Yoshi moved from F to E (Even if it's great for spacing, it's still slow and eats your double jump if you don't use it before the egg)
Uh, no it doesn't? Unless you mean when Yoshi uses Egg Toss during his double jump, then yeah, it'll "eat" his double jump. Otherwise, no, it doesn't eat his double jump if you use it before it; Yoshi can Egg Toss from a jump or while falling and double jump or double jump, wait for the double jump to finish, and then Egg Toss without it eating his double jump. Also, no, it's not slow. Frame 15 it's still pretty good, at worst, average since there are frame 11 projectiles. If you're talking about projectile speed, you can vary Egg Toss's throw strength. Tapping it leads to a slow, weak toss while holding it can lead to a medium-ish, average toss, or a strong, fast toss. I don't want to say this, but why do I get the feeling there's a bias against Yoshi's Egg Toss from you?
I still think that Cloud should move to C considering that the Limit version is a pretty powerful kill move OoS and is intangible frame 5-12, but maybe it is just me.
I'd agree with this. Without meter, it's at best, an average recovery move that can't ledge snap. If it could ledge snap, it would basically be a slightly worst Dolphin Slash as it would be slower and lacks I-frames, but has a second input hit that can allow Cloud to recover high in an interesting way. With meter, it's Dolphin Slash, but with much more vertical lift and either allows Cloud to keep his momentum or increases it sort of emulating how if you recover high with Rosalina's Launch Star, she can glide through the air quickly. The latter doesn't happen with Dolphin Slash (and meter-less Climhazzard); falling with Dolphin Slash locks Lucina and Marth's horizontal momentum.
Also, want to argue in favor for Wii Fit Trainer's Hoops to move up to C, but I don't know how since I don't play her. I would also want to argue in favor of Olimar and ROB's as well, but like WFT, I don't play them.
For Luigi, I'd argue against his Super Jump Punch since while it's strong, it's situational. It's one of
the high risk, high reward moves and one of the few recovery moves to have +40 landing frames, a trait shared by Bayonetta through repeated uses of her Witch Twist and Afterburner Kick and Lucario depending on how you land with Extreme Speed. Bayonetta's landing lag with ranges from the average 19 with 1 Witch Twist or 20 with 1 Afterburner Kick to 43 with 2 Witch Twists and 2 Afterburner Kicks, Lucario's Extreme Speed can have 60 landing frames, and Luigi's Super Jump Punch has 68 landing frames.
sixriver's page on Lucario:
https://docs.google.com/spreadsheet...CfC7Z8g1NZFU/edit?pref=2&pli=1#gid=1854757596.
sixriver's page on Luigi:
https://docs.google.com/spreadsheet...1o5cdDHHP5s2I/edit?pref=2&pli=1#gid=194627698.
You take a massive risk when you use Luigi's SJP. Oh, but the landing lag doesn't matter if you don't land on-stage. Yeah, but you're not aiming for a deep SJP, right? That's even harder to land when you're dealing with a constantly moving, falling, target. You're better off using Luigi Cyclone to gimp than SJP to do anything off-stage. Reward's insane, yes, but the risk is very high. As a recovery move, it's not even great. It's got average, Mario's Super Jump Punch vertical lift, but it only moves up and locks Luigi's momentum, so he's definitely going to fall straight down and in a telegraphed way since Luigi flips upside down.
Last one since I have somewhere to go, Falco's Fire Bird should move down to F. It's a really crappy move that is the only Up Special that is just straight up an inferior Up Special to another character's, Fox's. No other character has to deal with that.