NEWB said:
To be fair Thor, her turnips are anti juggle tools. She also has a counter. Links bomb pull got nerfed too.
You say this, but Link pulls bombs no slower than Peach pulls turnips, and I swear Link actually pulls projectiles faster.
Also, while Peach gets out of low percent juggles a bit easier, Link gets out of high percent juggles (think Marth on Fox at 100% on FD in Melee) much easier without having to burn resources beyond projectiles, because him throwing one and fastfalling makes it tricky to stop his landing and relaunch him, especially if he hits the bomb, while Peach can throw a turnip, fastfall, and if it's not stitch/doteyes the person can have recovered and punished (or dodge and smack her slow-falling figure easier than dodging a bomb and stopping Link's meteoric decent). Yeah she can burn a float to mix it up, but using recovery resources just to get back down is a bad idea, because if one is hit things get worse, and while she can Peach Bomber and go offstage to recover, she's now stuck offstage, which isn't where Peach wants to be against much of the cast (if I'm not mistaken, unless people know what "using lift" or whatever it's called is and can do that in Minus, she has kind of bad ledge options - I do know it somehow lets her get on stage very very fast from the ledge with no lag, often fast enough to powershield Mach Tornado, but I'm unclear on details (Saw it done in a Slayzerz versus Tyrant video)).
Admittedly they each have rather strong options to get back down from up high, but saying Link is "weak to people who can juggle him" is true of literally everyone (if Ganondorf is using the right moves at low percent, he can juggle even lightweight Jiggs, so being juggled is just a thing, not a weakness).
Baiting Toad is very doable and makes counters risky, though it does help every small once in a while.
I chose nAir over Peach Bomber because fast/semi-invulnerable approaches are the worst and most overused mechanic in Minus. Such moves invariably become the primary if not sole approach for the characters that possess them, and it dumbs the game down. You should have to choose between offense and defense; attacking AND freely passing through your opponent's attack at the same time should not be a reliable option. There must be some kind of risk, otherwise you have no reason not to throw the same move all game.
EVERYTHING can be baited and punished - probably the #2 rule (#1 being "Don't get hit"), so even if a move is both offensive and defensive, if it doesn't provide full invulnerability it can be countered, and the fact that such a move would be the "best" option means that while it would be used, one has to be smart with it or they'll get rekt. I do understand what you're saying, and now think that nair is perfectly fine as something to give projectile immunity, but it's not really a bad mechanic per se, it just makes a character's options stronger (if you predict Falcon's Raptor Boost, it's really easy to punish in my opinion).
EDIT: Think I learned what that "using lift" stuff is - if you ledgejump as Peach, but after pressing jump immediately hold jump again and hold down then release down you can land on stage with a bit invulnerability, namely the frames left over from the ledge jump animation [it's enough to powershield Mach Tornado in vBrawl]. Since Minus seems to have taken away a good chunk of ledge related invulnerability I'm not sure this is any good in Minus.