Doesn't Little Mac have the best wall jump in the game in terms of distance too? I tested both a while ago and found that they had almost the exact same distance with Lucario also having a wall cling.
Also @
SpottedCerberus
dont forget FC Shadow Ball too. You don't always have it, but like Wario Waft, it's extremely helpful when you have one charged up and it significantly helps his already great horizontal recovery.
Can it be b-reversed? For some reason, I thought it couldn't. Or is it like with Samus where you have to do a turnaround-b?
Edit: Turnaround-b it is. For some reason, the timing seems more lenient than it is with Samus though. I still haven't gotten around to practicing turnaround b with Samus, so I can't do it consistently. But I did it 9 times out of 10 with Mewtwo.
Anyway.
1. Insane double Jump
2. Side-b third jump
3. Wall jump
4. Invincible up-b teleport that kinda carries momentum, covering deceptive distance
5. FC Shadow Ball (Unlike Samus, you can charge this in mid-air. So, combine that with Mewtwo's fall speed, and the fact that you should be conserving them for pressure and possible punishes, and you should really have one most of the time.)
6. Best air-dodge in the game
And his low fall speed allows him to hang out offstage, adding unpredictability to his recovery. He can even charge shadow ball when offstage. He's so damn floaty that it feels like he can fly. I love floaty characters. (Especially floaty characters with large hurt-boxes, apparently. I briefly mained Rosalina when I first got the game, and I main Samus now.) I should play Mewtwo more. There's just so many characters in this game....
Also:
This kid's recovery is so bad that I've gimped him on accident. Do Mr. G&W's up-b in his general vicinity while he's trying to PK Thunder, and he's dead. The double jump will only get him so far. People will only get better at messing up his recovery as time goes on. Reflectors, counters, absorbs, wind-boxes....even basic spikes will do the strike, so long as you're careful to not get hit by PKT2. (Although at low percents, that's actually a viable option. It can cut his recovery off, and as long as you tech any stage spike you should survive.) Even letting the little thunder bolt run into you works, because then he can't use it on himself.
He's vulnerable from the top when he's doing his up-b, right? (Unless we're counting customs. Are we counting customs? I'm not counting customs.) And his super armor seems unreliable in general. I'm sure I've knocked him out of it with a well-timed Samus d-tilt, and plenty of other characters could do something similar. And it's not like his default up-b KOs so you aren't risking much in going after him. And, if he fails to auto-cancel, the landing lag is pretty bad. His complete lack of vertical recovery and large hurtbox don't work out that well for him.
I maintain that her recovery isn't very good. The lack of a hitbox, the large hurtbox, the mediocre speed, the awkward angling that results in apparent dead-zones. It's not good.
Rush can negate spikes, if timed well. (You do it right before being spiked, and get knocked back into Rush's spring.) That, and his ranged u-air, make characters wary of being above him and fishing for a spike. There's risk with only a chance of reward. Also, he can double-jump after his up-b, which is something that a lot of people seem to not take advantage of. It makes him hard to gimp. For a surprise recovery, he can actually shoot a bomb at the stage and time it so that it refreshes his up-b. This isn't easy, but even I've pulled it off once or twice and I'm not that good. He can also control the distance that his up-b covers by cancelling it with a double-jump or with leaf shield, the latter option giving him a hitbox while he hangs onto the ledge.
I dunno about this one. I've gotten some pretty easy bomb gimps against him, and I can't say that for a lot of characters. He should at least be below Wii Fit Trainer, who should earn some points for being a monster on the ledge.
I stilll think this guy belongs at the top of c tier, at the highest.
She has great recovery distance and air-speed, but she relies completely on her mid-air jumps (Rollout is a bad recovery move.) and can be KO'd very easily offstage.
People have gotten a lot better at finding ways to gimp him. His lack of a hitbox is really bad. I think SS-tier should be just Pikachu, Shiek, and Meta Knight. I'm not sure about Greninja. Villager would be at the top of S-tier.
I dunno. He only has one recovery option, although it is a really great one.
Final Cutter is such a bad recovery move. This makes him over-reliant on his jumps.
Check out Abadango vs ESAM for an example of Pac getting gimped hardcore. A well-timed neutral b smacked the power pellet, and then ESAM just dropped down and stole the last jump of the trampoline. It was the first stock and Abadango died at 13%. Luckily, most characters don't have a projectile that would cover that angle and distance, and it did require a bit of a read, but it does seem like Pac's recovery has benefited from MU inexperience in the past.
He's helpless without his bike, and his recovery suffers if he doesn't have a waft. It's not that hard to knock him off the bike either.
This would be my list, probably: (Discounting Miis, Dark Pit, and Lucina because I don't believe they exist. Also only giving Shulk one entry.)
SS are ridiculous recoveries. Ungimpable, and can cover practically any distance. I'm actually not 100% convinced that Sheik belongs here.
S recoveries can come back from almost anything, and are very difficult to edge-guard. Mewtwo barely makes it.
A recoveries are great, but flawed or limited. B recoveries are good, but generally flawed or limited. C recoveries are mediocre. The strengths and weaknesses balance each other out. D and below are bad. F is Little Mac.
SS
S
A
B
C
D
E
F