Also yes, this is it toot my own horn, but I ended up eliting everyone in quickplay last night (16ish hours ago).
I'm glad I decided to grind through the entirety of the cast (something I would've only done so more rudimentary in smash4) and while how shallow I delved into most characters likely only tickling toes, fundamentals and the willingness to Brawl ANYONE and anything if it was necessary worked out. Generally having to figure out what I can space with, what I can kill with, what I can trap with and occasionally, what) the hell someone's final smash did (is it a dash or just a BIG explosion or CLOSE RANGE SHINDIG? - I always guessed wrong). Control of platforms, edge guarding capabilities, and the loss of grab spam being viable (this seriously deluded depth of neutral in smash4 so drastically has enhanced the importance of having control of minute movement (as anyone can dash dance then dash attack on reaction), through SH FFs into good spots or walking is a big differentiator between classes of player movement right now (which is easily evened up by general power of smash attack safety / ease of jbuffering A buttons on someone when you have better range/priority).
I was really scared of Ken/Ryu, but now that they face their opponent all the time they genuinely have a lot of effort taken out of CQC combat.
Could you beat people with Ken in this game with Smash fundamentals + the game carrying you for an extra input 100% of the time automatically? I think so, yeah. Back air is still truly a most disgusting thing for them.
Strong vertical range tools can really not be underrated enough - most are vertically unparalleled and you won't be avoiding their strongest hitboxes if you're caught below in any shape or capacity. It's truly a pleasure to be able to just get directly underneath someone and press the button for great effect. A lot of these shoryukens (looking at zero suit) have really bad horizontal range now, but due to the way the game is (follow the air dodge read) it's gucci. Peach / Daisy (and anyone else) rage up-bing in a game where a lot of players are trying to full hop out of shield to relieve pressure.
Zelda is kinda the lamest character in the game. I'm not sure if they're good. But.... I don't think any character in the game is as simple, effective, and tedious to deal with, as Zelda. I'm sure people will lab things out eventually and there might be some parry set ups for her multi hits, and if there are any, that will be helpful, because it generally feels like infinite shield stun with + frame advantage on block for nearly everything. This is the character that if you don't have minute/micro spacing skills for online, she's gonna spam in your face and you're going to lose. Probably the best CQC/neutral dash attack in the game (Wolf holds a special spot as one of the only moves I've seen which reaches the now longer-ranged back rolls everyone has with KO power + low lag [yoshi has a looong dash attack too]).
Not to mention that now air dodges are bad, it's nice to have a B button that achieves that for you.
The most awkward characters:
Squirtle / Ivysaur - I guess I semi-cheated; charizard carried me. All the heavies have these like, super sexy godlike forward airs that win win win, it's great. But yeah I rarely played either in Brawl (barring Squirtle for the sake of ftilting shields), their range and mobility issues respectively would take more time to get used to - I will go back to them now that I can.
Corrin - in S4 I used to not use much pin in neutral *shock and horror* (I like swordie normals, sorry guys) and then when it came to KO percent started putting it out there (and when the move is completely fresh you'd be surprised at the frequency of 80% KOs). Can't seem to do this anymore (side-b safety/reliability) - can rely on corrin's great normals kit and get them to 150% in like 5 seconds, and then struggle to finish off for 2 minutes. Feels like the weakest FE in the game to me but could be wrong.
ICs - in a game where smash attacks are basically safe on block, and one where nana's AI seems to be blind while in shield and needs to drop it to check to see if a charged smash attack is coming - this was turmoil. It really came down to not being able to punish people playing run away and smash attacking in proximity. Most of my games was dealing 600% damage with up airs only in a minute, and then losing trying to take their final stock as they turtled.
Eventually I figured it out, the answer is forward air - probably their biggest ranged move and as an overhead can whiff punish, out space and be safe on shield; from there both Sopo and the two together became a much stronger force.
Kirby - still feeling inadequate mostly; dash attack and bair can get you by. I'm sure Sakurai didn't leave them behind that badly but it's beyond what we see on the surface.
Toon Link - can't just keep air dodging until you can pull a bomb to start winning neutral for free anymore. BIG SHAME.
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Also shout outs to the Miis.
They're all (barring maybe Brawler? shotput is basically richter axe so you can spam the liiving daylights out of it right now on a much more mobile character with great success) very solid.
Swordfighter's tornado might be bettter than Inklings roller [well, not completely]. Move is cheese cheese cheese and it's a decent angleable projectile - without rage worsening it for you, up air for free all the time.
Gunner in general while not being fair dash focused anymore has many solid moves; including an INSANELY STRONG UP-B OOS LIKE HOLY CRAP WATCH THEM DIE ON BATTLEFIELD AT 100% OoS FREEEE. I'm not sure what their weaknesses are now, dealing with Wolf's laser (a really stupid move as i'm sure most people know), and moves similar, being the only hindrance in this character playing however the hell they want to - but they have a a reflector for that!
Like after playing the Miis I jokingly, but maybe not so jokingly, thought I'd main Miis in this game.
Thank goodness people were so stupid about them in S4, that now due to that stupidity feel obliged to let them stay completely legal.
I can't see them stopping you, me, or anyone else now. Play the Miis. They're super fun and feasibly godlike.
Incineroar is kinda like Zelda, except without the sparkles and a worse recovery, I guess. A lot of very strong-priority buttons that just are going to win-out while trying to fight against them. Their aerial kit seems similar to Diddy Kong's (at least in older games) but with a lot higher damage values - get your opponent backed to/on a ledge and enjoy the stock as getting through these are exhausting.
I'm glad I know that no one has business whatsoever trying to fight this character. Just Run. RUN FOREST. RUN.