1. Link's jab infinite is real and it isn't something you DI out of.
It is character dependent though, thank god. (Yay for Marth!)
The only way to not get ****ed by this is to shuffle the first hit at far away range, any subsequent jab means you're praying for them to mess up.
The outer hit of jab1 knocks people inwards, while the inner one knocks outwards. I didn't test things with the guy who discovered it (I think that's what the guy said) enough to be 100% certain, but if there's any chance of getting out from the second jab1 onwards, it may be downwards shuffling, but otherwise no, it's real. This was tested with players like Vinnie and NAKAT? apparently.
Link's jab1 is 6 frames start up, long-ish range and is relatively safe on shield.
It would be easy to fix it without making it's follow up potential worse. Reducing the "inner sending" hitbox size (i.e. towards the tip) or the hitbox which is close to the body send upwards slightly (in a way that combos into jab2) without pushing them back into the black hole.
It probably should get patched. You can game stall someone for a really long time with this as well as it lasts on most "infinite" characters well into the 200-300% range.
2. Reaction speed is very important, it's worth talking about as it defines just about everything. It is the glue that bridges theory and practicality.
So yeah, not sure why talking about it is bad here, reaction speed is literally more important than any other player feature in Smash. People see Nairo win with Zelda and think Zelda is good (or X top player playing Y) and what they don't realise is just what being smart + stupendous reaction speed actually means.
It's honestly Reaction Speed >= Player Skill (as in, a worse player with better reaction speed after a certain threshold [of skill] doesn't really matter) > Character Choice. I talk about this game as if 10-15 frame reaction windows are standard. You have to think about the game in this paradigm. The discussion in itself does detract from what the thread's purpose is, but as always, people do need to be "reminded" about the science of the nervous system.
It's also the major physical and "luck" (based genetics) factor which dwindles rather than sharpens/improve.
3. Radical Larry... I'm not sure how many facepalm things you're going to say that you get called out on before you... just wake up (start to think things through) or grow up (actually learn/know what you're talking about). Your obliviousness isn't funny at this stage.
4. ZeRo did put Sheik into first place a couple of weeks ago (maybe even longer now, probably late December or maybe early Jan). I'm not sure if it's the same thought process now.
I think the sanest argument to give towards those who feel's Sheik's potential puts her at first (which I can still attest to) is just what a tier list is really showing you.
Diddy Kong's match up spread is going to be disgustingly more skewed than Sheiks. Right now and in the future and forever most likely, without patches. It isn't like Dedede where 1/3rd of the cast which is high/top tier (bar three) don't have this stuff work on them. Sheik may be theoretically unbeatable, but Diddy Kong is such a bat **** insane character in terms of rewards that the 1/10 chance of a human messing up equates to stock losses by the Sheik while the Diddy is just accumulating rage which pushes his moves into further safety and expands his combo game.
Sheik would be the best in this game right now without rage IMO because of the whole shield safety bull ****.
5. Diddy was good pre-patch, but what really shifted Diddy was the removal of vectoring. Upwards vectoring denied Diddy any down throw or up throw follow ups at kill percent. This is also the reason that Mario and Luigi pushed upwards so so so fast. Their vertical based combos now last 50% longer at the very least, including at kill percent too.