Thinking back on it, a transformation to PM Giga Bowser actually fits the kit rather well if I really wanted to make an argument for it. But that's not the point. There are quite a few unnecessary character specific features that aren't exactly needed for a characters kit. Falco's slow laser's don't see a lot of tournament play mostly because their utility just doesn't stack up with the utility of fast lasers. Falco is a high pressuring, safe, combo heavy character. The slow lasers were just fluff, which is what I am proposing the Super Taunt for. There are actually a lot of examples in Minus of how characters go against the original kits and play styles that were set out by the original titles. Falco's quad jump and rediculous Up B goes against his design as a glass cannon, Mario's reverse FLUDD doesn't make much sense for a character that was given fireballs, cape, and FLUDD to keep enemies out.
PM Giga Bowser is more like Melee/PM Bowser. Not like Minus Bowser. I can't simplify it any more than that. Also, I'm not talking about how a move makes "sense" in that it follows conventional physics. Falco already has lasers so implementing something silly like slow lasers makes "sense" in the sense that he already has the move. Falco says "personally, I prefer the air." You can't tell me that wasn't the inspiration for having 4 jumps. Saying things like "if I really wanted to make an argument for it" just makes you look like you didn't do any research or have any forethought.
The point of this suggestions was to allow for PK freeze to be an automatic pressure tool while moving Lucas across the stage. The distance that the projectile and Lucas go are too separate to focus the pressure from both the projectile and Lucas in one spot.
If you actually read my first comment to you, you will notice that I said I AGREED WITH YOU! All I'm saying is that it isn't so hard to control that the move is useless.
Meta Knight for example has very minimal technical requirements being called on from the player, but his reward is devastatingly high. Mixed with his easy to use recovery (one of the easiest in the game) and other attributes, this makes him one of the best characters in the game without question.
I understand that to the untrained eye, Meta Knight seems like an easy character the gets free wins like vBrawl MK. As a MK main myself, I know that Minus MK and vBrawl MK are vastly different in framedata and utility. While both may have great recoveries, vBrawl MK has Transcendent Priority on his most of his Specials and was significantly faster endlag. Minus MK may be still really good, but that's just inherent to how his moves work. Fox and Pikachu are characters that have consistently being at worst above average characters in every Smash game. It's just how there moves work.
MK is easy to play in many respects, but MK mains who has labbed with the character to death will know that he has flaws. I can't count the number of times I've seen newbies play MK and fail to understand how to recover properly. Hell, Joeybeta got thrashed when he played MK against Ludacario in Minus Before Christmas in Winners Semis because kept trying to force an approach with Side B. MK doesn't any projectiles nor does he have many long ranged moves besides bair and Side B. If a character you like takes more skill to be win, then put some more effort into it. It's not a gimme. YOU SHOULD KNOW! You had to play the patient game against Neville to win because of his great mobility.
When you have a character that has to put in more effort for a reward that is less than that of a character who has to put in less effort, this is seen as unfair. Two ways to fix this are to increase the reward for Lucas, or to reduce the difficulty of controlling him. His rewards are already fantastic where they are. All three smashes kill at a very good percent (excluding DSmash which can be escaped), Zair, Dair, DTilt, Grab, and Up B all allow for killing follow ups, and his movement is pretty good for utilizing this.
You said Lucas nets little reward for a lot of effort, yet you later said he has efficient Smash attacks, zair, dair, dtilt, grab, and up b. You're contradicting yourself. It balances out the bad recovery in many ways.
Olimar's Pikmin-utilizing-moves lose to most trades while Olimar is stuck in the animation of giving orders to the Pikmin
This is what I was talking about with priority. Please think through what you want to suggest and then post it.
This was not being rude. You are still very clearly not understanding what my Olimar changes are stating and suggesting, and because of this I am being forced to repeat myself, despite wording the suggestions in the most plain comprehensible terms possible.
I do understand, buddy. You don't need to be so hostile all the time. Thinking through your ideas beforehand prevents confusion. Otherwise, it'll seem like you enjoy putting people down who don't understand you.