We're really going to have to wait and see on the online; hopefully it correctly prioritizes which settings are the most important. I never want to see a single item for any reason, and I do not want to see metered final smashes either. They're just obviously awful to the point I'd be seriously tempted to quit out if a match started with them on; playing against other humans with those things on is literally a waste of my time except insofar as maybe I need to a little to rank up so I can never see them again?
And yeah, anyone who had "hope" for metered final smashes, I hope you watched the treehouse. Diddy Kong instantly basically screen nukes which auto-combos into a kill move that seems to kill at around 80%? Yeah, when I think of characters who needed easy kill win buttons, I think of poor Diddy Kong. Truly if any character deserves an overwhelming implicit buff relative to the rest of the cast from a new subsystem it's Diddy Kong, right? Yeah, we're not using this setting at all.
Round two of the treehouse gameplay had some good stuff. Isabelle I was really worried about after her trailer, but then she has a lot of the good Villager moves and honestly looks like the better version of the character. She still has slingshot, and her down-B looks just drastically better than the tree and honestly probably not super far in power from our old friend Timber Counter (okay, maybe not THAT good, but still great). The fishing pole seems obviously worse than Loid Rocket but still good in its own right and potent looking overall, and I really like a few of her other normals (the disjointed Pikachu style jab is pretty interesting on this type of character, and having a combo utilt and a much better looking usmash than Villager is great). I worry about Villager in Ultimate in general; I think the shifts to the pace of the game are going to be a real negative to his playstyle. I still do have the same concerns which translate to Isabelle to a real extent, but she seems to have the underlying tools to be a character worth taking seriously.
K.Rool is exactly who I thought he was. Those projectiles obviously suck; I looked at everything Diddy Kong was doing with the crown and was thinking "we only thought Pac-Man's projectiles were the pinnacle of self-defeating moves". It's just obvious that almost the entire cast will use the crown better than K.Rool himself which means you'll want to actually pull that move out rarely and carefully, and the blunderbuss just looks so comically slow that I'm mostly having to think up extreme niche situations to imagine using it at all. That being said, K.Rool's normals look amazing, just a ton of really good animations across most of the moveset and seemingly a great combo of mobility, spatial control, and attack speed for a big. K.Rool's recovery is also a lot better than I would have guessed; it's just unambiguously the best of the big recoveries. I could easily imagine K.Rool just being just a super pure fundamentals character, and honestly it's pretty exciting as someone who has a level of appreciation for good basic normals.
Daisy was really fun to see in action; she looked outstanding! I was unclear throughout how much of that was Daisy's special stuff versus Peach and how much was the Peach moveset being buffed in general, but it was encouraging. That dsmash is about a million times better looking than Peach's dsmash in 4, having real range and also doing real damage and knockback on hit. In general a lot of her moves seemed to stretch a bit further than before, fsmash seemed to keep going back to the golf club which was interesting (coincidence or mechanic?), turnips pulled visibly faster than 4 (but still slower than Brawl or Melee), and Daisy Bomber seemed not only safe on block but like it set up for really good spacing for further actions so that could be a massive game changer for the character as well. In both Brawl and 4, Peach was a really high level character to play who ultimately paid off a little but not enough to justify the effort; it's nice to see her looking like her old self again.
Diddy Kong looked pretty much the same as 4 honestly which is a pretty great sign. The main thing I noticed was that dthrow's angle is much worse now, but it still seems to have good frame advantage so it will still be good just not as instantly amazing as before. It was hard to take too much else away as the Diddy player basically alternated between hitting with everything with no opposition and self destructing so that was unfortunate.
The 8 player match I was able to take very little from; it was just so chaotic with so many item things just getting in the way, but it was eight characters we have seen so little of otherwise. I took away a few little bits like "Falco laser is still way, way worse than Melee and Brawl but maybe no longer a useless joke move like 4" and "while many of G&W's animations are very different, they seem functionally similar to 4 and turtle has the same animation roughly", but I wasn't able to really learn a lot unfortunately. I we can all stop watering the Piranha Plant with our salty tears, I'm curious if anyone took any other good insights away from that match.