Neutral game is still far and away the most important. Your comparison to 2.6 Sonic suggests that the neutral game has little to do with the options you have in that mobility. Falcon would be top tier if it were all about speed, but his tools still require you to go in and risk significant order to make something happen, moreso than a character like Sheik or a space animal. It's the commitment required in that, which Sonic has much, much more of than he did in 2.5.Neutral game is not the only factor towards tier placement. If it was, then 2.6 Sonic would've been the best character in the game still, or close to it... Nuetral game is a lot more than dashing right or left, because frankly not every character can operate on that level. Sure, having the ability to wavedash or dash dance when you are a slower character is a massive factor in neutral, but their neutral game is not controlled by it. There are characters who take control of space and threaten ranges from the air like Jiggs or Wario very effectively. They are also characters who set up walls of projectiles and will not take a step towards you unless they have to like maybe Link/ROB/TL/Zelda.
I don't like the notion that neutral game is all running left right left in the eyes of some people because that downplays a lot of the beautiful decision making that happens. Smash's neutral game/footsies are why it's so good, alongside DI and control basically never leaving the player even when getting death combo'd.
Jigglypuff and Wario have ridiculous mobility in neutral and generally nice hitbox placement in the air that most other characters can't hope to manage. As long as they're still somewhat near the ground, it's still the neutral game for them; it just so happens that that is the place where they have the best set of options. They are able to attack and steer away from danger that is largely unique to them (in the air, anyway).
In terms of projectile characters, Falco and Sheik can totally play that way too, and I'd say they do it better than any of the characters you listed. You'll note that most people don't consider Link/ROB/TL/Zelda to be very good characters (in terms of ranking)...not that I'm casting judgment on their placing, but, while those characters range from being considered great to bad, Falco and Sheik are consistently at the top. There are reasons for that, and the argument of "over a decade of matchup experience" doesn't hold water because that same matchup experience allows people to know what to expect and how to fight them. These characters can really control positions with incredible hitbox placement and positioning control.
It's not all about left-right-left, but when the decision-making in a lot of matchups is "Bowser did ANYTHING AT ALL? Initial dash backward for zero risk while he has to hard read and risk so much on an attack" is a serious problem in terms of being able to call matchups as a whole balanced. The problem is that a lot of characters cannot "really" play the neutral game/do not "really" have footsies in certain matchups. The neutral game and PM's balance may thrive in the matchups where characters can keep up and realistically threaten each other, but there isn't any "beautiful decision making" in the matchups with lopsided balance. A smart character with that advantage learns to play calculated risk instead of doing any meaningful thinking in certain matchups. It's smart, effective, and not at all fun to play against when you're the guy with the huge mobility disadvantage. Sheik -can- move forward and fight Bowser, but why would she do that when so much risk can be mitigated by only approaching when you absolutely have to/when you have the opponent frozen from their options not working due to dash back hard countering so many "footsie" options?
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