I sort of cringe when people make tier lists with future talk and assumptions of how the characters could shape up after more development and doing "x y and z" instead of/in addition to what they are currently doing
Tier lists should reflect "now" and ideally would be as ever evolving as the metagame itself
Just in the definition of a tier list, they are about the expected performance of a given character as the metagame stands at the time of creation
you get a snapshot of the metagame and you can visually see how it changes and grows by comparing it to future tier lists
This is pretty skewed...
Like, if everybody always said Fox was the best (in Melee) yet didn't win a major tournament or even come close for a good half a decade at least (in Melee) then why was he ever tops pre-Evo (in Melee)?
Now is context so you can see things clearer, basically to develop the meta-game itself, the understanding of the evolving itself, and that includes all time-tenses of the process.
Just by the definition of a tier list, the expected performance of a given character right this moment can be far from the out-put of the fraction of a player-base of them.
See *the Wolf/ZSS/Lucas himself, and the players at the 'front' of their meta-games in terms of mainstream view-able content, are only slowly picking up on things I wrote in detail the days they were released.
Why is it difficult to 'see' that Side-B is a good kill move for Wolf, and when applied as expected in an individuals performance with him, not something you can visually snap-shot, and not something that the observable benefits are obvious from to any significant degree, when you yourself could apply them and see the results?
Maybe it's a L2P thing, and sometimes it's just people lacking in ability to see it or do it themselves, but either way, it's bias to think Wolf can't kill with Side-B and it won't help him, simply if it isn't being done by the general populace.
That's just raw conditioning, and if you have a mental volitional reaction to this in the form of cringing, you might want to develop your meta-game on this end.
jtm94: You don't really need to 'dunk' with the B-Air to kill with it. You can easily carry anyone across a stage with F-Air (this has been pretty standard in most meta-games with him for a while) and just hit with the reverse sweet-spot or Magnet turn around to land it. Even if it doesn't flat-out kill, it leads to kills as much as any Falco-combo into B-Air or whatever does.
Edit: This is also super-easy, unlike 2.1/2.5, bothering to play with that until it was guaranteed to work was a silly nuance but at least it makes 2.6> B-Airs feel like they hit the whole screen. XD
For jtm and Plum since this relates to meta-game and semi-kill moves:
Like Mewtwo and Disable, I probably get more kills with that than Shadow Ball, Smashes, or Throws, and it's like... set-KB or something weird. I expect this from others too, maybe not to such an extreme, but it's a natural part of Mewtwo's combo-finishing game, and is observable and expected in performance. If it's not a combo into it off the side, it sets up the kill given the combo finishes with a hard trajectory. Same idea with Lucas B-Air, F-Smash, etc. They don't Bowser F-Smash things, but they're Falco D-Smash/B-Air/D-Tilt to a lesser extent, etc, and just as good.