User:Pikazilla

King K Rool

 * Spirit: Defense & Flinch Resistance
 * Pros: K Rool is as fun as I thought he would be. He is the 2nd heaviest fighter and also has a great recovery; making him the ultimate wall. His two projectiles also allows him to keep foes at a distance and edgeguard. His superarmor also is excellent for getting in close or outlasting his enemy.
 * Cons: K Rool is still a slow and massive target; meaning that characters with fast combos that can get through his flinch resistance will be an issue. His melee range is also lacking. He is not designed for airborne combat and is very vulnerable when using his slow up-special.

Miis

 * Spirit: Depends
 * Brawler: Kick or Boomerang (item)
 * Swordfighter: Sword & Specials
 * Gunner: Shooting Attacks or Items
 * Pros
 * Brawler: Good Specials for diving from the sky.
 * Swordfighter: Excellent mid-range attacks, including Specials involving a dash or charge and decent projectiles.
 * Gunner: Some of the longest and best ranged attacks in the game. Can devastate tanky fighters with hit-and-run tactics.
 * Cons
 * Brawler: The Brawler does not have the same range as most other fighters and so there is little point in using it. My best Brawler is a Sheik clone; sacrificing range and speed for power and airborne mobility. Not much else to say other than the obvious long range weakness.
 * Swordfighter: Is dependent on using its mobility effectively, as the other swordsmen in the game have longer swords. Tiny maps are a potential weakness.
 * Gunner: Is dependent on exploiting its superior range. Even the basic Battlefield is arguably too small to be used effectively. Fast opponents can close the distance and maintain close combat. Obstacles and terrain can also be used by enemies as cover.

Simon

 * Spirit: Whip
 * Pros: Excellent at mid range, arguably the best. The combination of his whip, projectiles and sliding kicks allow him to have many options.
 * Cons: Fast or long ranged fighters can avoid Simon's midranged attacks. Simon uses his weapons as his primary defense, but can have issues under pressure. He is also terrible in team battles or on stages with slopes. Recovery is also lacking.

Ganondorf

 * Spirit: Akuma or Calamity Ganon (with Shield Breaker) or Hyper Smash or Neutral Special
 * Pros: Ganondorf is just as powerful as before, but his sword changes alot by giving him better range and accuracy when delivering these hits.
 * Cons: Ganondorf still suffers from low speed and a poor recovery. He can be easily harassed by hit-and-run, projectile users or combos that pin him down.

Shulk

 * Spirit: Sword
 * Pros: Very adaptable. Decent attacks and melee range.
 * Cons: Monado is very high maintenance and can be distracting. Shulk's other traits are not unique. No projectiles.

Ridley

 * Spirit: Air or Physical
 * Pros: Great at airborne combat. Has the attributes of a tank but lacks many tank weaknesses.
 * Cons: Large hitbox. Melee range is surprisingly short. Reckless attacks could cause accidental self-destructs or suicide-kos. Down-special is arguably useless.

Incineroar

 * Spirit: Throw
 * Pros: Aggressive close combat. A light tank. Dominates shield spammers.
 * Cons: No projectiles. Lacks vertical recovery. Up-special is risky. Smash-taunts are distracting.

Link

 * Spirit: Self-Healing or Sword or Akuma
 * Pros: Effective at all ranges. Diverse projectiles gives Link an option in many situation. Link is still able to fight effectively at close combat; a trait most long ranged fighters lack.
 * Cons: Can be overwhelmed by agile opponents. Some stages can restrict Link's projectiles. Weak recovery.

Olimar

 * Spirit: Stamina Battle
 * Pros: High damage for Stamina Battle. Effective at mid range.
 * Cons: Very light. Lacking in combos. Short melee range.

Wii Fit Trainer

 * Spirit: Akuma
 * Pros: Long limbs give good melee range. Balanced. Good air attacks and juggling.
 * Cons: Both projectiles have slow startup and are very similar. No obvious advantages.

Bowser

 * Spirit: Attack or Tank
 * Pros: Heaviest fighter. High attack. Can be effective at some spirit board events involving chaotic swarms and melees.
 * Cons: Surprisingly short range combined with sluggish movement and massive hitbox makes it difficult to land blows without getting hit. His extra defenses do not compensate for Dedede's mobility or Ganondorf's offensive overkill.

