I'm somewhat surprised at MK's recovery being only the 3rd highest tier (I can see jump monado kirby's being better, but I'm not seeing it for the other 5). He has a ton of vertical and horizontal recovery, so many options (such that there's always multiple safe ones), and enough jumping capability to fly all the way to the opposite edge. Also quite capable of counterattacking an attempted edgeguard.
Hm... all true. MK's recover is certainly one of the game's best, and I feel like this is a case of my just not testing the S tiers too rigorously of-late. His only real weakness is that the recover angles on some of his moves are predictable, and that, as with and multiple jumper, he can get into trouble if missing his jumps. So that's a bit different from Olimar (who can be hit out of his up B, but can reuse it ad infinitum from basically any range), and from G&W (who simply has one of the game's quickest and safest rising up B frames), and a bit different from Zelda and Lucario's similarly solid up B's... Actually, I'll say more on all this below, as I have a few other suspects to wonder about now...
I have been doing more stuff with M2 and when you snipe his 2nd jump his recovery get way more limited
Right, that's what's keeping him on similar pacing with Kirby, at the moment-- both are vulnerable to having jumps eaten, and their recovery becomes extremely limited without their ability to jump. It's the main weakness to M2's otherwise stellar recovery, as that startup on his double jump means that projectiles and quick air hits can gimp his 2nd jump easier than most (just as Kirby's reliance on multiple jumps means that he's got some real problems offstage if he ends up out of jumps). Still, neither seem
too terribly common just yet, and I've been testing Mewtwo extensively now-- if you're patient and extremely cautious with his double jump, and his his side B to mitigate predictability and overreliance on it, it's not too debilitating. Mewtwo's ability to trick people with teleports to ledge or stage, to side B projectiles or potential edgeguarders (more risky), and various coverage moves like Bair, Uair, and Nair make for a pretty flexible offstage game in general, and he feels like 'if you're offstage, you're generally not too worried'.
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Okay, so I feel like retesting the ratings top-to-bottom, now. I've had more time with the game, some time with M2, and I'm sure there are plenty of placements that people have a problem with, but haven't mentioned because they're often a case of 'close enough'. By all means, if some placement seems direly misjudged, still speak up, but I'm interested now in what smaller shifts people might see as appropriate. Rather than my usual paragraphs, I'm going to go down a list of each character, for some reason.
(Jump): Certainly a clearly absurd recovery, so my main question here is 'should this just be noted as above Pikachu, rather than take up some full tier'. Simply renaming S+ to S++ or the like sort've gets the point across, and, past the point where you're all but guaranteed to recover, (which is my running definition for S+), there's really nothing gained from being able to recover from distances that will never exist. Though, just dropping him into S+ to get rid of the 'best' tier might be more appropriate.
As an aside, I've been considering trying something besides the letters approach... it's great for dividing what's essentially a numerical list, but it gives no sense of what recoveries at that stage are capable of... though, making new letter 'definitions' may work, if a bit roundabout...
S+ (Guaranteed recovery with no real flaws)
Can recover from just about any range, quick attack is one of the game's safest up B's, and overall Pikachu has no real weakness when recovering.
Slightly less range than Pikachu, but otherwise pretty much the same: all of the safety and range with no tangible downside.
Perhaps the game's best range, along with some pretty solid safety in a majority of situations thanks to the maneuverability and balloon-hitting mechanics. If hit out without balloons popped, can even reuse up B.
Quite similar to Shiek in range, with Pikachu's angles, but the tinest bit of vulnerability in the fact that it's technically not invincible during up B. That's... pretty much it. 'Not totally invincible' is the main knock against hydro pump, and there's some interesting mixups regardless.
Extremely solid recover all-around, with the only limitations being that side B isn't has a range limit (even if a huge range) and that up B is all but useless for recovery. That said, up B isn't really needed for recovery, either, so she still sits within the 'guaranteed' range outside of some user error in most scenarios.
S (Guaranteed recovery outside of some very minor flaw)
Up B is sometimes inconsistent, between the requirement for aura and the problem with bouncing off stages rather than ledge snapping. It happens a bit too often to dismiss as
only user error, so it keeps that otherwise incredible speed/safety/range from netting higher placement... in fact, it's a notable enough flaw to perhaps have Lucario set at the bottom of S, or top of S-, depending.
So very safe, with some extreme range to boot. Predictability is the only slight flaw in Zelda's recovery, and that can lead to the rare ledge trump or gimp from someone going deep, but any standard situation still all but guarantees her recovery.
