My viewpoints/observations on Ultimate's DLC, as well as Ultimate's newcomers as a whole.
Steve pretty much demonstrates how cautious the dev team is with Ultimate's DLC characters. They could've easily made Steve one of the most devastating DLC characters in the game, but they definitely put a lot of constraints. I will go over later on the specifics, but here is the context on my observations.
We all know how powerful SSB4's DLC characters are.
are two of the best characters in the game, with
being strong characters in their own right themselves. Bayo in particular became one of the most hated characters in Smash history. I noticed that characters being annoying can often inflate people's perspective on how powerful the character actually is (I am looking at you Ultimate Pika).
The SSB4 DLC character dilemma, combined with now infamous MkLeo vs Plup match in the Ultimate invitational, where MkLeo Bayo combo'd Plup with a harsh negative crowd reaction, is where I think the dev team really started to make constraints with their newcomers as a whole.
If we look at all of Ultimate's non-echo fighter newcomers, with the exception of
and up until
, do you notice something?
You can probably tell what I am getting at. Sure, the Belmonts was viewed much more positively back then (mostly due to being the first of his archetype) and Ridley isn't quite as weak of the others, but as you can see, all of these characters are quite lacking in some way.
in particular entered the game as three of the worst characters in the game, and these three are still quite lacking to this day.
, funnily enough the first newcomer introduced into Ultimate, is a strong exception. She was one of the strongest early meta picks, and was commonly considered to be potentially the best character in the game during the early meta. Even after the "best character" title wore off from her, for a long time, she was considered one of the game's best characters, and one of the prime candidates for the Smash community to clamor for nerfs.
She has since then fallen off the meta, and has been relegated to simply a very solid high tiered character and not nerf-worthy, but her impact in the early meta, combined with what would come next, would have an everlasting impact on future DLC characters.
Everything changed when
, the second DLC character and the first character of Fighters Pass 1, was released. His impact on the competitive scene wasn't immediate, but when the gears were turning, the character rose quickly to one of the game's elite. It came to the point where many players were clamoring for nerfs to Joker. Granted that this is the Smash community's natural reaction to anything strong in Smash games, especially in a patch cycle, but this is still scarily a reflection of the SSB4 top tier dilemma.
Joker did eventually receive some small, but notable nerfs, that makes him a little bit easier to deal with, but he is still one of the best, if not, the best character in the game.
Lets stop for a second and think: when two of your newcomers became characters people clamor for nerfs, despite all of the heavy constraints you put on the newcomers, how would you react?
I think Joker is where the Smash dev team finally got scared of the impact DLC characters can have in Smash Bros, thus they became extra cautious on designing DLC characters, while trying to not make them as pathetically weak as their base roster newcomers. While Joker is no where near Bayo/Cloud craziness (or most SSB4 top tiered characters for that matter), he definitely showed to be a ghost of SSB4 past, at least to the eyes of the devs. I think most of the DLC characters that came out afterwards suffered because of that.
Now lets take a look at the things that make
very viable characters: very mobility, great frame data, and potent combo game. Afterwards, these two branch off in terms of strengths (Inkling has recovery and damage output, Joker has Arsene buttons and KO power, etc.).
Now here are the DLC characters released so far:
(Steve)
Here is a common trait with the DLC characters released after Joker:
they all have some semblance of sluggish mobility, which is something Inkling and Joker excels at.
Hero has a solid dash and initial dash speed, but have sluggish air speed and below average air acceleration.
Banjo has pretty great dash speed and average air acceleration, but with the 7th-8th worst initial dash and the 11th worst air speed.
Terry has average dash speed, but with 5th-6th worst initial dash and mediocre air speed, and below average air acceleration.
Byleth has the 8th-9th worst dash speed, below average initial dash, the 10th worst air speed, and below average air acceleration.
Min Min has a below average dash speed and initial dash, but the 6th worst air speed and below average air acceleration.
Steve has not only the worst first jump in the game, but also the 10th worst dash speed, the weakest initial dash, the 7th worst air speed, and rather poor air acceleration as well.
However, each character, in addition to having at least some semblance of limited mobility, have other things limiting them.
