Haha wow, Kien. Maybe your gigantic rant and endless theorycrafting would carry some actual weight if you had the skill to back it up. Sorry, testing out the power of moves against standing CPUs on FD isn't good enough.
You're always whining about Glyph not understanding balance, or Glyph wanting to play favorites with ROB, or whatever. Talk about projection. Buffing Link? You're overloading my BS detector. It's emitting smoke, and little springs are popping out. You are so jealous of him it's nauseating, and frankly, you should be. He's on another level, both competitively, and understanding character design. Are you going to hate on me behind my back too if start playing too well or disagreeing too much?
You claim to want to work with and help the community, but in reality, you only seek vindication for your self-serving designs. That's all there is to it.
Jealousy and theory crafting? So, me complaining about blatant S tier character means I'm jealous? I don't even know who brought Glyph into this conversation, are you trying to call for backup or something? I realize now that you're a prick and that's fine, but how about you just let me know when you can get online and watch me beat you. I imagine your BS detector never stops going off because you''re becoming more and more of an uppity shithead the longer you go on with this stupid "debate." If you can find out where jealousy comes in to my side of the conversation let me know. Last I remember, Glyph and I were planning on working together on his mod. I don't think jealousy is something I can feel and what the flying fuck do you even mean that I seek vindication for my "self-serving" designs? Really?
Let's talk about character design. What makes a character work? What makes a character good? What makes a character bad? Do you even know what that means? I don't think you do, but somehow you seem to know that someone knows more than I do without ever asking me what I know. So let me break it down a bit for you so you can know what it takes to code a character into Minus.
We develop a core of the character, what they're centered around. We give them a few strengths and weaknesses intentionally at a base level. We don't want any characters who are good at everything because those characters become S tier and unbeatable in most matchups. So on a core level you should know right offhand, what a character's playstyle revolves around, what they're good against and how to defeat them. Will they be a heavy hitter with a focus on strong laggy moves or a combo monster who deals low damage and relies on specific finishers to KO? Maybe they're a blend of both? If so, how do you bring them down? What makes this character beatable, and how do you excel with them if you decide to play as them? Just having a core is obviously not enough though, you have to make the character's core something that can function properly against other characters without being seen as unfair or unfun. It shouldn't be overwhelming or barely noticeable.
An example of an underwhelming character core would be in my opinion someone like Pikachu. He's average in pretty much every area, though he has one move he can spam to play keep away, he doesn't have anything that stands out as his own. Good examples of an overwhelming theme would be someone like ROB or Lucario. ROB being a supposed zoner excels in every area, damage output, knockback, combos etc, and his extremely potent projectile game is just icing on his top tier cake. He can only be realistically shut down by counter picks and projectile spam as he doesn't have enough lag to punish attacks on whiff majority of the time. When it takes someone who mains the character to tell you their weakness, that means you have an issue, and when that weakness can't be exploited by the majority of the cast it means you have an even bigger issue because you now have an unfightable character.
In order to make a character good we have to take a lot of things into account. Things including damage output, attack range, startlag, endlag, safety, movement speed, priority, knockback, combo potential, recovery, fall speed, weight, shield damage, approach options, etc. Notice how all of the characters who need to be in your face to actually KO have options that either moves them to their target (Squirtle, Peach, ROB, Sonic, Fox, Marth, Roy, Ike, Luigi, Yoshi, Falcon, Ganondorf, etc) or forces their target to approach them (Ivysaur, Mario, Zerosuit, Falco, Link, Snake, TL, Pikachu, Pichu, Samus, Ness, Lucas, etc). Then you have the typical problem characters that just so happen to have both. (ROB- able to approach with side B cancels, and force his opponent to approach with lasers and gyros, Lucario- able to approach with up B, and force opponents to approach with Neutral B, Zelda- able to approach with teleports and force her opponents to approach with side B and ranged attacks. Kirby- able to approach with Burning or force opponents to approach with up B. Zard- able to approach with fair and force opponents to approach with neutral B. )
Do you see yet where characters have flawed designs? If there isn't a balance then the character is either too good or too bad. Someone can even have one thing and lack all the others and still be overpowered, which is what you see with Sonic's boost. He sucks overall because he lacks KO power, but he doesn't need it because once he starts a combo you're likely dying off the top. Boost combined with bounce allows Sonic to never stop chasing his foes vertically until he either messes up and lets them escape or they die. The only thing balancing it out is that He isn't easy to control, but that doesn't even balance it enough because his followup ability is too good.
If you still don't understand I'll go more in depth on a character by character basis.