Peach's will never go out of bottom. In fact all of the bottom tier smashes situationally reorganize themselves. Thus it is really hard to pin down which ones are truly the worst. The fact that you can edgehog and escape with either just some damage or no damage to me makes it hard for peaches to be decent. If you are far enough away then the person can button mash to wake up before you even finish. You are forced to use it at 50% because below that it is next to useless. So low percent kills is out of the question. Easy to dodge, no knockback, can be used against you, and so on make it awful it is only saving grace is the 20-40% damage, sleep effect, and recovery items.
I think the top is pretty much solid but there is a lot of work to be done when it comes the rest of the tier list. I did some research of my own so I will post my thoughts and what we should use to determine how good a final smash is.
How good a final smash is should be determined by several factors.
1. Combo ability, if you can combo into the final smash it really makes the FS that much better. You can start to guarantee yourself good results without having to hope your opponent doesn't dodge it.
2. Survivability, can the Final smash be survived and how numerous are the survival techniques if any are even needed.
3. Kills, what percents can a final smash kill and how many times can it kill reliably.
4. Range, trajectory, maneuverability, and speed.
5. Invincibility
6 Damage
For example Marth
1. Marth can combo into his Final smash with a couple of setups.
2. It can be survived by sidestepping at the right time, rolling, and super armor frames.
3. It is an OHKO.
4. Goes across FD, starts up Fast, sends your opponent at about 30 degrees.
5. Invincible
6. Does 60 percent damage.
There are four categories of Final Smashes, Movers, Area, Blast, and OHKO.
Movers are the ones that can move around and chase their opponents for KOs. Run away tactics and just getting lucky are the only real strategies for survival. Movers are some of the best final smashes in the game.
1. Falco. Falco has a number of options, great maneuverability, and stays out a decent amount of time. In the right hands 1 KO is almost assured, and 2 is not unreasonable. In FFA it is even more devastating. The most devastating Final Smash.
2. Sonic as far as kills go is about the same level has Falco. However Sonic has less options and is not as dangerous in FFA play. Sonic is nearly impossible to avoid and it really comes down to getting lucky. In the right hands 1 kills is almost assured and 2 is not unreasonable. In FFA though Sonic could come out with nothing because of so many players to deal with. If sonic goes for each of them he may end up with nothing. I have seen it happen. However if he sticks with 1 player before moving onto the next. He could clear the whole field depending on their percents.
3. Wolf his only real downfall is time. A good player could outlast him and leave him with nothing. Wolf still has the ability to get 1 to 2 KOs much like those above him.
4. Fox isn't as good with his landmaster as the others. You don't have to be as lucky to survive this one and there is a good chance that 2 KOs is out of Foxes reach.
5. Yoshi
6.Wario can take you over the stage or past the stage with his aerials that allow him extreme maneuverability. Buffs in speed and damage are also nice. For the most part a skilled wario can get a good KO but 2 might be stretching.
7. Game and Watch- The octopus lacks speed and maneuverability but makes up for it with its size and range. Game and watch is a force to be reckoned with especially on smaller and more flat stages. GW does decent damage and good knockback. A KO seems reasonable.
8. Diddy. I find that diddy lacks something but I am not sure what it is.
9. ROB. Unfortunately suffers from being luck based. The laser can be a devastating kill move and you can try to improve your chances of it landing by grabbing your opponent. However if it doesn't come out then your opponent is most likely still alive. ROB can still use the rest of his move arsenal though which makes up for the random kill beam. However the fact that a good keep away can leave ROB without a kill and not all that impressive damage makes this final smash below the others.
10. Pikachu. In my opinion Pika's final smash is underrated but it doesn't matter because it certainly doesn't rate any higher in the mover category. Pika's final smash is a bit difficult to control but not impossible. It deals nice damage but leaves a lot to be desired when it comes to knockback. A pika main is going to have to chase an opponent offstage in order to really get any reliable KOs.
11. Bowser. Bowser suffers from being slow and predictable. If you are good at sidestepping, rolling, and edgehogging, bowser may not even get a hit in. Those above him have a chance for a KO but are able to get in some damage if they don't get the KO. Bowser can get the KO is he lands an attack but if not then he gets nothing. His pros are that he is unflinchingly and can kill at ridiculous percents.
