Thanks for watching everyone! Based on either the criteria I outlined at the start of the video or your own criteria, how would your list of 5 compare to mine? Let's hear 'em! List of links: Twitter: twitter.com/MrMockRock Patreon: www.patreon.com/mockrock Teespring: teespring.com/stores/mockrock
Your list is really good, Terry, Roy, Wolf, and Link are really well designed, but PT is a bit too cheddar cheese for me lol. Still a really well designed character. I'd add Snake to at least honorable mention, he's an amazing character with clear weaknesses and a huge skill ceiling (as well as being hella fun). Also, I'd wager Captain Falcon, while definitely having some design flaws within the character, is still well designed in the idea of fast paced risk reward gameplay. Great video!
Mockrock have you ever played Binding Blade? If not, I just want to say that the whole "representing his own game" thing is probably not as well-done in Ultimate specifically. In Melee, Roy's about as bad as he is in Binding Blade. Roy's actually not a very flashy or energetic character, and in BB, he's often shown to be depressed and tired from running an army at such a young age in his supports. I think that Roy, while is an awesome character, should've been put lower on the list because he doesn't really rep BB accurately.
Piranha Plant is best cuz plant gang haha funny But seriously, PP revolves around ledge guarding and keeping you above him, a creative way of communicating how he originally worked in the very first Mario.
@@MercuryA2000 Yeah the idea was sheik was for racking up damage but not having a lot of kill options, while zelda had the kill power. Think Sheik= squirtle while Zelda=charizard
@@MyThoughtsOnThis But... *glances at Shiek*... Yea... If someone wanted to try it again they could probably figure out how to make them work as a duo but eh.
Definitely wanna give a shoutout to Mega Man. He feels just like his home series, remains a strong contender to this day, and one key thing that adds onto his whole design: versatility. He's a zoner at heart with the ability to evolve and adapt throughout a match with his wide variety of Robot Master weapons, and has a great amount to depth to his options. In terms of zoners, I think he's one of the best designed, if not the best... ...then again I could be biased as I main this character and have wanted him in Smash since I was very young.
Agreed, as a Mega Man fan and main, I am VERY happy with Mega Man's design. He has a high skill cap, but that's the way I like it - he has plenty of tools to be a high tier and yet every win feels rewarding.
You make a valid point, as Mega Man really keeps the feel of a zoner, just not a character incredibly based on being "Projectiles the Character". His moveset makes him stick out, and is indeed honest to the series, and even the moves were almost similarly given the same functions as they did in game. Like how lemons are incredibly useful for dealing damage, just not the best method... Or how Leaf Shield makes you impenetrable, but in return, limits your movement... Or Metal Blade being the most broken thing in his toolkit allowing him to make strong and deadly setups. Now if only it were the Mega Man 2 iteration where you could throw three at a time.
Lemon Boy ngl he IS annoying but is represented less than the other zoners. We see more Links in online and even tournaments than Mega Man despite Mega Man being WAY better than them. If we see more mega man players other than kameme, we can see how great of a character he is and judge him on whether he’s fun or not to play against.
Hot take: I think Luigi is well designed for who he is as a character, excluding competitive viability and capability his kit is extremely wacky and almost unexpected. I get why ppl dislike it but I think it fits the character itself
Wario is a great mix of his different appearances. He’s really strong and weirdly-proportioned, he is absurdly cartoonishly awkward and disgusting, and his airspeed, bike, and quick combos really sell that manic energy of WarioWare.
As a fan of the warioland series though I would have much rather had that version of wario, a heavy hitter focused on grabs, instead of the farting floatman we got
AngryNerds100 His combo game encourages the opposite. Watch top level Wario like Tweek, Gluttony, or Kameme and you'll see them playing very aggressively in a way always fun to watch. In fact, Tweek vs Gluttony at Kongo Saga is still one of my all time favorite ultimate sets, right up there with Nairo vs Light at Collision and MKLeo vs Prodigy at Frostbite.
@@Endershock1678 Again, I said too Wario players don't play super defensive but Waft encourages you to let it charge and forces your opponents to approach, which in my opinion is kinda cheap, even if I like the rest of the character and I like playing him.
Everyone: _"Masahiro Sakurai"_ RUclips Subtitles: *_"Massive Hero Sakurai"_* Actually this one doesn't make me feel uncomfortable at all, but it's fun how it didn't say "Samurai" tbh Edit: that can be seen at 5:20
I disagree about the switch limitation being bad on Pokemon Trainer. Having proper weaknesses than can be counterplayed around like that are key to making a character fun to play against.
I also feel this is meant to promote usage of all three Pokémon and as well as restrict tricks. PT already is insane on ledge, see Frenzy Light's video on it, I don't even wanna image being able to swap between others.
I’m still mad they didn’t make Byleth into a Fire Emblem Pokemon Trainer that could switch between the weapons- not only would that be cooler, it would feel more like a dlc character.
I still like Byleth, but damn that would have been cool, and completely different than PT. One who emphasizes quick attacks and zonine, one who emphasizes heavy blows and shield pressure, and one who emphasizes good spacing and tippers is so similar to PT, but completely different in how it's handled and how they play that the coolness of them might have overshadowed the initial hatred.
@@brixan... kind of, but not really, as only a few special moves get changed, and she already has one dragon arm, so you get to choose between fast and curvy, or slow, straightforward, but stronk
@@Endershock1678 But...when you pronounce it "Zee", it rhymes in the alphabet song! I'm Australian and I tend to say "Zee" because it honestly sounds better.
@@trinityfateNEO Eh, that makes Roy's stand out less. Roy's sfx are just softer. Marth's sound fx scream at you to make sure you know he landed a tipper and that it HURT
KevSB07 they both do, it’s more rewarding to see marth’s tipper connect, and it’s just scary hearing Roy carry you off stage while getting up from ledge at like 60%
I've started to believe that Little Mac was made to be the worst fighter in the game on purpose. Think about it; In Punch Out, Little Mac is always seen as an underdog. He has very limited options compared to his oponents, and his individual punches are all pretty weak. Not only that, but you have to take on a gauntlet of enemies that are increasingly more powerful than Mac, and your limited move pool means that your only means of victory is to stay agile and punish your oponents when they make a mistake... Sound familiar at all?
