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But, to address your concerns, could you get a little more specific. What needs a buff?
Side Special: Should not send into freefall and have less endlag if missed
Up Special: should get a knockback buff
Up air: should have a sour spot that combos and a sweet spot that kills (I that already exists then make the sweetspot larger because i didn't even hit it once)
Up throw: It is really hard to combo off of it at 0-low percent so buff the knockback a little.
Neutral special: Knockback change that when hit you fly backwards not upwards
Down air: Definetly more knockback it is very weak considering its an elephant stomping on you.
Up special: Sorry I don't agree with this one. It already does very good damage and can be thrown out very easy. It shouldn't be a kill move.
Overall with these two you seem to be referring to his punishable recovery, which I agree it hard to learn. I'm no professional player but I suggest side specialling to the wall, wall jumping, and then timing your up special so you catch the ledge. Then you have options on what to do next. You're best three options in this case is special ledge attack, which is risky but can catch you're opponents off guard, normal ledge attack, which has a deceptively long reach, or fall off and jump into aerial, which is what I'm seeing players better than me do.
Up air: Yes, I agree with this. The sweetspot hitbox is very small and the sour spot sends nowhere. I'm no dev so I don't have control over this, so if this doesn't get buffed, i'd recommend using this as a combo tool into f air.
Up throw: Also agree with this. If up air is going to be a combo tool and only a combo tool, at least give us a throw that combos into it. Just a little bit less end lag is all it needs.
Down air: I personally don't understand what you mean when you say it has bad knockback. Even at zero a landing down air can combo into up tilt. Are you going for spikes at zero and aren't getting rewarded for it? Good, cheap kills like that are really annoying.