Quite frankly I'm
amazed at this thread. I've been trying to do the same basic things with Link myself for the past week or so.
Hence the "Altering up B momentum" and "Different momentum for different circumstances" threads I've posted so far in the PSA help subforum.
Obviously I don't mean to intrude upon your idea, so if you feel I am I'll do what I can to remove this post, but if you're curious as to what I've so far managed to accomplish, this is what I've done:
Editting Link's side smash to be like Toon Link's. So the first hit just stuns while the second creates knockback) I did this because I thought having two swings wasn't as cool if it was practically impossible to hit a single opponent with only one at a time (since the first one naturally sends them too far away from Link for the second one to connect on a regular basis).
Altering Link's down air attack to make it a spike.I found it kind of stupid that if Link stabbed down and hit someone in the air, they would go flying upwards. >_>
As it is it make be a bit too powerful (characters with crappy recovery are screwed if hit over a cliff), so I may tweak it a bit.
Changing Link's running speed and jumping height.Again, this may need to be tweaked quite a bit, he currently runs faster than Toon Link (only a little though) and jumps a bit too high for him to be a balanced character.
Changing Link's Up-B.I totally agree that Link's recovery as it normally is sucks. A lot. So I gave it a new animation (which I'm very proud of since I made it myself) and increased the upwards momentum of the move. This move is really the purpose of the threads in the help section.
As for what the animation and hitboxes are like, I made it something like Tempest Strike from the Tales Of series, only without the massive horizontal movement (think Kirby's aerial hammer move in Melee, where he spins it hitting all around him, that's what Link does with his sword in the animation I made).
I may have to tweak the hitboxes some more, it used to be that the move could kill most Bosses in one or two times of it being used because he hit almost every frame the sword was in contact with the boss (which wasn't a problem outside of bosses since knockback prevented it from hitting a billion times on anyone). I've tweaked that but it may need some more.
I'd also like to edit the move to allow the player to choose how much horizontal movement is gained via the analogue stick, but I'm still working on it (hence the threads).
That's as far as I've gotten, I'd provide Link's to the edited Link I made, but it's not exactly done so I'm not sure if anyone would want it at this point.
I've gotten somewhat sidetracked by the notion that putting ALTTP's Bombos medallion in the game may be possible (albeit excessively powerful).
Of course I don't know how to actually put the medallion itself in the game, but I figured Link holding his hand up and fire sweeping the level would suffice. xD
If anyone is curious, these are the Link's to the threads I made. The second of which I still need help with.
Altering up B momentum
http://forums.kc-mm.com/index.php?topic=7005.0Different momentum for different circumstances
http://forums.kc-mm.com/index.php?topic=7059.0