@@halowaffle25 I believe that it goes even further than that. Little Mac being regarded as the worst character in SSBU makes him a character that barely anyone would expect to appear in a tournament. Therefore, basically nobody would be prepared for their surefire combo to whiff because the Little Mac learnt to dodge and bait everything. And of course, everything that comes into his base gameplay, namely making your opponents whiff and punishing, is pretty accurate to Punch Out!
I'd like to nominate Pac-Man. He's an OG video game icon and one of the characters who arguably deserves a spot more than nearly anyone else, and his moveset is incredibly unique and varied. Every single special move has tons of utility and a huge amount of possible interactions, allowing for a massive amount of player expression and creativity.
Pac man is really cool, except for when he isn’t. Watching Sinji and even Tea, you can really tell that optimal pac man is super lame in most scenarios. I think maybe nerfing his recovery/limiting the amount of time he can stall offstage and maybe slowing nair down a bit so a zoner doesn’t have a free get off me move would make him really well designed.
Actually Mac is really well designed in Smash, let me explain, Mac is an "underdog character", he is a strong boxer, but everyone looks at him below because no one expects him to be strong and that is why he has to be weak, so he can surprise the opponent and show that even someone like him can be the best. He is weak because that it's the focus of his character.
@@red5t653 Its faithful, well thought out and cool in retrospect o his canonical appearances however in a platform fighter perhaps he should at least be able to recover
I would also cite Plant is one of the most fun designs in Ultimate. Really expressive for what was given to the animators and plays exactly like a toothed, eyeless Plant enemy should
Hear me out on this- Ridley’s design is actually amazing. At first, he looks like a big smashy simple character with spammy easy combos- but it turns out, his kit is all about learning the habit of the other player and punishing them hard when you get in their head. High level players say that Ridley is at his best when you play patient and observant. You can’t mindlessly attack and rush in, because of his bad disadvantage state. This fits perfectly with his character! He looks like a mindless screeching reptile, but he’s actually a criminal mastermind. And his design encourages you to play like one
I wasn't sure when I thought of their design, but utter dominance until one or two stray hits works really well for the classic difficulty Castlevania represents.
I personally disagree; I think the only bad part of his kit is Stone, which still is a fun move for beginners to use. Now, obviously not AMAZING, but he’s pretty solid.
Kirby is slow, light, and has no range, which guarantees bottom tier. All they need to do to fix Kirby is remove one of those things. Slow characters are heavy or have range to compensate, light characters are quick or have range to compensate, poor-range characters are fast or heavy to compensate.
Kirby is a well design character in a lot of way. His friendly apearence and simple shape makes him a character that a lot of young new players want to try. And even though he is not high in the tierlist, his multiple jumps and floatiness is a godsend in a beginner vs beginner match. Not to mention his inhale ability which encourages experimentation and discovery, which a lot of newcomers apreciate. I will always remember the time i played the little guy, in a lot of ways, he made a lot of people comfortable with the game in the beginning, and for that, me and all former/current Kirby mains are grateful.
Older spice you are settling for scraps my friend. Most tier list would place him as bottom 5 the highest and would probably be the worst character if little Mac wasn’t in the game.hes slow,has laggy specials,short range,no reliable kill options as a Kirby main I wait only for buffs.
I think zss should be a honorable mention as well, sakurai took an incredible straightfoward character from S4 and turned her into a dynamic, uncredictible and hype char
Tbh I think it’s Mega Man. People say having a move count as your jab, f tilt, and nair is weird but it’s exactly how to port Mega Man’s moves to Smash perfectly. Also, the fact that all of his moves come from somewhere and nothing is made up and all source from a robot upgrade. Not to mention how complex the character can be, things like shield breaking set ups with side B and up tilt, the old infinite, and more to the point where players like Yeti had to completely fuck up his controller set up, there’s no way Mega Man isn’t one of the best characters made.
Also, shotos. Compared to every fighter, they’re the closest to their original game. Stamina mode Ken and Ryu is basically a beta version of Street Fighter lol.
I'd like to nominate Inkling, as a fan of Splatoon. I can safely say that aside from being inserted in a Smash game, Inkling feels both at home and as Inkling. As free as the developers of SSBU were with their design, I think their gameplay still feels very much like playing Splatoon's competitive scene. Their moveset allows you to go into high speed, high octane pure aggression and pressure, just like playing a Slayer/Frontline weapon in Splatoon. It also allows a calm and collected punish game, baiting attacks into your shield and responding with throw combos, with the same level of calm and collection that you get from playing an Anchor/Backline weapon. However, you can also setup or camp, using your bombs as your resource to do so, the same way you would if you were to play an Offensive Support/Midline. In 2v2, you can also decide to go for both opponents, with your only biggest point being pressuring your opponent with the threat of extremely punishing damage from your ink sticking to them, just like how Passive Supports/Midline can pressure their opponents into going way out of their way into the Slayer's jaws, making your teammate's life easier.
Really? I've never played splatoon, but from watching gameplay it seems like the objective is to zone, as you're controlling space with ink. That particular detail isnt well implemented in smash. Neutral b, if shot on the ground should stay on the ground for a longer period of time. Of course, this would be broken with the damage buff ink already gives, so the damage/knockback multiplier should be nerfed in exchange for that property. Imo, of course.
@@supremsaka1195 On a competitive level, ink is a representation of how much you can do. In competitive modes, inking isn't the primary objective, and instead, it's an objective based game where inking only represents how much you control the terrain. Being able to play through enemy control is in fact one of the main skills required to do well, as you are losing options as your enemy controls the terrain. That part is already transcribed by Smash's base mechanics, as specific percentages give you more options, but being at specific percentages give your opponents more options as well.
I strongly disagree, Inkling is made strong not by spreading ink or using weapons but by kicks, pistol whips and powerful aerials, which feels really weird on a character that, in their own game, can't even do a melee attack. Inkling also isn't that good at controlling the ground, which is a serious problem considering that ground control is literally the goal in Splatoon.
As someone has put in over 1000 hours into Splatoon 2 since its launch, I heavily agree with this statement. The Inklings' moveset is tailored to many different situations that encompass the various roles within a proper squad in their home series and their playstyle is centred around adapting to the current situation. Just like in any Ranked Mode in their home games, you have to keep track of the objective and the numerous elements surrounding it and act accordingly. See an opening, push the objective. On the back foot with less control, wait patiently and play defensively until you see a new opening. The way the different incarnations between Smash and their home series do differ in many ways, but they all follow this theme. Also, their dash is literally sub-strafing. No one can convince me otherwise.
