No, I'm talking about one move, Pichu's Ftilt in Ultimate, seeming like its startup, active frames, and total frames were ripped from Melee and then transformed into a new monstrosity of a move in Ultimate. You, on the other hand, are fixated on what your belief that so-and-so characters are ported from previous games and for some reason, seeing my post on Pichu's Ftilt somehow validates that.
Now, I am not targeting you, but when you make claims such as these, then you have to back them up with evidence, proof, or something tangible than "feels" or leaving these statements to somehow stand as truths.
Regarding character ports,
What I am going to say I hope you do not misunderstand or misconstrue: characters are often kept the same or similar through their appearances except for major and often universal changes such as the transition from Melee to Brawl where fall speeds was drastically lowered or Ultimate deciding that everyone should have frame 3 jumps. Why? Because it's takes time and effort to redesign characters which developers usually cannot afford and for Smash which dangerous increases its roster size with each installment, it would be impossible to go over each and every character to see if they need to be overhauled or not. This does not mean that characters are directly ported over from game to game. Each game adjusts the character to fit the game they are appearing in.
For example, if young Link was ported from Melee, then young Link's fall speed would be significantly higher than it was adjusted to for Ultimate. In Melee his fall speed was 2.13 which is a bit higher than Ultimate Fox's 2.1 fall speed and much higher than young Link's 1.8 fall speed in Ultimate. Some if not maybe all of his moves would be different in some way like he would have kept his fire spike Dair, some moves would have higher active frames, and so on. Same deal with Lucario, Toon Link, and Wario the characters you believe were ported from Brawl.
I have no idea what you're talking about aerial canceling. What I do know is that Ultimate drastically lowered landing lag where sometimes it's lower than L-canceled aerials in Melee. Auto-cancel windows, however, I'm not sure on as I don't think all the data on that for Ultimate has been gathered yet. On the subject of young Link again, his Dair has 17 landing frames in Ultimate. In Melee? 50 frames normally and 25 L-canceled.
Ultimate young Link's frame data (in Japanese and as far as we can get without complete access to datamined files):
https://docs.google.com/spreadsheet...f1GGIteH35UX3IM7-mnbdG6eE/edit#gid=1017830432.
Melee young Link's frame data (does not cover knockback, hit angles, etc.):
https://smashboards.com/threads/young-link-hitboxes-and-frame-data.301753/.
No, they're, whatever they are, overtuned because the developers gave them too good of numbers and somehow they and testers didn't think it would be too powerful. Redundantly, they are overtuned because they are overtuned. No character in this game is running exclusive Melee mechanics.
Where's the testing that was done to show this?
Some characters have jumps that let them land right onto certain platforms. Other characters can't even reach a platform with their ground jump like Snake apparently can't while others overshoot because of how high they jump. There's also the issue of air dodges having landing lag, 18 frames for directional air dodges and 12 frames for no directional input. This thread was a very early look into the game before it was released and discusses some things about "wavedashes" in Ultimate:
https://smashboards.com/threads/lan...ead-training-mode-tested-all-76-chars.464174/. I'm not sure how valid it is nowadays.
Also, I'm pretty sure developers can't poach their own code.
This has been day one Smash for the life of Captain Falcon, Ganondorf, and anyone with a crappy recovery. Diddy, the Links, Mega Man, Peach & Daisy, ROB, Snake, and anyone else with an item game who I forgot about or arcing and/or controllable projectile game like Doc, Lucas, Mario, Ness, and the Pits have always been able to take a dump on people trying to recover. Why they didn't dodge, I don't know. Maybe they thought they weren't going to be hit by it, maybe they thought that if they get hit by it, they could get some height or refresh one of their recovery moves, or maybe they didn't react in time or reacted very poorly. There's also the issue of how fast the projectile was being thrown, if it was timed explosive or not, and how the projectile functions.
Don't make a claim you cannot prove and then essentially request a way to prove it. If you do not have evidence, then you simply do not have evidence. I also very much doubt that Ultimate Luigi's wavedash or waveland is the same as Melee Luigi's. For one, in every game, but Ultimate, Luigi's traction was the lowest meaning he could slide very easily and very far on the ground. Ultimate Luigi's traction is around average and even if it wasn't, it's significantly higher than in any Smash game.
SSB wiki's page on traction:
https://www.ssbwiki.com/Traction. It does not have Ultimate's values yet which are available, but currently only on a Japanese frame data source.
It has invincibility on frames 4-8 on the ground and frames 1-7 in the air. To my knowledge, in no game does Luigi Cyclone have transcendent priority. Mario's Mario Tornado in Melee had transcendent priority for all its hits and Dr. Mario's Dr. Tornado had transcendent priority for all, but the last hit in Melee and for its last hit in Smash 4 according to the SSB wiki which I will remind people again can be wrong:
https://www.ssbwiki.com/Priority.
In other words, Luigi Cyclone has normal priority. If I am understanding priority correctly, then while it is on ground and against another ground move, then it will clank if the other move doesn't do more than 9% of its damage which would be around 11.4%, but if it's during its I-frames, then it will still clank or if it is outprioritized, then Luigi just doesn't get hurt. If it is on the ground and against an aerial, then it will trade when its not invincible. While its invincibility is active, then I'm guessing Luigi doesn't get hurt, but the attacker will. If it's being used in the air, then it will trade against ground normals and aerials when its not invincible, but if it is invincible, then Luigi won't get hurt, but the attacker probably will.
It, along with Dr. Tornado have at least since Smash 4, been able to kill. Luigi Cyclone killed more easily in Smash 4 when you could confirm it high up in the air or use it gimp people which you can really do in Ultimate since mashing doesn't cause Luigi to gain any height.
Who are these characters with what kill confirms on their throws at some percent? Were they tested with DI? Who were they tested on? Are these kill confirms from throws confirmed to be combos and not strings, followups, or responses to an opponent reacting very poorly or stupidly?
Look, kill confirms from throws isn't anything new, so it's not surprising if characters in Ultimate have them. The problem, however, is that you're throwing out a generalized claim. There is no evidence, there is no proof, there is nothing backing up this "surprising" thing you have noticed and claimed.