The dash attack change is 100 percent a Nerf. You no longer get combos out of it on as wide of a percent window
Let’s compare the knockback values of 3.5 and 3.6 vs. Mario using actual mathematical data from the damage calculator.
Mario at 0%: 3.5: 81.02 -> 3.6: 64.224
Mario at 50%: 3.5: 102.02 -> 3.6: 89.424
Mario at 100%: 3.5: 123.01999999999998 -> 3.6: 114.624
Mario at 150%: 3.5: 144.01999999999998 -> 3.6: 139.824
Mario at 175%: 3.5: 154.51999999999998 -> 3.6: 152.424
Please tell me where you got your information from.
You're playing a character with 6 mid air jumps, and 2 burst movement specials. Trust me his overall mobility in the air again is quite good. He doesn't need high air speed to have good overall mobility.
The only thing I need to trust is the factual data, and not your incorrect perception of the matter. Kirby only has 5 mid air jumps (not 6), and every consequent jump travels less distance than the previous one. His 2 special burst movement options are not solid burst options (specifically offensively) because of the heavy limitations they have. There is good reason that these moves are used very rarely (specifically offensively) if at all at pro level.
Kirby is one of the slowest characters in the air, both horizontally (low air mobility) and vertically (low falling speed). Only 2 characters have less aerial mobility than Kirby’s .04, and Stone/Cutter Dash do not make up for this severely lacking value.
With the up b thing, I'm still not convinced that upper level players have any reason to use it. Bowsers has armor on his, and I believe undergoes the animation quicker. With kirbys, you can wave dash onto the ledge in the same time to garner invincibility, and edge guard from there for the same effect. There are also certainly no applications towards tether characters. How will you hit them? You won't. At worst they will snap the ledge and you will suicide. At best you might grab the ledge first, but there's quicker ways of doing so anyways. Maybe the edge guard works somewhat in practice, but taking away from it doesn't take anything away from Kirby's kit that he can't accomplish by other means. This character already has one of the best edge guarding games in the cast.
I have given you factual data on its previous use in tournaments that were successful. If you are failing to understand my explanation, then there is not much I can do here.
Out of all the things Kirby has undergone this patch, he hasn't lost anything significant.
In terms of fundamentals, yes Kirby hasn’t lost anything significant except for the drift ability on inhale (which was removed to directly nerf Kirbycide). But as explained earlier, the "gimmicks" are steadily being removed and the fundamental problems have not been addressed at all.
I think the buffs to the speed of his smashes over the past 2 patches are more significant since they compliment his reads on the ground better, where he really needs it.
Forward Smash was never touched, and Upsmash’s change was literally negligible as explained earlier. Downsmash’s change was actually the only significant “buff” but it still is rarely used because of its attributes and it’s still slower than it was in Melee.
His aerial control and control off edge is already phenomenal.
FreeGamer and I have explained that his aerial control (aerial mobility) is very low at .04. Kirby is quite slow in the air and doesn’t have much range, so his ability to threaten is there but it’s lacking in comparison to a character such as DDD or Metaknight whose ranges compliment their respective speeds. Phenomenal is an overstatement.
You don't need to have good air speed to have good overall aerial control/mobility.
It is true that you don’t need good air speed to have a good overall aerial mobility stat, but both attributes work together to produce “aerial control.” This means that lacking one part will have a significant influence on the overall situation (the ability to move in the air). Kirby heavily lacks one part of this equation and his other attributes doesn’t compensate for it.
Cutter dash isn't Kirby's magic solution to aerial control, but it's still a burst mobility tool that's also a combo extender. It also eats all but one jump, not all. You forget you have a pretty decent vertical kill option in the air to compliment this.
Cutter dash isn’t used as a combo extended at all except in the rare forward throw/ up throw combos. Even then Kirby can’t followup afterwards. The only times Kirby can get something off of Cutter Dash is at specific percents where it is used raw and the attack was used significantly above the opponent. Furthermore it has significant limitations as an offensive tool and so shouldn’t be considered as an approach like you are suggesting it is.
6 midair jumps is also nothing to take lightly. Characters.. Don't have that.. Jiggy and Kirby do though. Seriously, its a big thing even when you neglect the fact that you have a great command grab.
Having 5 midair jumps is indeed something that shouldn’t be taken lightly. However Kirby’s command grab is not what you call great. Having both Starshot and Copy being punishable on hit is very bad. Having inhale only become functional near the edge and to suicide isn’t something that should be regarded as great especially considering the difficulty of succeeding with it.
If Kirby had better air speed, I'd say he'd belong back in 3.02.
It is very feasible to balance Kirby properly (while addressing his air speed) without leading to a problematic design.
I wouldn't call dash attack too much of a band aid at least either, at least when your approach and ability to force reactions from the air is decent
Kirby’s ability to force reactions from the air is decent at best, though it is often not a better option over Kirby’s other grounded options. Good Kirby players know that Kirby does not approach from the air due to Kirby being significantly more vulnerable in the air.
Dash attack is too good specifically because it can fall off a ledge and land cancel (which should have been removed by now). It is also Kirby’s fastest and most effective burst movement option, so many Kirby players rely on it too much in neutral for getting in. However at top level play (and maybe even in higher levels in general) the counterplay to the grounded dash attack is reliable. Dash attack is indeed a “band aid” to cover for Kirby’s fundamental problems but at top level it is just not worth having over his fundamental problems being fixed.
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The problems with your assessment all hinge on the fact that your data is factually incorrect. I would suggest that you do more research and learn more before you continue to make such claims.