Isabelle

 * Spirit: Defensive
 * Pros: Great zone control and defensive counter attacks.
 * Cons: Not designed for intense close combat or fast opponents. Somewhat gimicky. Lightweight.

DK

 * Spirit: Smash Attack
 * Pros: Smash Attacks have long range and massive power. High weight, yet slightly more agile compared to other tanks.
 * Cons: Special Moves are below par. Poor vertical recovery. No long range. Large hitbox.

Lucario

 * Spirit: Critical Offense & Aura
 * Pros: Above average agility and mobility. Adaptable with few counters.
 * Cons: Somewhat dependent on being injured to achieve a high attack power, which contradicts with Lucario's below average weight. Final Smash is somewhat easy to avoid.

Sheik

 * Spirit: Air or Kick (Gurl got legs :3)
 * Pros: Very fast and agile. Great air combos.
 * Cons: Lightweight.

Dr. Mario

 * Spirit: Akuma
 * Pros: Balance with above average power.
 * Cons: Mobility is somewhat lacking.

Sonic

 * Spirit: Self-Healing
 * Pros: Very fast ground movement. Great hit-and-run potential.
 * Cons: Lightweight. Final Smash difficult to use.

Little Mac

 * Spirit: Fist
 * Pros: High speed, agility and damage. Small hitbox.
 * Cons: No long range options. Weak recovery. Lightweight. Few options against shields.

Dedede

 * Spirit: Flinch Resistance
 * Pros: High knockback. Somewhat mobile tank.
 * Cons: Slow attacks. Large hitbox. Almost no advantages compared to other tanks (especially K. Rool).

Lucina

 * Spirit: Sword
 * Pros: Above average agility and speed. Doesn't require the same precision Marth wants. Good melee range. Can be offensive or defensive.
 * Cons: Below average power. No long range options.

Zelda

 * Spirit: Final Smash or Specials
 * Pros: Good Specials for maintaining distance. Above average attack power.
 * Cons: Gimicky. Not designed for close combat. Slightly slow. Low weight.

Daisy

 * Spirit: Final Smash or Air
 * Pros: Great air control. Best Final Smash.
 * Cons: Below average ground or long range combat.

Cloud

 * Spirit: Sword & air attack or specials
 * Pros: Great air attacks. High attack power. Good melee range.
 * Cons: Below average recovery. Limit Breaks can make Cloud predictable. Limit Break charging can be time consuming or make Cloud vulnerable: especially on small stages.

Charizard

 * Spirit: Fire or Side Special
 * Pros: Flare Blitz is one of the best Specials in the game. Light tank.
 * Cons: Flare Blitz has many flaws. Is either slower or weaker than most other characters.

Ryu/Ken

 * Spirit: Physical
 * Pros: Good combos. Command Inputs can be effective if performed precisely.
 * Cons: Command Inputs are difficult to reliably implement. No obvious advantages.

Mr. Game & Watch

 * Spirit: ???
 * Pros: Great Recovery Up Special. Unorthodox fighting style with some combo potential.
 * Cons: Low stats. Gimicky moveset; especially Judge.

Wario

 * Spirit: ???
 * Pros: Light Tank.
 * Cons: Specials are ineffective (possible nerf compared to Brawl). Short range.

Yoshi

 * Spirit: Air & Kick
 * Pros: Good air combos. Down Air is high damage against tanks.
 * Cons: Poor recoveries if double-jump is not available. Poor Specials. Lightweight.

Pikachu

 * Spirit: Electric
 * Pros: Very agile with many high damage or large hitbox moves.
 * Cons: Lightweight.

Bayonetta

 * Spirit: Speed & Hyper Smash
 * Pros: Good Hyper Smash and combos.
 * Cons: Odd movement. Low weight.

Chrom

 * Spirit: Sword
 * Pros: Light Tank. Great close combat.
 * Cons: Very close ranged.

Meta Knight

 * Spirit: Sword
 * Pros: Very agile. Great movement overall. Good recovery and combos.
 * Cons: Lightweight. Very close range.

Palutena

 * Spirit: Magic
 * Pros: Great mid-range attacks. Good speed.
 * Cons: Poor close combat.

