can't techchase on reaction, of course, which would be obscenely broken. I think that keeping it techable but applying this change would make it a very interesting move.
I would of course also like to see something done to his utilt, however, with all of these other changes, I actually think that it would be unnecessary. It would be really nice for him, though, as long as it didn't break him, and it would be pretty unique for him to be able to cancel his utilt with an attack. We would have to figure out how to give moves IASA frames, though.
As far as the momentum thing goes, I've always thought that most characters in the cast played better with slightly higher momentum than they have now. However, ganon seems like he was particularly affected. Full momentum gave him the ability to chase people further offstage, techchase more efficiently, and also helped his approach game with fair. I think ganon could serve to having it at least raised to 95%, if not his full blown 100% momentum, which would help compliment his game.
I actually don't want to see super armour (or heavy armour for that matter) on just about anything on any character. The game already has enough of that and we don't need to add any more. We don't need to manufacture priority with this stuff. If armour frames are added to anything, it needs to be done very carefully. Nevermind the fact we can't even do this, yet.
For the tl;dr folks, my suggestions:
- 40% ALR
- Stronger grounded downB
- Reduced landlag from aerial downB
- Faster murder choke all around, and is out of lag before they hit the ground (assumes that it remains techable)
- Possibly rework utilt (ie. adding huge IASA frames)
- Possibly increase his momentum from a jump back up to 95-100%