One Tilt
Smash Apprentice
- Joined
- Nov 28, 2014
- Messages
- 155
I've seen threads comparing different characters' weights and movement speeds, and I've always found them to be fantastically enlightening. I quite enjoy data and comparisons as a whole, so I started to wonder if less empirically and measured qualities of a character might be rankable as well. It is, of course, a bit of a fine line between approximation and arbitration, but iteration solves all! Basically, between my initial (and continued) testing and everyone's input and discussion, the goal here is to rate each character's relative ability to recovery. It might be useful, it might be pointless, but, either way, I feel like this makes for an interesting topic, if nothing else, and I'm sure that there's plenty we can learn from this regardless. ^^
In any case, we're going to be considering any and all factors that go into a character's recovery (that is, their ability to return to the stage safely after being knocked off, not just their up B). The idea is to make a ranking system for how likely a character is to return to the stage, which is a sum of the tools they have to work with. Some things to consider include:
LATEST VERSION (5.1)
Version 5.0 [Ryu/Roy/Lucas DLC]
Older Versions
Things are really starting totake lose shape now, but keep in mind that everything is, and always will be, subject to change! It's your input that I value above all else, as there's always bound to be something new for me to consider. Custom moves are currently not being considered, as clarity is being prioritized in lieu of completionism, and I'm currently just scrambling to figure out the DLC characters! Additionally, the latest update has done away with the previous +/- system in favor of a more traditional tier system of SS/S/A/B/C/D/E/F, so we'll see how confusing that ends up... @.@
LAST UPDATED: 8/3/2015, 11:06 AM EST
In any case, we're going to be considering any and all factors that go into a character's recovery (that is, their ability to return to the stage safely after being knocked off, not just their up B). The idea is to make a ranking system for how likely a character is to return to the stage, which is a sum of the tools they have to work with. Some things to consider include:
- Vertical, Horizontal, and Diagonal Distances
- Air Speed (both of recovery moves and in general)
- Hitboxes (strength, size, power, et cetera)
- Armor/Super Armor/Invulnerability/Intangibility
- Vulnerability to gimps/spikes (stagespikes or otherwise)
- Flexibility/Predictability/Options (mixups/mindgames and the like)
- Reliability (Not to be confused with ease-of-use)
- Defensive Aerials, Actions Out of Up B, Ledge Sweetspots, and more!
LATEST VERSION (5.1)
SS
S
A
(Jump)
B
(*112)
C
(**22)
D
(**3*)
E
(*11*)(*11*/*22*)
F
(**3*)
FF
Changelog:
Metaknight, past Villager in SS (Trying to weigh in MK's flexibility a bit more)
Jigglypuff, to S, from A (Another case of my simply not actually seeing Jiggly much fail to recover)
Zelda, tentatively remaining at S (Extremely linear recovery and ledge trump tricks have me wondering at her placement a bit more, but it's hard to weigh predictability and the adoption of particular tricks in the metagame against what's otherwise a safe, far-reaching recovery...)
Olimar, to A, from S (Recovery feels comparable (if notably superior) to Pit-- no hitbox, but quick and far)
Dedede, down within A (Giant hurtbox, and I'm sure he has vulnerabilities as a result... but I still see D3 gimped far less than Kirby, which has me skeptical of lowering D3 to B)
Sonic, down within B (Limited horizontal recovery that's reliant on homing attack)
Lucas, to B, from C (Having seen his recovery, he's practically the Fox to Ness's Falco...
WFT, to B, from C (Looking through C, the very similar options at face value to Link and co. are trumped by WFT's controllalble up B, superior distance, and stalling-- whilst retaining hitboxes and projectile ledge coverage)
Ryu, to B, from D (Tatsumaki Senpuyaku... if I'm spelling it right, is essentially a safer Luigi missle (in that you use it prior to double jumping to preserve it), while Shoryuken is your standard linear recovery upwards. Placed in low B, as I expect Hadouken covered ledges and wall jumps would put him just above average.
ROB, up within C (Nearer to Ike, as a foil of sorts to him, given that ROB lacks innate hitboxes, but has range and flexible angles, while Ike has super armor and strict angles)
Falco, down within C (Continuing to adjust-- nearer to BowJow, as they seem a bit comparable)
Ness, to C, from D (Ness's double jump was being weighed a bit too lightly, as was his small hurtbox)
Diddy Kong, to C, from E (The 'worst of average' seems like a solid explanation for Diddy Kong's recovery-- while it can fail spectacularly in traditional 'up B to ledge' safety, horizontal mixups and air speed atop good range can make a world of difference)
Palutena, to D, from C (Call it bias, but I've never seen Palutena's recovery as good. With Ganondorf's range and strict, predictable angles and a total lack of hitboxes, I just can't see any amount of safety being enough-- just as DHD's safety doesn't make up for his poor recovery. Placed by other 'safe, but iffy range' sorts like DK, for now.)
Charizard, to D, from C (As with Palutena, this is more a matter of trying to gauge experiences rather than any drastically new information, but Charizard's recovery feels like a chore in ways that those at C... generally don't. Placed near similarly 'safe, but large hurtboxes' cases like DK.)
Roy, to D, from E (Extensive testing and a new familiarity has shown Blazer to be an Dolphin slash that trades speed for some super armor and angling. The fact that Roy also lacks Dancing Blade stalling and the like makes a placement just below Marth/Mario sorts feel about right.)
Robin, to E, from D (Much as I want Robin's recovery to be good, much as I cling it its excellent range, terrible airspeed and very limited hitboxes give the feeling of a Falcon that trades speedy recovery and a grapple hitbox for projectile ledge coverage.)
S
A
(Jump)
B
(*112)
C
(**22)
D
(**3*)
E
(*11*)(*11*/*22*)
F
(**3*)
FF
Changelog:
Metaknight, past Villager in SS (Trying to weigh in MK's flexibility a bit more)
Jigglypuff, to S, from A (Another case of my simply not actually seeing Jiggly much fail to recover)
Zelda, tentatively remaining at S (Extremely linear recovery and ledge trump tricks have me wondering at her placement a bit more, but it's hard to weigh predictability and the adoption of particular tricks in the metagame against what's otherwise a safe, far-reaching recovery...)
Olimar, to A, from S (Recovery feels comparable (if notably superior) to Pit-- no hitbox, but quick and far)
Dedede, down within A (Giant hurtbox, and I'm sure he has vulnerabilities as a result... but I still see D3 gimped far less than Kirby, which has me skeptical of lowering D3 to B)
Sonic, down within B (Limited horizontal recovery that's reliant on homing attack)
Lucas, to B, from C (Having seen his recovery, he's practically the Fox to Ness's Falco...
WFT, to B, from C (Looking through C, the very similar options at face value to Link and co. are trumped by WFT's controllalble up B, superior distance, and stalling-- whilst retaining hitboxes and projectile ledge coverage)
Ryu, to B, from D (Tatsumaki Senpuyaku... if I'm spelling it right, is essentially a safer Luigi missle (in that you use it prior to double jumping to preserve it), while Shoryuken is your standard linear recovery upwards. Placed in low B, as I expect Hadouken covered ledges and wall jumps would put him just above average.
ROB, up within C (Nearer to Ike, as a foil of sorts to him, given that ROB lacks innate hitboxes, but has range and flexible angles, while Ike has super armor and strict angles)
Falco, down within C (Continuing to adjust-- nearer to BowJow, as they seem a bit comparable)
Ness, to C, from D (Ness's double jump was being weighed a bit too lightly, as was his small hurtbox)
Diddy Kong, to C, from E (The 'worst of average' seems like a solid explanation for Diddy Kong's recovery-- while it can fail spectacularly in traditional 'up B to ledge' safety, horizontal mixups and air speed atop good range can make a world of difference)
Palutena, to D, from C (Call it bias, but I've never seen Palutena's recovery as good. With Ganondorf's range and strict, predictable angles and a total lack of hitboxes, I just can't see any amount of safety being enough-- just as DHD's safety doesn't make up for his poor recovery. Placed by other 'safe, but iffy range' sorts like DK, for now.)
Charizard, to D, from C (As with Palutena, this is more a matter of trying to gauge experiences rather than any drastically new information, but Charizard's recovery feels like a chore in ways that those at C... generally don't. Placed near similarly 'safe, but large hurtboxes' cases like DK.)
Roy, to D, from E (Extensive testing and a new familiarity has shown Blazer to be an Dolphin slash that trades speed for some super armor and angling. The fact that Roy also lacks Dancing Blade stalling and the like makes a placement just below Marth/Mario sorts feel about right.)
