Being able to spend four seconds burning nosferatus to get a tome is a nice utility for players that just don't like the move. But this being a viable tactic speaks volumes of nosferatu's shortcomings on its own. I would also generally rank Bowser Yoshi and Brawler on the same rank, since I don't see any one of them as ideal with these pros and cons
Can kill at about 110% and break shields, but only when used from the ground, and only if they block the first hit and continue to hold shield rather than dodge roll away or take the falling hit. Blocking the rising hit, putting away shield, then putting shield back up is possible and keeps you with enough shield health to avoid the break, though I'd be amazed if somebody did that in a real match, owing to excellent study of the MU. It's the stars that get the break, but if yoshi uses grounded down b and is within the closer half of the rising hit's range, he will land so close that the stars won't hit the victim's shield at all since they spawn too far away, or they shield stab and cause 4% damage instead. All in all, it can break shields, but only with a paragraph's worth of rules and reactions from the opponent after being blocked, otherwise, Yoshi can expect a punish after being blocked just as much as a shieldbreak. Has the lowest landing lag by a considerable amount (39 frames, up there with divekick Dairs that are 30-40), and stars provide some further protection, albeit only from punishes coming in too early or too close, since they disappear before the halfway point of Yoshi's lag. Cannot grab ledges from behind yoshi, though between Up B and his double jump, Yoshi can turn around if he needs to, unlike Brawler who suffers the same problem
No air version nerf like Yoshi's. Kills on it's own vertically at very generous (~85 and up) percents. Di away let's you survive about 8% longer, but the direction of DI "away" depends on how close Bowser was with the rising hit, allowing for a DI mixup. The rising hit has range to match jab which itself surpasses the range of entire movesets of some characters. Works as a mixup after jab confirm. I can confirm connection issues from personal experience, the rising hit can knock Jigglypuff too far away if the rising hit connects at maximum range, and others may break out if randomly DIing away upon rising hit. Bowser's is the only one of the three where the rising hit can strike airborne targets, but it's a minor detail only relevant for hitting somebody that's hanging on a ledge too long. Breaks shields, regardless of grounded hit connecting, so Bowsers like to mixup by landing on battlefield height platforms to surprise people who instinctively shield when they see Bowser "jump" toward them. Bowser successfully breaking a shield results in a kill generally as early as 35% after he's physically pushed them to the edge before charging Fsmash. Also grabs ledges regardless of where Bowser is facing,allowing for Down B as an edgeguard/ledge trump method. It's a great move, it just lacks utility in the context of Bowser's moveset. His uncharged Usmash competes directly for Kill %s and has a perfectly vertical launch angle. And as a frame 11 attack, Bowser has a number of attacks with just as much range and application, most notably a dash grab. Bowser Bomb used to be Bowser's go to damage/kill punish until he got a grab game. Now it's best use is reaching the ledge after being sent high. Using this to fall onstage is just nonsensical unless the opponent is not on the ground and instead airborne. There's a lot of disjoint on the fall, enough to beat Cloud Uair unless he's spaced, but if you connect with nothing, the 55 frames of landing lag are an enormous punish opportunity that you just gave them. Plus Dair has better frame data with the same disjoint
Having a bury instead of a kill or shield break is definitely an interesting trade off. Brawler will get off a lot of damage. 12 or 20 damage from landing the move from the ground, then 1-2 dtilts on a mashing victim for 8% each, or charging Usmash if you want to try (
yes, try) for a kill. This move has 58 frames of landing lag, which is not only a lot for scenarios when you miss, but cuts considerably into his time to attack a buried opponent. He also cannot grab ledge behind him, so no Down B to the ledge from onstage, which is a shame since the falling hit will meteor airborne opponents.
Also, I'm surprised at how many people don't like
's counter. If Greninja is within a certain distance of his attacker he will always appear on them, even when countering a projectile. This allows him to counter attack pretty much anything that Shulk can Vision. But since countering a projectile doesn't make them freeze, they have more than double the time to pull up shield, as the counterattack is blockable. You would need to have 40 frames of endlag at the point your projectile is countered to not be safe, and 19 for general melee attacks. The upward counterattack is the only viable one, killing at about 100% vertically regardless of what you counter. This kill potential has Corrin's counter beat until Corrin counters a move dealing ~16% damage. And there's also a possibility for the attack to combo into Uair to kill that way. Plus in scenarios where Greninja is blocked, the upward move takes him so far so fast that he won't be block punished. But yes, we did touch on the move's primary drawback, greninja taking 19 frames for his counter attack to appear, unlike say, Marth's 5. Since counters' most common application is edgeguarding hitbox recoveries, it matters. They can pass through Greninja and grab the ledge during the time it takes him to reappear. Even slow traveling hitbox recoveries don't have to fear greninja unless he really gets out there. I honestly expected people to rate this on the same level as Marth, but since D tier only has Palutena, I think he's best suited for there, even though they don't share the same issues.
The real worst counter is
. While it does have the longest counter activation window barring a fresh Vision, its FAF is unforgiving, and Lucario has an even slower counterattack than Greninja that's also blockable, with no upward attack that's safe on block to cover for it. with a ~22 frame startup, moves with that much endlag or less are safe to have countered, and many landing aerials fit this description fine. And hitting hitbox recoveries with the counterattack will seldom work as they reach the ledge in time. The counterattack strength is dependent on Aura, and I can't imagine Lucario wanting to use such a slow move at high aura, reads be damned. Double Team's best application is for avoiding final smashes in casual play.
Edit: Oh, and drop Corrin's down to C. It's kill potential is not very good until you're countering smashes (and we all know how often that happens in competitive play). Plus a vertical launch angle is not optimal for the most common counter scenario - hitbox recoveries. You want to send them back out, not up. Plus it's blockable, though that's only relevant for countering projectiles, since the counterattack is not slow like Greninja and Lucario. I don't really know what it's startup is, as the victim is slowed down - not frozen. But it's definitely good enough to get around the blockable issue.