Ok so here are my ideas for modeling Young Link:
What Im thinking is that YL should be different from the other Links in that he shouldnt rely solely on camping and more on his speedy, comboing and gimping moveset. His proyectiles can also aid him in going aggro.
Weight: Around pikachu's weight.
Jab 1: comes out in frame 2. combos into jab 2 and jab 2 combos into jab 3. 8% damage total. Jab 3 pops the opponent up in the air to allow for follow ups. I was also thinking that we should give him his multi jabs back but dont know if its possible? Low cooldown.
Ftilt: comes out in frame 6. Sends at a horizontal angle making it useful for edgeguarding. Should kill at around 150 at the middle of FD. Moderate cooldown. 10% damage.
Dtilt: comes out in frame 4. Spikes airborne opponents ala melee and pops them up if theyre grounded allowing followups. Moderate cooldown. 8% damage.
Utilt: comes out in frame 5. Very low knockback. Several of these can be stringed together at low percents. Sets up kill moves at high percents. 5% damage. Moderate cooldown.
Dsmash: comes out in frame 9. High knockback. 13% damage front hit, 10% damage back hit. Sends the opponent in an angle similar to zelda's dsmash. Moderate cooldown.
Usmash: first hit comes out in frame 4. Other hits need to be altered to hit faster too so that it isnt easily escapable. Very low knockback. Sets up for an upair, nair, etc depending on DI. Low cooldown. Does a total of 15% damage when all three hits connect.
Fsmash: no idea. Maybe u can come up with something to luigify him here zephron.
Nair: Comes out in frame 4 ala melee. Sex kick properties. Strong hit lasts for 4 frames (frame 4-8) and does 12% damage. Weak hit lasts for the rest of the duration of the move and does 6% damage. Strong hit has good knockback killing at around 150% in the middle of FD with DI. Needs more range too. Young Link's bread and butter is back?
Bair: first hit comes out in frame 6. First hit does 3% damage and combos into the second hit which does 5% damage. Sends at a downward angle setting the opp up for tech chases. Can also be used for edgeguarding.
Fair: First hit comes out in frame 6. First hit has the most knockback and does 11% damage. Second hit is very weak, has a downward trayectory and does 5% damage.
Dair: Hilt hitbox is a flaming spike again. Comes out in frame 10. Sword hitbox Kills at around 130% with DI and does 17% damage.
Upair: Comes out in frame 5. Does 15% damage. Can kill at around 160% with DI. Can combo at mid percents if platforms are present.
Dash Attack: Comes out in frame 7. 10% damage. Horizontal knockback. Can kill/gimp at 120-130% on the edge of FD with no DI.
Grab comes out in frame 8. Cooldown: 20 frames (standing), 22 frames (running) and 26 frames (pivot)
Biggest luigifier. The links have always had a bad grab game. How about we make his grab game compliment his aggro/comboing game?
Dthrow: 5% damage. Low knockback. Combos into utilt/usmash at low percents. Combos into nair at mid percents and combos into upair at high percents. Can tech chase fast fallers.
Uthrow: 9% damage. Moderate knockback. Sends them higher than dthrow. May allow you to pull an upair off at mid percents which can combo into another aerial if there are platforms present.
Fthrow: 8% damage. High knockback. Horizontal trayectory. Good for setting up gimps/edgeguards.
Bthrow: 6% damage. Low knockback. Good for setting up back air.
Down B: bombs. Multi hit. First hit does 5% damage. With 4 other hits each doing 1% which can lead to a total of 9 damage. Low knockback. Combos into nair/fair.
Side B: Boomerang. Sweetspot hit does 18% damage. Long range hit does 5% damage. Returning boomerang does 2% damage. Can be angled in a lot of very steep directions like in melee.
Neutral B: Bow and Arrows. Fire arrows. Uncharged does 8% damage and has moderate hitstun allowing for follow ups. Charged does 16% damage. They go at a steeper angle.
Aerial UpB: Goes higher than Link's and more horizontal than Link's. Doesnt go higher than Toon Link's. All hits: 10% damage. Horizontal knockback. Can be used for gimping.
Grounded UpB: All hits: total 10% damage. Coems out in frame 10. Last hit spikes setting up for tech chases. Low cooldown.
Zair: nerfed to a point where he cant even space with it and his aerial upB is a better recovery.
Gravity: Whatever gravity value he has in melee.
SH Height: Whatever SH Height he has in melee XD.
His running speed should obviously be a lot faster.
He should be a little floatier.
He should have a lot more momentum when jumping out of a dash.
Increase his pummel speed and make each pummel do 1%.
His double jump goes higher than Link's.
So basically, I want him to play similar to melee ( isnt the point returning YL?) luigifying him a little (make him the fastest/comboey Link and having a better grab game). He has combos, a grab game, a decent recovery, gimping, a broken nair and proyectiles. What he doesnt have (weaknesses): Lack of killing power, range, dies early thanks to his feather weight and a zair. Those are my ideas. I hope u consider some zephron ^_^.
Long live YL.
Also, change his sword sound effect to have a more "hmmpph" to it.