Robin, to E, from D (Much as I want Robin's recovery to be good, much as I cling it its excellent range, terrible airspeed and very limited hitboxes give the feeling of a Falcon that trades speedy recovery and a grapple hitbox for projectile ledge coverage.)
Version 5.0 [Ryu/Roy/Lucas DLC]
SS
S
A
(Jump)
B
(*112)
C
(**22)
D
(**3*)
E
(*11*)(*11*/*22*)
F
(**3*)
FF
Changelog:
DLC characters added, tiers consolidated, and quite a bit more going on, on top of the usual movement... most of the changes are a result of experiences rather than hard data (as I don't see MK or Pac Man ever really fail to recover, yet ZSS or Zelda have some limitations, et cetera). While (Jump) Shulk will remain, the rest of the monado form details are proving to be less than helpful to individually list. Either way, instead of going into all the details here, I'll just explain the new tiers a bit...
SS is for the recoveries that have, for all intents and purposes, no real weaknesses. I can't see any of these five characters ever failing to recover, barring extreme user error, as they all have more than enough tools at their disposal.
S is for recoveries that are extremely good... but that aren't quite infallible. ZSS lacks some vertical range, Lucario can stage bounce, Olimar lack hitboxes and can't mixup on walled stages, G&W and Zelda are a bit predictable, Zelda in particular is vulnerable prior to up B, and Pac Man doesn't quite recover quick enough at times for me to edge much higher yet... but I'm rambling now, and this is looking more and more like the post I was going to make. ._.
A is for recoveries that have clear weaknesses, like a lack of hitboxes or a reliance on a special that's not always available, or poor airspeed, or footstool vulnerability... but, in practice, these things end up rarely being enough to keep them from actually recovering.
B is a bit more of a gray area, mostly defined by the fact that those within it haven't quite hit A tier, yet they still seem to be a bit above the crowded pack in C tier...
C is... rather a mess, at present. Yet, C is meant to mean average, and so characters with middling recovery have a place here. At present, characters who I'm unsure of I've placed nearer to C, so expect the ranks here to thin a bit as the new format is clarified a bit further down the line.
D is forrecoveries that feel notably more limited than the majority of the cast's, yet, not enough so to feel like a serious liability.
E is for particularly risky recoveries that are very easy to exploit.
F is for such drastically limited recoveries that they should only rarely be expected to be of any help.
S
A
(Jump)
B
(*112)
C
(**22)
D
(**3*)
E
(*11*)(*11*/*22*)
F
(**3*)
FF
Changelog:
DLC characters added, tiers consolidated, and quite a bit more going on, on top of the usual movement... most of the changes are a result of experiences rather than hard data (as I don't see MK or Pac Man ever really fail to recover, yet ZSS or Zelda have some limitations, et cetera). While (Jump) Shulk will remain, the rest of the monado form details are proving to be less than helpful to individually list. Either way, instead of going into all the details here, I'll just explain the new tiers a bit...
SS is for the recoveries that have, for all intents and purposes, no real weaknesses. I can't see any of these five characters ever failing to recover, barring extreme user error, as they all have more than enough tools at their disposal.
S is for recoveries that are extremely good... but that aren't quite infallible. ZSS lacks some vertical range, Lucario can stage bounce, Olimar lack hitboxes and can't mixup on walled stages, G&W and Zelda are a bit predictable, Zelda in particular is vulnerable prior to up B, and Pac Man doesn't quite recover quick enough at times for me to edge much higher yet... but I'm rambling now, and this is looking more and more like the post I was going to make. ._.
A is for recoveries that have clear weaknesses, like a lack of hitboxes or a reliance on a special that's not always available, or poor airspeed, or footstool vulnerability... but, in practice, these things end up rarely being enough to keep them from actually recovering.
B is a bit more of a gray area, mostly defined by the fact that those within it haven't quite hit A tier, yet they still seem to be a bit above the crowded pack in C tier...
C is... rather a mess, at present. Yet, C is meant to mean average, and so characters with middling recovery have a place here. At present, characters who I'm unsure of I've placed nearer to C, so expect the ranks here to thin a bit as the new format is clarified a bit further down the line.
D is forrecoveries that feel notably more limited than the majority of the cast's, yet, not enough so to feel like a serious liability.
E is for particularly risky recoveries that are very easy to exploit.
F is for such drastically limited recoveries that they should only rarely be expected to be of any help.
Older Versions
Version 4.0
Version 3.4
Version 3.3
Version 3.2
Version 3.1
Version 3.0
S+
(Jump)
S
S-
A+
(Sonic)
A
(Jump)
A-
B+
(*112)
B
(*13*)
B-
(**22)(*33*) (Speed)
C+
(**1*)
C
(**3*)
C-
(*11*)(*11*)
D+
(*22*)(**3*)
D
(Defense)
D-
E
F
(**2*)
Changelog:
S+ is now for the top three recoveries, in order-- not simply 'the very best, like no one ever was'.
New E and F tiers, to open up mid-range space.
Tiers + and - subtiers defined and color-coded.
Miis and copy ability Kirby slots added-- for the latter, Shulk's and Sonic's are the only entries.
Kirby (Jump); placed at S+ (Gratuitous excess in its purest form.)
Sheik; to S-, from S (S+ is no longer for the absolute best, but the top three.)
Game & Watch; to S-, from A (Up B is Pikachu tier safety, only horizontal recovery holding him back from S.)
Kirby (Sonic); placed at A+ (Adds a recovery mixup that's significantly useful.)
Shulk (Jump); to A, from A+ (Reflects his status a bit more clearly.)
Wario > Kirby in A (Wario's safety eclipses Kirby's, while his range isn't that far inferior.)
Rosalina; to A-, from B+ (Feels closer to, yet still below, Olimar-- faster, with less flexibility.)
Peach; to B+, from A- (Feels closer to, yet still above, Fox-- less gimpable.)
Brawler (*112); placed in B+ (The range of Fox with better safety and mixups.)
Ike; to B+, from B (Doesn't feel significantly worse off than Yoshi.)
Mii Swordfighter (*13*); placed in B (Similar, albeit slightly inferior, options to Link.)
B- to C+
C+ to C
C to C-
C- to D+
D+ to D
D to D-
D- to E
Mii Brawler (**22); placed in B- (Everything but vertical recovery is just outstanding.)
Wii Fit Trainer; to B-, from C+ (Felt more distinctly above ROB.)
Mii Swordfighter (*33*); placed in B- (Has Link's spin attack, but none of his mixups, and so falls a tier short.)
Shulk (Speed); to B-, from B+ (Feels significantly closer to default Shulk than expected as I tested more extensively.)
Shulk; to C+, from C (Better speed and safety than the new arrivals to C, despite minimal horizontal range.)
Marth; to C+, from C (See Shulk.)
Lucina; to C+, from C (See Shulk.)
Mii Gunner (**1*); placed in C+ (Great distance all-around, but only slightly better than Robin due to similar safety.)
Ness; to C, from C+ (PK Thunder interception gimping is being weighted a bit more heavily.)
Diddy Kong; to C, from C+ (Rocketbarrel pack's lack of safety is being weighted a bit more heavily.)
Bowser Jr.; to C- from C+ (An extreme lack of safety heavily compromises his recovery overall.)
Mii Gunner (**3*); placed in C (Much more rigid angling than **1*, along with having slightly less range.)
Mario; to C- from D+ (Felt a cut above Falcon/DHD, along with Bowser.)
Bowser; to C- from D+ (Felt a cut above Falcon/DHD, along with Mario.)
Mii Swordfighter (*11*); placed in C- (Nearly identical to Brawler's *11*.)
Mii Brawler (*11*); placed in C- (Predictability and lack of diagonal distance comperable to Bowser's lack of vertical.)
Mii Swordfighter (*22*); placed in D+ (Similar to swordfighter/brawler *11*, but the slightest bit weaker horizontally.)
Mii Brawler (**3*); placed in D+ (Similar vertically to swordfighter *22*, but without a horizontal option.)
Ganondorf; to D from D- (Has always felt pretty close to DK.)
Shulk (Defense); to D from D- (Lack of a good second jump plus a decent up B is an identical profile to Ganondorf.)
Mii Gunner (**2*); placed in F (Even with that Absorbing Vortex down B, it's worse than Little Mac.)
Version 2.8
S+
S
S-
A+
(Jump)
A
A-
B+
(Speed)
B
B-
C+
C
C-
D+
(Defense)
D
D-
Changelog:
Tier Shift; Letters moves up so S+ is the max, as this better reflects what the tiers mean. More consideration will be made in the future towards treating letters as more significant as 'overarcing' tiers-- i.e. that the +'s and -'s might have less of a gap between them and the flat letter than the difference will be between two letters... To prevent confusion, character changes will use the new letters for their 'from' bit as well (the shift is before any character changes, in a word). Honestly, the difference with this will be a minor one of clarity, though.
