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Down-b, for whatever reason, can be reversed during the actual attack. So you can land-down-b, and do the follow-up attack the other way. This wouldn't be an issue, except because you aren't hitting the opponent, they're stuck for the full length of the stun, which ends up being upwards of 10 seconds. You can then hit them with this again, and they can't move. It's both a stalling tactic (does 3% per hit), and an instant-death setup, so it definitely should be patched.
Down-special: Way, way too slow, it's slower than his f-smash, and almost as laggy. I'd suggest speeding it up by a lot (frame 15), but in exchange, nerfing the damage down to 18% from 28%. Also, the aerial version is really bad, so I'd up the damage to the same as the grounded version.
This is a great start. Looking forward to seeing how this ends up!
Side-special: Needs to be sped up a bit in more than one way. I'd decrease the time it takes to start the glide by a bit, increase the movement speed while gliding, and then let Knuckles cancel out of the glide a bit earlier. A good tool to get around his poor air accel, but right now, it's too sluggish to be very good
Nair: Fantastic move, but has a negative disjoint on the end of his fist. Making the hitbox slightly larger there would help a lot.
Fair: Frame 21, way too slow for a move this small and generally ineffective. Would suggest chopping off a few frames of start-up (frame 16-17?), and increasing the hitbox sizes.
Dair: Needs a bigger hitbox, as well as higher base kb (compensated by reducing kb growth).
General Attributes: His air acceleration needs a small buff. I'm guessing it's intentionally pretty bad, which is fine. However, it's so low that it feels horrible to control him in the air. Doesn't need too huge of a change, but just a little boost.
F-tilt: Frame 13, unreasonably slow for how small it is. Maybe Frame 11? Also, because he lunges forwards, it has a blindspot right in front of where he just was, might want to fix that.
D-tilt: Way too much end lag. It seems like a great combo starter, but it's negative on hit at low percents.
Up-smash: There's a bit of an exploit with this move where if you connect with a hit of the move where Knuckles is in the air, but is fairly close to the ground, you can fast-fall during the hitlag and basically cancel into the landing lag (imo, keep this. It's super fun and is only possible when you land a hit).