I really love Bowser in Smash Ultimate where he feels like what he should be: dangerous. He has all these bad guy attacks like his heavy fire breath that can deal over 30% if you're not careful, the Bowser bomb that destroys shields, his hard hitting Smash attacks and his Side-B where you can get some unfair cheese - which I feel like fits surprisingly well for a villain character (same with Ganondorf's Side-B). For similar reasons I love how evil and chaotic Ridley is, with his skewer and its Side-B that'll drag the opponent over the stage. Not to forget his up taunt. I wish he was a bit more powerful tho
Incineroar is the closest thing to a grappler in the game with 3 kill throws, (one of which can be a combo throw) a combo throw, and a command grab that has 3 outcomes all of which have there own uses for different situations and a unique counter that functions as a comeback mechanic
Inkling, because unless you’re one of those that pretends to use her as a bootleg sword user via back air, she does a phenomenal job of transferring the original mechanics of her series and making a functional (except at getting kills), complex, and specially fun character. Mega man and the Belmonts because they literally feel ripped out of their games, in a good way. Little Mac for perfectly representing what he is supposed to be; a boxer, underdog, glass canon (and no, I’m not drunk). Other mentions go to Bayonetta, Palutena, Robin, King K Rool and every character in the vid, including the Shotos
I know this is before she was released, but I really like how Min Min’s specials overlap with her normals and a bit vice versa to really sell the difference between her two arms
My list : 1: Pokemon Trainer, you explained it in the video, having 3 characters with each their specialty but not feeling limited to their specialty is so great 2: Peach, and how all her moveset is created around the cool mecanic that is float. I think it's really well done and give us one of the most technical, flashy and combo heavy character with a huge skill gap, so players will be rewarded for labbing and training hard 3: GnW, please hear me out before going wild. Yeah he is lame but this is because his achertype is lame, but if you look into it, his "lameness" is well done, I guess ? His combos are intuitive and moves connects nicely one into each other. His best tools are made better thanks to other tools he has that put you in a great spot (up b oos putting you in a nice place to Nair/up air juggle for example) 4: ZSS, kinda like Peach, her moveset is created around her biggest strength : boost kick. I think it's really cleverly done because she has a lot of options that leads to a up b kill confirm. But she's not limited to this and have cool combos and flashy confirms (Nair flip kick for example) 5: Joker, even if he didn't have Arsene i still would have probably out him on this list. His combo game his intuitive, he has a lot of ways to rester a combo which makes him a character where you can't just combo braindeadly if you want to be optimal. His edgeguarding is strong but his recovery can be abused. Arsene doesn't feel op, especially since last patch. Honorable mentions Wolf and his insane versatility Samus and her zoning / punishing game plan Mario and his aerial combos Young Link and his overwhelming of projectiles and quick hitboxes that combo into each others Shulk and monado arts (no need to say more)
I like your list and agree on most points in it considering why certain characters are well-designed however I think your reasoning for the biggest strength of ZSS being boost kick is flawed in that firstly her mobility is probably what makes her such a good character however in terms of moveset design, her biggest strength is flipkick hands down, as an acrobatic, freeform feeling rushdown character the addition of flipkick makes her feel complete and the addition of the choice between bury into setting up for a kill or correctly spacing flipkick as a moving kill option on or off stage feels absurdly cool, at the same time she has far more things leading to a flipkick confirm than a boostkick, her nair confirms at almost all percents when you space her jump properly and then follow into flipkick, her fair 1 connects into flipkick reliably till 120, downtilt has similiar percent windows for a non-true combo flipkick confirms that catches most people off guard, downsmash at ledge can connect into the flipkick or flipjump weak spike, her zair confirms into flipkick and her stun gun can act to confirm into flipkick on stage into a kill off the side, on top of backthrow flipkick working as a kill option at ledge if di-ed inwards, not to mention her less used confirms with the rest of her aerials into flipkick. i literally talked about flipkick that entire time, but i completely believe ZSS without flipkick is insanely fun to watch and play, she is extremely expressive and top level ZSS players can look very different from each other, her combo game is good and her moves look cool as hell, she can be played zoner-y and bait/punish or insane pressure. definitely an extremely well-designed character, but alas ZSS still remains a midtier character
Great list, I particularly think Shulk is a really well designed character. His monados in theory let him deal with any scenario. And his ability to switch stances and his large hit boxes is balanced out by his poor frame data. So he potentially can be the best character in the game if optimized.
I’d like to nominate someone for the best. Bowser is my choice for the best designed character. His great OoS game lets him stay safe at most distances, while not being too over centralizing, great, but narrow confirms, I.E. neutral air to back air, and satisfying hits and sound design. Also how he looks feels akin to the monster-like Koopa he’s always been represented as in Smash bros. And I don’t even play bowser
As a bowser main I concur, however I wish he sounded more like bowser, but the reptilian grunts do feel appropriate. In terms of fun, there are few that compare, and as you said he is a good character who is simultaneously large and heavy but gets tools that allow him to escape disadvantageous situations. But the best part of playing bowser is feeling like the titan tyrant he is. Every move hits hard and can do tons of damage. Even his walk makes him feel titanic, shaking the screen with every step.
This is DEFINITELY the best iteration of bowser, he has less cheese and is more "oh snap a giant turtle just hit me now I'm dead at 30%" kinda thing. But he still lacks a LITTLE bit just because he is designed to be combo food but that's still not 'fun' to become combo city
I feel like Browser's wonky aesthetics let him doen in the design department. Like, in Mario games Bowser has this kind of split personality where he constantly swings between being goofy and fun, and being a legitimate menace. Smash Bowser overemphasises the evil/powerful aspects of his character and drops most of the goofiness. I guess we already have enough comedic villains - K Rool, Wario, Dedede, Piranha Plant and Bowser's own son; but I think this just goes further to emphasise the point. You couldn't imagine the Smash versions of Bowser and Bowser Junior being father and son outside of them looking quite similar, because beyond that they have nothing in common.