S rearrangements: Sheik and ZSS have slightly more options than Lucario and safety than Greninja.
Villager, from S- to S (Distance, up B reset if hit rather than the balloons, walljumping, and options.)
Jigglypuff, from A to S- (Solved footstool vulnerability with rising pounds, best horizontal distance in the game.)
Shulk (Jump), from A to A+ (Unconventionality and air speed makes it hard for foes to react for gimping.)
Game & Watch, from A+ to A (Only feels a single step above Palutena, and Sonic isn't too dissimilar.)
Pac Man, from A- to A (Side B super armor and having no idea how gimpable his up B might be in practice.)
Charizard, from B+ to A- (Feels to have nearly Palutena's level of safety, but with better range and options.)
Peach, from B+ to A- (Extreme horizontal ranges and a great disjointed up B.)
Rosalina, from A- to B+ (Comperable to Fox: range and some bit of mixup, but little safety.)
Shulk (Speed), from B to B+ (Unconventionality and air speed makes it hard for foes to react for gimping.)
Ike, from B+ to B (His super armor doesn't help his gimpable side B nor his iffy diagonal range.)
Falco, from B- to B (Same horizontal distance as Fox, and wall jumps solve some vertical issues.)
Diddy Kong, from B to B- (Feels comperable to ROB/BowJow in terms of an iffy up B.)
Wii Fit Trainer, from C+ to B- (Can reuse up B when hit out of it, and can also walljump... both unlike ROB.)
ROB > Bowser Jr. in B- (Feels slightly more defendable, since ROB can at least attack during up B.)
Ness, from C+ to B- (No more gimpable than others of B-, and wall tricks grant some options.)
Marth, from B- to C+ (Zero horizontal range; gimpable.)
Lucina, from B- to C+ (See Marth.)
DHD, from C- to C (Barely less safe than DK, but wall jump edges Kong out with that better vertical already.)
Ganondorf, from D to D+ (A slight step above DMMD, for less double jump reliance... possibly?)
Also, new tier definitions at the top-- kept in spoiler as they only apply to this most recent version, and will likely be updated from time to time.
Version 2.7
Version 2.6
Version 2.5
Version 2.4
Version 2.3
Version 2.2
Version 2.1
Version 2.0
Version 1.0
Best
(Jump)
S+
S
S-
(Sonic/Jigglypuff/Speed)
A+
(Jump)
A
(*112)
A-
B+
(**22)
B
B-
C+
(Speed)(**1*/**3*)
C
(**2*)(**3*)
C-
(*11*)(*11*/*22*)
D+
(**3*)
D
(Defense)
D-
(Defense)
Changelog:
Olimar; to S, from A+ (Even better than Dedede at the 'get hit, recover anyway' game ad infinitum.)
Jigglypuff; to S-, from S (Slight change, but Jiggly is much more vulnerable to footstools/spikes than MK.)
Mewtwo strikes back! Mewtwo placed in A+ (Extremely safe/quick up B, side B/walljump mixups, and tricky air manuvers in general along with great range... but the lag at the start of second jump creates a small window of vulnerability, and Teleport's limited range is a letdown if you lack that second jump.
Peach; to high A, from mid A (Horizontal flexibility edges out Charizard's super armor and Fox's vertical range.)
ROB; to B, from C+ (Tapped up B offers extreme range, but safety needs more testing before considering further promotion.)
Shulk (Speed); to top C+, from bottom B- (Not so different from base Shulk that two tiers feels justified.)
Mii Gunner (**2); to C, from C+ (Slightly worse than other gunner recoveries, along with sharing a similar, if weaker, up B to Mario.)
Cpt. Falcon; to C-, from D+ (Comperable to Diddy, with better speed and safety, albeit less range and worse mixups.)
Dr. Mario; to bottom D+, from top D (tornado, walljumps, etc. make for far more flexibility than Ganondorf.)
(Jump)
S+
S
S-
(Sonic/Jigglypuff/Speed)
A+
(Jump)
A
(*112)
A-
B+
(**22)
B
B-
C+
(Speed)(**1*/**3*)
C
(**2*)(**3*)
C-
(*11*)(*11*/*22*)
D+
(**3*)
D
(Defense)
D-
(Defense)
Changelog:
Olimar; to S, from A+ (Even better than Dedede at the 'get hit, recover anyway' game ad infinitum.)
Jigglypuff; to S-, from S (Slight change, but Jiggly is much more vulnerable to footstools/spikes than MK.)
Mewtwo strikes back! Mewtwo placed in A+ (Extremely safe/quick up B, side B/walljump mixups, and tricky air manuvers in general along with great range... but the lag at the start of second jump creates a small window of vulnerability, and Teleport's limited range is a letdown if you lack that second jump.
Peach; to high A, from mid A (Horizontal flexibility edges out Charizard's super armor and Fox's vertical range.)
ROB; to B, from C+ (Tapped up B offers extreme range, but safety needs more testing before considering further promotion.)
Shulk (Speed); to top C+, from bottom B- (Not so different from base Shulk that two tiers feels justified.)
Mii Gunner (**2); to C, from C+ (Slightly worse than other gunner recoveries, along with sharing a similar, if weaker, up B to Mario.)
Cpt. Falcon; to C-, from D+ (Comperable to Diddy, with better speed and safety, albeit less range and worse mixups.)
Dr. Mario; to bottom D+, from top D (tornado, walljumps, etc. make for far more flexibility than Ganondorf.)
Version 3.4
Best
(Jump)
S+
S
S-
(Sonic/Jigglypuff/Speed)
A+
(Jump)
A
(*112)
A-
B+
(**22)
B
B-
(Speed)
C+
C
(**3*)
C-
(*11*)(*11*/*22*)
D+
(**3*)
D
(Defense)
D-
(Defense)
Changelog:
Shulk (Speed); to B-, from B (Lacks Link level mixups, and feels to perhaps be more equivalent to WFT.)
Bowser Jr.; to B+, from C (Gains up B back when hit, horizontal recovery, acting out of up B... felt nearer to MM.)
Bowser; to B-, from C- (Mostly rising to keep pace with DK, but with a bit more balanced distances and such.)
DK; to B-, from D (Horizontal range, safety, b-reversing, stalling mixups, good hitboxes, and even armor frames.)
ROB; to C+, from B- (Minor change, but better illustrates the gap between ROB and WFT's safety and such.)
Mii Gunner; to low C+, from high C+ (Factoring in Marthina airspeed, counter, neutral B, and disjoint.)
Shulk; to C, from B- (I'd been mixing up air speeds with Speed form a bit-- feeling closer to Robin.)
Robin; to C, from C+ (Lack of an upwards hitbox and lesser range than Marthina-- more of a gap needed between.)
Mario; to C, from C- (That instant, ungimpable up B, which is one of the reasons Luigi and now Doc rose.)
Diddy; to C-, from C (Worse safety than DHD without much more range-- though still above thanks to side B).
Mii Swordfighter; 1/2, combined behind Brawler 1 (Felt loosely equivalent as slightly beneath Brawler 1.)
Dr. Mario; to D, from D- (Feels much more equivalent to Ganon when considering airspeed, safety, horizontal, etc..)
'Worst' Tier Removed (Doc rose, but Mac does not feel significantly worse than Defense Shulk.)
(Jump)
S+
S
S-
(Sonic/Jigglypuff/Speed)
A+
(Jump)
A
(*112)
A-
B+
(**22)
B
B-
(Speed)
C+
C
(**3*)
C-
(*11*)(*11*/*22*)
D+
(**3*)
D
(Defense)
D-
(Defense)
Changelog:
Shulk (Speed); to B-, from B (Lacks Link level mixups, and feels to perhaps be more equivalent to WFT.)
Bowser Jr.; to B+, from C (Gains up B back when hit, horizontal recovery, acting out of up B... felt nearer to MM.)
Bowser; to B-, from C- (Mostly rising to keep pace with DK, but with a bit more balanced distances and such.)
DK; to B-, from D (Horizontal range, safety, b-reversing, stalling mixups, good hitboxes, and even armor frames.)
ROB; to C+, from B- (Minor change, but better illustrates the gap between ROB and WFT's safety and such.)
Mii Gunner; to low C+, from high C+ (Factoring in Marthina airspeed, counter, neutral B, and disjoint.)
Shulk; to C, from B- (I'd been mixing up air speeds with Speed form a bit-- feeling closer to Robin.)
Robin; to C, from C+ (Lack of an upwards hitbox and lesser range than Marthina-- more of a gap needed between.)
