Thor, I think you missed my point. Fox isn't going to dumpster any character if the two players are both moderately skilled. The problem would only arise if someone actually mastered all of the weird tech we've found.
Yeah, I'm saying you're wrong on that point.
Fox can move nearly as quickly as Sonic on the ground, and faster in the air.
Boost. You're trivially correct in that he can side+b places, but that's linear and has massive startup. Fox may have faster motion if you isolate some frames, but if Fox and Sonic have an air race, Sonic wins every time. And Sonic [prior to nerfs] was more mobile. Sonic is more agile and mobile in the air, even if his peak velocity is lower than the most cherry-picked part of Fox's movement.
He can change directions during any approach with wavedashes. He can waveland out of every aerial without risk of getting stuck in long landing lag. He can laser right next to you and jab you halfway through his animation if you get up in his grill.
He can't waveland out of aerials unless he is already in interruptibility frames, and then he can just land like anyone else. And his aerials would autocancel then anyway [if they don't, that sounds like a design oversight].
As for wavedashing to change direcitons, it's once again MUCH slower than Boost, with both jumpsquat frames on startup and landing lag on the wavedash [10 frames]. You read a wavedash back? EZ punish. You read a Boost back? You get one projectile as a punish, and depending on the character, not even that, since Sonic might be able to just jump then Boost back at you and punish.
He can't shine someone's shield until it breaks, technically. Start jab dash attack, cancel into reflector, do a standard double shine, then either start doing it again (because hey, no endlag) or dash dance on top of them and start again as soon as they get up. If they use a getup attack, shield grab and do whatever you want. If you're a machine, you can also shine -> dash start-> frame perfect dash attack -> instantly cancel into shine and hit most characters again before their shieldstun ends.
That "if you're a machine" thing is straight-up factually inaccurate - shine has a jump cancel, but no dash cancel, and enough endlag to where you can't do the dash start before shieldstun ends, even if you waveland out of shine [that has jumpsquat frames + 10 frames of landing lag = 13 frames minimum].
Shine doesn't have endlag IF you jump out, but it DEFINITELY has endlag. If you can provide video evidence otherwise [or have a dev give full frame data on the move that shows it has some bizarre cancels], go ahead, but I've definitely seen LB get "stuck" in shine, and gotten "stuck" myself more than once.
Illusion is far stronger than Boost ever was. You can use it to fly under an entire stage with a reflector hitbox out, project a grab box across an entire stage relatively quickly, or cancel it into anything you like just as fast as Boost. Imagine if Boost had a hitbox, but could also grab people. Of course, grab boxes have priority over most (maybe all?) hitboxes, so you need to have more disjoint to deal with illusion grabs than to deal with Boost.
Wrong on so many different levels. I'll suspend disbelief on the sliding reflector [literally never pulled it off no matter how I tried], and the grab box doesn't stretch NEARLY that far [it's only two frames], so you still have to be precise, but you're still wrong about the rest. Boost has SIGNIFICANTLY faster startup [frame 1 you go fast from what I could tell/was told, as Sonic has to go fast quickly], but it also is interruptible at any time whatsoever [treated as normal motion].
Fox Illusion, meanwhile, cannot cancel into itself [Boost could pre-patch] which is HUGE because he must jump to quickly change directions and thus may only change direction once per airtime [reflector has endlag and everything else is even laggier]. Furthermore, Fox doesn't start moving until approximately frame 20 in Melee/Smash 4/etc., and the startup has not been altered according to any of the changelogs [hitbox starts frame 21 in Smash 4, 22 in Melee], so Fox actually stalls in place for a third of second before moving [that's what I discussed above]. Furthermore, no matter how I tried, I was unable to interrupt the startup itself of Fox side+B with anything until motion was actually supposed to occur, so unlike Boost I could not Boost -> instant anything, I had to wait for him to start side+b motion to go anywhere. This means I am vulnerable for a third of a second on every Illusion, while I'm vulnerable for a heck of a lot less when boosting [since you could jump airdodge immediately, or just release B and airdodge in the air] if one makes a mistake while boosting... and I think you can also do Boost -> shield, which doesn't work with illusion (although illusion to airdodge does I think, but again, takes a third of a second to get going before the airdodge can come out)].
And because of this 1/3 second of startup, if Fox feels he is too close, he can run away or wavedash back, but if a Falcon is overshooting for this and Fox has only 18 frames, he will get hit by the nair [or have to shield]... but there is no way ANYONE, even Falcon, could overshoot Sonic to intercept Boost if Sonic has 18 frames to Boost away.
So you take Melee Fox, remove the need to L-cancel, and then give him all the new Brawl techs. Reverse aerial rush, DACUS, and wavebouncing (AKA b-sticking) come to mind. Then you take everything Fox can do with Shine in Melee, and let him do that with Dash Attack and Illusion. Then you give him the option to cancel his lasers into any a-move, including grabs. It isn't that any one option is overwhelmingly powerful, but a ridiculously good, possibly robotic Minus Fox player would be able to outplay anyone in almost any situation by using his multitude of options.
Not really. Once we've accounted for how you vastly oversell Illusion, Fox is fast, but can be out-maneuvered... his bair being RAR-able is not NEARLY as good as Melee bair,and there are definite answers, while his DACUS is at best very slightly better than running usmash [and likely worse since his run is faster in Minus]. Wavebouncing lasers looks cool but it adds safety and little else [shine kills momentum so wavebouncing it does little].
Lasers can cancel into grabs? That's dumb. They can cancel into whatever A move, sure, but they shouldn't get grabs... although if you just aim for his head he has to usmash or he gets hit so... yeah not the safest option to use lots of lasers. A good one, but it's not foolproof.
If you can corner Fox [tricky, but if he's not very careful it will happen], Fox is in a tight spot - Illusion is easily intercepted [trades are basically always favorable except if he cancels with nair, and even then most characters gladly trade with that] and you can then shut down his DD by his lack of space and do some serious hurt. Part of why Sonic is so crazy good [in my opinion] is that he can spring -> boost literally anywhere on the stage as he's landing with Boost, and nearly the entire cast can't physically cover that, but Fox has slower vertical mobility [his jumps aren't so instant unlike spring] and Illusion startup means Fox doesn't really have that option the way Sonic does.