4 года назад
No. High speed for no reason, cheesy moves. And dumb side b
4 года назад
He plays too reliant on cheesy conditions side b fire breath for damage and tough guy is a cherry on top
I think you hit the nail on the head in terms of best designed characters, although I’d add PAC MAN just because playing as him feels like you’re constantly dodging and outsmarting your opponent which seems very fitting for the source material. Now if you wanna talk worst designed characters Falcon’s 13 frame turnaround would like to talk. Seriously taking Captain Falcon a character known for speed and tight control and giving him some of the worst mobility in the game (practically speaking) is baffling to me
People keep complaining about Falcon's turnaround, but have they played F-Zero? Falcon fits F-Zero so well: high speed, low traction. Taking corners in F-Zero is super challenging. I will grant you, "practically speaking", a reactable turnaround is not good for his viability. But it FITS.
GammaFunction I disagree Falcon’s turnaround makes him feel unresponsive which is the exact opposite to how it feels controlling F-Zero, part of what makes those games great is how almost overly precise the controls are. You turn on a dime, and some tracks are designed with literal 90 degree turns only made possible by how responsive the controls are. When you die in F-Zero often due to losing control it feels like your fault because you know that you’re the one of turned into that wall and it was your fault. Playing Falcon especially with his turnaround just feels slow and unresponsive compared to previous versions which felt so twitchy, reactive and really embodied that F-Zero approach of “you’re fast as hell and the controls do exactly what you want, good luck staying on the stage”
This is hard i think captain Falcon has a Big issue with this but his flashy and explosive moveset compensate totally (for me as least) and he still remains the most funny character to play in smash in all of is itterations
I'd nominated shulk for the list for how faithful he is to xenoblade. He's constantly having to switch things up on the fly for every situation and think very tactically just like in xenoblade. he has a ridiculously high skill ceiling and is incredibly expressive in which arts you prefer to use. His combo game is incredibly expressive and hes such a jack of all traits that you can play him however you want. As well as that I'd nominated bowser just for making a heavy that is viable and without requiring an absolute ton of cheese
His moves don't work as intended, though. Vision is the least-reliable counter in the game, and nearly none of his multihits connect as they should: Up Smash, F-smash (to a lesser degree), upair, downair. Air Slash is the only one I'd consider reliable enough.
@@clarkii9782 i can confirm, shulk in xenoblade is a very quiet and caring person, but in smash it feels like he is always flexing the monado's power xD
His moves (Monado Arts) aren't accurate to Xenoblade But i think that is for the sake of they working (Purge, The Monado Art who make you stronger against mechon wouldn't work) And his personality it's way more Rex than XC Shulk In Xenoblade it's cold/smart while still charismatic and kind, but Smash Shulk it's just a energetic meme boy But at the same time he represents XC1 gameplay very well
I'll agree with you on how expressive Shulk can be in his gameplay, but...have you actually played Xenoblade? Using his Monado arts is more...building towards being able to use them like a special ability rather than switching things up to fit the situation. His Monado arts are also horribly inaccurate--Buster is a big slash rather than a damage boost (it should be Monado: Enchant) Shield protects you from one attack (it should be Monado Armor!) and Jump and Smash literally do not exist.
In terms of design, I kinda prioritize the references to their games from their moves to their animations. Megaman just oozes this from every angle. It's also why I frown every time I see the "revamped" Ganondorf.
@@petery6432 Current, hence the parenthesis. About the only moves that are a canon reference is his ftilt and side b, the later which is still heavily a grab variation of Raptor Boost. Ganondorf is almost entirely made to appeal to Smash vets than the Zelda fanbase, which unfortunately ment he's doomed to be Captain Falcon's Luigi for the ultimate Smash and possibly forever.
@@namelessshame8121 I agree. The Sword moves did almost nothing to help his clone status since instead of use Sword moves that he actually used or at minimum, Sword attacks that are completely new, they gave him Ike and Cloud moves which hardly helped since what changed is that instead of being almost entirely Captain Falcon clone he now is a Captain Falcon clone that also clones Ike and Cloud. Hardly an upgrade. Also, just out of curiosity, where does Flame Choke (Ganondorf side B) come from? I could never quite figure that out.
@@petery6432 It's a refrence to a flashback scene in Twilight Princess, the one after beating Stallord. Shortly after the sages executed him, he came back to life rushing to one of the sage spirits grabbing him by the throat.
@@namelessshame8121 Oh, so that's where it comes from. Keeping Flame Choke in a redesign would be fine since many other characters have Rush-down Side Bs as long as they bring back Twilight Princess Ganondorf as an alt.
I personally think Villager has one of the most creative and interesting movesets in the game. His moveset takes elements from Animal Crossing and transform them into something unlike anything the smash series has ever seen. He's so fun to play, and easy to pick up, too! Plus, with New Horizons coming soon, now is the perfect time to play him.
If I'm being honest I think Joker without Arsene is a pretty well balanced character. Fast, good combo game, great frame data, but struggles to kill and does require a good amount of execution on the players part. An honest top tier. But he has Arsene so no of that matters.
I feel like if Arsene was limited to Smash Attacks, making them stronger than what they are without Arsene at all times, but using one damages Joker a little too, referencing how physical Persona attacks in Persona 5 uses a character's HP instead of their SP. Hell, I'd probably just replace the Rebel Guage with an SP meter. Joker would likely have access to Tetrakarn/Makarakarn at any point, but it uses up over half of Joker's SP, meaning you can't just spam a powerful counter/reflector whenever. Just things like that.
This is the first smash game that clicked with me, and I played all of them. Mainly due to the amount of fun characters. The previous games had between 2-4 characters I enjoyed, excluding sm4sh where I only enjoyed Cloud and Brawl where I enjoyed no one. I can honestly say Ultimate has at least 25 characters that I love playing, and there's still more DLC characters to come. That's just insane to me.
Brawl MK, while being so overpowered it wasn't funny, was actually fun to play and watch. Now his hitboxes don't work and he's basically up-air: the character. It's a shame because MK is one of my favourite characters non-Smash wise, I think he needs a redesign since his Smash history is either too broken or too boring.
@@audiovisual51 I've been maining him recently and he's more of a nair spammer now. His up air strings only work for around 15% on a lot of characters.