In addition to their poor initial dash and air speed, the character in general has a lack of anything standing out. Almost all of their moves are ok at best, and a lot of them are directly inferior to a similar move by another character.
Down throw buries? Well K. Rool has the same down throw but with a much longer bury duration. Vertical up tilt? Literally Snake's, but cannot touch grounded opponents that well. Spinning neutral air? It is literally Pit's neutral air (exact same hitboxes), but much slower in terms of startup lag and landing lag. Rolling dash attack? Well it is DK's dash attack, but with a shorter hitbox and a weaker sourspot. You get the point.
The only real "gimmick" of the character is Wonderwing, but even that is limited and exploited. Zoning is annoying with the character (and quite literally what the character has to resort to due to his meh normal buttons), but they don't really do it much better than other specialized zoners.
Banjo is more of a casualty of questionable moveset design, than actually the devs giving the character undesirable traits to balance out their "gimmick". There will be more on that later.
They was initially seen as mid tier, maybe lower-high tier, but as time goes on, this character really dropped off imo once their numerous limitations are seen.
Byleth's design choice isn't really due to the new tradition of adding restrictions to new characters, but more of them building up and evolving the "distance demon" archetype. I covered this and Byleth as a character, extensively during my analysis on Min Min, and my points and viewpoints have not changed much since then. The overall gist is that after the Belmonts missed the mark with the archetype, and Byleth is their next attempt in doing so. While Byleth improves a lot of what the Belmonts fell short, which is still very much the case despite the Belmonts (rather miniscule) buffs in 9.0, Byleth still possesses some of the same glaring issues.
I do find it funny that Sakurai tries to point out the character's weaknesses directly from the direct, which is what probably lead to his mediocre competitive reception pre-release. He also pointed out a poor grab, but from my experience playing Byleth, I never found his grab to be that bad (at least by Ultimate's standards). It is certainty better than Hero's grab.
Anyways, I personally think Byleth is a bit better than some people give credit for, especially after MkLeo's recent performances with him, but he is still not too great. He still resides in the lower-mid tier/upper-low tier areas of the tier list imo. I think he is better than most DLC characters, but that is not entirely a high bar to clear.
Two characters, however, really suffered for this, and it is directly from the extra caution.
Hero was the talk of the show when he first came out. Seemingly absurd spells, random critical hits, crazy side effects via Hocus Pocus, the character seemed utterly ridiculous and borderline game breaking. He became insanely popular in low/mid-level play when the first month was released, and is still popular in low-level play to this day. However, the character is one of the least performing characters in high-level play, with one of the smallest playerbases, rather lacking results from that playerbase, and like Das Koopa pointed out, a hilariously poor upset ratio (or something like that, I forgot what it specifically was).
When looking at his moveset, it becomes crystal clear why. The character possesses some awkward air mobility, terrible frame data on especially his aerials, middling range-at-best on his faster moves, a very poor grab (his dash grab grabbox doesn't even cover his entire hand), the need for MP to gain access to his best moves, and reliance on RNG. Some of his frightened spells, such as Thwack and Magic Burst, was also discovered to be too situational / rather easy to avoid.
He does have his strengths, and he does have the distinction on having a few niche higher tiered matchups due to his special set of tools, but he suffers against a lot of the cast. While he doesn't entirely lose horribly against higher tiered characters, other low tiered characters have tools to work around Hero's toolset (unless you are one of those niche characters). I personally think Hero is a rather weak character in competitive play, with the 7.0 and 8.0 buffs to lower tiered characters further boosting this.
Hero overall is one of the biggest casualties of the dev team intentionally adding deliberating undesirable traits to a character to balance out their gimmick. There was a reason why Sakurai was so casual on showcasing the absurdity of some of Hero's spells. They knew that the character would have many other traits to counterbalance this.
(
Steve)
Disclaimer: we don't quite know how exactly good Steve will be in top level play. He is a very complex character, and will likely be character specialists that will push the character's meta, similar to characters like Pac-Man. Additionally, he is a character were you likely need to know the matchup to have a good time in. Lack of matchup knowledge, and technical Steve players can mess you up.
