Tagxy, the traits you're suggesting that separate the good characters from the not-good characters also share a very important property: They allow the user to attack people who could spotdodge at any moment without any significant risk involved. When the risk involves taking 50+% of guaranteed damage, being able to swing at an opponent without a lucky guessing getting you hurt badly is very important, and that's a common thread seen in the vast majority of neutral options used by the good characters/players.
Well I guess the point I had with that is it isnt because disjointed range and projectiles were strong tools against spot dodge, its because they were strong tools against
everything. Kind of an occam's razor sort of deal. Spot dodging is still a mix-up, but if I abuse it in neutral virtually every character has a tool for dealing with this that will win everytime (either these tools mentioned or more likely a long lasting or multi-hit move). But constant use of bananas, pikmin, and lazers were a big part of the metagame, and spacing out opponents with MK's and Marths fair or dtilt (ZSS dsmash/side-b) in neutral was as well. Even if we look at matchups where these tools didnt exist you wont see spot dodge used in the same way these tools were.
The game wasnt degenerative to timeouts so the good characters had tools around these with a good read, but it did slow down the pace (which was fine by me for what it was, I understand others wouldnt enjoy this) and invalidated several characters (definitely not cool).
I dont want you to think Im just spouting BS so I searched "tyrant larry" in youtube and picked the first video. Old one so feel free to take it with a grain of salt, but I think it illustrates swords/projectiles as the go to in neutral while spot dodge turned into the panic option (which was good but still punishable).
https://www.youtube.com/watch?v=-9LBpRcT1NY
I agree the reward you could receive from a spot dodge vs what you got from punishing it definitely wasnt fair which I feel is the biggest issue with it. Spot dodge was a key part of my gameplay in Brawl so I've spent a long time taking apart its strengths and weaknesses.
Jigglypuff cannot punish back rolls directly, even on a hard read. Unless you are overlapping/are directly above the opponent before they move backward and you are already moving forward AND their roll is worse than average, the only thing you can get is a sourspot Dash Attack (and if their roll is better than the average, you can't even get that). If you are that close, they should be shielding and/or doing an out-of-shield option to punish her poor range/disjoint, and there's always the case of rolling forward to counteract that. On-stage trades are almost always a losing proposition for Jigglypuff, and when you have to respect things like Yoshi's stretchy pokes, Diddy's F-Air/U-Air, and many others, you can't just hang out in that area without putting yourself at significant risk. It's not about panicking--It's about doing it when there is absolutely no risk to you. Sure, bad players will roll out of sheer panic, and those are punishable, but you can't rely on that in a tournament against smart people.
A huge part of high-level Melee is waiting for the opponent to make a mistake and then capitalizing on it. It is rare for such opportunities to happen without some significant bait or shortcoming from the opponent to make it happen. Yes, it's still largely just more mobile camping (surprise!). A key difference between that neutral position and this one is that potential opportunities for such a thing to happen in Melee often happen many times a second, while it's not nearly as often here, and when someone is "in" in Melee, it's significantly harder for the disadvantaged player to get things back to the neutral position unscathed.
Jigglypuff does seem to have it hard thanks to her poor ground game, I cant even think of anyone with worse tools on the ground besides maybe zelda. I would think her best option is to corner the opponent, but then again she should be better at this then most thanks to her strong air game/wall. If Im wrong and shes not strong in the air then I dont know what to say about that character.
Regarding melee it depends on what character youre talking about. Fox, Falco, and Peach have true shield pressure so you dont even have to wait for a mistake, or rather even dumb things like shielding or jumping are considered "mistakes" for one character (see: smash 64 when its like that for both) which is what provides them more opportunities. It's quick but it makes approaching with them shallow compared to other characters in the game (except against marth who has his own powerful mechanic). If you removed these characters youd see a very familiar neutral game.
Tangential but approaching fox and falco is a nightmare, every other high/top tier has to generally play on defense and hope the opponent approaches but they dont even need to especially fox.
Chuva, here's an example, even with a character who is really well-equipped to fight against it--
https://www.youtube.com/watch?v=a3E5tQTBYak
Of course, this is merely one match/matchup, but I know it's been pretty prevalent in high-level matches.
I only watched the first two minutes 3 minutes of the match so tell me if Im missing something. Clearly diddy has some strong tools to fight rolling and jtails chose not to use them, instead choosing an option that roll is
supposed to beat (side-b). Dash attack, peanut pop gun, and banana are 3 simple things I can think of off the top of my head that wouldve been superior options (projectiles and dash attack as I mentioned previously). Watching him lose 3 exchanges picking the same side-b option 3 times in a row was tragic.