
If multihits don’t beat FH they become completely unusable against grounded opponents unless your opponent has no clue about FH at all. You have the whole duration of the multihit to hold down to FH it and turn the whole thing into a reversals situation. Thats why they need to break FH like they do in melee. there is no other sane way to solve this unless you really want those moves to only work against air born enemies, which IMHO is a completely unnecessary limitation of some chars move sets.
Why are you so afraid to give chars fast options that beat FH?

Multihits don’t actually break or beat floorhig in melee. The only ones that do are the few that spike, like Fox’s drill, or the few that have a high base knockback final hit lile Mew2’s nair

thats already more than in this game xD
Maybe beat was the wrong word though. in melee they simply don’t straight up loose to FH.

That’s not more than in this game lol
Plenty of multihits are very good vs flug in this game already also.
I’m struggling to think of one thats actually bad; most can either be spaced or cross up to be safe, or just straight up beat flug by flinching/spiking or breaking at low percent with a fairly strong finisher, or even a mix of more than one of these qualities

nah, thats just theory. in a real game this does not work most of the time. And when it does it is rediculous how precise you need to play vs what the person FHing does, especially against a multi hit.
The game just constantly disappoints me on how bad some things are thought out.
As a wrastor player, this certainly makes it tough to deal with fast characters. Ftilt is not usable until 26-29 damage is dealt. And jab combo almost always seems to fail me unless the character is at the ledge or in the air.