Mewtwo

 * Spirit: ???
 * Pros: Great movement. Good air attack & melee range. Tricky Specials.
 * Cons: Lightweight. Most Specials do little to no damage.

Greninja

 * Spirit: Water
 * Pros: Great ground movement.
 * Cons: Poor air movement. Lightweight. Sheik is similar or superior in many ways.

Snake

 * Spirit: Explosion
 * Pros: Above average damage and weight. Good combo potential.
 * Cons: Somewhat slow movement and attacks. Sometimes dependent on traps.

Inkling

 * Spirit: Speed (on large maps)
 * Pros: Good mid-range coverage. Good damage. Good movement. Splat Bomb is great defensively.
 * Cons: Weak to fast or close-combat fighters. Low weight. Reloading is a severe weakness.

Samus / Dark Samus
I don't play either character and I don't see a significant difference. I prefer Mii Gunner anyways.

Peach / Daisy
I have a bias towards Daisy and against Peach; regardless of the game. Peach is a braindead mcguffin, Daisy is a barrel of fun.

Marth / Lucina
I am good with either character; but I do not need the tipper mechanic since it doesn't give me the same flexibility and limits how aggressive I can be. If I wanted distance in my melee attacks; I would choose Simon.

Ike / Chrom
Chrom has speed to compensate for the weaknesses I see in Ike.

Pit / Dark Pit
I don't play as either character, so I don't care.

Ryu / Ken
There is a clear difference between the two, but Ken is introduced so late game that I see no need to learn his style when I already experienced Ryu's for so long. Either way; their command inputs are difficult to use and are thus not worth my time for serious fighting.

Simon / Richter
I am satisfied with Simon anyways, so I see no reason to try out the nearly identical Richter. I would rather be He-Man rather than 'another edgy anime teen'.

Mario / Dr. Mario / Luigi
My love for Sunshine does not hide the fact that I hate using FLUDD in Smash, especially since the Tornado is such a better move. I preferred Dr. Mario since Melee; Dr. Mario maintains most of Mario's agility while giving him a much needed boost in power. I never bothered to play as Luigi seriously, and I don't like the new changes he has.

Link / Young Link / Toon Link
Normal Link has the range and power to overshadow both his kid forms. His new bomb detonation mechanic is tactically effective and powerful. There is no reason to use the stubby swords that the kids use.

Fox / Falco
I rarely use either of these guys, but I prefer Fox since both his ground and airborne movement is more consistent and he feels faster even if he lacks Falco's aerial mobility.

Pikachu / Pichu
Pichu is no longer bottom tier, but still is too frail to do much. Pikachu appears to be top tier and is on par with Pichu in every way except can survive slightly longer and has better melee range.

Falcon / Ganondorf
I play as Falcon to outmaneuver Tanks and Ganondorf to quickly kill lightweights. I choose the fighter that best suits my mission.

Ness / Lucas
Don't like these fighting styles, don't play them. Lucas uses more PSI attacks, which is more relevant to PSI spirits: PK Flash is a superior neutral special, but that's Ness' only advantage with PSI attacks.

Villager / Isabelle
I honestly don't know how to play Villager. Isabelle is different due to her OP specials giving her great zoning and keep-away tactics.

My Tier List
(Subject to change.)

Mains
(The strengths and skill I have with these fighters make them both enjoyable and efficient. I frequently play as these fighters.)
 * K. Rool
 * Sheik
 * Lucina
 * Cloud
 * Meta Knight
 * Simon
 * Pikachu
 * Link
 * Shulk

High
(These fighters are capable of defeating serious threats despite having flaws. They have the potential to become a Main as I continue testing them out.)
 * Mewtwo
 * Lucario
 * Mii Brawler
 * Little Mac
 * Dr. Mario
 * Sonic
 * Inkling
 * Incineroar
 * Ganondorf (Possible Mid Tier)

Mid
(These characters have enough potential to be higher tier if I had more time with them.)
 * Ridley
 * Mii Swordfighter
 * Mii Gunner
 * Yoshi
 * Palutena
 * Daisy
 * Olimar
 * Wii Fit Trainer (Possible Low Tier)
 * Bayonetta (Possible Low Tier)

