Re: People complaining defence is overpowered:
Spacing is key to good offence. I've been playing with a Mii Swordfighter recently (not sure exactly what the build looks like, just know that I got really lucky in the size vs. sword length ratio), and spacing is seriously powerful. Either I'm going to harass you with chakrams until you come to me, or I'm going to just walk towards you. And once I get within the very edge of my FSmash's range, I'm going to stop. And I'm going to just stand there, not attacking at all. Don't want to remind you of the exact length of my sword's reach by throwing anything that'll whiff, after all. And I'll wait for you to either screw up and attack from out of your range, run or jump towards me and into range of my tilts/Counter, throw a chakram at you if you move away, or simply wait until you're squirming a bit. And if you've not done anything rash and are still standing at the edge of my reach (likely not realizing the move extends quite that far out), I'll suddenly throw out that FSmash. And you are not going to be able to stuff that before the hitbox comes out, because while it has a fair amount of startup lag, my hurtbox doesn't move any closer to you for any appreciable length of time before the hitbox comes out if at all. If you roll towards me, well, good luck with that because I'm at the very edge of your roll distance — or possibly slightly beyond it — and can probably punish on reaction. If you shield, you better have perfect-shielded because the sweetspot at the tip of my sword has serious shield-push and takes your shield almost down to half. Sidestep dodge? Again, too much lag for most characters to get through before I'm able to react with DTilt or FTilt. And if I hit? That's a solid 17% damage you just took.
TL;DR version: Try staying at the edge of your reach when you throw techniques from neutral, especially if your range is better than your opponent's. You can pressure shields safely if you've got some distance, because while shieldstun is lacking shield-push is definitely a thing.
Besides, a surprising number of ground moves that look punishable are actually pretty safe thanks to interrupt windows. Interrupt windows you can use to, you know, stick up your shield or do a back roll, or throw out another quick move. FSmash > DTilt, for example. A lot of people seem to not know how early those interrupt frames really are on some moves, which is part of what makes rolls look so overpowered. Ever dodged a CPU's Smash Attack, and thought you could punish with your own Smash only to have them roll out of the way halfway through their "endlag" animation? That happened to me more than a few times when I first got the demo.