I know for a fact that the things people will mostly complain about characters would be what the characters have/don't have that are overwhelmingly powerful or very underwhelming in ability. Almost everyone on the competitive boards will talk about Link's sluggish frame data and mobility, as well as Ganondorf's, and say that "if they were faster, they'd be better", and that's true. But here you guys are stating the opposite competitively when it comes to me suggesting things, because apparently because I'm messing with people elsewhere, it means it transfers to here.
But I'd like to point out something about the changes of Frame Data and some damages on Link's attacks, as well as new things for the characters. Link himself needs improvement, for he's still considered slightly bad, and it's all due to his mobility and his frame data, which are considered sluggish and slow. I've suggested Link's overall frame data to be slightly or moderately better, obviously, but nothing too overpowering. Of course, Link's Down Tilt having a meteor hitbox at the tip is meant to allow Link to have better safety and rely more on physical prowess than ranged attacks with some combos, and would add combo capability.
But of course, Back Throw being a reliable kill throw [because it's not even a combo throw whatsoever] instead of his Up Throw [which is not a reliable kill move at all, actually], is a decent thing. Link's Back Throw would kill at around somewhere such as 120% damage on the edge, and 140% center [that is theoretical, however, since I am unsure].
But his Down Aerial, his Down Aerial being reverted to what it was once back in Melee and Brawl is such a bad thing? Is it really a bad thing when his Down Aerial's meteor hitbox is unreliable and very rarely ever used? I'm serious about that last part, because 99% of the time you use Down Aerial with Link, you are going to hit the later hitboxes; it's rare you'll ever meteor an opponent with Down Aerial due to the unsafe nature of it. So instead, the reward for hitting the opponent with D-Air early is something that will even work on stage on opponents; an early hit kills very early. Remember, Down Aerial is still frame 14, which is very predictable, and the earliest hitboxes are 14-17 still, so it'll still be slightly rare to hit that early hitbox, and you're likely to hit the later hitboxes that will kill at higher damages.
Then of course, Boomerang. I've actually got to ask. How is it wrong to have it come out at Frame 19 instead of 27? I mean, it's not like it's going to be less predictable, but it'll still be faster regardless, and this would increase the Boomerang's reliability. Boomerang is a tool meant to be for combos, so having it turn to Frame 19 is something that helps its reliability.
Then you have Jigglypuff's changes, things that Puff needs if they want to be slightly relevant to the game. Because guess what, those changes would make her more balanced. People complained about the Up Throw change I suggested, but really, her change wouldn't be a buff at all, at least at higher damages. People don't realize that Jigglypuff's Up Throw is Weight Dependent, and a weight dependent throw is kind of hard to hit opponents with. Link and Ganondorf's own combo throws are also weight dependent, meaning they're going to have a tougher time combo'ing into their attacks at higher damages on opponents.
As well, Jigglypuff's Up Throw Change makes it to where it links up better with Rest at lower damages, but at higher, possibly medium, damages, her Up Throw will not be able to link into Rest, and it's even possible that the opponent can bring out an attack to punish, move out of the way or even air dodge before Puff can set up for a Rest. And add the weight dependency and you get her new Up Throw, a throw that needs to hit at lower damages.
But I'm not finished with Puff either, for now here comes the Rest attack, as well as the frame data stuff. Yeah, her frame data's better, so what? Admit it, her Smash Attacks are awful with frame data, and slight changes wouldn't be that bad. It's help her without breaking her in the slightest. Then of course, F-Air's change isn't bad, and it's not even overpowering, nor is the B-Air change, which only changes the start-up, not really the FAF per se, but just the start-up, still keeping it slightly slow.
But then here's Ryu, the character no one complains about because they complain about characters like Cloud and Rosalina more, trying to avert the attention from the overpowering things Ryu can have. No really, his Up Tilt is a nightmare on characters who fall fast or are big and can't get out of it, like Falco, Link, Dedede, and even Fox, Falcon and Bowser. That Up Tilt is too fast for its own good, so speed nerfs are certainly needed. Let me also add that Up Tilt leads into Ryu's True Shoryu, which I'll go on later with. Then we have Down Tilt, which kind of goes too fast as well [though I would be lenient on my suggestion and may refute it], but it's meant to link up into combos of course.
Now for Ryu's True Shoryuken. The attack is completely insane and too powerful. I've faced Ryu players who could kill my characters at around 70% to 80% damage, and it links up from Up Tilt, Down Throw and FADC. The damage and base knockback nerf would balance it out so the heavy True Shoryuken, which is always used by people since it's the most efficient, would kill not around 70%, but rather, it can kill at around 110% by my projections. Let's face it, no one uses the regular Shoryuken outside of recovery, and I didn't even nerf that.
Ganondorf's going to be for another time. This has already gotten way too long.