I'd say Ryu and Ken are also incredibly well designed following your criteria, as the sound of their aerial, smash AND special attacks have this extra "Smash" in them that are very satisfying to hear and that translates their strength and overall basic gameplay (it just sounds like you just got hit by a brick wall or something).
When I saw Pokemon Trainer I was thinking what??? Since it's the complication of 3 characters in one and missing a down special, but once you explained it, it all made sense.
My heart still is with DA PLANT , he is basically a playable game hazard , don't get above or u ded , nasty trap setups and with that i adore his expressions , how can a character without even a complete face can be more expressive than all the anime fighter reunited ? All of his expression make me laugh out loud and god that satisfaction when you wreck legendary swordsmen , kings of evil , space warriors , edgy anime boys, and gaming icons with a fricking potted plant with a ridicule color pattern , a dumb smile and a silly tongue flying in and out of his mouth , love him !
I'd argue Mario deserves a spot in a Top 10. While he doesnt quite feel like "Mario" (lack of wahoo's and smiling/some moves not feeling like something he would do and is always pretty mad) his moveset has a bit of everything. He has a reflector, projectile, a spike, good and fluent combos, good kill moves, etc. He even has some aspects to himself that prevent him from becoming to generic, like cape flipping characters around, fludd, the way fireball falls, his unique down air, among other things. In terms of his design as a "starter" or "all-around" character, he succeeds by a longshot, with his only real weakness being range and sometimes recovery. In terms of him feeling like "Mario" I'd say he feels off, but some of the sound design and moves still make you feel at home.
I actually completely disagree with you, I think Mario is one of the worst designed characters He doesn't feel anything like Mario, and his entire combo game is just up air. Sure, forward air is cool, but a funny aerial does not make a good character imo
@@ellie8272 if you think Mario's combo game con only be reduced up air, then you clearly have to play against more esxperienced Mario players or watch some games.
@@David-gt3gd Any character who can use the same move six times in a row in a combo is not well designed I think ladder combos are bad design in general
Snake is possibly the most expressive character in this whole game, and I think definitely deserves some recognition. He has so many options, and creatives ways to convert off them. Watching Marss’s and MVD’s snakes are completely different, and it’s crazy to see how they do completely different things with the same moves. He can camp, rush, bait n punish, creatively edge-guard(or Nikita), but he has multiple ways to do basically everything.
Ok, so My Top 5 are: 1-Hero(They have Sound Effects direct from the skins game, and the fact that they have the biggest moveset in the series) 2-Banjo & Kazooie(The Bear and Bird are not only animated like a dream, their moveset cann't be more perfect, using all the iconic moves from their series) 3-King K Rool(Is the evolution of a characther traped in the SNES/N64 now in a new generation, All of his moves are a perfect fit, the fact that he has a reference for all of his games including some GB ports of those games, He's straight up the same from his games) 4-Shulk(Monado Arts is the most brilliant Idea for a characther known to change stats mid battle in his original game, and the fact that is also one of the best specials in the game put Shulk that high in my list) 5-Simon and Ricther Belmot(Same as the rest, both of this characthers are literally their counterparts from their original game, The fact that they use all the main sub weapons in their moveset and including moves from rondo and symphony are a gift)
I think giving Banjo poor air speed but three jumps instead of good air speed and two jumps was a bad idea. It means Banjo finds difficulty approaching and so it's much easier to camp from high above using eggs which nobody really likes.
I agree with most of this list expect the exclusion of Mr Game and Watch. I feel that his sound design, movement, weight and references would have made him a good character for this list.
Nothing makes you feel more like you’re playing a classic JRPG than Hero. I don’t think it’s a coincidence that he has the shield and dash attack of Link, and Marth-style smashes; it gives him a sort of “generic” or “archetypal” feel, as if he’s an inspiration for other swordies despite being the newest. But it’s the spells that make him really stand out. Frizz, Zap, and Woosh reward deliberate planning and spacing, while Command Select rewards improvisation; it’s like how sometimes in an RPG, you think through your every move for optimal victory, and sometimes you just throw everything at the wall and see what sticks. Add in critical hit spice, and you can’t get a more JRPG character in the game.
If this list is updated, Steve should be in this list honestly. Every single move feels just right and faithful to Minecraft while also makes clever use of resources, making Steve easily stands out to the rest of the characters.
I think Icies should be a little bit higher tbh. The fact that you can take advantage of their endlag to separate them and do all of their individual moves is just amazing. Even though nana AI is bad, there is almost no downsides to this character. The only downside is just difficulty, but that is the whole beauty of it.
I wish they would do more characters like Pokémon trainer. It’s such a great idea and i was kind of sad when it was just incineroar that got into the game. It just seemed like a great opportunity that they’ve missed
Personally I feel Young Link is a perfect rendition of OoT Link. His agility, speed and arsenal all perfectly represent the dungeons you play as him in. Even the sound design is ripped straight from OoT.
I definitely think Inkling needs to be mentioned. Their role is clearly defined, their character design is faithful to the games they for from, and the moves work as intended.
I purely play Wolf (aside from having fond memories unlocking him without expecting it in Brawl and liking his archetype and playstyle as well back then) bc he's definitely the closest I can get currently to playing Garou from Onepunch man. I guess Terry fits the bill also pretty well, but Wolf's overall demeanor and status as a rogue, anti-hero lone Wolf and ofc overall brutal, rough but innovative fighting style is an overall better canidate. And no, I don't plan on getting a game as shitty as "A hero nobody knows" just for a lackluster represantation of one protagonist I happen to adore, there's enough dissapointing low effort anime fighters out there, not gonna support it just to play one char.
I'd like to say part of fox's great design is that he's fun to play against too. He's not too broken to be fun but not weak in the slightest! He's speedy and can do some neat comboes/strings but none that are too long where they're frustrating.
I mean, I feel like Joker is a highly well-designed character since it really emphasises his stylish and flashy nature. And playing him just makes you feel.. 𝘾𝙤𝙤𝙡. And then arsene stops by and curb stomps a baby rat at 10% and honestly, I just kinda feel bad
Infinity_ Tivon_ Joker is definitely on my list, the only real thing holding him back is Arsene, but I don't know if having one of the most insane comeback mechanics in the game is enough to offset hie stylish, flashy, fun, and expressive he is.
