Guess this is a good time to throw this thought here: people often underrate their "top 15" mains until they seriously pick other characters, especially ones that are considered mid to low tier, and realize just how much more weaknesses they have. The best thing about balance in Smash 4 is that no character comes without clear downsides; ground mobility, aerial mobility and deceleration/acceleration, range and hitboxes, approach options, defensive options, options in disadvantage, options in advantage, recovery, damage output, kill power, grab game, frame data whether it's startup, endlag or landing lag and a bunch of more specific factors all have their own considerable effects in how a character plays, and no one excels in all of those. Floatiness isn't automatically good or bad, quick fall speed isn't automatically good or bad and same with weight and gravity or the lack of those. I can list some popular top/high tiers and their weaknesses right now:
- damage output is low despite combos, kill power among the worst in the game
- damage output is low despite combos, recovery very gimpable when forced low
- range and kill power both among the worst in the game, very light weight makes it hard to stay out long
- disadvantage is bad due to floatiness and long aerials, can be rushed down pretty bad by some characters like MK, bad approach options if forced to attempt that
- even though he's fast, you can react to him from long range and he's not the fastest at midrange, plus all his approach options are unsafe and punishable
- most of her useful hitboxes are very high up and so is her shorthop, all grab variations are very slow
- approach options aren't the best, massive gravity and fall speed while being light means bad disadvantage while dying early
- requires getting in to function and bad mobility makes it difficult, recovery completely depends on preserving second jump
- poor range and damage output despite combos, recovery isn't that good distance wise
- fairly slow grab with no combo or kill throws, approaches are mostly unsafe and punishable
- easily gimpable recovery, considerable gravity and fall speed while having no practical hitboxes to hit below him means terrible disadvantage, the majority of his most praised kill moves are very committing or require a setup
- even more easily gimpable recovery, approach options are unsafe and mobility poor
- can't get anything going if killed early, slow and committing kill moves
On the other hand, if you focus on strengths you could instead say stuff like:
"down throw is op why does he combo me from 0 to 60"
"why is he so strong while having speed like that"
"wow i died to fsmash at 30%"
"howe2getin"
"can't touch this ****ing thing and keep getting gimped"
"wow i died to bthrow at 90% nerf"
The former thoughts happen when you use the character, the latter thoughts happen when you play versus the character. The more annoying it feels the more likely they are high tier in this game though, but also it may mean you really need to practice the matchup. I could go on and on and I kinda did more than I planned to, but this should get the point across. There
are some characters that have arguably less polarizing weaknesses but they also usually have less polarizing strengths. I'd personally put Sheik, Diddy, Mario, Sonic and maybe ZSS and Pikachu in that category, and expect them to be top 5-6 eventually because of that.