2222 is actually one of the sets that bothered me since Super Jump is fairly niche and Scalding FLUDD just didn't seem correct with it. If you're taking Super Jump it's only functionality is to be more reckless off-stage or suspecting that you'll be edgeguarded to death (which only makes this useful vs Ike, Marth, and Shulk). I just didn't know what to replace it with since Super Cape isn't worth making a custom set when you can just deal with having default for the MUs you'd want it in.
I would keep one Super Jump set just for the sake of niche use. I'm not sure when you'd use it, but having HP FLUDD and Shocking Cape seems to be the only customs that synergize well with it. So I would keep 2223.
2212 I would keep, because sometimes EJP is too risky to take into a match and I would prefer the safety of SJP's recovery.
Agree with all of this. I was overly presumptuous of 2222 in regards to potential utility, until I realized that...it doesn't actually work with his normal moves. On another character, it could've worked. But Mario's normals don't cut it with that set, lol.
2223 is a better set than 2323 at least. Very niche in use still, but you've summed it up pretty nicely. HP FLUDD and Shocking Cape are really the only things it likes, and it pretty much needs both to be anything worthwhile. Without both, Super Jump kind of falls apart on its own.
2212 is definitely solid for sure. Sets 2212, 2312, and 2313 in particular all feel like straight upgrades from his default set in almost every aspect. While they still lack KO potential like the default set, and unlike the EJP sets, you pretty much have at least one tool at your disposal for almost any given situation for these three sets. The later two sets being more true to the default set, only with improved gimping and ranged options. While set 2212 is slightly different in that it trades gimping options (and recovery to a small degree) for a disjointed KO move while still having improved ranged options.
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ItsRainingGravy
2333 seems useless to me unless I forgot a matchup or walkoffs are legal. Then again I don't really have any other sets to seriously recommend. We could potentially throw in one Fire Orb set for giggles in teams. In theory I would believe 3331 is the best set for Fire Orb in all teams situations.
On Super Jump, 2223 is really the only one that should exist, but it serves its purpose as intended.
2333 I can see having use. Maybe not as much as 2332, but it's there for the people who prefer HP FLUDD over Scalding FLUDD. It won't be able to rack up damage like the Scalding FLUDD set, though it can offer an additional stage control option which can force opponents to the ledge, which can lead to easier EJP setups or possibly even a gimp. Me personally, I would always choose the Scalding FLUDD set since Scalding FLUDD is my favorite of the three (barring matchups that I would highly benefit from having HP FLUDD), but I think that it'll be good to have for the people who prefer HP FLUDD and because most people are probably currently more familiar with HP FLUDD as opposed to Scalding FLUDD.
As for the Fire Orb Set, I would hold off on adding it for now, since these sets are planned to be used for EVO. Once EVO is said and done and we have more knowledge on the usefulness and applications of these sets in tournament matches, a few sets could potentially be replaced for more team-oriented sets.