Mario; to C, from C- (That instant, ungimpable up B, which is one of the reasons Luigi and now Doc rose.)
Diddy; to C-, from C (Worse safety than DHD without much more range-- though still above thanks to side B).
Mii Swordfighter; 1/2, combined behind Brawler 1 (Felt loosely equivalent as slightly beneath Brawler 1.)
Dr. Mario; to D, from D- (Feels much more equivalent to Ganon when considering airspeed, safety, horizontal, etc..)
'Worst' Tier Removed (Doc rose, but Mac does not feel significantly worse than Defense Shulk.)
Version 3.3
Best
(Jump)
S+
S
S-
(Sonic/Jigglypuff/Speed)
A+
(Jump)
A
(*112)
A-
B+
(**22)
B
(Speed)
B-
C+
C
(**3*)
C-
(*11*)(*11*)
D+
(*22*)(**3*)
D
(Defense)
D-
(Defense)
Worst
Changelog:
S to S+ (S+ should be for those with 'ideal' recoveries.)
S- to S
A+ to S-
A to A+
A- to A
Lucario; to S, from S+ (Recovery not quite ideal, given its endlag, variable range, and potential to SD on corners.)
Game & Watch > Metaknight (Horizontal range plus acting out of up B.)
Peach; to A, from A- (Fox's horizontal range with safety to compensate for her lesser vertical range.)
Brawler (*112); to A, from A- (Similar to Peach, albeit with mixups moreso than direct safety.)
Palutena; to A-, from A (Very limited in both range and options.)
Rosalina; to A-, from B+ (Good distance/speed doesn't make up for gimpability and inconsistency.)
Falco; to A-, from B (Extreme horizontal recover identical to Fox's, with the only difference being some vertical.)
Luigi; to A-, from B- (Can gain altitude from a jumpless down B; similar to Falco-- gimpable, but horizontal range.)
Megaman; to B+, from A (Very much lacks for horizontal options, feeling nearer to Link and co..)
Brawler (**22); to B+, from B (Some of the game's best horizontal recovery... just lacking some vertical.)
Shulk (Speed); to B, from B- (Air speed buff grants some flexibility to feel more on par with the Links.)
Shulk; to B-, from C+ (Feels closer to WFT than Marth.)
ROB; to B-, from C+ (See Shulk.)
Robin; to C+, from C (Feels significantly better than those of C; Arcfire/Fair/Nair to stage style options.)
(Jump)
S+
S
S-
(Sonic/Jigglypuff/Speed)
A+
(Jump)
A
(*112)
A-
B+
(**22)
B
(Speed)
B-
C+
C
(**3*)
C-
(*11*)(*11*)
D+
(*22*)(**3*)
D
(Defense)
D-
(Defense)
Worst
Changelog:
S to S+ (S+ should be for those with 'ideal' recoveries.)
S- to S
A+ to S-
A to A+
A- to A
Lucario; to S, from S+ (Recovery not quite ideal, given its endlag, variable range, and potential to SD on corners.)
Game & Watch > Metaknight (Horizontal range plus acting out of up B.)
Peach; to A, from A- (Fox's horizontal range with safety to compensate for her lesser vertical range.)
Brawler (*112); to A, from A- (Similar to Peach, albeit with mixups moreso than direct safety.)
Palutena; to A-, from A (Very limited in both range and options.)
Rosalina; to A-, from B+ (Good distance/speed doesn't make up for gimpability and inconsistency.)
Falco; to A-, from B (Extreme horizontal recover identical to Fox's, with the only difference being some vertical.)
Luigi; to A-, from B- (Can gain altitude from a jumpless down B; similar to Falco-- gimpable, but horizontal range.)
Megaman; to B+, from A (Very much lacks for horizontal options, feeling nearer to Link and co..)
Brawler (**22); to B+, from B (Some of the game's best horizontal recovery... just lacking some vertical.)
Shulk (Speed); to B, from B- (Air speed buff grants some flexibility to feel more on par with the Links.)
Shulk; to B-, from C+ (Feels closer to WFT than Marth.)
ROB; to B-, from C+ (See Shulk.)
Robin; to C+, from C (Feels significantly better than those of C; Arcfire/Fair/Nair to stage style options.)
Best
(Jump)
S+
S
S-
A+
(Sonic/Jigglypuff/Speed)
A
(Jump)
A-
B+
(*112)
B
(**22)
B-
(Speed)
C+
C
(**3*)
C-
(*11*)(*11*)
D+
(*22*)(**3*)
D
(Defense)
D-
(Defense)
Worst
Changelog:
Tier definitions Removed (Their purpose was to add clarity, but they only proved to needlessly complicate things.)
New Tier: 'Worst'
Game & Watch; to S-, from A+ (Safer than Wario with similar-or-better range.)
Wario; to A+, from S- (Bike dependancy creates potential vunlerability-- not quite fit for S tiers.)
Dark Pit > Pit (Stronger side B? Claiming a clone to be better or worse is difficult when it's not DMMD...)
Kirby (Jigglypuff) and Kirby (Speed), added to Kirby (Sonic)'s placement.
Shulk (Speed); to above Ness, in B- (Difference in air speed has become a bit more noticeable in real-game situations.)
Mii Gunner; Customs Ignored (All their recoveries feel to have relatively equivalent pros and cons.)
Mii Gunner; to C+, from C (Far better air options than Swordfighter all-around, along with an infinitely better air speed.)
Mii Swordfighter (**3*); to C, from C+ (Abysmal air speed compared to Gunner, among others, with limited coverage).
Lucina > Marth (No sourspot on up B? Claiming a clone to be better or worse is difficult when it's not DMMD...)
Mii Swordfigher (*13*); Removed (Not significantly improved by mixup options, consolidated into '**3*'.)
Bowser Jr.; to C, from C- (Felt very similar to Diddy, just with a slightly better balance between safety and range.)
Kirby (Defense); Added to D (Upon testing, had felt as poor as Defense Shulk used to feel...)
Shulk (Defense); to D-, from D (Horizontal recovery is a joke compared even to Dr. Mario. Barely above LM.)
Little Mac; to Worst, from D- (Doc has far superior recovery, yet, he lacks the tools to muscle into D.)
(Jump)
S+
S
S-
A+
(Sonic/Jigglypuff/Speed)
A
(Jump)
A-
B+
(*112)
B
(**22)
B-
(Speed)
C+
C
(**3*)
C-
(*11*)(*11*)
D+
(*22*)(**3*)
D
(Defense)
D-
(Defense)
Worst
Changelog:
Tier definitions Removed (Their purpose was to add clarity, but they only proved to needlessly complicate things.)
New Tier: 'Worst'
Game & Watch; to S-, from A+ (Safer than Wario with similar-or-better range.)
Wario; to A+, from S- (Bike dependancy creates potential vunlerability-- not quite fit for S tiers.)
Dark Pit > Pit (Stronger side B? Claiming a clone to be better or worse is difficult when it's not DMMD...)
Kirby (Jigglypuff) and Kirby (Speed), added to Kirby (Sonic)'s placement.
Shulk (Speed); to above Ness, in B- (Difference in air speed has become a bit more noticeable in real-game situations.)
Mii Gunner; Customs Ignored (All their recoveries feel to have relatively equivalent pros and cons.)
Mii Gunner; to C+, from C (Far better air options than Swordfighter all-around, along with an infinitely better air speed.)
Mii Swordfighter (**3*); to C, from C+ (Abysmal air speed compared to Gunner, among others, with limited coverage).
Lucina > Marth (No sourspot on up B? Claiming a clone to be better or worse is difficult when it's not DMMD...)
Mii Swordfigher (*13*); Removed (Not significantly improved by mixup options, consolidated into '**3*'.)
Bowser Jr.; to C, from C- (Felt very similar to Diddy, just with a slightly better balance between safety and range.)
Kirby (Defense); Added to D (Upon testing, had felt as poor as Defense Shulk used to feel...)
Shulk (Defense); to D-, from D (Horizontal recovery is a joke compared even to Dr. Mario. Barely above LM.)
Little Mac; to Worst, from D- (Doc has far superior recovery, yet, he lacks the tools to muscle into D.)
Best: The game's best recovery.
S+: Perfect; failing to recover all but requires user error.
S: Flawless; failing to recover takes extremely rare and specific circumstances.
S-: Fantastic; failing to recover is a rare, albeit plausible, occurrence.
A+: Excellent; typically with only a single, minor flaw that's of occasional relevance.
A: Wonderful; with very few minor flaws, of which one tends to be relevant at any given time.
A-: Great; a single moderate flaw or more than one minor flaw typically relevant in an average situation.
B+: Good; some exceptional trait elevating an all-around solid recovery.
