Don't understand why Ganondorf needs a stage-wide hitbox, nor do I for any character. Ganon is already broken imo and I personally use him often. I hardly ever lose using him.
1. Stage-wide hitbox forces EVERY player to watch out for whenever Ganon raises his leg.
'Dorf loses to plenty of the faster characters. He has a hard time against opponents who really keep their defense up.
Anyway, 'Dorf's Up-Tilt is really easy to avoid with a simple short hop. Sure, him having this makes all the other players have to keep an eye on him in free-for-alls, but:
A.) They should be keeping a close watch on 'Dorf at all times anyway,
B.) If the 'Dorf spams U-Tilt, everyone else will probably gang up on him, and
C.) Brawl- is balanced around 1v1's primarily. FFA balance isn't nearly as important to the devs right now, IIRC.
2. Gandouken can be spammed on players on the edge for gimping. Requires little skill besides timing Gandoukens. A cooltime could fix this, or a shrunken Gandouken.
2. It's super easy to avoid Gandouken, but I do agree that the current version is relatively skill-less in use. You can only ever use it when you're completely safe, and there's no point aiming it.
Gandouken is being changed from the classic Energy Ball to a "Dark Wave" like Zelda's F-Tilt. Personally, I would have liked to see some experimentation with just Nerfing the old Energy Ball, but this new 'Douken seems like a good replacement so far.
If you'd like to try the new Gandouken, download the new "SOWP" Ganondorf in my signature, or the one from Kien's custom build.
3. Forward Smash can also hit targets holding onto an edge. I find this unnecessary considering the attack's basic damage, knockback, range, and the fact that it works against counters with its two waves of hitboxes.
One of 'Dorf's biggest weaknesses is his range. Giving his strongest, slowest Smash Attack a big hitbox helps him with this greatly. It's not hard to time your edge invincibility frames to avoid the F-Smash hitboxes. Or you can drop down, dodging the attack, and jump back up with a U-Air.
I feel as though no character needs those slowed down lasers...
I agree with you there.
...though wolf could use some better range game considering his hurtbox to hitbox ratio. (He is large and though his hitboxes may be powerful, they oftentimes lack knockback and fade quickly.)
All I know about Wolf is that he's a combo
monster. Perhaps weak range is meant to be his weakness?
Add to this, Olimar, and the fact that NO ONE can approach him from mid range considering the speed at which he can throw Pikmin. Additionally, his Pikmin launch now? This wouldn't be so problematic if any attack could rid one of the Pikmin stuck tio them, but the attacks that would remove the Pikmin one has latched onto oneself are specific in terms of hitboxes, making it difficult to escape an Olimar who is chasing and emphatically tossing Pikmin, while waiting for one to be launched to connect with an aerial.
Not too familiar with fighting Olimar myself, but he does seem like a character who is OP, but isn't being worked on because we don't have enough people playing as/against him to provide feedback. Ice Climbers is another character like this (that desynched, sliding Blizzard).
Once characters become so simplistic in terms of technique and repetitiveness, the game starts to get cheesy.
Overall it seems as though some characters are overly broken whereas others don't measure up. I prefer that instead of reducing the extremities of certain characters (such as reducing Jigglypuff's jumps back to 6 or reverting the laser speeds), other characters should be further broken so that they can compensate for these things.
IMO, Jiggly needs to lose those jumps, and those slow lasers are just obnoxious.
With 10 jumps, Jiggs can float up to the top corner of the screen, Rest, and make it back to the stage. -.-
P.S.: I like the Berserk avatar! Too bad updates take forever...