I don't even know where to start here........
I don't know what "multiple hard reads at once" means, are you counting each controller input as a separate "hard read"?
And whats this about not getting "anything substantial"? If you land a solid hit on fox with any character, you have the potential to at least convert into a good amount of damage plus an edgeguard, which can lead to death if you execute properly.
Not to mention, you don't have to "catch" fox. If he runs away, simply take stage control and zone him out. If you are trying to actually catch fox, you are going about it all wrong. For example, watch how Armada handles the fox match-up. Fox has a severe mobility advantage over Peach and Armada has plenty of experience against extremely campy fox players (hint: he still wins).
Luckily fox has the worst projectile in the game.
And yes, you can deal with it LOL. Have you ever played against falco before?
Is that all anyone does in this thread? Read me say one thing then fail at making logical leap? It is the worst projectile in the game =/= it has no use.
Umm why would that matter at all? I mean, you can already just jump over them or shield them or just man up and take them (and take the advantage it gives you). If they clanked, it would actually probably be a little buff since if you clank, you receive hitlag while fox wouldn't.
BONES THANK GOD YOU'RE HERE. THE FOX IGNORANCE IN THIS THREAD WAS GETTING UNREASONABLE
It's not at all complicated. On the ground, since Fox moves significantly faster via dashdancing and has multiple choices to make his choice of option safe (initial dash backward, multiple attack options backed up by Shine/grab, fast jump, reasonably quick Forward-B/Up-B/waveland (with these options being good around platforms), and virtually no time to react to stuff for the opponent in the position where one of the slowest characters would be able to do something like an initial dash into JC grab/shuffle an aerial and the like, say, Zelda, cannot get Fox in a position to do much more than a stray medium-damage F-Air hitbox. In order to get that, you have to assume that Fox is going to jump in your general space, whether it will be fullhop, shorthop, or immediate double-jump, whether he's going to go in close enough to put himself in range, and what option he chooses. The plethora of movement and safe attacks makes it so you have to zero in on one and just hope and pray you picked the right move at the right time. It's obviously not that way for most characters, but it is that way for a significant number of them.
Thing is, with the lasers being so incredibly noncommittal in the matchups I'm describing, there's no reason to need or want to go in because it serves to leave yourself open in a scenario where you only want to do that very sparingly to keep them guessing. Comparing Armada's Melee play to Fox's PM play only goes so far, considering the extreme toolset that Peach has that most characters can't even come close to matching (in terms of what it's best at). Lagless jump-cancel aerials with enormous, long-lasting hitboxes (which give Peach the ability to greatly vary the length of her individual pokes with zero commitment and plays an integral part in her success. Frame 5 Tornado that really does a number on space animals for even thinking about being in her ground space, let alone crouch canceling. An item that fits really well into her incredible poke/spacing game and gives her even greater flexibility for offense and defense. She makes up for her mobility disparity by being a
walking floating variable hitbox machine that often requires hard reads to get in on, which is not something that is shared by any other character, really.
The issue is further exacerbated by the fact that Melee has
zero a very small handful of good competitive stages, which forces a noticeably smaller average stage on people compared to PM. Strike Yoshi's Story (seriously, why is this even a starter), FoD, and Battlefield (or maybe FD if you're fighting someone you need platforms to fight), and things are looking significantly bleaker based on stage size.
Falco's lasers and Fox's lasers are two incredibly powerful options for two noticeably different reasons (though infinite range is a significant part of their effectiveness). I wasn't here to discuss the merits of how good a move is on a theoretical character.
I made the "awful projectile = not that important" in order to lead into a suggestion where a potential compromise can be made. The least you could do is not be an ass about it, but you seem to be above (below) that, which is a shame.
You can only "just avoid lasers" when you're playing on very specific stages or using very specific characters. It's like you're not even trying to think critically here. I don't have time for that.