The point isn't whether button mashing is too hard (which it is for a lot of people; to me, the ability to button mash seems to be heavily based on talent), but that the ability to press the same button repeatedly extremely quickly is not really a skill that should be tested in a serious fighting game. Assuming it hasn't changed from Melee, achieving the maximum height requires 14 presses of the special button per second; many players have to hold the controller differently to optimise their mashing speed and they still can't reach that amount.
Also, anyone who believes that L-cancelling is a bad mechanic because they believe it's an arbitrary technical barrier must agree that mashing the Tornado is also bad, since that requires even less thought and involves even less player interaction.
As for my changes to Luigi, I'd like to see:
• Dash attack and downward angled forward tilt made not to be extremely situational.
• Fireball ending lag to be reduced by at least 1 frame (maybe for aerial fireball only) to make it easier to waveland fireballs; if he can do it at all, I don't believe that the execution should be that difficult; it should be made easier or removed entirely.
• Make the command for rising with the tornado holding the special button rather than mashing it (this should apply to Mario as well).
• Wavescuttling (
http://smashboards.com/threads/the-wave-scuttle.353290) in both directions.
There are more things I think would be worth experimenting with, but could very easily turn out to be bad ideas to implement:
• More disjoint on forward tilt to improve his approach.
• IASA frames on forward tilt to make it easier to follow up from forward tilt pokes.
• IASA frames on up tilt to make it easier to follow up on (at low percentages in particular).
• Less ending lag/sooner IASA frames on forward smash to make it safer.
• More range on forward smash to make it easier to end combos with.
• Reversed dair hitbox properties (making the meteor easy to land and the horizontal kill hitbox hard to land).
• Maybe having a hitbox inside Luigi (instead of only on his legs) during his down smash to prevent it being possible to wavedash through your opponent with a down smash and miss even though you were inside of them when the attack came out.
• I'd also tentatively suggest increasing his fast-fall speed, but that's probably messing with the fundamental attributes of the character too much.
I'm fairly confident that people will eventually find a way to make down tilt less situational than it is now as the meta develops, and would like it to be left as-is.
I'd like to play Melee SD Remix (
http://smashboards.com/threads/melee-sd-remix-a-new-revision-in-the-works.324620/) and see how some of its changes are. It changed a lot of the same things Project M did, though often in slightly different ways, as well as containing many exclusive changes.
Also, whatever universal physics differences are present in Project M affect Luigi's movement and general feel very heavily compared to many other characters (I suspect it's because of his frequent and extreme momentum changes); I don't like playing him despite his improvements because of it. I know its really subjective, but I felt like my control over Luigi's movement was a lot better in Melee (though obviously a large part of that is just being more used to how it felt in Melee than Project M).