Untrue. Sheik, Ganon and Link went from 6 to 5. I think there're even more but idk.
shiek was always 3. she was never 6, and is not now 5. she is still 3. bowser went from 8 to 6 at one point. ganon and link did go from 6 to 5 though.
specifically why it was a bad idea
what I'm largely asking is "is there any purpose to why jumpsquat frames are the way they are?" why is bowser's six while fox's is 2? what are the balancing reasons for either of those, why is anything like it is?
which is why I want it to be normalized or at least everyone have a 3 or 4 frame jumpsquat, there's not a discernible reason for why they are like they are, there's no design sense rather than "sakurai said so."
better to normalize them so everyone is on the relatively same playing field
largely my main complaint is having bowser's and ddd's be as long as they are, as longer jumpsquats are almost universally regarded as detrimental. are these characters supposed to feel worse or have more committal jumping options? why? what is the purpose? simply saying because "it makes the characters feel heavier" is continuing the smash trend of systematically making large characters bad
and then based on that, why is anyone's jumsquat longer than anybody elses? is there a set reason such as "having this jumpsquat would make oos nair hitbox come out before grab, thus making it a viable option"
these reasons might exist but based on the fact that in the history of PM only bowser's jumpsquat has been changed [lol jk nvm I'm wrong] leads me to think that these things haven't been evaluated
sure it might not make an incredibly large difference, but it will make characters "feel" better which is an intangible change which will lead to more palpable development and time investment
fox's jumpsquat is 3 frames btw, not 2. however i am on your side in that everyone should be normalized. i dont think that everyone should be normalized to the same number, however. there are legitimate balance reasons why it shouldnt be. peach and yoshi, for instance, both have frame 3 nairs and 5 frame jumpsquats. their nairs also happen to be one of their more prominent killing moves. if you were to lower their jumpsquats down to 3 or 4 frames, you are in turn affecting the potency of those OOS options (just like you mentioned). it also affects the speed of a characters approach, and the speed and effectiveness of their WD OOS (which is a very fundamentally necessary tool in the game). ultimately, you will want to fine tune these options among the cast such that certain characters dont end up with purely better defensive options, when there design is meant to have some weakness in that area. i think anything between 3 and 5 frames is an acceptable range to properly tune each characters defensive and offensive kits accordingly. anything larger than that just leads to characters that are too big of outliers in their lack of effective, fundamental defensive and offensive options.
I'd like all characters to be 3-5, IIRC the only ones with 6 are DDD and Bowser. Just very weird and unique wavedash timing, but I'd like to see the opinions of those who main them.
I don't think everyone should be normalized to the same number, and even if they were to be I would say four, not three, but I think it's a bad idea.
I am a frequent DDD player and i can say that i would definitely like to see him have a lower jumpsquat AND empty landing lag. he currently is in a bad spot because he has lots of holes in frame data. when you couple a frame 6 jumpsquat with not having a single move quicker than 7 frames, AND THEN also give him a 6 frame empty landing lag, youre taking a character that heavily relies on mix ups that are fundamentally slower and flawed. He heavily relies on mixups involving air > ground transition, or vice versa. some of the main components in this neutral game mix up are his inhale, his dair, waddle dees, and simply empty landing > a grab. now his inhale literally is about a 70 frame commitment (the worst in the game, especially for it being a crucial neutral option), and his dair already has about 12 frames of landing lag . when you making simply landing even more laggy, it just eats away at his ability to execute effective mix ups, and it results in a design that is extremely underpowered relative to the rest of the cast. he currently relies on extreme range, and extreme survivability in order to remain somewhat viable, which imo is just really bad for design right now. i think given some better frame data, it wouldnt hurt to bring him in line with the rest of the cast with some of these attributes, while still preserving his uniqueness.
now bowser is another character that i play often, and play against A LOT. its a similar thing with bowser: his neutral game, and defensive options are fundamentally flawed as a result of poor frame data. He is forced to use a single, OOS option almost every time, and its one that relies on being an EXTREME outlier in terms of invincibility allotment and effectiveness at escaping (frame 1-4 invincibility, and can escape off platforms and off the stage to the ledge, which then opens him up to his extremely superior ledge options, like a stupid ledge dash that gets him 17 frame of invincibility and an absolutely crazy ledge attack). now the catch is that none of that gets him a conversion.. its like pouring 5lbs of sugar onto your creme brule dessert. the thing is already like pure sugar, you dont need any more! now, this ties in because i think that reducing his jumpsquat and empty landing lag is the center piece of fixing bowser. not only does this help his mobility in order to deal with worse MUs (fox, ZSS, diddy, etc.) but it also helps out his defensive options. it allows him a better WD OOS, and also a more effective nair OOS. if you couple this with a normal grab (frame 7 and better range), you have a character with diversified OOS options, and you can take off some of the sugar from his super crutchy up b OOS. (AKA too much sugar is bad for your health).
long story short, i am of the opinion that reducing jumpsquat and empty landing lags is one of the first places that the DT should start to look at when fixing some of these underpowered, incomplete characters.