@@Xervolmao Same. I main him because of his fast agile movement options, insane off stage pressure, and expressiveness. Sure, I may have to kill with down throw for like... 20% of my stocks, but dammit, it's still a really cool down throw.
i personally like the fact that its a set rotation for pokemon trainer. it creates a greater incentive to learn all three pokemon, since you can’t just avoid playing one for a whole match.
For me its Byleth They could have very easily used the Sword of the Creator only but they put a lot of effort in with the whip aspect and the 3 other Relic Weapons. The Axe doing a shit ton of damage but being slow and easy to dodge references the weapon so well too and it's my favorite aspect. A very unique Fire Emblem character imo
Honestly, I’d say the PK boyz, because they are very expressive, specially Lucas as his Pk Freeze and Fire can be good zoning tools and he has very strong ground normals and aerial attacks and mobility
Personally one of the best designed Characters for me is Bowser. He is most definitely the best designed heavy, combining Speed, weight, damage output and pressure to make a character that is fun to play and scary to play against. Have the most amount of weight ensures his long term survivability allowing him to both maintain leads and enable comebacks fairly easily which his size still.makes him combo food as a check. Having significant amounts of super armour and invincibility on a lot of moves gives him the edge in a lot of interactions and rewards players for knowing their stuff. His intense damage output and strong grappling game is also just a combo that works together beautifully to take advantage of conditioning. Bowser is just really impressive in a game full of low tier heavies.
3 out of your top 5 (Terry, Roy, and Wolf) are some of my favorite characters. I personally nominate Pac-Man for sheer creativity and Dedede for being immensely fun to play and watch.
“Ultimate Bowser is probably my choice for the best designed super heavyweight in smash.” - MockRock 2 videos ago I’m sad he’s not even an honorable mention.
Bowser is not the best designed super heavy. Literally goes against all the principles of a heavy character just to make him viable (fast frame data and speed).
Nice list and solid editing Mockrock! I guess Mario is the only one I might add to the list. Also a diverse total package of a character. Though in comparison to Wolf, his zoning tools aren't that significant.
Taylor Johansen sir, that’s like saying roy doesn’t specifically perform the exact ariel movement in his game so he doesn’t represent him well. Arsene represents the persona aspect well, and Joker’s fast pace aggressive gameplay feels like a phantom thief would along with him just feeling natural in smash as a whole.
@@starshinsmile Oh no I didn't mean it in a negative way, I'm sorry. You're right though, Roy is the same way. Like it really goes to show how well they capture the style and character, ya know? They didn't pull EVERYTHING direct from the source, but he doesn't seem out of place or inaccurate. Like how Ganondorf for the longest time has just been a clone of Falcon, it doesn't capture the character as good as Joker's mostly-original moveset does
I gotta disagree, the Arsene mechanics feel nothing like anything in Persona. I think it would have been more alike if his down-B could change persona so that he'd have variations of his other B moves based on what Persona he has out, that way it would feel more like switching persona for the right situation. Arsene being a chanrge mechanic is neat, but kind of the complete opposite of what the Persona are in the game.
Thank you for the mostly positive nature of this video. I guess people having so many of their critiques is ironically a sign of how much they love Smash, where they want every to be perfect. But sometimes it's overwhelming to the point of it feeling like everyone truly hates the game. I could tell it was hard for you yourself to avoid saying more critiques on the characters, so I say thank you and bravo.
I think Terry's special inputs being usable with the A button is amazing, like I could just be playing the game and then someone dies at 70 to the black and decker power drill up B
Wow cool, I don't agree with many of your videos but 100% agree with this one. I think that Incineroar may deserve an Honorable mention for being the sickest super heavy in the series that doesn't just feel stupid. If you go by your criteria, I think he fits all of them besides possibly having options.
yink, palutena, yoshi, roy and R.O.B. my criteria was how fun they are and how creative you can be with your playstyle, yes you can spam one or two moves with these characters and win which can be annoying for your opponent, but you can play very freely and lots of their moves work together.
PT main here the amount of flexibility this character offers so nice I feel like I always have a new way to play so I rarely feel the need to play other characters
Idk I feel like Incineroar deserves a mention. Like it just feels like his moveset makes sense? I play random in battle arenas basically all the time, so I’m not exactly skilled in any character by themself, but Incineroar just stands out to me, like his moveset just clicks for me. It also feels like a good representation of Incineroar too. Dark/Fire, boasts by automatically taunting after landing hits and has a unique counter.
The auto-taunts when Incineroar lands a big move are a beautiful touch. Not only do you feel like the game is personally congratulating you, but it sells the idea of a wrestler who is much more of a show-off than the rest of the tryhard cast.
My 5 in no particular order 5: Duck Hunt: A zoner done right, Duck Hunt needs to be creative if he really wants his setups to hit hard. 4: Yoshi: No other character can say they play like Yoshi, which is pretty crazy when you think about a character as honest and beginner friendly as him. 3: Pac-Man: this character is as strong as the user is creative. Pac-Man feels like a character you could spend years in the lab with and still find new setups with as time goes on. 2: Terry - Super fun and expressive character feels just like Terry in KOF. He's honest, but can hit really freaking hard. They took the shoto archetype and made it into an extremely accessible character that isn't very difficult to pick up. Also, some of the best animations in the game, extremely faithful to his home series. 1: Bowser - They made a super heavyweight that hits as hard as you want him to, while bucking the age old restriction of god awful movement speed in a game all about movement. Instead, they traded this off with having weak frame data, making him have to make strong commitments to be rewarded. My main since week 1 of Ultimate.
@@ellie8272 I didn't think about Egg Roll, actually forgot the move exists, but his nair is part of why I think he's well designed. As a Brawler character, he should have good Block Punishment.
