How does that have anything to do with Super Smash Bros. not respecting canon? I'm not saying it's free license to do whatever, but the goal in translating the characters into fighters game isn't to completely respect what's canon. Just look at Ness. Hell, look to what I was actually answering before trying to make some point.
It's not really my job to give you the benefit of the doubt and assume that you meant something other than what you said.
And what kind of criteria would prevent a character from being unable to reflect it? It's like you're looming over an arbitrary distinction.
Honestly? I didn't bother to think out the details for that because in the end this debate will affect nothing about the final game of Smash 4. Someone else said disjointed hitbox, and that makes sense to me. It could also make sense to say "only people who have natural reflectors like Fox can do it, except that Link and T. Link can also do it because Master Sword." It might also make sense to say "everyone with a sword can reflect it because reasons." However, I'd probably go with the disjointed hitbox idea because it seems to lead to better things.
What you're proposing is that the players play a smaller game to see who gets free damage on each other in the match. Introducing a smaller game doesn't advance the character and if they have the natural advantage, then it will become overcentralizing and not fun. I don't think you're seeing what's going on here: You could give this version of Dead Man's Volley to any character and they would not be a better character as a result. Some forced epic Smash Bros. style of Pong isn't a character asset. In fact, they would probably be worse since you would need to remove one of their other real options to make room for it. Also, relegating Volley to a follow-up attack is kind of stupid because it does nothing to alleviate the rest of his problems.
To conclude, Ganondorf is always going to be bad if he can't start combos. Not using Deadman's Volley as an approach option and instead as a game of who gets to dish out free punishment next is mega-********. He needs a way to make opponents think on how to approach him and a projectile that can be reflected doesn't do that. In an engine like Smash 4 he's going to be mediocre at best with the buffs. He needs a way to move in on opponents more safely on top of anything. He already doesn't benefit from armor or mobility at all.
Why are you pretending that this kind of mechanic isn't in the game already? I know for a fact that it existed in Melee, and it may have existed in 64 (I don't know because I didn't play it very much). Fox dittos can already do this. You know what else? It has never over-centralized the game, because the game is designed so that it's just not practical. It can potentially break the game if you create something like a black-hole glitch, but it's hard to do that on accident. Projectiles already can be reflected back and forth like that. It's nothing new. The only thing that would be new is that some characters who can't normally reflect projectiles are now able to.
You're acting like reflecting projectiles is something new, strange, and unfamiliar. It isn't, and has never been. We are well versed in how such things will play out.
How such "games" as you put it work is often as follows:
Fox shoots his Blaster at Zelda.
Zelda uses Nayru's Love and knocks it towards Fox.
Fox uses his reflector to bounce it back to Zelda.
The projectile fades because it has a limited lifespan, which puts a hard limit on how long this kind of thing can go on.
This whole thing took a few seconds and required some very fast reflexes and good reads.
In order to take something like, say, Aura Sphere and make it more Ganon-like, you'd have to do things like...
... increase its lifespan, maybe to about 4-5 seconds or so.
... give it decent speed and start-up time so that the opponent has to predict when Ganon will do this.
... make it so that if it is hit by a disjointed attack box (intersects with an attack box but not a hit box) it will bounce back.
... possibly put a modifier that increases the size and damage on it every time it gets hit back.
... give it decent hitstun or knock-up so that Ganon can actually approach with something if he hits.
The chances of any projectile actually becoming a game of dead-man's volley will be low to begin with. This is Smash, not LoZ, so in the end it's going to be a quick affair that's over in the blink of an eye, and not the slow-as-heck game of tennis that you see in most LoZ games.
The fact that the projectile is fast means that the opponent will have to at least see it coming to some extent. Consider the following:
If Marth and Ganondorf are on opposite sides of the screen, Marth has very little reason to use any of his melee attacks because he
should be thinking about approach. This is Yomi Layer 0.
Now, Ganondorf knows that Marth has no real reason to throw out random Melee attacks, so Ganondorf feels safe in using DMV (Deadman's Volley). This is Yomi Layer 1.
Marth actually knows that Ganondorf has DMV, because he isn't a scrub, so he considers using either ftilt or Counter when he sees Ganondorf going for the DMV. This is Yomi Layer 2.
Ganondorf could see Marth spamming Counter, or maybe he tried DMV before and noticed that Marth is actually good with Counter, so he doesn't use it. This is Yomi Layer 3.
This loops back to Yomi Layer 0, where Marth is free to approach since Ganondorf isn't using DMV.
That is actually "thinking about how to approach Ganondorf". Marth has to consider his options, because Ganondorf's projectile isn't some magical steaming pile of crap that will automatically destroy him every time he uses it. It's a projectile like any other, and it just has a simple flaw that actually isn't super easy to exploit. Smash isn't a single player game, and there's no real need to ensure that the other player can always hit back Ganondorf's projectile. It's a game based upon reads and knowledge of MUs, so any games of DMV should be based upon that.
I think the projectile you're imagining is way different from the projectile I'm imagining. The projectile I'm imagining is "slighly different than Samus's Charge Beam in that it can be reflected by certain attacks, probably having to do with disjointed hitboxes." You seem to be imagining something like "Okay Ganondorf used his move that causes all fighting to stop because we need to play a mini-game for some reason.".
EDIT: You'd have to actually break a lot of rules about Smash in order to actually
force it to be a game of DMV every single time that Ganondorf uses it.
1) You'd have to make it a homing attack, which would be... the only homing attack in the game that doesn't come from an item? Check me if I'm wrong on that, but there's no reason it can't just be a horizontal projectile like nearly every other projectile. Maybe if you tilt the stick up or down during start-up you can "aim" it a bit the same way you can aim Zelda's f-tilt, but even that doesn't seem necessary.
2) You'd have to make it so that dodging/rolling wouldn't work, and honestly you can dodge it in canon so I'm not sure what you'd even be accomplishing here?
3) You'd have to make it so that the game knows who Ganondorf is trying to aim at for 4 person FFAs. Good luck solving that problem in a way that is intuitive and fast.
4) The target would have to already know which attacks will reflect it and which ones wont, which involves either a tutorial in the middle of the match (yuck), practice from their part (you can't guarantee that except in high level play), or direct knowledge implanting via mind control.
In short you'd have to try really really hard, and break the game in fundamental ways, in order to make this somehow become the nightmare of "we're not actually smashing, we're just playing DMV a lot".