Been playing the following characters for the past few days (Really liking them a lot):
Bowser, Yoshi, Donkey Kong, Metaknight, Dedede, Greninja, Little Mac, Captain Falcon, Ness, and Jigglypuff.
Here are the pros and cons for some I've experienced so far (not going to mention everyone, mostly ones I've been using a lot):
Bowser (My Main):
Pros:
- Improved recovery
- Improved Edgeguarding
- Lots of kill moves
- Great FSmash, but is unsafe
- Can kill very early
- Great Spacing
- Down-B can break shields
- Great spacing and pressure
- Doesn't die very easily
- Dair now spikes, but risky
- Dash speed is better so he can get in close pretty fast
- Jab combo has better knockback
- Side-B is still great to get early kills, but depends on %
Cons:
- STILL has trouble against campers
- Lots of landing lag on most of his air attacks
- Range on Side-B has decreased.
- Can be comboed pretty easily by most of the cast
- Despite having an improved edgeguarding capibilities, he can still be edgeguarded pretty easily
Little Mac:
Pros:
- Super fast
- gets in your face pretty quickly
- Smash attacks are safe if spaced right.
- Has super armor on all smash attacks
- Great tilts for spacing and punishing
- D-tilt is a great combo starter (You can combo the KO punch after a D-tilt, but it depends on % and you got to be fast)
- Thanks to Roll Cancel Grab, his Grab range is now better.
- Downsmash is a good edgeguarding move thanks to it's reach and super armor. It's also great for punishing rolls.
- Dash attack, while a little unsafe at times, is still great to catch people off guard.
- Jab combo is great for pressure, possibly one of the best in the game.
- Has a good counter move that can be used as a recovery option.
- Great amount of kill moves.
Cons:
- terrible air game (You ain't no air fighter Mac)
- Despite having lots of recovery options, most of them are predictable and are bad for recovery moves
- Doesn't automatically snap on ledges no matter which recovery move is used.
- Can be edgeguarded pretty easily.
- The KO punch won't kill people at 0 to 20% and it can whiff a lot if not used right.
- Has trouble against projectiles.
King Dedede:
Pros:
- Gordos are great for edgeguarding and mix-ups on ledges (Been doing this quite a lot and it's quite effective). you can also get a stage spike with this move if spaced right.
- Nair is good as a combo starter and mix-ups (you can use it as a cross-up, making opponents grab the wrong way).
- Fair is a good edgeguarding move and combo ender as it comes out pretty fast.
- Downsmash now sends opponents to the side of the stage instead of the ceiling. Can also be used to punish rolls.
- Bair is a fantastic edgeguarding move, as well as a kill move, great to get stage spike kills, and has no landing lag if performed early in a SH.
- Dair is now a spike move, but must be in the right position, but can still kill early even if you don't get the spike.
- Uair is great for ceiling KO's and is great for punishing airdodges in the air.
- Up Smash is still the same, but still good as an anti-air and kill move.
- Up-B now automatically snaps onto ledge, but only if facing towards it.
- Amazing F-tilt for damage and punishing moves/rolls
- Down Throw into Fair is a true combo until around 110% on medium/heavy weights or 90% on light weights.
Cons:
- Easily comboed by other characters
- Dash attack, while powerful, is still a very bad move and super punishable
- Gordos is a terrible zoning move and can easily be reflected back
- Forward Smash is still very slow and very predictable.
- Easily loses to campers (DHD) and combo heavy characters (Sonic)
- U-tilt no longer kills early and doesn't have as much reach as before.
Greninja:
Pros:
- Good pressure
- combo heavy and has lots of true combos
- Air mobility is great
- Pretty fast
- Bair and Fair are great edgeguarding moves
- Fair is a good kill move and combo ender
- Nair is probably his best move. Good for shield pressure, crosses up, and by the time you land on the ground with this move, whether it's on shield or not, you can immediatly go for a jab combo for an easy 20% damage.
- Jab combo is good.
- D-Smash is good to punish rolls and a decent edgeguarding move.
- F-Smash is a good spacing move. Can kill at times.
- U-Smash is a fantastic anti-air and by far his 2nd best kill move next to Fair (You can combo into U-Smash after a weak Nair and at certain %, can kill pretty early).
- Dair is safe on block and crosses up, making it hard for opponents to punish. If you do hit the opponent with Dair, you can follow up with either a Fair or Bair depending on where they go or vector. It's a true combo.
- Uair has a meteor effect on the first few hits and is a good anti-air, punishes airdodges, and a good kill move/combo ender.
- F-tilt is great for spacing, very hard to punish and a good use of pivot tilting.
- D-tilt, if spaced right, can be unpunishable, depending on match-up, but is a decent combo starter.
- U-tilt is a decent anti-air and is a decent combo starter. Not the best tilt move he has, but still solid.
- Dash attack, if you land it, can be used to follow up with either a Fair (If you predict an airdodge), or Uair (If you predict a jump).
- All special moves are great. Neutral-B is great for spacing, edgeguarding, and combo follow ups. Side-B is great to approach. Up-B is possibly one of the best recovery moves in the game and it can push opponents away thanks to it's wind box effect, making it hard for opponents to recover. Down-B is a great counter move for recovering and killing. A bit predictable, but most don't expect it.
- Some of the best grabs in the game, as they lead to either combos or sending opponents off-stage.
Cons:
- Dash attack is unsafe
- Because of 3DS controls, you most of the time get Side-B instead of Up-B for recovering
- Dair can be very predictable and dodged easily.
- Down-B is also predictable.
- Trying to perform a SH is hard due to 3DS controls.