OHKO, Marth is the only true OHKOer but we used to think the others were also. So that is what I am calling this group. Pretty much they have got one shot so don't miss your chance for an early kill the opportunities come once or twice in match. Spot dodging, rolling, jumping, and sometimes super armor frames can render these final smashes useless. It is a hit and miss thing. However the fact that they have a chance for a KO makes them the second best group.
1. Marth, A lot of people don't consider him the best of this group and I am not sure why. The fact that he can combo into his and its OHKO makes his the best to me. Marth also goes across the entirity of FD in order to hit his opponent. The downside is that Marth can foolishly KO himself if done in the air, and Super armors wreck his final smash. However he does 60% damage and can even kill rock kirby.
2. Zelda range I believe just goes on even past the stage. It is not a guaranteed KO but the percents that it does KO are really low. Damage dealt isn't too bad and the timing for the spotdodge can be tricky. Also it seems Zelda has an extra hit if you are really close to her.
3. Sheik I believe kills around the same time. However she does less damage. I am not sure if hers is easier to dodge though. Also hers hits the opponents straight back instead of at an angle. I think this helps her get just as early kills as Zelda but when she doesn't kill the recoverer is in a better spot then they would have been if they were hit by Zelda.
4. Link does nice damage and his shoots across the stage. It is pretty survivable for the lower percents.
5. Ganondorf. If your opponent is grounded I believe he does an extra 10 percent. This allows earlier kills. If the grounding part is missed then it kills quite a bit later. Ganondorf flies across the stage. Also in my test the trajectory he sends the opponent is downward. When I hit someone when they were close to the stage they shot at an angle downward to their death. So Ganon's can be used like a meteor smash it seems. More testing will be need though.
6. Toon Link, his barely covers half of FD. Otherwise see link. I don't think his is as powerful either, but I will need to test that.
7. Captain Falcon does 10 percent for hitting them with the car before going into the cutscene. It kills pretty decently it just suffers from small range.
8. Ike suffers from small range also. His does huge damage though but in all the times I have had it used on me it seemed highly survivable up until around mid percents.
9. Metaknight suffers from range as well as the others few above him. His also shoots them in a weird trajectory, about 60-80 degrees. Doesn't seem to do that great of damage (25% if I remember right) nor does its kill potential. The range is a little deceptive because it extends just past the cape a bit. It is still short in comparison though.
Blast are pretty much the characters that shoot some crazy laser or fireballs from their hand. They generally do mediocre to poor damage. Their shining attribute is that they push the player off the stage and can potentially kill at early percents. They can't really be spotdodge either. Rolling behind the character or jumping over the attack can really ruin these Final smashes. Being behind them is a pretty safe place to be.
1. Samus the blast can do up to 40-50 percent damage. She pulls people in if they are hanging out behind her. Also it kills nicely at low to mid percents.
2. Mario the damage it does is most horrendous and it is quite escapable. However it does have its shining moments. If it traps the opponent then it kill relatively early and Mario slides backwards allowing him to get those behind him.
3. Pokemon trainer. The damage it deals is better than Mario's however it is just as escapable if not more and has less chances of killing. Also you have to be a specific distance away otherwise it does little good. Too close and they escape easily; too far and it does do much damage or kill. You want your opponent to be just far enough that they get hit by squirtles water.
4. Lucario deals some nice damage however the kill potential isn't all that impressive. The worst part is it doesn't stay out that long and it can be easily air dodged through or you can just run to the other side of the screen and jump away from the beam. Also the fact that lucario flies into the background allows your opponent to set up their defense while you can't do anything to really improve your chances of hitting them.
Area attacks are the ones that cover certain areas hence the name. Pretty much they are all over the place on a tier list but the average makes up the bottom portion of the list. Which is why they are the worst final smashes in the game. They suffer from being easy to dodge and lacking a reliable KO option. It is good to note though they some of them have some nice potential for damage.
1. Luigi's final smash covers a huge range. If used in the center of FD it covers all the edges of the stage. Being inside the negative zone cause adverse affects for your opponent and buffs for you. A uppercut could kill you at low percents and with being asleep or having reduced speed your chances of escape are slimmer. You can roll out of the zone but a little slip up could cost you.
2. Olimar . If you get grounded and hit by the airship then you are looking at death as low as 10%. However you would have to be an idiot to get hit by all of that. Jumping and staying away from olimar when he unleashed his final smash will keep you from being ground. Jumping even higher or spotdodging will help reduce the damage. However you will still probably end up with 30%. Then running away jumping and airdodging like a sissy will keep you from being blasted by the ship. Olimar's is practically guaranteed to damage you unless you are one of those flyers. The blast radius is pretty huge. It consumes almost all of FD. So range and almost guaranteed damage and early kills make olimar's final smash worth fearing.
