My Character Balance Tier List
S Tier
(Perfectly Balanced, the game should be balanced around them)
Ike is a true Smash star. Currently he is what we always wanted out of a sluggish character: Strong attacks that take a bit of planning and time to get out and even more to hit with, but when they hit they are so satisfying. He's not really as slow as one may think though, and while most moves of hit have a bit of startup, it really isn't enough to make you feel like your driving a rock. Instead, his attacks give him a large range and even larger pressure. But the thing that humbles this grand warrior is the fact this pressure never lasts for long, and you will soon end up returning to neutral, and that's where he falters.
Sure, his Quickdraw gives him amazing mixups and his aerials are great counter approach options, but they have quite large holes when you approach too hastily, and if you don't react well enough, he will end up being brushed aside most of the time. The secret to his strategy is to "meet them halfway" and be able to approach along with your opponent, basically reacting their attack and choosing an appropriate counter. All the while, you must continue to space while waiting to throw off opponents with Quickdraw mixups. His recovery is incredibly tricky to edgeguard due to it's variety of hitboxes and mixups, but is quite linear and becomes negligible at long range. Overall, he's a new Archetype we have never really seen done correctly before.
If I had to choose what should change and what shouldn't, I must say that he's very well-designed and handles like a dream. There is literally nothing about him I see worrying.
I would like to see Ike fit as a type of low-tech onstage giant, like Jigglypuff was in Melee but onstage instead of off. He seems like High Tier potential, but I believe Top-Tier just doesn't seem his style exactly.
(This is assuming Top Tier works like Project M does currently and is where the best characters are, but with an additional cost of being quite glass-cannon and very technical)
Pikachu is a very well-balanced character who, while being very technical, is also a very well-balanced character. His recovery is very hard to learn to use effectively, but is amazing offstage, onstage and even on the ledge. Imagine him as a more balanced Fox mixed with a hint of Shiek: His pressure game is very powerful, but it has flaws that can allow opponents to get in, and while he has a very useful projectile, it is by no means broken, with nice edgeguarding capability. His Up-Smash has incredible power but IIRC, it doesn't kill nearly as early. His Thunder grants him a good Up-Smash Down-B Confirm. He even has a Ledgestall in his Headbutt and has a versitile recovery that is hard to master. He can even space nicely using his Projectile and bAir.
His balancing points are his ease of being combo'd, light weight, technical requirements and his inability to truly spam any of his attacks. (outside of his godly jab but you can easily SDI out of that) If a player can find the flaw in his offensive wall, and there is one more often than not, they can break in and retaliate. So while Pikachu has a very powerful offense and Edgegame like Fox, it is not nearly as abuseable or absurdly safe.
If I had to choose what should change and what shouldn't, there really isn't much I can say here. I can see his Up-Smash polarizing gameplay a little in that direction, but since avoiding it is a matter of skill and not luck, (If I understand it correctly) I don't think Pikachu will need many nerfs in an ideal Smash.
Where he fits in the Smash Formula is quite obvious, he should be the new face of PM. Fox was the face of Melee, MK was the face of Brawl and I'd love if good old Mr. Chu could garner his face for a second Smash. This wouldn't mean Fox would go by the wayside though, I think actually that Fox could work well as a nice co-pilot like Falco was in Melee
(Or Jiggs if you believe in 20XX)
Shiek is a very Gimp and Edgeguard-centric with a powerful mixup in his throws. Shiek has a Projectile with amazing damage-building capabilities and a great Gimping ability, but also one that needs to be charged a bit to become truly deadly. Shiek has a great Mixup in her down-throw and back-throw which can follow up into bAirs, fAirs and Dash Attacks but in exchange her Forward and Up Throw are not really that good. Sheik loses use in both his Down and Side B outside of Recovery aid, matchup switchups and the Chain Jacket. But in exchange his Up-B is incredibly useful for mixups and it's "Shino" Ledgestall. Her Forward air is her most powerful and noteworthy aerial, but is quite hard to land outside of combos.
Her Dash attack is quite powerful and her tilts are incredibly useful for juggling fastfallers. Her Crouch Cancel handles nicely into a Down-Smash and his Forward and Up Smashes are quite useful in select situations. Shiek however is quite susceptible to juggling due to her weak dAir and relatively light weight.
If had to choose what should change and what shouldn't, I would have to say that his needles should be reverted to their Melee hitboxes due to my fear they may be unable to edgeguard as well as they used to, but overall I believe Shiek is set up quite nicely.
Sheik's spot in the Smash Formula would be quite like her Melee placement: a High/High Mid Tier offstage Gimp-master who struggles both when recovering and when being pressured but has amazing albeit short combos and traps that can easily place opponents in a corner.
(Will continue if this gets enough support)