alright since this thread hasn't seen a post in a
week I'm here to give you all some [un]informed opinions about tiers in this game
this is based off of a bunch of things (mainly just watching a ****ton of videos as well as reading the entirety of this thread over the course of a couple years plus a bunch of theorycrafted dolphin gifs) and doesn't really take into account machup numbers because matchup numbers are meaningless and questionable in their current pm state at best (and even then, a character's tier placement is not merely the sum of their mu numbers)
some explanations:
characters ARE ordered within tiers.
the color gradients between tiers are a rough estimate on my part of how much of a gap their is between each one. if you don't want to interpret color gradients, I think there's a relatively significant gap between B+ and A tier and between
100 tier and A tier. There's a less significant gap between B- tier and C tier, and the gaps between the various B tiers are just barely significant enough to be noted.
100 tier: These are the best characters in the game, and they have a multitude of ways to be played that are all equally high-quality. This is probably the tier that is least ordered within itself, but this is the order that I felt most comfortable putting the characters in. Wolf is probably the best character in the game and fox is probably not, that's all I can really tell you. These are characters that will win a tournament by themselves if their player is the best player at the tournament, and might win a tournament even if their player is not the best one present.
A tier: These characters are very good and have a dominant playstyle as well as versatile options to deviate from that playstyle and deal with harder matchups. They do have some bad/gimmicky matchups from lower tiers and generally lose to the characters above them. These are the characters that cause other people to hate the game and will win a tournament by themselves if their player is the best present. Combinations of multiple characters in this tier cover pretty much every matchup and gives a reasonable chance to place higher than a solo main of the
100 tier characters.
B+ tier: Good characters that have a "usual gameplan" but often have to vary from it (sometimes widely) to deal with problematic matchups and can occasionally run into things that simply shut them down. Tink is the high-tier gatekeeper. These characters can win a tournament if their player is the best one there by a reasonable margin. However, these characters also have to deal with bracket luck and gimmicks, but are on the giving and receiving end of gimmicks equally often. Some combinations of these characters could theoretically have a large matchup coverage, but the time investment in each character is so large it's rarely seen, except for Falco and Marth who are good counterpick characters but also have a hard time dealing with PM things and accumulated melee matchup knowledge.
B tier: This is the most eclectic mix of characters that often have disparities between theoretical performance and objective tournament results, or have weirdly skewed risk/reward patterns such as touch of death confirms coupled with other poor traits. These characters often live or die off of gimmicks/bracket luck but the important fact is that they can live. These characters can win a tournament with good bracket luck and/or a player that is the best at the tournament. Some of these characters work well as counterpicks or multimains, but some (namely Ice Climbers) have such a deep gameplan it precludes them from being counterpick characters but enables them to be solo-mained with some success. These characters have robust gameplans but will occasionally run into things they just can't deal with.
B- tier: You need to put in work with these characters but they have good traits that can carry you far. These characters have skewed matchups where they are above average or exceptional against certain traits but get invalidated by other traits. These characters can look stifling in the hands of the right player with the right matchup but can also look stifled against an equally skilled opponent in a different matchup. These are often used as counterpick characters to complement a higher tier or meme on people who don't have matchup experience. The gameplans for some of these characters can be parsed down to things like "weave"/"run away" , which makes them easy to learn as counterpick characters. However, all of these characters have mixups that can be used as reads to grant success beyond the "counterpick character" level. A solo main of these characters needs to be significantly better than anybody else at a tournament and have bracket luck.
C tier: The "low tiers" of PM, although a better analogue is the mid-tiers of melee. They have tools but also have glaring weaknesses that can oftentimes lead to a degenerate neutral game that is singly focused on the opponent running into their tools or not knowing the counterplay to them. In comparison to melee mid-tiers, these characters are helped by the expanded stagelist, which helps minimize their weaknesses and emphasize their strengths, but they will lose a stage counterpick war. A skilled player will find success with good reads, as all these characters do have tools, but will need to significantly outplay a high tier opponent. These characters can be stifling at lower-level play but it is highly unlikely these characters will win a large tournament.
???? tier: I honestly don't know what to do with olimar lmao. Do I judge him based off of his current demonstrated state? (B- tier) Do I judge him based off of the olimar discord's theorycrafting of close to perfect pikmin control leading to a dominant stage presence and the nickname "chibi astronaut falco"? (B+ tier) Do I find some sort of average and put him in the middle (B tier) Is olimar invalidated by any fox that can spam lasers and press upsmash? (yes, so C tier). I just don't know how all of olimar's tools and weaknesses combine in practice, and his stock-to-stock life is ruled by RNG (which itself is dependent on what specific surface of specific stages he pulls his pikmin on) which makes me really hesitant to put him anywhere.
caveat: I'm bad at this game and all of my opinions are probably wrong and I probably don't have any insight in this post aside from acting as a literature review of the general PM tierlist research.
tires don exits, but it's fun to think about them and play theorycrafting games with yourself
edit: I probably just wrote a lot and said a little idk just look at the picture and tell me how wrong I am