I don't see what this does for your argument.
I agree it's not a great example, but it was the best I could find out of the only 10 or so Brawler videos on youtube. Literally 95% of the Brawler videos on YT are the same two players and the rest are low level pool matches where the level of play is too low to be relevant.
I should probably just record some matches of me playing the character but then people will just nitpick that "oh the opponent should have just done this" or "oh this is an online match so that doesn't count" or whatever else, which is why I usually just try to stick to the explanation of how it works.
Also, note that a move doesn't have to be the majority source of all damage you deal to be one of the most notable parts of a character. Does any single move really do that? Snake's grenades are a huge part of his gameplan but I don't think most Snake players do >50% of their total damage with grenades. It's just something that is a key part of the Snake matchup and that you have to know how to deal with. I would consider Shotput to be this move for Mii Brawler since many of his other tools are either pretty typical or not all that great, Shotput is the move that makes him usable as a character IMO.
Okay so it's a decent projectile. How does it force one to approach, though? Granted I play Olimar and Snake, approaching isn't something I ever have to do if I don't want.
Shielding it isn't a great option because it does a ton of shield damage, shielding even one puts you on the defensive because any additional hit puts you at risk of a shield break or shield stab. You also can't simply jab or nair get rid of it either since it blows through hitboxes. You can try to parry but it's risky and doesn't get much advantage. It basically forces you to jump up and over to deal with it, and as we know from pretty much any fighting game being able to force an action out of your opponent is usually pretty strong.
I don't know much about the move or Mii Brawler as a whole, but the move seems about on par with Simon's Axe in terms of power, start-up, and lag, except it's tacked on to a much faster character; that seems pretty good overall.
Also the trajectory and knockback angle are much better.
What you effectively have to do is not lose neutral.
Anytime you're in disadvantage, that's a free banana.
That's not realistic unless you're just simply better.
Not really specifically responding to this post, but I think this is a similar issue. People were saying "Diddy can never pull Bananas because the opponent will always be on top of him." But obviously, this isn't realistic. Even in pro matches a decent part of every match is played with distance between the players. This is a key part of neutral in many matchups.
I wonder if some of us have a different definition of what neutral is. Let's consider the following situation. I land Brawler rapid jab and the opponent DIs away and neutral techs on the ground, putting us about 40% of a stage away. Is this situation "neutral"? I would have always defined it as such, but perhaps some people are considering this state to still be Brawler Advantage since he gets to act first. In any case, I would probably throw a short hop shotput here. There's basically no way the opponent can challenge it (I will be roughly at the point of releasing the ball by the time the opponent regains control), so there's not really a lot of risk, and if they shield or jump I have various options to respond to it. Depending on their response I might then throw another one.