Some suggestions now that I've had a chance to spend some time with Q:
Yoshi needs some approach options, as he gets shut down really hard by alot of characters. It would be a huge help if he could actually combo out of bAir and dAir. They are both hard to hit well since they don't link properly, and have no followup (you actually get punished on hit sometimes). Some super armor would help the egg roll alot too.
Mario's nerfs are serious...his KO power is borderline low-tier, and the decreased damage stacking doesn't help. With the exception of matches where the cape is used heavily for gimping/projectiles, Luigi is completely superior, and Luigi is hardly high tier.
Zelda is definitely OP. Her boxing is phenomenal, and she completely rules from a distance. She has instant mobility with the warp, and her recovery is very safe as long as you can aim. An approaching reflector even allows her to dominate the few characters who might try to fight her from a distance. Why is her boxing so strong when she is clearly designed to be a ranged fighter?
Bowser's armor is really hard to deal with online...maybe it is less of an issue offline. Perhaps the window for teching RRdown could be increased?
Falco's reflector is far too powerful. Not only does it shut down physical approaches, but it also sets up, and is totally safe to throw. It should either only reflect projectiles, or only hit physically (and even then, not drag the opponent back to Falco).
Charizard's upB is insane, and KOs <50% easily...he has too much longevity and power to possess that kind of early kill potential.
Captain Falcon's knee chaining into itself is ridiculous. Offline, he can 0-death a number of characters quite easily with it out of a chaingrab. Maybe you could make his dThrow techable, since it is so easy to land and follow up on?
Toon Link's boomerang KOing at 150% is not really necessary. He shouldn't be able to poke for KOs when he controls space so well.
Sonic completely destroys a number of characters, yet is destroyed by TL due to the polarizing nature of his high pressure/hitstun game. Maybe he should lose some combo potential in exchange for better KO moves.
DDD is dumb dumb dumb. Waddle Dee command is a cool idea, but the implementation is horrible. They just soak up EVERYTHING, and it makes for alot of horrible matchups.
1. Super armor on mobile attacks is plain unfair. Imagine if Sonic had super armor on his down B or boost.
2. Nerfing the KO power on one move shouldn't have caused him to be garbage tier in KO power. If you have trouble KOing with Mario you aren't using him right, sorry to say. I've faced a good Mario before and they never had any problems KOing me. Cape and FLUDD not being a part of why.
3. Zelda is harder to fight than I though, but your proposed nerfs would kill her harder than Link's boomerang going back to Vbrawl would kill him. Her close ranged attacks aren't as good as you say and I don't think they chain into any particularly good combos. Dtilt into itself or smashes is about all I can really think of that would be guaranteed. Also, dodging Din's Fire even double isn't too hard if you just time it right. You being a Mario main doesn't he gain invulnerability when he capes? I think you could cape it. Might be wrong though.
4. Bowser's armor is a definite issue, but when I toned it down the other devs thought it ruined him. Just time your attacks around it, or use his immobility while armored to gain chip damage. Him missing a RR would let you get in a good 4 fireballs for free.
5. I agree that his reflector is too good. It's the only thing on Falco that I think is too good to be honest. Especially considering it reflects from behind and can cancel regardless of if it hits.
6. I also agree that Charizard is too strong. A lot of his moves have extreme power and versatility which is very uncommon considering he has one of the best walls, super armored smashes, great land/grab/air game, and better projectiles in the game.
7. I've been able to escape Falcon's knee chain a few times. You have to know when it's coming, that's about it. I find it harder to avoid Ness's moves really. With Falcon his knee only sweetspots on the first 3 frames, so if you can get away from the initial hitbox you're in the clear.
8. How can you complain about a move that KOs at 150? That is very high in the range of pretty much anything kills you. Not to mention at that percent you can dodge or block the rang. TL can't combo into it either outside of multibombing you which means you messed up somewhere.
9. Sonic doesn't need to lose combo potential. His KO moves are strong but punishable. That's really where his problem lies, not the power.
Warping around is Zelda's gimmick. Removing any of her ranged hitboxes would be a HUGE Nerf to her, especially the ones on F-Air and B-Air. Those are essential combo moves IMO.
@Glyph,
@Kienamaru,
@owo, help me out here; you didn't have a hard time against my Zelda at all. What's your strategy against her?
Before anyone else says Zelda should be Nerfed, watch Minus footage of her on YouTube:
https://www.youtube.com/user/DukeBattledrive/search?query=zelda
Zelda loses the majority of matches she's featured in. Glyph in particular stomps her.
Bent, saying that someone in particular stomps a character doesn't mean that character is balanced. It just means they know how to counter your playstyle with said character. However, I don't believe Zelda is in need of many nerfs if any. Especially not something so drastic as losing teleport boxes on fair and bair. The only way I could see her losing teleports was if those two moves had perma sweetspot status to make them viable.
Anyway, In our tourney matches Bent had a leg up on my Link for awhile, and I managed to make a pretty much full stock comeback on him with well timed projectiles. It's all about your timing, Nayru's love barely approaches on the ground and in the air it sends her a set distance. So learn that distance and timing and you can get her in many bad situations.