I agree the loss of bucket breaking was big. I think Ftilt was buffed a lot to be more of the anti-zoner/wall thing, while dtilt seems to be more focused on precise poking (although it isn't as good at this as one would like).
Everyone's landing lag in the game was nerfed pretty much. I think a character who's landing lag on aerials are mostly the same from Brawl is comparatively a buff (Ike says hello).
Down Throw tech chase was kinda character dependent nonsense in some cases, and newb-destroying in other. Obviously still an amazing option, as it is a true tech chase where you have frame advantage, but some of it's "strengths" people recall I feel are cheese related rather than being real. Otherwise, new down throw is probably one of the best throws out there (Up-B out of it seems pretty guaranteed as you pointed out).
And really, Bair has no landing hitbox at all in any scenario anymore? Must be just how I time the landing usually then, as that "final turtle bite" seemed like it was still there to me in some scenarios. But I would tend not to want to land with back air in this game. It's a super horizontal disjoint move that is amazing to aim at any height of someone's body, and if they're not shorties, the situations where you can hit their shield and still be in the air/drifting during and afterwards are pretty diverse. In Brawl, G&W had the best turning aerial acceleration (i.e. best aerial weaving in the cast by A LARGE MARGIN), that strength still seems to be there, which is what makes back air as shield pressure when you maintain yourself in air as pretty reliable from experience.
Things that feel buffed to me that make G&W feel awesome are:
Forward Tilt, Jab, Up Air, forward air, chef. Up air seems to hit horizontally a lot wider than before, bucket for actual bucket usages (and the amount of aerial momentum you can shift around with the bucket is really good anti-jungle + fast positional mix up).
Things that are around the same or slightly weaker but still feel pretty great to use (properly)
Back air, neutral air
forward smash (this thing out of turns/pivots is amazing, are you sure it doesn't have more comparative range/disjoint this game than others?); the upwards angle of it is also not to be underestimated,
Up-B: Heavy custom is wet-dream material.
Up Tilt... hits twice in this (I thought it was only once in Brawl), close to the ground in front of him [in comparison to other games where it won't hit any grounded opponents ever, not reliable in that scenario though]
Now slowfall down air is "gone", but you can still get that affect if you down air during any momentum (from being hit), kinda like Tink's down air. So you can have a stalling down air into a proper fast fall down air. Considering fast fall cancelling is in this game, I think people are just not used to what different variations they can achieve yet.
All the match ups I mentioned originally were ones which I definitely feel G&W has a niche for, and I'm confident in taking my G&W into tournament against any Rosalina or Lucario at a lower level (or maybe even same level or better if I'm frustrated) and have a very very fun time watching my opponent struggle.
Everyone's landing lag in the game was nerfed pretty much. I think a character who's landing lag on aerials are mostly the same from Brawl is comparatively a buff (Ike says hello).
Down Throw tech chase was kinda character dependent nonsense in some cases, and newb-destroying in other. Obviously still an amazing option, as it is a true tech chase where you have frame advantage, but some of it's "strengths" people recall I feel are cheese related rather than being real. Otherwise, new down throw is probably one of the best throws out there (Up-B out of it seems pretty guaranteed as you pointed out).
And really, Bair has no landing hitbox at all in any scenario anymore? Must be just how I time the landing usually then, as that "final turtle bite" seemed like it was still there to me in some scenarios. But I would tend not to want to land with back air in this game. It's a super horizontal disjoint move that is amazing to aim at any height of someone's body, and if they're not shorties, the situations where you can hit their shield and still be in the air/drifting during and afterwards are pretty diverse. In Brawl, G&W had the best turning aerial acceleration (i.e. best aerial weaving in the cast by A LARGE MARGIN), that strength still seems to be there, which is what makes back air as shield pressure when you maintain yourself in air as pretty reliable from experience.
Things that feel buffed to me that make G&W feel awesome are:
Forward Tilt, Jab, Up Air, forward air, chef. Up air seems to hit horizontally a lot wider than before, bucket for actual bucket usages (and the amount of aerial momentum you can shift around with the bucket is really good anti-jungle + fast positional mix up).
Things that are around the same or slightly weaker but still feel pretty great to use (properly)
Back air, neutral air
forward smash (this thing out of turns/pivots is amazing, are you sure it doesn't have more comparative range/disjoint this game than others?); the upwards angle of it is also not to be underestimated,
Up-B: Heavy custom is wet-dream material.
Up Tilt... hits twice in this (I thought it was only once in Brawl), close to the ground in front of him [in comparison to other games where it won't hit any grounded opponents ever, not reliable in that scenario though]
Now slowfall down air is "gone", but you can still get that affect if you down air during any momentum (from being hit), kinda like Tink's down air. So you can have a stalling down air into a proper fast fall down air. Considering fast fall cancelling is in this game, I think people are just not used to what different variations they can achieve yet.
All the match ups I mentioned originally were ones which I definitely feel G&W has a niche for, and I'm confident in taking my G&W into tournament against any Rosalina or Lucario at a lower level (or maybe even same level or better if I'm frustrated) and have a very very fun time watching my opponent struggle.
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