Evolved thoughts on custom moves:
Fireball is actually probably best, though Fast Fireball clearly has uses.
Gust Cape is non-trivially slower (easy to overlook) but probably always worth taking. Electric Cape is not a bad move.
There is no sane reason to take the non-hitting up-b 2. Anyone suggesting it is entirely out of touch with high-level Mario play. Up-b 3 is a trade-off due to how slow it is. Frame 3 combo-escape/finisher Up-b is super pivotal to Mario.
No opinion on FLUDD.
I'm increasingly positive on all of his defaults, though side-b 3 is nice. I guess.
I am much more positive on default side-b now, but 2 is also quite good. (Matchup-specific case)
Up-b 2 has super armor on startup and is faster, but I tend to still think default is generally better? Not sure.
Default and Giant Mechkoopas are both good.
The side-bs are cute options, but not a big deal.
Up-b 3 remains laughably amazing. Otherwise, not much matters.
Yeah, all his customs are awful. I *might* use down-b 3 in some matchups, but what do I know.
Little Mac has to take neutral-b 2 in every set, period. The KO punch armor buff alone requires it, and it's better than 3.
Little Mac side-b 3 remains a crucial option in certain matchups, I feel. Same with Dash Counter.
However, Little Mac absolutely must use default up-b in every matchup on every stage, at least in 1v1s. It's too critical to give up--it's the ONLY tool he has for the purpose it serves.
Default Nayru's Love really is dominant and must be used in every set. The exploding one isn't worth it. If you listened to my past self defending this, don't listen--that guy is an idiot.
I am actually increasingly partial to side-b 3 though. It's useful in some edge-guard situations--and you aren't getting anything out of any Din's in neutral anyway.
I think up-b 3 is the coolest move in the game and will always want to use it. However, the move is still bad in a dozen different ways, and I don't main Zelda. I will remain adamantly in vocal support of it, while suggesting it not be used on any set.
Phantom 3 is increasingly dubious in practice. I find the others much more useful. When I play 3333 to use up-b 3, I find myself groaning at my dead-b proving to be dead weight in any situation.
Needles versus Piercing Needles (aka crazy shield damage needles) is a tough decision, actually. But Paralyzing Needle is truly awful, unless I'm missing something definitive and big.
Grenade 2 is not dominant over default, though it's probably better. The default functions as a linear anti-projectile counter, and beats dash grab in certain situations. Grenade 2 does neither. 3 seems irrelevant at a glance.
Default up-b is just clearly superior for the purposes it serves in high-level Sheik gameplay.
Jellyfish is a bad move. Pisces is cute, but probably not worth it; Bouncing Fish is just too good.
Warlock Thrust might be good, but personally I don't really like it. Plus, tbqh, who cares...?
I still cannot get the appeal of Dark Vault, but whatever.
Using exclusively Wizard's Dropkick has made me more aware of its limitations and costs. While I will probably continue to do so, I increasingly respect others not wanting it in some situations.
Honestly, all of her defaults are probably best, except maybe side-b 3.
Both down-b options are actually pretty good, but the default is just way, way too good to give up.
Default up-b 1 is a stupid move that is stupid good. Plz nerf.
I stand by what we've got.
Palutena tier list!
The One True Set tier:
2312
I Guess The Other Down-Bs Are Okay Options tier:
2311
2313
Maybe You Like Auto-Reticule, That's Alright I Guess tier:
1311
1312
1313
Fine, Don't Warp Cancel, Use Jump Glide Or Rocket Jump, WHATEVER tier:
132X
133X
232X
233X
Trash Tier:
3XXX
X1XX
X2XX
Existing thoughts seem accurate. But default Shield Breaker and Counter really are great moves.
I think a set with default Counter and other "good moves" is appropriate.
Thunder+ still crucial. Speed Thunder still key in worst matchups.
Default Nosferatu better in practice than I expected, but we'll see if that continues to hold true. Distant Nosferatu is neat in teams. Goetia still seems awful, especially against informed opponents. Too slow.
So uh, Zigzag Can is beyond dominant. Like, it's one of the best moves in the game and I have no idea how this character is viable without it. It's like playing Rosalina without Luma. I always have a can out, full-stop, covering me from getting grabbed.
Default side-b is surely best, but side-b 3 has interesting mechanics. Namely, the breaking of the disc is what does the bulk of damage with the default--for side-b 3, it's the shots themselves. Not sure if this is exploitable--probably not.
Up-b 3 is overrated but I'd probably still use it in most matchups. Like, the default really is pretty poor, but 3 has better mixups with his off-stage options despite the fixed nature.
I am prepared to endorse all 3 Gunman. (Erm, 15?) I'm curious to see what matchups they are best suited for.
My experience is trivial here, but I did like using up-b 3.
What we have seems dead on. Defaults are solid, but neutral-2 and down-2 are interesting and viable options. Side-3 is a strict but trivial upgrade.
Man, I don't even know where to begin.
Flamethrower is probably fine. It has proven its value as best in slot imo.
Dragon Rush, yes, is best. Flare Blitz, yes, might be situationally worth using, but I'd use 1111 in that case.
I dislike Fly High because I despise forfeiting OoS options. Rising Cyclone, while sometimes unreliable, does absurd enough levels of knockback as an anti-air move to be worth considering. Like, you just can't ignore a move that legitimately kills off of air dodge reads at 50%. This move needs more investigation.
I have never understood giving up Rock Smash for Sinking Skull. The proposition seems asinine to me. Rock Hurl is weaker, but a bit better anti-air and absurdly armored. Absolutely worth incorporating.
My suggestions:
1311
1313
1321
1331
1313
1323
First, I tested Rollout 3 as a Shield Punish. Full-charged f-smash or Rest seems superior or comparable in most situations.
Second, Rollout 1 has legitimate recovery utility in some matchups, which 3 does not.
Third, Rollout 1 is (and has always been) an okay trap for a full hop when there are no platforms.
Pound 2 and 3 are much slower and do far, far less shield damage. Their respective advantages are appreciated, but default is going to be usually best.
I appreciate the utility Reflex posted about regarding Spinphony. Sweet, ship it.
Rest is best, but Leaping Rest isn't a bad move. I can see some people liking it. Wakie-Wakie is slower than Ganon u-tilt.
Ness's defaults really are best. (Down-b is #whatever)
I still don't understand Pushy Lloid. Otherwise what we've got is great. (I do think default Timber is so radically different--and a great move--that it is worth having around as an option.)
I'm finding Sweeping Sun Salutation pretty meh. Also, I'm preferring 2 way more than the default.
Volatile Breathing has super armor on startup inhale, which is fun.
Huge Header is still bad.
I suggest:
1121
2121
2122
2321
2322
3322
Not gonna lie, I strictly prefer defaults on Mega Man. Sometimes I'd consider 1112.