With respect: this answer is ridiculous and you know it. You're smart enough to know that. We already know why heavies have the stuff that they have. The weaknesses of large-framed heavy characters have been litigated countless times on Smashboards over the many, many years it's been around. We know why they are the way they are in Ultimate.
Saying "this was the wrong way to balance them" is not scrubby nor is it an insult to players who enjoy heavyweights, and I even stated that my intention wasn't to come for heavyweight players in the post that started this debate. Literally calling me a scrub for having that opinion is an insult, however, so maybe check yourself there.
I'm sorry if I projected different long-running attitudes that exist within the community into your posts, and made them into a strawman proxy for me to grumble at. Your posts are high-quality and don't deserve that.
I mean I'll grant you that "complaining about" Bowser dair alongside DK side-b looks weird, but the point I wanted to make is that "heavies" are designed in a way that rewards "fishing" for moves because they don't really have other tools in most cases. It's not an issue that they have to be respected, it's an issue that many of them have the potential to instantly take stocks at very low percents disproportionate to the risk given their weight.
But I do disagree a non-zero amount here, this brush is way too thick to describe the scope of the problem or at least how I would define it.
I love Incineroar. I think Incineroar is one of the best designed characters in the game. He kills people off 2-3 precision reads all the time. Maybe I'm biased, but it never feels unfair or cheesy, never feels like I'm throwing stuff out. (It feels like I'm sticking my arm through the eye of the needle and grabbing them by the throat)
Chaingrabbing ICs was not like this. And I agree with you that DK is more like old ICs than Incineroar, and is one of the more pooly designed characters in the game. Playing against DK feels like it turns every matchup into something of an endurance contest where DK himself is sort of impotent and just hoping you make a mistake. And, like ICs, the cost of single mistakes means that the matchup is an unusually skewed when played between skill/experience levels.
I think the same charges could have been leveled at King K Rool, who I considered at launch to be the #1 worst designed character in the game. But nair and now armored crown majorly patched his low-level-play-only neutral game, and he has a handful of Incineroar-style "narrow counter" options that keep things more engaging than a DK abuse-or-be-abused slugfest. (I would give the patch team a gold star for K Rool, in that his changes affected my enjoyment of the K Rool matchup(s) to an extent I never would have predicted. (
Now do DK!))
I don't really have any problem with Bowser at all in this game.
(Note that this was NOT true in Smash 4!) I think he's interesting to play against, has interesting if unexciting armor pathways, the absolute minimum amount of disadvantage tools (bouyed by his weight + floatiness), and don't have an objection to his (probably overtuned) side-b. Ditto for Ridley. Ditto for Terry if you want to include him here. Mac is great, like Incineroar.
I think DDD has some dubious design (probably makes bottom 10), but it's stuff that's kind of orthogonal to what's being discussed here. (When is DDD killing people in 2 hits with YOLO moves?) The only overlap is some of the DK disadvantage stuff.
I think Min Min is a blast, and she very much can kill people off a single situation. But at this point we're starting to feel less like a heavy and almost more like Mario. Which, speaking of YOLO moves? There's nothing more "Eh, I'll throw this out and maybe I win" than Mario u-smash. When I think of "braindead fishing that's not fun", that's honestly the very first move my mind jumps to lol.
Zelda is a perennial contender for worst-designed character, but I'm not sure her problems are actually ICs/DK syndrome either. The sort of mistake you need to make for Zelda to melt you is not this broad "oops you got grabbed", but more of the sort of specific mistakes that various members of the cast can punish severely. Zelda just manages to have a bad+dull neutral (Phantom at least helps) combined with a weird disadvantage state that sort of maximizes the boring parts and minimizes engagement.
The shotos can feel like "just waiting for that one mistake", but this was much more true with Smash 4 Ryu. In Ultimate, the shotos feel more well-rounded, and I wish the same sort of transition happened to DK.
Wario isn't the best designed. Lucario is mostly fine, just for narrow tastes. (And weak atm) Sonic is mostly a problem of the community's own creation.
Again, the thought experiment I posted above here is relevant: Kirby's super bad right now. There are good ways to buff him. You can increase his air speed, increase the range of his attacks, give him better ways to maintain control after a hit so that he doesn't have to contend in neutral as often, etc. There are a lot of very smart ways to buff Kirby that could make him a better character.
Or, you could like, keep buffing his special moves and dash attack over and over again so that they do more shield damage, more damage, more knockback, etc. encouraging Kirby players to hail mary more than they actually do, encouraging playstyles that don't feel deliberate and rewarding desperation and habits that have been universally called "bad" across every other Smash game.
I think this is apt. Kirby is actually the character (imo) whose design status quo is most similar to DK, not any (super)heavy.
Though, I'm going to quibble on the characterization of the Kirby patch changes. I wouldn't equate QoL changes to moves that definitely deserved them to some misguided philosophy on the patching team's part. It's possible for all of the following to be true:
- Kirby is poorly designed
- Certain Kirby moves are overused by new players
- Those moves objectively don't hit correctly and should be fixed
While I wouldn't characterize them as particularly effective or brilliant, the
actual meaningful changes to Kirby have been the aerial buffs and frame 2 jab. (And maybe d-smash? I still don't know how relevant that is, even though it's big on paper.) All the QoL stuff on U-smash, dash attack, Inhale, and Stone should be appreciated for what they are, and is stuff that should have happened regardless of Kirby's other issues.
But, bottom line is, I don't really see this "pigeonholed into excessive punish options" as a chronic or structural problem, especially attached to superheavies as originally expressed. The biggest offenders in my mind are characters as diverse as DK, Kirby, Wario, old ICs, and old Ryu. It seems like just another generic category of concern affecting various characters, like "limited neutral" or "unengaging disadvantage".