God...why did you guys have to get rid of the no cool down with Ness' PKT1? I can understand not being able to use it as many times as you want in the air...but looking at Brawl+'s speed...the move is truly worthless without that cool down buff...plus I don't see why Ness has to enter helpless animation after using PKT1 anyway...why can't you just limit it to only being able to use it one time while in the air (but you can still use your 2nd jump if you have it...I don't see that as being broken...Ness is still gimp city that way)
Plus you got rid of the PKT2 buffs if you don't mind my asking, or at least the damage buff? I'm not sure on the other yet...
I also don't really know why Magnet is only given a 3 frame start up buff with a push that while better you still have to be close to use when the other moves like it in mind (Fox's shine, Wolf's shine) don't come out on frame 20 (or so) with their special effects (instead they are almost right away).
So what I'm saying is...the wind buff is worthless w/o a faster activation time in every way (start up, and turning the magnet off)
Looking into Lucas' throw buffs...in practice I like them...but I'm not 100% sure yet (does Uthrow kill better than Dthrow did? Could someone look into that?) So I'll get back to that...I still think Lucas' recovery with Thunder2 and not crashing needs a fix though (and even though Ness' is better with not crashing...it still has some issues)
Anyway I also did some testing on Bowser's semi super armor crawl...it is a nice idea but...that thing only really protects vs. these characters projectiles:
Mario's fireball passed 300% in fact and its the same with Luigi's fireball
Diddy's peanuts...and Fox's blaster (^_^)
Falco's blaster (to 999% in fact)
Ice Climber's ice shot projectile but not the hammer's...but it also protects vs. Blizzard
Link and Tink's arrows and only the arrows...
Sheik's needles (to 999%)
Samus' homing missiles and weak charge shots
Zamus' stun gun and Dsmash (to 999%)
Pikachu's thunder jolt bolt (but not the ball)
Lucario's Aura Sphere at low power...and to a point at high power
Marth's shield breaker at very low % (20%)
So I hope you can see from this that it doesn't help much...because I really don't see how crawling will stop Falco and Sheik from throwing their needles...but whatever it could have some use...however look at what breaks through it...
All of Peach's veggies get through it
Diddy's bananas get through it (and speaking of tripping...the moves it does protect from still have their random tripping effect as well if they had one based off %)
Yoshi's eggs get through it
Wario can run him down with his bike still
Link and Tink's bombs and arrows get through it
Kirby will get though it with final cutter
MK will get though it with his tornado and drill rush
D3's babies get though it...
Wolf's blaster will get through it
Pit's arrows get through it
Samus' super missiles and the charge shot both will do their jobs
Everything Ness and Lucas have will work
The 3rd hit of Squirtle's jab will get through it at 0% (just to let you know)
It won't protect vs. Olimar's purple pikmin throw
Snake's nades will of course work
Sonic's spin dash stuff will work...
I think that it might need to be a bit stronger to deal with some other things...and I also wouldn't mind seeing his dash have these frames as well...for more than one reason:
A. Bowser's dash looks awesome and it would fit into the movement well IMO
B. It will certainly help more than his crawling towards someone...god again how will crawling slowly help with Falco and Sheik?
C. I of course am also aware that Bowser's moving fast is worse than his moving slow...so maybe the crawl should have a larger buff than a run (but still the thing should be buffed more than what it is because of some other projectiles)
The move had limited application before, and the lack of cooldown was due to the move not sending Ness into helplessness. Also, with the way the CAM works, I don't think you can put a limit to how many times it is used before you go into helplessness.
PKT2 buffs were removed because they were frivolous and didn't help ness at all.
And I don't think you read the changelist correctly. Psi magnet has a 7 frame startup, and has Super Armor until the magnet comes out. The move i meant to work like this:
Use it to absorb an attack, release, then the wind pushes the opponent away from you.
Try it out before saying it's garbage.
I'm beginning to dislike the Simna set of ness more and more because it focused too much on Ness's specials, and not enough on Ness. All the complaints I've heard about Ness are about his specials.
As for Bowser SA, it works in three levels.
Minor stun
Anything that doesn't send into tumble
Anything
In order for what you're suggesting to work, Bowser would need level 2 SA, which is a bit ridiculous.