Meanwhile, if there's any character that's represented horribly, it has got to be Kirby. An odd choice, you might say, but by looking into what this character actually represents, this claim makes more sense. 1) Looking at Kirby's moveset, you will find some classic moves, like hammer, stone, final cutter, and fighter throws, all of which are taken from the Sakurai era (or the 1st 4 games) of Kirby. 2) The rest of Kirby's moves are derived from his...feet? Seriously? Kirby has tons of different copy abilities, each of which following the same engine as smash ultimate, but we only get to see 4 classic abilities from the Sakurai era. 3) Another interesting detail about Kirby's design is that his model closely resembles the look he has in Kirby's Air Ride, the last game in the Sakurai era. If you've noticed by now, I've mentioned "Sakurai" in all 3 of my sentences; this is because "Sakurai" is the exact problem with Kirby's representation that I would like to discuss. The only Kirby that we get to see is the Kirby from the Sakurai era of games, with barebones representation of Shinichi Shimomura's and Shinya Kumazaki's (directors of the other 3 eras of phase 1 Kirby) respective versions of Kirby. What could have been an insanely unique and versatile moveset that pulled projectiles, weapons, and grappling mechanics from over 50+ copy abilities was dumbed down into a rather basic "4 abilities and feet." What makes this worse is that Kirby's existing era 1 moveset sucks, LITERALLY! There's a reason why Kirby is near the bottom of the current tier list, and it's because his specials are broken. Not one of the 4 specials Kirby has is viable in competitive: Hammer's hitbox is too small (might I add an era 1 swing style) and can only be used in a shield break situation, Final cutter is a horrible projectile and even worse recovery option (it is literally better to airdodge to stage in most situations), Stone lost it's shield breaking potential and is extremely slow (Era 3 stone is less laggy, can be controlled slightly, and has the option to increase in size at the cost of lag), and the classic Succ sucks. Admittedly, some of the copy abilities that you can get from inhale are very good in matchups, and recent buffs have improved it, but it's other and more useful application is borderline unusable - reflection. What breaks Kirby's succ is the fact that you can't spit out most projectiles. Rather you get a really long swallow animation that barely heals and leaves Kirby open to even the slowest of attacks. There are many little details surrounding the failure that is Kirby's smash inhale, but in summary, an inhale along the lines of Kirby Star Allies mechanics would have been much more useful for anti-zoning and command-grabbing. I would like to conclude with how the "Sakurai effect" also hinders the representation of the Kirby franchise as a whole. Take one look at the stages and sound track, and you'll see that most of the content comes from the Sakurai era games (We're missing out on a ton of good tracks). Meta Knight is still considered a villain when he had already went through a massive character arc sweep in era 3 Kirby about almost a decade ago. Dedede is still voiced by Sakurai, even if they could have easily pulled in Dedede's actual voice actor, Kumazaki (also coincidentally the Kirby director mentioned earlier). Marx was chosen as a boss over the more popular and relevant Magolor (which also resurged Marx's popularity). BANDANNA DEE IS STILL NOT IN SMASH ULTIMATE after 9 years (ok this one is just a personal gripe of mine, so ignore it). I can only hope that Kirby and his franchised are "fixed" when the next iteration of smash bros. inevitably comes out. 20 years worth of Kirby games not being represented are at stake. PeaS: I'm curious as to why Bandanna Dee is not in King Dedede's final smash, when he is canonically meant to be there.
Your content consistently amazes me with its high quality and well thought out layouts, while i might disagree with you sometimes it never feels "wrong". keep it up!
Thanks for watching everyone! Based on either the criteria I outlined at the start of the video or your own criteria, how would your list of 5 compare to mine? Let's hear 'em!
List of links:
Twitter: twitter.com/MrMockRock
Patreon: www.patreon.com/mockrock
Teespring: teespring.com/stores/mockrock
5. Terry
4. Mega Man
3. Wario
2. Bowser
1. Wolf
That's my list. Read 'em and weep.
Your list is really good, Terry, Roy, Wolf, and Link are really well designed, but PT is a bit too cheddar cheese for me lol. Still a really well designed character. I'd add Snake to at least honorable mention, he's an amazing character with clear weaknesses and a huge skill ceiling (as well as being hella fun). Also, I'd wager Captain Falcon, while definitely having some design flaws within the character, is still well designed in the idea of fast paced risk reward gameplay. Great video!
Mockrock have you ever played Binding Blade? If not, I just want to say that the whole "representing his own game" thing is probably not as well-done in Ultimate specifically. In Melee, Roy's about as bad as he is in Binding Blade. Roy's actually not a very flashy or energetic character, and in BB, he's often shown to be depressed and tired from running an army at such a young age in his supports. I think that Roy, while is an awesome character, should've been put lower on the list because he doesn't really rep BB accurately.
I felt like banjo was really well designed
Piranha Plant is best cuz plant gang haha funny
But seriously, PP revolves around ledge guarding and keeping you above him, a creative way of communicating how he originally worked in the very first Mario.
"Do their moves do what they're clearly designed to do?"
Well the Pits are out of the question
That’s pretty not FAIR of you to say that. NAIR calling out Pit. DAIR you say he is bad.
TerrZ omg XD
Falco....
ARE U THAT GUY FROM POPPT1’S CHANNEL WHO IS A GOD-TIER DARK PIT PLAYER?
@@flattie2107 WTF, I thought you were mistaking me for someone else but, now that I searched up his channel and checked, yes I am.
I think the most well designed characters are pretty obvious, but the worst designed ones are even more obvious
I feel dumb for asking this but... who are you talking about?
Captain Falcon free
@@siem_jacobsicantanymore Olimar, Jigglypuff, Little Mac, Ganondorf, just to name a few
Ganondorf, yeah.
@@muraniko8840 i think Olimar is pretty well designed after the nerf to his up smash and the buff to his shield. He is just boring to watch.
Pokémon trainer is just the polished version of what melee and brawl Zelda/sheik tried to be.
You know, I don't even remember what Zelda is supposed to do better than shiek tbh. Zoning? Was she supposed to have better kill power?
@@MercuryA2000 Yeah the idea was sheik was for racking up damage but not having a lot of kill options, while zelda had the kill power. Think Sheik= squirtle while Zelda=charizard
@@MyThoughtsOnThis But... *glances at Shiek*... Yea...
If someone wanted to try it again they could probably figure out how to make them work as a duo but eh.
mercury a2000 I mean yeah, hence my original comment
@@MyThoughtsOnThis I'm just agreeing. Rip normal Zelda. You were about as useless as too many of your iterations.
Definitely wanna give a shoutout to Mega Man. He feels just like his home series, remains a strong contender to this day, and one key thing that adds onto his whole design: versatility. He's a zoner at heart with the ability to evolve and adapt throughout a match with his wide variety of Robot Master weapons, and has a great amount to depth to his options. In terms of zoners, I think he's one of the best designed, if not the best...
