I understand that Lucas currently has the worse of the two PK Kids' Up B's because Lucas has the superior horizontal recovery, but in trying to use both Side B and Up B recovery options together, in rare situations the momentum of Lucas moving makes using Up B a hassle to use.
Ness is able to use his PK Thunder2 a second time if the ball of PK Thunder gets intercepted. With Lucas, If his PK Thunder2 hits a ceiling, he can cancel his falling momentum with a SECOND PK Thunder. While I'll agree that Lucas' vertical recovery isn't as safe, especially given that Ness has an electric shield around him while he's doing the move, I think there is still some utility with Lucas. It's more difficult to pull off, especially since, more often than not, Lucas will
SLIDE across the ceiling rather than
HIT it, but it is something to consider.
Down B- PSI Magnet should have similar frame data to Ness' in regards to when the move ends, when Lucas can act out of the move, and how quickly the move's hitbox is active.
The hitbox for Down B of course shouldn't be something too early like frame 1 because of the current utility that the knockback strength and angle already presents, but right now the move is just barely too slow to properly combo with and leaves Lucas in a very punishable state. It only acts as a follow up tool that doesn't always present further follow ups.
I always saw this move as a "GET OFF ME!" move for ending a combo or gimping offstage recoveries. I'm not that skilled with Lucas currently, but that's how I viewed this version of Lucas' PSI Magnet as opposed to his P:M counterpart.
Neutral B- Reduce the travel speed of the PK freeze projectile.
The ability to jump cancel PK Freeze is awesome. It makes the option always safe in practical use. Unfortunately the move is more or less useless outside of throwing out a big hitbox and hoping someone runs into it. Very often the move can't be used combinaed with Lucas also approaching as the PK Freeze will fly off the stage. Reducing the travel speed of PK Freeze and essentially cutting how far it can reach all together would make it more potent tool while staying close to Lucas and applying additional pressure while he advances.
Jump canceling the PK Freeze makes it reeeeeaaaallly hard to detonate it at the desired location because of how mobile it is. I agree with you on that. But at the same time, I feel it
should be fast so it isn't predictable. Maybe give it a bigger blast radius at the cost of doing less damage. Maybe let the PK Freeze be able to change directions on a dime at the cost of being slippery to control. I'm not sure tbh.
Rebalance pikmin. Buff damage from Purple pikmin. Nerf damage from latched pikmin (Blue,Red,White,Yellow)
Right now Olimar's Pikmin-utilizing-moves lose to most trades while Olimar is stuck in the animation of giving orders to the Pikmin, making him a free punish for the trade-winning move. This could be worked around by rewarding Olimar for confirmed hits with Pikmin, but not over buffing him too hard by nerfing the damage done from latched pikmin. I suggest Olimar's Up Air, Dair, Fair, Bair, UpSmash, DSmash, FSmash, and Side B all have damage increased when using a Purple, while the damage from other latched pikmin from Side B (Blue,Red,White,Yellow) is reduced from 2% to 1%.
I don't quite understant so let me see if I can clarify: You're saying Buff Olimar himself (ftilt, utilt, dtilt, jab, nair, etc.) and Nerf the Pikmin (side b, up b, uair, dair, etc.) in terms of their overall damage output, but increase their overall priority/hitstun/whatever? Tell me if this is what you mean, because I don't understand your suggestion from a general sense. lol
Giga Bowser Super Taunt- Super armor added to Up Taunt.
This is a bit of an out-there suggestion, but I'd like to see a "Max Aura" type of super taunt on Bowser in which he transforms into Giga Bowser. Obviously this would need to be delicately balanced for it to be implemented, so here is my concept for it. To keep this balanced, the usage would need to be very situational by having the Bowser player go through a few conditions. If Bowser is above X% (a fair amount hasn't been concretely decided on yet), uses Up Taunt (Bowser roaring), takes damage during the start up animation frames before the roar comes out, AND the super taunt inputs (up taunt, down taunt, up taunt) are put in, Bowser then transforms into Project M's version of Giga Bowser. For anyone who is unfamiliar with Project M's Giga Bowser, he is completely reworked. In PM Giga Koopa is able to flinch, while taking regular damage and knockback. And the only differences to his kit are a shockwave on the ground for landing down b, weak hitboxes on his feet during his dash, and buffs to his throws. He is overall VERY susceptible to being combo'd by Project M's more combo oriented characters, so I imagine Minus' cast would be able to handle him fairly easily. This entire idea could potentially use more reworking to make it better suited for competitive play while keeping it fair and balanced, but I think while adding super taunt-like abilities to all characters is very unlikely, Bowser would be a pretty fun one to have.
...Sounds like
somebody's been playing Brawl Zeus. Amirite or amirite?
That sounds like your suggesting they give Bowser an Ultimate transformation/attack which I'd be down for. At the same time, I don't think ultimate moves are needed for Minus. Characters can KO about as efficiently as characters in Smash 64. Plus, I believe the Minus Dev Team said they are trying to move away from complex move pools.
((Examples include Holding or tapping the A button to do two types of Neural Air's with Pichu or Holding Down on the Control Stick while charging a FSmash with Mr. G&W to use the parachute version.))
It's why I stated in my Suggestions post that Pichu have some of the more unnecessary moves taken out to have a Pichu that feels more congruent with his overall playstyle. Make Pichu have more physical attacks (namely because Pichu is a pre-evolution and therefore, has weaker electric moves.) and have his strongest attacks be Smash attacks with
slightly less range than Pikachu. I dunno. SOMETHING to that effect.
Same thing with Bowser. An Ultimate would be cool, but not congruent with how Bowser works in-game. He's a grappler type, like Zangief from Street Fighter, who specializes in CQC, grabs, and powering through mis-spaced or laggy attacks with armor. P:M Giga Bowser doesn't really fit with this. I hope you get where I'm coming from.
Also, you're list wasn't badly organized. It's better than mine, honestly.