B: Average; an all-around solid recovery that sets a nice baseline.
B-: Nice; often, yet not always, a very consistent and well-rounded recovery.
C+: Decent; with clear pros slightly outweighing the recovery's cons.
C: Fair; with clear pros and cons of about equal measure.
C-: Okay; with clear cons somewhat outweighing the recovery's pros.
D+: Limited; recovery's minor perks held back by some major flaw, along with the usual, lesser issues.
D: Flawed; recovery is marred by a several major and minor issues, with even its perks being minor.
D-: Bad; recovery with such severely crippling issues that it's often borderline unusable.
Best
(Jump)
S+
S
S-
A+
(Sonic)
A
(Jump)
A-
B+
(*112)
B
(**22)
B-
(*13*) (Speed)
C+
(*33*)
C
(**1*/**3*)
C-
(*11*)(*11*)
D+
(*22*)(**3*)
D
(Defense)
D-
(**2*)
Changelog:
New 'best' tier added, specifically to distinguish the distance between Jump Kirby and those of S tiers.
S+ used to divide up S tier-- despite the minor gap between them, it was the only tier with more than five.
E and F tiers removed-- they were being used to illustrate gaps that did not exist.
Lucario; to S+ from S (Felt the slightest bit superior to ZSS, and thus a fitting third for the new S+ division.)
Wario; to S-, from A (Range akin to Kirby with little of Kirby's other problems? Sounds just like Jigglypuff...)
Game & Watch; to A+, from S- (Safety aside, his recovery range is a bit more limited than the similarly safe Zelda.)
Megaman < Charizard (Charizard's multiple jumps help to distinguish him a bit more, given MM's singular recovery move.)
Fox; to A-, from B+ (Extreme range with better safety than Rosalina-- they've loosely swapped a bit.)
Rosalina; to B+, from A- (Range similar to Fox, yet without hitboxes... thus, perhaps slightly worse.)
Mii Brawler (**22); to B, from B- (Diagonal recovery from a sweetspotted Feint Kick is quite impressive.)
Luigi; to B-, from C (Extreme horizontal recovery similar to Falco, albeit a bit more limited.)
Ness; to B-, from C (PK Thunder gimps can be denied with proper use of the tail's hitbox.)
Mii Swordfighter (*13*); to B- from B (spin attack feels closer to Shulk, with the mixup feeling speed-form levels of subtle)
Mii Swordfighter (*33*); to C+ from B- (spin attack feels closer to Shulk)
Mii Gunner (**1*) and (**3*); combined within C (The differences between them were shown to be fairly equivalent.)
Diddy Kong < Gunner 1/3 < Robin (Diddy's rocketbarrel pack is just phenomenally vulnerable to gimping.)
Little Mac; to D-, from E (Felt near enough to DMMD that the extra tier was superfluous.)
Mii Gunner (**2*); to D-, from F (See Little Mac.)
S+: Perfect; failing to recover all but requires user error.
S: Flawless; failing to recover takes extremely rare and specific circumstances.
S-: Fantastic; failing to recover is a rare, albeit plausible, occurrence.
A+: Excellent; typically with only a single, minor flaw that's of occasional relevance.
A: Wonderful; with very few minor flaws, of which one tends to be relevant at any given time.
A-: Great; a single moderate flaw or more than one minor flaw typically relevant in an average situation.
B+: Good; some exceptional trait elevating an all-around solid recovery.
B: Average; an all-around solid recovery that sets a nice baseline.
B-: Nice; often, yet not always, a very consistent and well-rounded recovery.
C+: Decent; with clear pros slightly outweighing the recovery's cons.
C: Fair; with clear pros and cons of about equal measure.
C-: Okay; with clear cons somewhat outweighing the recovery's pros.
D+: Limited; recovery's minor perks held back by some major flaw, along with the usual, lesser issues.
D: Flawed; recovery is marred by a several major and minor issues, with even its perks being minor.
D-: Bad; recovery with such severely crippling issues that it's often borderline unusable.
Best
(Jump)
S+
S
S-
A+
(Sonic)
A
(Jump)
A-
B+
(*112)
B
(**22)
B-
(*13*) (Speed)
C+
(*33*)
C
(**1*/**3*)
C-
(*11*)(*11*)
D+
(*22*)(**3*)
D
(Defense)
D-
(**2*)
Changelog:
New 'best' tier added, specifically to distinguish the distance between Jump Kirby and those of S tiers.
S+ used to divide up S tier-- despite the minor gap between them, it was the only tier with more than five.
E and F tiers removed-- they were being used to illustrate gaps that did not exist.
Lucario; to S+ from S (Felt the slightest bit superior to ZSS, and thus a fitting third for the new S+ division.)
Wario; to S-, from A (Range akin to Kirby with little of Kirby's other problems? Sounds just like Jigglypuff...)
Game & Watch; to A+, from S- (Safety aside, his recovery range is a bit more limited than the similarly safe Zelda.)
Megaman < Charizard (Charizard's multiple jumps help to distinguish him a bit more, given MM's singular recovery move.)
Fox; to A-, from B+ (Extreme range with better safety than Rosalina-- they've loosely swapped a bit.)
Rosalina; to B+, from A- (Range similar to Fox, yet without hitboxes... thus, perhaps slightly worse.)
Mii Brawler (**22); to B, from B- (Diagonal recovery from a sweetspotted Feint Kick is quite impressive.)
Luigi; to B-, from C (Extreme horizontal recovery similar to Falco, albeit a bit more limited.)
Ness; to B-, from C (PK Thunder gimps can be denied with proper use of the tail's hitbox.)
Mii Swordfighter (*13*); to B- from B (spin attack feels closer to Shulk, with the mixup feeling speed-form levels of subtle)
Mii Swordfighter (*33*); to C+ from B- (spin attack feels closer to Shulk)
Mii Gunner (**1*) and (**3*); combined within C (The differences between them were shown to be fairly equivalent.)
Diddy Kong < Gunner 1/3 < Robin (Diddy's rocketbarrel pack is just phenomenally vulnerable to gimping.)
Little Mac; to D-, from E (Felt near enough to DMMD that the extra tier was superfluous.)
Mii Gunner (**2*); to D-, from F (See Little Mac.)
S+: The top three recoveries in the game, in order.
S: Exceptional recovery; with extreme safety and range in all directions, plus myriad mixups for recovery.
S-: Exceptional recovery; with extreme safety or range in all directions, the other being only great.
A+: Great recovery; with one of range or safety being exceptional whilst the other is good.
A: Great recovery; with one of range or safety being great whilst the other is good.
A-: Great recovery; with one of range or safety being great whilst the other is average.
B+: Good recovery; where slight flaws rarely limit otherwise great recovery.
B: Good recovery; where slight flaws occasionally limit otherwise great recovery.
B-: Good recovery; where slight flaws somewhat limit otherwise great recovery.
C+: Decent recovery; where clear flaws may hinder one's recovery.
C: Decent recovery; where clear flaws often hinder one's recovery.
C-: Decent recovery; where clear flaws consistently hinder one's recovery.
D+: Usable recovery; with slightly more perks than flaws.
D: Usable recovery; with about equal parts perks and flaws.
D-: Limited recovery; nothing standing out as particularly decent.
E: Bad recovery; very limited tools making for extreme unreliability.
F: The absolute worst in the game, where recovery borders on fantasy.
S: Exceptional recovery; with extreme safety and range in all directions, plus myriad mixups for recovery.
S-: Exceptional recovery; with extreme safety or range in all directions, the other being only great.
A+: Great recovery; with one of range or safety being exceptional whilst the other is good.
A: Great recovery; with one of range or safety being great whilst the other is good.
A-: Great recovery; with one of range or safety being great whilst the other is average.
B+: Good recovery; where slight flaws rarely limit otherwise great recovery.
B: Good recovery; where slight flaws occasionally limit otherwise great recovery.
B-: Good recovery; where slight flaws somewhat limit otherwise great recovery.
C+: Decent recovery; where clear flaws may hinder one's recovery.
C: Decent recovery; where clear flaws often hinder one's recovery.
C-: Decent recovery; where clear flaws consistently hinder one's recovery.
D+: Usable recovery; with slightly more perks than flaws.
D: Usable recovery; with about equal parts perks and flaws.
D-: Limited recovery; nothing standing out as particularly decent.
E: Bad recovery; very limited tools making for extreme unreliability.
F: The absolute worst in the game, where recovery borders on fantasy.
S+
(Jump)
S
S-
A+
(Sonic)
A
(Jump)
A-
B+
(*112)
B
(*13*)
B-
(**22)(*33*) (Speed)
C+
(**1*)
C
(**3*)
C-
(*11*)(*11*)
D+
(*22*)(**3*)
D
(Defense)
D-
E
F
(**2*)
Changelog:
S+ is now for the top three recoveries, in order-- not simply 'the very best, like no one ever was'.
