However, even if that was changed, its incredibily minimalistic and doesn't impact the actual main flaw with characters like ROB and Zelda, and thats the lack of a counterbalance integral to their playstyle.
I continue to side firmly with this reasoning.
I disapprove of this type of character design when it is applied accross the board. Snake underperformed in the demo, and the next thing you know all of his bad attacks are useful, his grab can walk people around to line up with mines better, but his overtly strong points (the dash attack and recovery) are normalized. (The recovery may have a cool new hitbox, but the distance is Meh and the ability to airdodge was removed.)
I don't know for you, but when I started playing against snake I lost often. He knew what he was doing and I had no idea. Then the matches hit equilibrium and I started winning soon after. Then he pulled it closer as he got better with the character.
If player A is a character that they've played for 6 years and player B is a new build, I don't care how unfamilar the matchup is; if player A applies the skills they've honed for the last half decade and go up against someone who's only used this current build of a character for two weeks, the intimate knowledge for player A should supersede player B's more topical understanding in a short period of time
if not immediately. Player A won't know how to DI player B's down throw the first 2-3 times, sure, but around there they should have it figured out. Over the course of a set the general applications of player B's character become less novel and now we are dealing with two players who know, proportionately, about the same amount of characteristics for character B.
It helps my case that ones understanding of a character (or anything) follows a curve with diminishing gains along the Y axis for the same amount of time on the X axis.
It follows like so
Match 1
Player A's knowledge = 0%
Player B's knowledge = 40% (assuming they've played them for a while)
Match 3
pA = 15%
pB = 43%
Match 6
pA = 26%
pB = 45%
And so on
The numbers are pulled right out of nowhere, but the concept is completely sensical.
As you can see, at the beginning player A knew infinitesimally less about character B than player B. Sure, player B wins that round handily. Then, over time as player B starts learning less and less about their character, player A knows about half as much as player B. The gap may never close all of the way, but it shrinks. Not only that, but it shrinks rapidly at the beginning.
It's a somewhat different animal when you take Jcaesar's ROB; He mains him and loves him and has played him for quite some time. Also, ROB hasn't changed all that much in the last 6 months (new Uair, a fB that does something on the ground, and now more fall speed). He has weaknesses, faults and is pretty interesting to watch and play. This character I don't mind too much (maybe he is a tad too strong. Maybe not. It's hard for me to tell). Others, I do.