Up B as safe as Zeldas vertically, and offers more range horizontally, as well as being a relatively safe 'to stage' recover thanks to the ability to act out of the parachute. A bit below Zelda for lacking a bit of diagonal range, but recovering from stage spikes isn't exactly
anyone's forte, so I can't quite call that a huge blow to G&W's recovery game. That said, up B's horizontal recover isn't really a guarantee, so he may still be a better fit for high S-, perhaps...
Every B move can be used for recovery, multiple jumps, extreme speed and safety on up B... MK's got everything he needs to recover, really, with only the slight issue like G&W where he may have limited diagonal recovery atop MK's reliance on midair jumps (which, in theory, means he may be gimped out of them, but I've never seen it happen as I have with Kirby, so I'm assuming he's just safer on that front). Flexibility goes a long way, and so he and Zelda may just lead S tier (or perhaps be raised to S+, if Pikachu is set above the rest by Monado Kirby, or if there's otherwise some gap between S+ ranks to emphasize... maybe a top 3 of Monado Kirby/Pikachu/Shiek? But Villager's gimpability is reeeeeeally a non-issue in practice, and... ugh... why does it always boil down to Villager!? So hard to place. ;-
Laughs at those who need to jump at all to recover. Predictable, but that ends up largely irrelevant when his speed and absurd range let him just relentlessly recover from all but a direct KO. His only real flaw is that the non-hitting up B may set up a spike and technically 'fail' in that way, but the airspeed tends to remove that problem. Skirting under non-walled stages is just icing on the cake by turning his recovery into a guessing game before others even have a
chance at stopping it.
S- (There's a clear weakness to their recovery, but it rarely affects their ability to reach the stage)
Can be footstooled easier than most due to iffy Uair and recovery's extreme reliance on jumps. It's not terribly common in my playtime, but it's always possible, and Jiggly's lack up an up B doesn't really help much, even if side B and neutral B combine to grant a fantastic horizontal recovery game.
Super armor up B, multiple jumps, great range on both... D3 is pretty hard to stop from recovering, and is a case of 'knowing that a train is coming doesn't mean you can stop it', as his slow airspeed and predictability make for free damage, if nothing else, through that super armor. That all said, taking free damage when recovering isn't quite ideal, even if being hit out of recovery requires foes to dive offstage before up B ranges, so D3 is probably top S- or so-- higher would require him to have some super armor method of horizontal recovery, though gordos are a nice coverage move, at least.
With bike and/or waft, some truly absurd recovery. Without either, he suffers greatly, and though the situations where you'd be missing both are few and far between, they're still enough of a factor to keep Wario out of higher tiers.
Reliance on multiple jumps and a no damage up B means there's technically a safety issue, but, in practice, the angles and speed makes that rarely relevant.
(Sonic/Jigglypuff/Speed) The addition of any recovery neutral B or speed mode solves some of Kirby's problems through keeping him from being too reliant on easily-gimped jumps, or by upping his mediocre airspeed.
A+ (Has a single key flaw in their recovery that can commonly be exploited, keeping it from being a guarantee)
Side B can cover it to some extent, but the slow startup on his second jump and his helplessness without its range means that Mewtwo, despite incredible range and one of the game's quickest and safest up Bs, can have some real problems.
(Jump) Reliant on a second jump, as with Mewtwo, but also only has a jump and an up B, limiting flexibility (despite extreme distance). If offstage with no double jump, up B alone just can't cut it that often, even with the extra range, and it's still vulnerable to certain projectiles as well (Villager's side smash or such), as its great hitboxes aren't a substitute for super armor or invulnerability.
Has been said to death by now, but overly reliant on jumps and an up B that are quite easy to hit him out of. Even if up B is a bit quick, his airspeed isn't quick enough to really wiggle out of constantly gimp attempts. Still, his range is nothing to sneeze at when uncontested in recovering.
Excellent up B speed/range, with neutral and side B as interesting mixups-- acting out of up B and its consistency even sans jumps gives Sonic a pretty solid recovery game, even if its occasional predictability and lack of innate up B hitboxes can lead to gimps. Horizontal range leaves a bit to be desired, though, regardless...
Up B is a bit iffy in some ways, but range at all angles is pretty extreme, side B has super armor, and so on... Sonic and Pac Man are where my definitions start to fall apart, so for now I'll just focus on S+ through A+ ranges, first-- trying to tackle the full list at-once is apt to have me lacking focus.