Here are the characters that are almost great but are slightly hindered in some way from being at the top, A+ Tier (worst to best):
With ScAtt becoming a bigger threat as of recent, Kameme's higher reliance on Sheik doesn't hurt Mega Man's representation as much, so he barely clutches this tier. None of his moves are bad or broken, but he could use some tune-ups on a few of his moves to make his moveset overall better:
- F-smash, F-air, Crash Bomber, and Leaf Shield are okay but could be better.
With Shuton and Myran really showing up recently, he certainly has reason to be up here. In fact, I'm cautious in giving him buffs, as most buffs I can think of would make him busted, because he already has a lot of moves with low lag and great versatility.
- Really all I'd do is make some more of his moves do something without Pikmin, especially grab.
Luigi's such a weird character since he functions like a heavyweight, with even better and deadlier combos in exchange for, well, not being heavy. But Elegant seems to be taking this character to the next level, optimizing a lot of his combos and becoming better at the neutral game, getting around his low mobility with his pressure from U-smash, aerials, and Fireball.
- Any higher mobility would make him absolutely busted in the advantage state, so don't do that.
- OPTIONAL: D-tilt could use some sort of buff, because it's basically meaningless right now.
- Ugh, Green Missile. Why is it such a punishable recovery move and worthless attack?
- Luigi Cyclone's auto-link angles could use a slight nerf in hit stun, making it not as good at gimping, in exchange for the move requiring fewer button presses to rise the full distance, making it better at recovery.
Ranai is still doing quite well, and Aarvark is still doing enough work on the side to prove that his crazy zoning theory is viable and makes him earn this tier.
He doesn't need any changes, but if I were to change him:
- F-smash would get reduced knockback, because it's unfairly strong for how active it is.
- To compensate, grab would get reduced lag to open up more of his combo and kill options.
Yes, he's this good, and I'm amazed HIKARU was the first to seriously show it. Ever since his stunning top 8 run at Civil War, he seems to have summoned other players to use Donkey Kong to great success, solidifying his top 20 spot. His neutral and disadvantage might not be good, but his advantage is so good that he will always be a huge threat to the evolving meta game.
- Why. Does. Giant. Punch. Free. Fall. Sakurai. Pls.
Again, this might be overestimating him a little, but Tsu's performance at recent tournaments still has me convinced that he's this good. With my personal experience, he really only needs buffs to one move:
- Extremespeed needs to have less landing lag, and its headbonk should be fixed like Greninja's Hydro Pump was.
Pikachu's a weird case, where ESAM has really been showing up recently, but there are only a couple other players getting moderate success with him. As such, I hesitate to put him too high, but this feels appropriate. What's weird is that his moveset is mostly great, with one lackluster move and one crazy move:
- Skull Bash really isn't worth using unless the recovery absolutely requires it, as it has long charge-up, slow travel, and not that much power. I'd give it some sort of buff, probably in charge time.
- Quick Attack might be a better move overall, but Thunder is certainly his most unfair move. I'd make the spike hitbox of Thunder have high KBG instead of high BKB so it's not as good at gimping and the window for the kill confirm is smaller, and I'd also make the thunderbolt not come out immediately so he can't break combos with it.
I feel weird giving him the same buffs I wanted to before, as now I've seen the ridiculous stuff he can do in the advantage through Cashmere and especially Fatality, and I don't want to make him even better at his weaknesses. Though, of course, there is still one move that should obviously be buffed:
- Falcon Punch. Duh. Make it more powerful to compensate for its immense startup.
While not showing up as much as other characters in this tier, he stays this high for a similar reason as Donkey Kong. As mainly Abadango is proving, Meta Knight absolutely demolishes floaties, especially big ones, making him a constant threat to certain characters as their meta game evolves. When he shows up elsewhere, he's proven through Aba, MKLeo, Tyrant, and others that he can still efficiently deal with other characters, too.
He doesn't need any changes, but if I were to change him:
- Drill Rush would get a buff in startup, as it's really slow and weak in comparison to the rest of his moves.
- To compensate, aerial Shuttle Loop's first hit would lose its high-knockback properties, which is what makes the move kill way too early at times. This "nerf" might actually even be a buff in some cases, as it can fail to connect to the second hit properly because of that hit, and unlike other multi-hit killing up-B's, you usually need the final hit to connect for it to kill.
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It has been since Smash 64. Didn't break the game.
Did you forget
exist? Lucas and Captain Falcon have 3 kill throws.
are also small and deal a lot of damage easily.
deal a lot of damage as well. Yeah, neutral,
doesn't have one against sword dudes. He has to throw attacks like a ******* and hope they hit.
Dair having less lag would be hilarious. Just look at this game from Shaky.
https://www.youtube.com/watch?v=SsuXxXycPbo
Okay, so I'm not a Ness expert. That doesn't change the fact that B-throw is ridiculous and D-air is a bit underwhelming.
You can make the case for Mewtwo's U-throw being a bit dumb, but at the same time it's only vertical, whereas Ness's starts horizontal and then turns to whatever direction he needs. As for the other two, you have to think about how the opponent will react with DI to choose the correct throw, as the only amazing kill throw either of them has is Lucas's U-throw. (And even in that case, Lucas's damage racking mostly relies on combos that are much harder to set up, execute, and adapt than Ness's.)
Yes, Ness's neutral kinda sucks, but his aerials being so great makes him easily able to reset to neutral if he's in disadvantage, giving him more chances to get into the advantage state.
Mostly I don't like how B-throw hardly requires any sort of thought or risk to it, unlike other kill throws or Ness's other kill options.
As for D-air, I didn't mean less landing lag or any better autocancels, which the
Brawl video seems to show, I meant less aerial end lag. And it shouldn't be much of a decrease, just enough to make it look good next to his other aerials, which are amazing.
Do you have any discussion for any other characters rather than criticize my discussion? That's kinda the point of this thread...