Okay, here we go. Most people will focus on how wanted a character was, so I'll focus on how the character works:
S Tier:
: My favorite DLC character in terms of implementation. His moveset allows a player to easily find his / her own voice. Whether one is content with using him casually and strings like the Jab Jab Power Dunk, or delve deeper and find crazier strings:
Riddles has shown how crazy this character can be. His GO moves are also very well-thought out: powerful but a lot of recovery on them, meaning that one can't just throw them out willy nilly. My only issues with him are that A) Sakurai's decision to have the inputs able to be executed by both the A and B buttons - likely a call-back to the arcade days - worsen the mis-input problem, and B) He's can confirm Up Tilt (or Dodge Attack) into Power Geyser at a wide % range, negating my earlier point about the GO moves a bit.
: Best casual character don't @ me.
I kinda kid here, but Hero's explosive as all hell and I love it. Like, if you just wanna have 4 player fun, this character will often lead to hilarious results (as long as those involved are fully ready for that). Yes, this character caused a major uproar within the competitive side, but that kinda died down when people realized that he's not severely broken as many people initially thought. The character, naturally, is subject of the "
Hilarious Hero Shenaningas" series. The only very real problem - a major one from a competitive standpoint where Japanese players play in American tournaments and vice versa - is the
Language Barrier on the menu. Patching in icons on the Menu spells would go a long way here.
A tier:
: I called him Swordie Pichu perviously. Not entirely accurrate (even if I unintentionally referenced a memetic relationship), but it lends a major aspects of his appeal. He can - and will - annihiliate people whether it's through projectiles or swinging his sword, but will die early himself, which lends to hectic and fun matches whether through the casual or the competitive lens. I do take issue with a couple aspects of his design, even if they're supposed to reflect his boss status. One example being that
he can break shields instantly with surprising regularity. Toning down the shield damage a smidge might help.
: Extremely fun character to use, and can be amazingly flashy in the right hands (or irritating, if one fights vs. a spammer). One particular highlight being that it's easy to find one's voice with the character, whether one stays at a distance often, relies more on CQC or tries to do the best (or worst) MKLeo impersonation. Arsene is a kind of interesting comeback mechanic - especially after they've nerfed Arsene so his meter drains more if Joker's damaged. Casually he can be a bit un-intuitive (since he has a Sheik / Greninja-esque design) and a little overly reliant on Arsene (and his counter especially), but perhaps that's the point.
B tier:
(heh) : It's a pretty solid design honestly, since it blends CQC and projectiles pretty well... buuut IMHO Wonderwing's is over-centralized. It's everything B-K want to have; but they only get 5 uses per life, and their only other reliable KO moves are the Smash attacks. Not an issue casually, but competitively they've lacked that sauce that half the cast has. I'll stand by my opinion though they only need Quality of Life fixes to get to A tier from a design perspective, like making their normals slightly faster and thus allowing B-K more consistent strings / KO setups.
Trela's made some great work with the characters.
: Creative freedom! But a steep learning curve whether casually or competitively. Which is a bit of a mixed bag: casually it might hinder interest since one has to multi-task, competitively it might create a weird ebb and flow to the battle. Either way, it is easy to find one's voice with the character, which is a major plus. Also, love jank like Down Smash + TNT and the Anvil Grab. Another issue I have with the character's design is that Minecart's seems a bit overtuned - one can just throw a command grab out with very little committal. Slight changes there with its endlag could help.
C Tier:
: Okay, I agree that ARMS is a worthwhile inclusion, and I presume that balancing her was a main reason why they extended the development time (Sakurai made the right call here). But the ARMS attacks still wound up over-centralized, and they are good enough to create some very repetitive and lopsided matchups (whether she owns or she gets wrecked). That's one reason I'd imagine why the Japanese competitive scene are in an uproar at the moment. Casually, it helps that Min Min players aren't as proficient and items can wreck her, so it might not be much of an issue there. Still, there are positive aspects of her design: I do like that she's designed to be proficient both at long ranges and CQC, as a sort of versatility and finding one's voice. I wouldn't be surprised if she recieves a small but meaningful nerf down the line; they nerfed Joker's Gun so it no longer shoots diagonally down, just straight down - limiting his incredible gimping game a bit. Reducing her ARMS' shield damage or increasing her endlag a tad might help; so her attacks still are potent, but a bit more commital.
: If you're gonna design a FE character... well, this is not a bad place to start. They actually use different weapons and have a lot of oomph to them! I have some issues with the design though, where it seems like BIG moves are everywhere. Might be the point - and it does help casually where BIG moves are more often thrown out - but a lot of Byleth play reverts to the "safer" options, which looks repetitive. That's not to say this character can't bring hype -oh they absolutely can, especially off of the right read with either Down Air or even Aymr. Some adjustments to their Smash attacks, to make them slightly less powerful but a tiny bit faster perhaps, might spice them up. They don't lack kill power, they just lack consistency IMHO.
: It's a crazy addition in concept, but in execution... yeah I'm not as much of a fan. The specials are meant to be special, and they certainly are: Ptooie is a legit interesting projectile and Poison Cloud's an interesting stage control tool. But the normals are where the Plant sadly does not have a lot of sauce. I don't blame Sakurai, there's not a whole lot one can do with just a pot. Perhaps give the tilts some more KO power, to spice it up a bit. Oh, perhaps give Down B that weird Anti-Footstool mechanic, so it isn't woefully underused. Because it is an interesting mechanic in concept.
Now I demand a Zelda game where Link does his best Zoro impersonation and wields loads of swords - including the Master Sword in his mouth. I want to see what kind of insanity that would ensue.