New E and F tiers, to open up mid-range space.
Tiers + and - subtiers defined and color-coded.
Miis and copy ability Kirby slots added-- for the latter, Shulk's and Sonic's are the only entries.
Kirby (Jump); placed at S+ (Gratuitous excess in its purest form.)
Sheik; to S-, from S (S+ is no longer for the absolute best, but the top three.)
Game & Watch; to S-, from A (Up B is Pikachu tier safety, only horizontal recovery holding him back from S.)
Kirby (Sonic); placed at A+ (Adds a recovery mixup that's significantly useful.)
Shulk (Jump); to A, from A+ (Reflects his status a bit more clearly.)
Wario > Kirby in A (Wario's safety eclipses Kirby's, while his range isn't that far inferior.)
Rosalina; to A-, from B+ (Feels closer to, yet still below, Olimar-- faster, with less flexibility.)
Peach; to B+, from A- (Feels closer to, yet still above, Fox-- less gimpable.)
Brawler (*112); placed in B+ (The range of Fox with better safety and mixups.)
Ike; to B+, from B (Doesn't feel significantly worse off than Yoshi.)
Mii Swordfighter (*13*); placed in B (Similar, albeit slightly inferior, options to Link.)
B- to C+
C+ to C
C to C-
C- to D+
D+ to D
D to D-
D- to E
Mii Brawler (**22); placed in B- (Everything but vertical recovery is just outstanding.)
Wii Fit Trainer; to B-, from C+ (Felt more distinctly above ROB.)
Mii Swordfighter (*33*); placed in B- (Has Link's spin attack, but none of his mixups, and so falls a tier short.)
Shulk (Speed); to B-, from B+ (Feels significantly closer to default Shulk than expected as I tested more extensively.)
Shulk; to C+, from C (Better speed and safety than the new arrivals to C, despite minimal horizontal range.)
Marth; to C+, from C (See Shulk.)
Lucina; to C+, from C (See Shulk.)
Mii Gunner (**1*); placed in C+ (Great distance all-around, but only slightly better than Robin due to similar safety.)
Ness; to C, from C+ (PK Thunder interception gimping is being weighted a bit more heavily.)
Diddy Kong; to C, from C+ (Rocketbarrel pack's lack of safety is being weighted a bit more heavily.)
Bowser Jr.; to C- from C+ (An extreme lack of safety heavily compromises his recovery overall.)
Mii Gunner (**3*); placed in C (Much more rigid angling than **1*, along with having slightly less range.)
Mario; to C- from D+ (Felt a cut above Falcon/DHD, along with Bowser.)
Bowser; to C- from D+ (Felt a cut above Falcon/DHD, along with Mario.)
Mii Swordfighter (*11*); placed in C- (Nearly identical to Brawler's *11*.)
Mii Brawler (*11*); placed in C- (Predictability and lack of diagonal distance comperable to Bowser's lack of vertical.)
Mii Swordfighter (*22*); placed in D+ (Similar to swordfighter/brawler *11*, but the slightest bit weaker horizontally.)
Mii Brawler (**3*); placed in D+ (Similar vertically to swordfighter *22*, but without a horizontal option.)
Ganondorf; to D from D- (Has always felt pretty close to DK.)
Shulk (Defense); to D from D- (Lack of a good second jump plus a decent up B is an identical profile to Ganondorf.)
Mii Gunner (**2*); placed in F (Even with that Absorbing Vortex down B, it's worse than Little Mac.)
Version 2.8
S: Exceptional recovery; with extreme safety and/or range in all directions and likely myriad mixups for recovery.
A: Great recovery; where, of range and safety, one only nears average when then other nears exceptional.
B: Good recovery; where neither safety nor distance impede one another to be overly limiting.
C: Usable recovery; where neither safety nor distance can really hope to exceed average by much.
D: Bad recovery; both distance and safety manage to be so underwhelming that recovering at all is rare.
A: Great recovery; where, of range and safety, one only nears average when then other nears exceptional.
B: Good recovery; where neither safety nor distance impede one another to be overly limiting.
C: Usable recovery; where neither safety nor distance can really hope to exceed average by much.
D: Bad recovery; both distance and safety manage to be so underwhelming that recovering at all is rare.
S+
S
S-
A+
(Jump)
A
A-
B+
(Speed)
B
B-
C+
C
C-
D+
(Defense)
D
D-
Changelog:
Tier Shift; Letters moves up so S+ is the max, as this better reflects what the tiers mean. More consideration will be made in the future towards treating letters as more significant as 'overarcing' tiers-- i.e. that the +'s and -'s might have less of a gap between them and the flat letter than the difference will be between two letters... To prevent confusion, character changes will use the new letters for their 'from' bit as well (the shift is before any character changes, in a word). Honestly, the difference with this will be a minor one of clarity, though.
S rearrangements: Sheik and ZSS have slightly more options than Lucario and safety than Greninja.
Villager, from S- to S (Distance, up B reset if hit rather than the balloons, walljumping, and options.)
Jigglypuff, from A to S- (Solved footstool vulnerability with rising pounds, best horizontal distance in the game.)
Shulk (Jump), from A to A+ (Unconventionality and air speed makes it hard for foes to react for gimping.)
Game & Watch, from A+ to A (Only feels a single step above Palutena, and Sonic isn't too dissimilar.)
Pac Man, from A- to A (Side B super armor and having no idea how gimpable his up B might be in practice.)
Charizard, from B+ to A- (Feels to have nearly Palutena's level of safety, but with better range and options.)
Peach, from B+ to A- (Extreme horizontal ranges and a great disjointed up B.)
Rosalina, from A- to B+ (Comperable to Fox: range and some bit of mixup, but little safety.)
Shulk (Speed), from B to B+ (Unconventionality and air speed makes it hard for foes to react for gimping.)
Ike, from B+ to B (His super armor doesn't help his gimpable side B nor his iffy diagonal range.)
Falco, from B- to B (Same horizontal distance as Fox, and wall jumps solve some vertical issues.)
Diddy Kong, from B to B- (Feels comperable to ROB/BowJow in terms of an iffy up B.)
Wii Fit Trainer, from C+ to B- (Can reuse up B when hit out of it, and can also walljump... both unlike ROB.)
ROB > Bowser Jr. in B- (Feels slightly more defendable, since ROB can at least attack during up B.)
Ness, from C+ to B- (No more gimpable than others of B-, and wall tricks grant some options.)
Marth, from B- to C+ (Zero horizontal range; gimpable.)
Lucina, from B- to C+ (See Marth.)
DHD, from C- to C (Barely less safe than DK, but wall jump edges Kong out with that better vertical already.)
Ganondorf, from D to D+ (A slight step above DMMD, for less double jump reliance... possibly?)
Also, new tier definitions at the top-- kept in spoiler as they only apply to this most recent version, and will likely be updated from time to time.
S
S-
A+
A
A-
(Jump)
B+
B
B-
(Speed)
C+
C
C-
D+
D
(Defense)
D-
Changelog:
Zelda, from S- to A+ (Lacks for options while recovering-- flexibility feels to be a requirement for S-.)
Palutena, from A+ to B+ (Cripplingly average range, zero flexibility, and vulnerable to ledge trump hijinks.)
Metaknight, from A to A+ (So many options, plus good airspeed-- a cut above others with multiple jumps.)
Sonic, from B+ to A- (More options and range than MM, given neutral/side B.)
Rosalina, down within B+ (Predictable, vulnerable, and no options/mixups-- still felt a bit too high.)
Fox, from B- to B (Felt a cut above Diddy, and I was biased towards Fox being too near to Falco.)
Shulk (Speed) placed in B- (Not higher within B- due to art-switching prerequisite-- a cautious placement.)
Bowser Jr., from B to C+ (Limits on Up B reuse and horizontal range feel rather like a mix of ROB and Falco.)
Wii Fit Trainer, from bottom C+ to top C (No real change, just feels similar to Shulk and co in terms of options.)
Ness, from D+ to C (Stage-bouncing is huge, and gimping his up B is a bit more situational than expected.)
Shulk (Defense) placed in D (Not higher within D due to Doc's down B-- a cautious placement.)
*Changelog has been updated... because that's not a weird meta-update or anything... Added colors, with deeper red or green representing more drastic falls or rises within the rankings respectiely. Also reformatted Shulk's arts with color coding for some clarity.
S-
A+
A
A-
(Jump)
B+
B
B-
(Speed)
C+
C
C-
D+
D
(Defense)
D-
Changelog:
Zelda, from S- to A+ (Lacks for options while recovering-- flexibility feels to be a requirement for S-.)
