Fair enough, but I thought it was weird in TP too.
What I think erks me the most about it is how it functions like Ike's Side+B, in that it triggers at the end or when the player triggers it. Ganon doesn't have mechanics like that and it just doesn't FEEL like Ganon at all. I really agree with the change you made to it where he wall nudges on wall collision. I think it should function more like his normal or Melee Side+B in that it's activated automatically when he makes contact with a hurtbox. More akin to his Melee Side+B in that it has that emergent property where it can miss if the spacing is off. I think it should have dramatically decreased knockback as well and should be a meteor. If it hits a grounded opponent, it pops them up and functions like his Melee Side+B. Airborne opponents must tech it. His movement should be nearly identical to his traditional Side+B's and if used at the edge, he should fall off and grab it just like is default Side+B.
I just think the best possible design of this mod should only have a few CORE differences from default Ganon, much like Samus and her beam swap. As it is now, it's just too wild and out of control and honestly this mod has a lot of janky moves that would prevent it from really ever being taken seriously. For instance, the most ridiculous one is the Down+B change. Yeah it's way weaker, but the move is just wayyyy too ridiculous and it's a huge turn-off. Based on the character to stage scaling of this game, it just way too extreme. A character should not be able to move that quickly with a disjointed hitbox in front of them which sets up for offstage KO's almost automatically. I see what you were going for here, and it's kinda fun for like... a minute. Then everyone realizes this is just silly and doesn't belong in this game at all, let alone this character. Since when has Ganon been able to do that? If he can do that in a Zelda game, I've never seen it and I've played the majority of Zelda games; meaning that if he can, it's not something he traditionally can do.
What's more important though is
who Ganon is in the Smash world. He's a grappler who lacks strong mobility, whose combos are short because he racks up damage super fast and has extraordinary kill power. His poor mobility makes it difficult for him to land those kills and start those combos, so he becomes a very very mental character. You must ask yourself, "What has changed now that he has a sword?" Well, the two most obvious are the range increase and disjointed hitboxes. They're pretty much a package deal, and any more than those changes to his core moveset are far too complex. Occam's Razor, man. Simplicity is key in good design. That's my point here. Something that Ashingda's mod was doing very well at the beginning was that Ganon was a little slower than he already was,
just by a tad, but what he lost in speed, he gained in safety. I think after a few iterations, Ashingda got carried away making cool looking fun stuff that was actually terribly designed because he started listening to forum junkies' opinions on what would make this character work.
That being said, here are my suggestions for a really really solid sword-weilding Ganon that
ACTUALLY fits into Project: M's design.
Down+B: Revert it back to normal properties, just have him hold the sword out in front of him, making the move safer if spaced right AND allow him to but a powerful killing hitbox out there just a small amount further than before, the sword is longer than the leg. This will create enough of a difference between the two movesets to keep the opponent guessing. When they see the Side+B start up, they must remember which stance Ganon is in, and space appropriately. If they mess it up, they'll either be too far out of punish range or they'll take a sword to the face.
Side+B: I talked about that above. Old school Side+B, but a meteor. The range on this is incredible and it would already be probably better than his Melee Side+B and the Flame Choke. Eh, maybe not better than Flame Choke, just different. I'd say it's on the power level of Flame Choke, which is what you want, this is P:M, not Melee.
Up+B: This is good currently aside from one smallllllll change I'd make. Give him a quick weak sword sweep as it starts up, something that comes out on like... frame 6 but only in front of him. Remember, he lost a lot of speed so he's going to need a half-***** defensive option out of shield. This would be perfect. Just have it pop them up and link into the higher late hit. I'd make it set knockback, but the angle would be up and away from him, such that if the opponent (let's say a Fox) is pressuring Ganon's shield, Fox would have to SDI
AWAY from Ganon to avoid getting slammed by the top portion of Ganon's Up+B, but if DI'd in, Fox gets hit hard. Definitely not frame 4 startup and I think 8 is the slowest you could go. 6-8 frame startup.
Neutral+B: I guess it's fine as is. It's honestly a terrible attack and it should just stay that way, it's already better than Warlock Punch lol so just leave it as is.
All 5 of his aerials are perfect. Honestly. Keep them as they are, they're great. If anything though, I'd slow them down just a tad, remember: he's trading speed for range here with the sword.
EVERY MOVE SHOULD REFLECT THAT.
Jab is fine, but it looks hella cheesy. He looks like a dope swinging that sword lol. His punch jab is swag and it fits Ganon perfectly cause it's just such a badass move. If the animation was cleaned up somehow, or redesigned, this would work great. The hitboxes are fine. I think this move is one of those that just
needs to change quite a bit.
I actually like his tilts a lot, except his Utilt should honestly just be his Usmash and it should be weak as hell at the top like it is, but hella strong on the sword itself. The quick startup swing should be angled away and up just like his Up+B suggestion I made. The theme here for the opponent is to SDI
AWAY from Ganon all the time except when you're at kill %. I'm not sure what would be best for a new Utilt, but honestly his current Usmash is crust. His Utilt should still be something hella slow and strong. That's core to Ganon.
Dtilt is weird though, it's not even safe on hit. They CC and you get punished hard. I like the idea, but it sucks. Just make it like his default Dtilt, but instead of the leg, it's the sword. More range, disjointed, but just a tad slower.
His F and Dsmashes are cool, I like them. Fsmash is just like his default, but has a second optional hit with nuts range, perfect for the sword. Dsmash is similar to his default as well, hits on both sides and has more range. I think it's similar enough but also different enough.
One last thing. Do not make the mistake of increasing his knockback or damage more when he uses his sword. That would ruin the scaling of his combos and would completely ruin the advantage of having more range and disjoints in the combo game because it would be so much more difficult. The neutral game would be unaffected, but it'd be harder to combo.
Let me know what you think.