- Tbh I feel Mario is a play-maker. His damage per hit is not high however, he can string up damage together. The beloved Sheik is another character with low damage per-hit but that isn't as relevant if you can potentially get multiple hits in. Gust cape and High-pressure FLUDD help round out his edgeguard, while Mario has trouble killing he also makes it particularly difficult to recover, respecially for certain horizontal recoveries. Fast Fireballs are actually quite disruptive, and a good projectile. I worry about how he will fair in trades when he is unable to manage 2x strings. If gust cape/Fldd/Fast Fireballs/bair are going to be enough edge pressure to make up for his faults.
- Everyones true favorite Mario brother. Not feeling the same potency of his brother. Luigi hits harder, theres better knockback frankly his dthrow is better, but his range is troublesome. He has some acceptable recover via customs but vertically its very hit or miss and rather subject to punish, even horizontal he isn't out of the woods. His recovery in general is just rather linear. I greatly prefer Marios fast fireballs and gust cape. Luigi just hasn't shown himself to be as effective. I worry if his slide mechanics will make counter-aggression impractical along with some of his as always low range options getting him spaced out without significant enough reward when he gets in.
- Her options with float are a complete pain, moves not staling is dumb. Even still edgeguarding her Up-B is difficult in a similar vein to Game&Watch. Time will tell if this gets resolved, but so far it feels like you need a specific set of tools to gimp her that most characters do not have. On-stage she puts out too much pressure with floated aerials. Her smashes are potent, I just find her hard to deal with. I have quite a bit to learn about her, but I believe she is strong given her options and how difficult they can be to punish. I dont worry well at all for her because I need to get my ass kicked by peach less first.
- I am not an admirer. For all Bowsers strengths, he is still a huge tub of lard, subject to being outranged, juggled, or straight up combo'd. That isn't to say he doesn't have presence but people who "get-In" get to stay in on Bowser to do a considerable amount of damage, his recovery is nothing jawbreaking and while his outright damage has to be respected, the speed at which he does it does not. Dash claw is potent but it's purposefully coupled with low damage, and it doesn't resolve the problems of hi size. I worry that his ground strength gets invalidated, by counter-approaches of faster characters with the ability to weave in between his attacks, regardless of their reward and long disjoints from characters who can afford to eat a few of his attacks straight up winning the spacing war because he is slow.
A strong character with strong weaknesses.
- Former Yoshi player in Brawl, OOS options really open the door for him. I didnt feel like Brawl Yoshi had a ton of problems before, I feel like now its just the main problems are gone allowing his strengths to show through without abnormal weaknesses.
I like what i see of him but I remain hopefully pessimistic. Great jab, nair and bair are good *as always*, yoshi just has good aerials. His ground game is solid, I believe the majority of his customs except for egg roll are fairly solid choices but I am missing a down special. Egg rolls viability doesn't even matter when you have all these other options going for you. Im worried the hype betrays the reality and we find that Yoshi's attack range is overstated allowing some characters who struggle with range to approach him, especially on stages like Battlefield where the platform gives them a defense against a camping yoshi.
- Something isn't right while she has started of phenomenal, I do start to get the picture that Luma becomes less relevant over time. Moves that dispatch Luma are becoming known and moves that do so "safely" are going to be quite a factor. That is not the largest deal as Luma has some large hitboxes of her own that bloody linger to boot, and are rather quick to start-up. Her Roll/spotdodge are mindgames within themself, recovery is solid, she has tons of K.O power and she is frankly difficult to approach. You basically have to approach her however since she sports such potent anti-projectile options in Luma + gravitational field and having camp options with luma shot/laser. She denies camping, she's hard to approach, she doesn't lack K.O potential + her disjoints, she has built in anti-grab. She puts strain on a significant amount of your options and to make matters worse even if you deny her gimmick its for a meagre set of time. If she will fall or not I can't say, but she is very volatile.
- Im glad Roy returned from Melee, seemingly better. I thought he was faster but with more play I see the lag of his attacks more clearly, He has some really hard hitting moves but the practicality isnt there. He is an odd place but I lack enough of his customs. He is not lacking in recovery between his kart and eject. His grab game is understated. Air cannon has edgeguard potential probably more than the actual cannon. Too many critical options are slow on whiff however. May lead to him being unable to land his KO moves, cart being too much of a telegraph due to its lack of speed and damage wracking problematic.
- Ive played him little but solid air maneuverability translating into a respectable air game. F-smash of peace and his recovery is difficult. The bike changes mean he is seldom without it, mix in a command grab and he has solid mix-up potential and great reward. I find dthrow unwieldy however. Looking forward to see more of him.
- I think he is a fire cracker. His parachute is a lot safer. Bucket is still strong, quick bucket is good as well. He dies early as hell If anything his ground threat is the most noteworthy. I kill every g&w I meet though which doesnt speak well for him. He is too light or the pressure he puts out, he is difficult to gimp with parachute but who cares when he dies at 90%. I only have 2 customs though. From outside influence, I believe Judge has a more consistent version that remains significant. He doesn't take trades well. B-air and F-air are laggy, dont even believe they are safe on shield. His probably only safe aerial is n-air. ftilt is meh, dtilt is lovely actually. Did I mention how paper he feels? I hope im wrong but I feel G&W doesn't walk away from trades well enough to contend. You hit him 8x he is at kill percent he hits you 8x and you are not.