Palutena, from A+ to B+ (Cripplingly average range, zero flexibility, and vulnerable to ledge trump hijinks.)
Metaknight, from A to A+ (So many options, plus good airspeed-- a cut above others with multiple jumps.)
Sonic, from B+ to A- (More options and range than MM, given neutral/side B.)
Rosalina, down within B+ (Predictable, vulnerable, and no options/mixups-- still felt a bit too high.)
Fox, from B- to B (Felt a cut above Diddy, and I was biased towards Fox being too near to Falco.)
Shulk (Speed) placed in B- (Not higher within B- due to art-switching prerequisite-- a cautious placement.)
Bowser Jr., from B to C+ (Limits on Up B reuse and horizontal range feel rather like a mix of ROB and Falco.)
Wii Fit Trainer, from bottom C+ to top C (No real change, just feels similar to Shulk and co in terms of options.)
Ness, from D+ to C (Stage-bouncing is huge, and gimping his up B is a bit more situational than expected.)
Shulk (Defense) placed in D (Not higher within D due to Doc's down B-- a cautious placement.)
*Changelog has been updated... because that's not a weird meta-update or anything... Added colors, with deeper red or green representing more drastic falls or rises within the rankings respectiely. Also reformatted Shulk's arts with color coding for some clarity.
S
S-
A+
A
A-
( with 'Jump' Monado Art)
B+
B
B-
C+
C
C-
D+
D
D-
Changelog:
New Tier: S- (For those with safe, long range recovery, yet who still aren't 'the best like no one ever was'.)
Lucario, from S to S- (There can only be one.)
Shiek, from A+ to S- (Not that far off from Lucario.)
Greninja, from A+ to S- (Following Shiek.)
Zelda, from A+ to S- (Following Shiek.)
ZSS, from A to S- (Options make up for the few situational inconsistencies.)
Villager, remains at A+ (I'd rather make a whole new tier than get caught in Villager's constant tweaks.)
Palutena, from A to A+ (The opposite of Villager: perfectly safe, but average range.)
Game & Watch, from A to A+ (Following Palutena.)
Dedede, from A- to A (Felt no worse than Metaknight, and a bit safer than Jiggly/Kirby.)
Jigglypuff, from A to A- (Footstool gimping reduces safety.)
Pit/Dark Pit, from A- to A (I was not considering their multiple jumps before, only their up B.)
Wario, from B+ to A- (He can recover from literally anywhere with that bike.)
Jump Art Shulk, from B+ to A- (Feels on-par with Wario.)
Rosalina, from A- to B+ (Inconsistent and lacking safety; feels no better than Olimar.)
Charizard, from C- to B (Super armor and side B were previously unaccounted for-- comparable to Ike.)
Ike, past Peach within B (Tentative, to settle nearer to Yoshi while Peach is nearer Fox.)
Diddy Kong, from B to B- (Feels to have similar properties to Fox: gimpable and predictable, but with good range.)
ROB, from bottom B- to top C+ (Slight tweak, didn't actually move past anyone.)
DHD, from C- to D+ (Incredibly slow air speed and gimpability feels similar to Ness.)
Falcon, from D+ to C- (Doesn't feel quite that far from Bowser, and he's certainly not so gimpable as Ness.)
DK, from bottom D+ to top D+ (Feels significantly safer than Ness/DHD during up B.)
Dr. Mario, from D- to D (Ganon doesn't need a solo tier-- the gap between him and Doc isn't that steep.)
E tier, renamed to D- (Because I refuse to ever type 'Little Mac moving up', and D- was empty w/o Doc.)
S-
A+
A
A-
( with 'Jump' Monado Art)
B+
B
B-
C+
C
C-
D+
D
D-
Changelog:
New Tier: S- (For those with safe, long range recovery, yet who still aren't 'the best like no one ever was'.)
Lucario, from S to S- (There can only be one.)
Shiek, from A+ to S- (Not that far off from Lucario.)
Greninja, from A+ to S- (Following Shiek.)
Zelda, from A+ to S- (Following Shiek.)
ZSS, from A to S- (Options make up for the few situational inconsistencies.)
Villager, remains at A+ (I'd rather make a whole new tier than get caught in Villager's constant tweaks.)
Palutena, from A to A+ (The opposite of Villager: perfectly safe, but average range.)
Game & Watch, from A to A+ (Following Palutena.)
Dedede, from A- to A (Felt no worse than Metaknight, and a bit safer than Jiggly/Kirby.)
Jigglypuff, from A to A- (Footstool gimping reduces safety.)
Pit/Dark Pit, from A- to A (I was not considering their multiple jumps before, only their up B.)
Wario, from B+ to A- (He can recover from literally anywhere with that bike.)
Jump Art Shulk, from B+ to A- (Feels on-par with Wario.)
Rosalina, from A- to B+ (Inconsistent and lacking safety; feels no better than Olimar.)
Charizard, from C- to B (Super armor and side B were previously unaccounted for-- comparable to Ike.)
Ike, past Peach within B (Tentative, to settle nearer to Yoshi while Peach is nearer Fox.)
Diddy Kong, from B to B- (Feels to have similar properties to Fox: gimpable and predictable, but with good range.)
ROB, from bottom B- to top C+ (Slight tweak, didn't actually move past anyone.)
DHD, from C- to D+ (Incredibly slow air speed and gimpability feels similar to Ness.)
Falcon, from D+ to C- (Doesn't feel quite that far from Bowser, and he's certainly not so gimpable as Ness.)
DK, from bottom D+ to top D+ (Feels significantly safer than Ness/DHD during up B.)
Dr. Mario, from D- to D (Ganon doesn't need a solo tier-- the gap between him and Doc isn't that steep.)
E tier, renamed to D- (Because I refuse to ever type 'Little Mac moving up', and D- was empty w/o Doc.)
S
A+
A
A-
B+
( with 'Jump' Monado Art)
B
B-
C+
C
C-
D+
D
D-
E
Changelog:
Lucario, from A+ to S (Reason: Too similar to Pikachu's safe, high range recovery to be lower.)
Shulk (with 'jump' art), from A- to B+ (Reason: Similar range to Sonic's up B, but a bit unwieldy.)
Ike, from B to B+ (Safety feels just enough to edge him up, particularly with his Nair as coverage.)
Fox, from bottom B- to top B- (Others in B- are also gimpable at the start of up Bs, but his range is superior.)
ROB, from C+ to B- (Safety was underestimated slightly, and he feels about on-par with Link, considering.)
Falco, from middle C+ to top C+ (Rises past Marth/Lucina for similar reasons as Fox's rising within his tier.)
Bowser, from D+ to C- (Horizontal range and safety feel to have him potentially a step above Falcon.)
Donkey Kong, from D to D+ (Feels potentially a step above Ganon just as Bowser does a step above Falcon.)
A+
A
A-
B+
( with 'Jump' Monado Art)
B
B-
C+
C
C-
D+
D
D-
E
Changelog:
Lucario, from A+ to S (Reason: Too similar to Pikachu's safe, high range recovery to be lower.)
Shulk (with 'jump' art), from A- to B+ (Reason: Similar range to Sonic's up B, but a bit unwieldy.)
Ike, from B to B+ (Safety feels just enough to edge him up, particularly with his Nair as coverage.)
Fox, from bottom B- to top B- (Others in B- are also gimpable at the start of up Bs, but his range is superior.)
ROB, from C+ to B- (Safety was underestimated slightly, and he feels about on-par with Link, considering.)
Falco, from middle C+ to top C+ (Rises past Marth/Lucina for similar reasons as Fox's rising within his tier.)
Bowser, from D+ to C- (Horizontal range and safety feel to have him potentially a step above Falcon.)
Donkey Kong, from D to D+ (Feels potentially a step above Ganon just as Bowser does a step above Falcon.)
S
A+
A
A-
( with 'Jump' Monado Art)
B+
B
B-
C+
C
C-
D+
D
D-
E
Changelog:
Metaknight, from A+ to A (Reason: recovery too jump-dependant.)
Jigglypuff, from A+ to A (Reason: recovery too jump-dependant.)
Villager, from A to A+ (Reason: recovery distance too strong; rockets/slingshot coverage.)
ZSS, from A to A+ (Reason: tether makes gimping much more difficult, considering all her other options.)
Greninja, from A- to A+ (Reason: shadow sneak mixups; threat of hydro pump windbox.)
Sheik, from A to A+(Reason: recovery distance like Zelda's, yet with more options and better coverage.)
Palutena, from A- to A (Reason: recovery theoretically impossible to gimp, despite less distance than Zelda.)