However, it is hard to deny that shades of Hero is starting to show up with the character: initially seen to be absurd, but with his numerous undesirable traits discovered afterwards.
As we all know, the character has some powerful traits. He has amazing frame data across the board, some burst options to work with (Minecart), powerful edgeguarding/ledgetrapping, numerous techs to break shields and activate combos, and a solid recovery. I can't wait to see how Steve players optimize this.
However, the character possesses quite a bit of weaknesses. One of which is possessing one of the worst overall mobility stats in the game, poor overall reach, an awkward neutral game, cases of Marth-itus at some points, and the need to build up resources. The end result is that the character, on paper at least, has trouble dealing with certain character archetypes, many of which populate the higher tiers.
Steve's results are not really popping-off online, like with Min Min on/after release, which makes sense since the character is even more complex, but the character's flaws are becoming more apparent because of this.
I personally don't really know where Steve is going to be on the tier list, but the way things are swinging right now, the character is not really looking too hot in high-level play.
This is another example of the dev team intentionally putting deliberating limitations on the character to counterbalance some of their absurd tools/mechanics. The low first jump and lack of range are shown off in the demonstration, but they also decided to drastically lower the block placing boundaries since the demonstration, just to make extra sure that the character will not be busted.
I do find it funny that the two biggest examples of the dev team being extra careful with DLC characters, also happens to be the two characters with a strikingly positive reception prior to launch, and is often considered to this day to be very "fun" characters to play, thus these two are popular in low-level play (at least from what I have seen from Steve so far).
Thankfully, there are two lucky survivors of this.
Similar to the Shotos, Terry possesses some lackluster mobility specs, and his disadvantage is arguably even weaker than them (weaker in some areas, stronger in others).
However, thanks to possessing many similar advantages to the Shotos, as well as some unique strengths, such as a stronger neutral game overall, invincibility frame shenanigans, the "GO" meter, and stronger aerial combo game, the character has been a powerful threat since his release. Being a Shoto-like character, he doesn't have a big playerbase, but the players that have mained the character have done some really great stuff in high level play, even in the online environment.
As such, the character is a very solid high tier character, and the second-best DLC character imo.
Min Min by design seems to be as polarizing as the lower-tiered DLC characters. However, while there are some polarizing aspects of the character, she more than makes up for it for her great advantages, as well as her many ways to circumvent her weaknesses.
She is the evolution, and the current highest point, of the "distance demon" archetype. She fires off very long reaching arms attacks, with their own distinct advantages that she can switch instantaneously, while being able to move around while throwing them out. Spacing and edgeguarding with these tools are amazing. However, she also possesses pretty good close range options, including her amazing up smash, allowing her to patch up some of the biggest flaws that plague the Belmonts and (to a lesser extent) Byleth.
She does still have her disadvantages. She does possess some notably limited movement, especially in the air. Due to having a stand-then-fall down air, her disadvantage in general is often unfavorable, and her recovery is the most limited out of DLC tether recovery moves. Her frame data on the arm attacks are also not the best (though still solid for their reach), while also bouncing off of people's shields.
All of this is reflected in her online results, being pretty good in USA thanks to the counterpick/secondary efforts of ESAM, Dabuz, and Salem, but she was absolutely dominant in the Japanese online scene, and her offline results still seems to be good there.
Overall, I think she is a high tiered character as well, as the third best DLC character.
I think that Min Min is the primary example of the dev team indeed intentionally putting out deliberating limitations to counterbalance her strengths, but these limitations not being nearly enough to counterbalance her strengths. Remember this: it could've been worse. They could've given her Dhalsim hurtbox extensions. It worked well with SSF2 Luffy, right?
So yeah, the dev team
really wants to make sure that the SSB4 DLC dilemma doesn't happen again, and Joker's release was a jump-scare moment to make sure this doesn't happen.
The end results is most of the Ultimate's DLC characters being rather lackluster characters. The tier gap between
vs
(Steve) is frightfully big.
Hopefully, top Steve players can prove us wrong and show that the character may break the mid, even high tier barrier, but I think the dev team is being a bit too cautious on the DLC characters (as well as Ultimate's newcomers in general).
-------------------------------------------------
On a side note: we now need Steve stock icons.