3. Pit in FFA pit's final smash is a sigh of relief. In 1 on 1 it is something to be feared. Rolling, edgehogging, and spotdodging can save your life. However if you get hit by one several more will be in your face. They home in on you. If they catch you in a missed time airdodge then you could be looked at being knocked down and outwards which is a deadly combination. Chance for early kills and decent damage allow pits to be ranked decently even if it can be avoided.
4. Snake...Snake....SNNNNNAAAAKKKKEEEEEE. Snake's suffers from being predictable. Your opponent can see the cross hairs also the gernade isn't exactly flying faster than a speeding bullet. Snake's final smash comes down to prediction and unfortunately your opponent has more options to be unpredictable. It does decent damage, has a nice blast radius, and can kill so it is not so bad. Most often though it seems you will get a few hits but a ko may be pushing it.
5. Ness makes it rain, rain giant comets. If you are lucky then you don't even have to lift a finger. If you aren't lucky than you may need to dodge roll and spot dodge nothing too bad. Ness can't stop you from evading. However if you get hit by one then you will most likely be bounced around until you die. The final smash kills at mid percentages.
6. Lucas- see Ness but weaker. These two used to be thought of as the worst but it seems now we can see the value in them since there are much easier to dodge final smashes.
7. Dedede's to me seems next to worthless. You are likely to get some damage but it is hard to believe that he could actually kill you. I pushed forward and was able to survive no problem. If you get stuck in a bad rhythms though the little dees and doos could push you off to your death or you could get hit by a gordo.
8. Jigglypuff puffs herself up because you fell asleep during her singing. She can cover almost all of FD and I think her little push and the end extends a bit past her body. Edgehogging works miracles against her. However one slip up could cost you a stock. The fact that at low percents she can kill and there isn't as many strategies for survival, keep her from being the worst. It is still incredibly easy to survive though.
9. Donkey Kong you press A at the right time for knockback blast. However you can easily spotdodge and powershield the pulses. If DK grounds you with side b and then uses it he could get some damage and maybe one or two knockback pulses. It lacks damage and range, with the exception of the pulse, only the pulse has good knockback. DK can kill with his move but most likely he won't. However it can be used as an edgeguarding tool and isn't as bad as those below it.
10. Zero Suit Samus lacks range damage and knockback. Doesn't kill until 70-80 percent, only does like 25 damage and her range is about 1/4 of FD on either side of her. Up close seems to be worse than sucking them in at her max range though. Just get out and stay out her range and you will be fine. Also I think there are dodging strategies for her but you will have to help me on that.
11. Ice climbers can kill with their FS. I bet you didn't know that. However it is really situational. Your opponent has to hit the edge of the mountain just right and it will send them flying. I think it kills at like 60-70 if it occurs. The problem with this move is that jumping and edgehogging ruin this. Especially if the Ice climbers get stuck on the other side of the stage. On flat stages it can be difficult to get over. I think the FS may have some room to grow if the IC can learn to use it to combo or work it with their chaingrabs.
12. Peach just puts people asleep and does 0-40 damage depending on how close they are too her. If you jump and don't land until she is done her dance you can escape the sleep effect. Also if you hog the edge you can escape with no sleep or damage. In fact if you are fast you can regain some health.
13. Kirby's range isn't too bad and his damage isn't too bad either but the fact that you can sidestep spam and dodge it with ease makes it one of the worst, if not the worst. If other items are in play kirby practically spawns items for your opponent to use against him.
I am pretty sure I don't have all the facts yet and there might have been something I have missed, but that is how I see things at this moment.
God tier - The only way to survive is to pray to god hence the name.
Falco
Sonic
Wolf
Top tier
Fox
Yoshi
Wario
Game and watch
High
Diddy
Marth
Zelda
Sheik
Luigi
Olimar
Link
Middle tier
Pit
Snake
ROB
Gannondorf
Samus
Toon Link
Mario
Pikachu
Low
pokemon trainer
Captain Falcon
Ness
Lucas
Bowser
Metaknight
Dedede
jigglypuff
Bottom
Donkey Kong
Lucario
Zero Suit Samus
Ice climbers
Peach
Kirby