Game & Watch, from A- to A (Reason: invincibility frames have G&W feeling about equal to Palutena.)
Rosalina, Pit, Dark Pit, from B+ to A- (Reason: slightly safer, yet slightly less range, than Kirby/Dedede.)
Sonic, Megaman, from B to B+ (Reason: acting out of up B options and good range feels to match Wario.)
Pac Man, from B to B+ (Reason: side B mixups and the sheer distance up B can cover.)
Bowser Jr., from B- to B (Reason: remaining a step below Sonic/Megaman, who've more options out of up B.)
Diddy Kong, from B- to B (Reason: charged up B range and side B mixups feel to put him above Link and co.)
Samus, moved within B (Reason: screw attack safer than spin attack from the Links.)
Fox, from B- to B (Reason: range exceeds the Links, particularly horizontally, balancing his gimpability a bit.)
Falco, from C+ to B- (Reason: remaining a step below Fox, whose up B covers much more distance.)
ROB, moved within C+ (Reason: distance better than WFT, who isn't significantly safer given up B's weak hits.)
Shulk (Jump Monado), moved from B+ to A- (Reason: felt equivalent to Pit, who also moved.)
QUICK UPDATE: ZSS shifted down past Zelda, who moves up. ZSS's consistency, given the angles needed to tether, is certainly not A+ rank, particularly on non-walled stages. A tier rearranged a bit, as well, but this wasn't enough changes to be worth a full update.
A+
A
A-
( with 'Jump' Monado Art)
B+
B
B-
C+
C
C-
D+
D
D-
E
Changelog:
Metaknight, from A+ to A (Reason: recovery too jump-dependant.)
Jigglypuff, from A+ to A (Reason: recovery too jump-dependant.)
Villager, from A to A+ (Reason: recovery distance too strong; rockets/slingshot coverage.)
Greninja, from A- to A+ (Reason: shadow sneak mixups; threat of hydro pump windbox.)
Sheik, from A to A+
Palutena, from A- to A (Reason: recovery theoretically impossible to gimp, despite less distance than Zelda.)
Game & Watch, from A- to A (Reason: invincibility frames have G&W feeling about equal to Palutena.)
Rosalina, Pit, Dark Pit, from B+ to A- (Reason: slightly safer, yet slightly less range, than Kirby/Dedede.)
Sonic, Megaman, from B to B+ (Reason: acting out of up B options and good range feels to match Wario.)
Pac Man, from B to B+ (Reason: side B mixups and the sheer distance up B can cover.)
Bowser Jr., from B- to B (Reason: remaining a step below Sonic/Megaman, who've more options out of up B.)
Diddy Kong, from B- to B (Reason: charged up B range and side B mixups feel to put him above Link and co.)
Samus, moved within B (Reason: screw attack safer than spin attack from the Links.)
Fox, from B- to B (Reason: range exceeds the Links, particularly horizontally, balancing his gimpability a bit.)
Falco, from C+ to B- (Reason: remaining a step below Fox, whose up B covers much more distance.)
ROB, moved within C+ (Reason: distance better than WFT, who isn't significantly safer given up B's weak hits.)
Shulk (Jump Monado), moved from B+ to A- (Reason: felt equivalent to Pit, who also moved.)
QUICK UPDATE: ZSS shifted down past Zelda, who moves up. ZSS's consistency, given the angles needed to tether, is certainly not A+ rank, particularly on non-walled stages. A tier rearranged a bit, as well, but this wasn't enough changes to be worth a full update.
S
A+
A
A-
B+
( with 'Jump' Monado Art)
B
B-
C+
C
C-
D+
D
D-
E
Changelog:
Villager from A+ to A (Reason: Gimpable)
Wii Fit Trainer from C- to C+ (Reason: I'm an idiot who didn't mash B)
Game and Watch from B- to A- (Reason: Invulnerability frames during up B)
Charizard from C to C- (Reason: Slow air speed; gimpability)
ROB from B to C+ (Reason: Extremely gimpable; slow recovery)
Megaman from C+ to B (Reason: Myriad options out of Up B; stage-covering options)
Bowser Jr from C+ to B- (Reason: Options out of Up B)
Ike from B to B- (Reason: Lackluster diagonal recovery; predictable horizontal recovery)
Rosalina from B- to B+ (Reason: Up B functions similarly to Pit's, yet was rated far lower)
A+
A
A-
B+
( with 'Jump' Monado Art)
B
B-
C+
C
C-
D+
D
D-
E
Changelog:
Villager from A+ to A (Reason: Gimpable)
Wii Fit Trainer from C- to C+ (Reason: I'm an idiot who didn't mash B)
Game and Watch from B- to A- (Reason: Invulnerability frames during up B)
Charizard from C to C- (Reason: Slow air speed; gimpability)
ROB from B to C+ (Reason: Extremely gimpable; slow recovery)
Megaman from C+ to B (Reason: Myriad options out of Up B; stage-covering options)
Bowser Jr from C+ to B- (Reason: Options out of Up B)
Ike from B to B- (Reason: Lackluster diagonal recovery; predictable horizontal recovery)
Rosalina from B- to B+ (Reason: Up B functions similarly to Pit's, yet was rated far lower)
S
A+
A
A-
B+
( with 'Jump' Monado Art)
B
B-
C+
C
C-
D+
D
D-
E
Changelog:
Wario C- to B+
Luigi C- to C
Mario C to C-
Little Mac D- to E (new tier for the single worst)
Pikachu A+ to S (new tier for the single best)
Metaknight A to A+
Jigglypuff A to A+
Dedede B+ to A-
ZSS A- to A
A+
A
A-
B+
( with 'Jump' Monado Art)
B
B-
C+
C
C-
D+
D
D-
E
Changelog:
Wario C- to B+
Luigi C- to C
Mario C to C-
Little Mac D- to E (new tier for the single worst)
Pikachu A+ to S (new tier for the single best)
Metaknight A to A+
Jigglypuff A to A+
Dedede B+ to A-
ZSS A- to A
A+
A
A-
B+
( with 'Jump' Monado Art)
B
B-
C+
C
C-
D+
D
D-
Changelog:
Villager+
Fox+
Falco+
Jigglypuff+
Kirby+
Metaknight+
Pit+
Dark Pit+
Pac Man+
Yoshi-
Dedede-
Marth-
Lucina-
Ike-
ZSS-
Wii Fit Trainer-
A
A-
B+
( with 'Jump' Monado Art)
B
B-
C+
C
C-
D+
D
D-
Changelog:
Villager+
Fox+
Falco+
Jigglypuff+
Kirby+
Metaknight+
Pit+
Dark Pit+
Pac Man+
Yoshi-
Dedede-
Marth-
Lucina-
Ike-
ZSS-
Wii Fit Trainer-
A+
A
A-
B+
( with 'Jump' Monado Art)
B
B-
C+
C
C-
D+
D
D-
A loose idea of what the letters mean...
A=Great range and highly difficult to gimp
B=Great range and mildly difficult to gimp -OR- Average range and highly difficult to gimp
C=Great range and easy to gimp -OR- Average range and mildly difficult to gimp
D=Average range and easy to gimp -OR- Limited range
A
A-
B+
( with 'Jump' Monado Art)
B
B-
C+
C
C-
D+
D
D-
A loose idea of what the letters mean...
A=Great range and highly difficult to gimp
B=Great range and mildly difficult to gimp -OR- Average range and highly difficult to gimp
C=Great range and easy to gimp -OR- Average range and mildly difficult to gimp
D=Average range and easy to gimp -OR- Limited range
A+
A
A-
(*)
B+
B
B-
C+
C
C-
D+
D
D-
*Monado jump art rating.
Again, this is only a few days' worth of testing, so someone who's had hundreds of hours of recovery practice with any given character is bound to have leagues more information to work with. While I did try to keep as much in mind as possible, it's difficult to rate recoveries by nature, since there's not just distance, but predictability, gimpability, and so on... Distance is still the most heavily rated aspect, regardless, with other factors typically causing a shift of a + or -... or, more rarely, a single letter change.
A
A-
(*)
B+
B
B-
C+
C
C-
D+
D
D-
*Monado jump art rating.
Again, this is only a few days' worth of testing, so someone who's had hundreds of hours of recovery practice with any given character is bound to have leagues more information to work with. While I did try to keep as much in mind as possible, it's difficult to rate recoveries by nature, since there's not just distance, but predictability, gimpability, and so on... Distance is still the most heavily rated aspect, regardless, with other factors typically causing a shift of a + or -... or, more rarely, a single letter change.
Things are really starting to
LAST UPDATED: 8/3/2015, 11:06 AM EST
Last edited: