Wait, so she got a buff in previous versions where doing the kick restores her down+b? Because I can assure you that was never in Brawl... I would support removing the down+b refresh via kick in exchange for giving her a jump back (and maybe, just maybe, making down+b refresh when she is hit...).
The cancel into up+b was also never a part of the original Brawl, and I don't recall seeing these in original changelogs, so these must be relatively ancient changes (and must be why it ever refreshed jumps at all - someone forgot and was like "Hey this would be cool!" and then someone was like "Hey I know about both of these changes infinite recovery! Remove it now").
I learned something new today - thanks Tybis.
NEWB said:
Even still, current samus is plenty strong too. She has combos and a fastfall dair that is so powerful. With a little precision, she can gimp the entire cast.
Fastfall dair gimps are true with like 99% of the cast (obviously exaggerating, but this works with so much of the cast) unless you're telling me her dair outranges Falco's Firebird and the like... and even then, if she misses, she has a single jump and up+B to get back onstage, which is just as lackluster as Marth (Except less total height is gained than Marth) and completely outshined by Falco (and she's vulnerable if she does anything more than immediately go to the ledge, and even then isn't fully safe). Her old dair let her float out and go for a dair, or more often dair and a DJ fastfall dair -> up+B to get back on with relative safety, since unlike now she could dair offstage and still be able to recover without needing all the vertical components of her recovery.
Heck, I think Ness is a better gimper now - he can nair safely or dair them, but his DJ is better for getting back on and his PK Thunder is long enough to get him back on, even if his recovery is a little less safe if he fails to hit the opponent.
Speaking of Ness, I kinda feel like that instead of armor, Ness should get projectile immunity while using PK Thunder (and maybe a faster meteor cancel window) and he should be able to PK Thunder sooner after a missed attempt (Either hitting something or just running out of PKT time) since someone can literally jump into it like twice, then grab ledge with good timing to gimp him if he's actually in a must-use zone, and he falls far enough that missing it once is usually death anyway (as in just whiffing the PKT), so being a little more forgiving would be nice.
Alternatively, one cool buff would be to allow Ness to airdodge out of the animation, killing the projectile (so you can't like attack them with it and then airdodge out and do another while they have a PKT to deal with) but not leaving Ness helpless so that he can try to PKT again - not sure how workable this would be.
Other ideas too, but I have other stuff to do so I'll just leave these ideas for now.