but at the same time you can say the same thing about Palutena, who is complete *** without customs. Zelda is complete *** regardless.
I say this as a Palutena player: Palutena is not terrible on 1111. Even if she was, 'terrible' wasn't what I was getting at. 1111 Palutena has a coherent game plan. She has a functional recovery move. She has a functional projectile, reflect, and counter. Her throws lead to potential kill mixups. If you sit a player down with 1111 Palutena, they can tell you basically what her game plan is. "Force approaches with Auto Reticle, then use Counter or Reflect against obvious attacks. If opponent is more cautious, use her grab range to force post-throw guessing games. If you get knocked off stage, recover from varying angles using Teleport." This strategy may or may not work out, but it is coherent. You can tell what she's supposed to be doing and what tools are there to try to make it happen.
I say this as a Zelda player: As of 1.1.0, Zelda isn't complete garbage even on 1111. Still pretty bad, but playable. I can describe, from 1.0 onward, a game plan for her as evidenced in intuitive character design. Zelda tries to hog up stage space with her Phantom Slash down-B (and as of 1.1.0 she uses it to edgeguard and push people away, but that wasn't part of the original design I admit). She tries to find unusual positions where her steerable Din's Fire side-B can hit foes but they can't target her very easily. Once opponent is softened up and convinced to approach, they must deal with a very high priority reflector as a close-range protection tool and Lightning Kicks as
very fast-to-activate aerial kill options. She recovers with teleport. Sprinkle in grab mixups and other 'force opponent into air, make them guess which powerful aerial you swing at them' for flavor. Also, mix up the angles you recover from with teleport because this is a
kill move. A gimmicky kill move that is high risk high reward, but it's nonetheless something people can't sleep on.
I can outline a coherent game plan for 1111 Zelda because she was designed with one.
I can't say the same for the Miis. I couldn't tell you how Brawler 1111 is supposed to operate. He has few meaningful KO options outside of fishing for raw smashes and perhaps very well placed Onslaughts (side B). He has nothing scary off a grab; most of his grabs don't kill until insane percentages and almost all of his aerial normals are built around damage racking. His recovery is garbage; he has little horizontal distance, and his vertical distance is hard to sweetspot safely. Not impossible, just hard. All he gains for this is... a very clunky, unsafe on block projectile? It's one of those moves that seems to have been balanced around intermediate players, as Sakurai once said he aims for in his balance choices.
1111 Swordfighter's plan is basically "get in close and stay in close because I have no quick long range attacks (Shuriken of Light is Neutral B 2 and Slash Launcher is Side B 2), so why am I being played this way? Also I have extremely linear recovery for no obvious reason." The player is left wondering why they're not just playing the close-combat specialist Mii (Brawler) in this case, but the answer there is an artificial limitation of "because 1111 Brawler has no meaningful game plan."
1111 Gunner I will concede holds up somewhat better. I can at least tell you basically what she wants to do in order to win and which tools permit it. Still, 2 out of 3 are just left on the design level going "...huh? What am I supposed to be doing, again?"