Low
(These fighters can be fun to play, but are too flawed to fight in a serious match against a mid-high tier).
 * Greninja (Possible Mid Tier)
 * Diddy Kong (Possible Mid Tier)
 * DK
 * Bowser
 * Isabelle
 * Pichu
 * Chrom
 * Snake
 * Captain Falcon

Spirits Only
'''(These characters I use only because they work well with cheese tactics that Spirits provide.) '''
 * Lucas (PSI)
 * Zelda (Final Smash)
 * Pokemon Trainer (Flare Blitz)
 * Kirby (Stone)
 * Luigi (Super Jump Punch)
 * PURIN (Rollout & Rest)

Bottom & Not Interested
(Not all of these characters are low tier; some are characters I haven't tried because I don't like their playstyle.)
 * Young Link
 * Toon Link
 * Dedede
 * Mr. Game & Watch
 * Samus/Dark Samus
 * Pacman
 * Zero-Suit Samus
 * Pit/Dark Pit
 * Bowser Jr.
 * Mario
 * Fox
 * Falco
 * Rosalina
 * Ness
 * Duck Hunt
 * Ice Climbers
 * Robin
 * Ryu/Ken
 * ROB
 * Wario
 * Villager
 * Wolf
 * Megaman
 * Ike
 * Corrin
 * Peach
 * Marth
 * Roy
 * Richter

SSB Ult Interested List

 * P Plant
 * Very unorthodox character; although I don't know if it would make him low tier or high tier as a result.
 * Joker
 * If Joker has good moves or is a 'pay to win' character, I might play him. But I don't like his random inclusion.

Overkill Ganondorf
Max out Ganonodorf's (or a similar tank's) already extreme power to one-shot most enemies. This includes high-stat spirits, giant-mode spirits, and spirits that boost Ganondorf's sword or Warlock Punch. Metal-mode or flinch resistance spirits also can assist in confirming the kill by allowing more reckless aggression.

Yoshi Akuma
Akuma is one of the most powerful Spirits in the game due to his absurd attack power. He has no Support Slots, meaning he can be used for fighters that don't work well with specialization. Yoshi is both mobile and yet devastating against bosses and giants with his Flutter Kick, making it a great combo with Akuma.

Immortal Juggernaut
Use a high defense spirit combined with self-healing support (like Celebi). Combo with Link (who has great keep-away specials) or Sonic (who has great speed) to outlast your opponent. Only works on large maps and is best used in 1-on-1 duels. Also the best team for most World of Light boss fights.

Staff Sniping
Use the Staff to shoot an enemy off the stage the instant the match begins. Works best on Omega Stages and against tanks.

Arceus/Dan Hibiki Spirits
These are spirits that exist primarily for the sake of focusing entirely on support skills so that power is on equal footing; with Arceus being the most powerful balanced neutral 3 slot spirit and Dan Hibiki being the weakest.

None of these Spirits will focus on Attack Skills that increase power of unique types of moves (punches, electricity, water...), since I want to be more experimental rather than relying on brute force. Hazards are also ignored.

Offense

 * 1) Princess Punch Double Final Smash
 * 2) Hulk Unflinching Charged Smashes + Hyper Smash Attacks
 * 3) Wrecking Ball Shield Damage * 3
 * 4) Big Stick Ore Club Equipped

Defense

 * 1) Limit Break Fast Final Smash Meter + Critical Health Defense
 * 2) Deadpool Great Auto Heal
 * 3) Superman Super Armor
 * 4) Turtle Armor Knight + Metal

Mobility

 * 1) Fly High Additional Midair Jump + Jump
 * 2) Biker Easier Dodging + Move Speed + Braking Ability
 * 3) Berserker Running Start + Bunny Hood
 * 4) Cannonball Instadrop + Impact Run

Trade-Off

 * 1) Shad Ow Rage Blaster Equipped + Trade-Off Speed + Trade-Off Speed
 * 2) Terminator Rage Blaster Equipped + Trade-Off Defense + Trade-Off Defense
 * 3) McCree Rage Blaster Equipped + Trade-Off Attack + Trade-Off Attack
 * 4) Akuma Trade-Off Attack + Trade-Off Defense + Trade-Off Speed