...then again I could be biased as I main this character and have wanted him in Smash since I was very young.
Agreed, as a Mega Man fan and main, I am VERY happy with Mega Man's design. He has a high skill cap, but that's the way I like it - he has plenty of tools to be a high tier and yet every win feels rewarding.
Megamans moveset is 50% projectiles and he manages to be one of the least annoying zoners, which I find incredible
You make a valid point, as Mega Man really keeps the feel of a zoner, just not a character incredibly based on being "Projectiles the Character".
His moveset makes him stick out, and is indeed honest to the series, and even the moves were almost similarly given the same functions as they did in game.
Like how lemons are incredibly useful for dealing damage, just not the best method...
Or how Leaf Shield makes you impenetrable, but in return, limits your movement...
Or Metal Blade being the most broken thing in his toolkit allowing him to make strong and deadly setups. Now if only it were the Mega Man 2 iteration where you could throw three at a time.
Zenabie very upset he didn’t mention my boy Pac-Man
Lemon Boy ngl he IS annoying but is represented less than the other zoners. We see more Links in online and even tournaments than Mega Man despite Mega Man being WAY better than them. If we see more mega man players other than kameme, we can see how great of a character he is and judge him on whether he’s fun or not to play against.
"OH MAN, i cant wait for him to talk about little mac, luigi, lucario and hero."
Lucario looks cool aesthetically
He loves Luigi actually. So is Hero, I don't see the issue with him. But Little Mac, Olimar, Sonic, Kirby...
Sonic, Little Mac, Ganon, luigi, and idk for the 5th would be my picks
Hot take: I think Luigi is well designed for who he is as a character, excluding competitive viability and capability his kit is extremely wacky and almost unexpected. I get why ppl dislike it but I think it fits the character itself
@@FlamableDrip5 yknow what I kinda agree
Roy has more character in his voice lines and animation in Smash Bros than in the entirety of his game
Corrin: *Crying cause they’ve got neither*
**sad because I main Corrin but happy because I main Roy**
Error 404
Another Corrin main? There’s more than just me?
@Chess Player Yeah, although I’m not very competitive, nor am I a good player
Fun fact: Roy is gay
Wario is a great mix of his different appearances. He’s really strong and weirdly-proportioned, he is absurdly cartoonishly awkward and disgusting, and his airspeed, bike, and quick combos really sell that manic energy of WarioWare.
I agree completely! Its a shame so many people downplay WarioWare considering its a great series and smash represents it perfectly.
As a fan of the warioland series though I would have much rather had that version of wario, a heavy hitter focused on grabs, instead of the farting floatman we got
I like Wario but waft encourages players to run the clock or play really defensive, even if a lot of top warios don't play that way
AngryNerds100
His combo game encourages the opposite. Watch top level Wario like Tweek, Gluttony, or Kameme and you'll see them playing very aggressively in a way always fun to watch. In fact, Tweek vs Gluttony at Kongo Saga is still one of my all time favorite ultimate sets, right up there with Nairo vs Light at Collision and MKLeo vs Prodigy at Frostbite.
@@Endershock1678 Again, I said too Wario players don't play super defensive but Waft encourages you to let it charge and forces your opponents to approach, which in my opinion is kinda cheap, even if I like the rest of the character and I like playing him.
Everyone: _"Masahiro Sakurai"_
RUclips Subtitles: *_"Massive Hero Sakurai"_*
Actually this one doesn't make me feel uncomfortable at all, but it's fun how it didn't say "Samurai" tbh
Edit: that can be seen at 5:20
Mashed potato soccer guy
@@stylishgaby Masterhero Soccerguy
Master ego soccer guy
kinda sounds like massive hero sakurai to be fair...
LMAO it's cursed
I disagree about the switch limitation being bad on Pokemon Trainer. Having proper weaknesses than can be counterplayed around like that are key to making a character fun to play against.
I agree with you
I also feel this is meant to promote usage of all three Pokémon and as well as restrict tricks. PT already is insane on ledge, see Frenzy Light's video on it, I don't even wanna image being able to swap between others.
well clearly that wasn't a factor on this list as it has both Link and Wolf
Switch limitations
(Infinite assist trophie glitch)
How the *squeak* the switch doesn't crash?
bosco jokey Well, Link and Wolf have quite bad/ok recovery options at best so it definitely was.
I’m still mad they didn’t make Byleth into a Fire Emblem Pokemon Trainer that could switch between the weapons- not only would that be cooler, it would feel more like a dlc character.
I still like Byleth, but damn that would have been cool, and completely different than PT. One who emphasizes quick attacks and zonine, one who emphasizes heavy blows and shield pressure, and one who emphasizes good spacing and tippers is so similar to PT, but completely different in how it's handled and how they play that the coolness of them might have overshadowed the initial hatred.
*Min Min has entered the chat*
Hes still excelent desing base on the learning mechanic of FETH, thats why he can use three weapons
I'm from the future. Min Min was added to the game and she does that. You're welcome
@@brixan... kind of, but not really, as only a few special moves get changed, and she already has one dragon arm, so you get to choose between fast and curvy, or slow, straightforward, but stronk
"The Zed drop."
Oh no, he's Canadian.
Sorry!
Oh wait, is that the wrong stereotype?
@@Freefork No that's one's correct
@@jebstuart3162 All stereotypes are wrong, mate.
Still going to use them though! Sorry! :D
Or British... Or Australian... Or the rest of the English speaking world. America is really dumb.
@@Endershock1678 But...when you pronounce it "Zee", it rhymes in the alphabet song!
I'm Australian and I tend to say "Zee" because it honestly sounds better.
10:16 Says "fluidly" while showing Squirtle footage. Nice pun.
Also for Roy, ALL OF HIS SWEET SPOTS give the LOUDEST HIT SOUNDS making you feel like u got hit by a truck
I mean yea but have you heard Marth’s sweetspots?
Of course but like you would hear the sweet sound from Roy much more than marth, very unfortunate for him
@@trinityfateNEO Eh, that makes Roy's stand out less. Roy's sfx are just softer. Marth's sound fx scream at you to make sure you know he landed a tipper and that it HURT
KevSB07 they both do, it’s more rewarding to see marth’s tipper connect, and it’s just scary hearing Roy carry you off stage while getting up from ledge at like 60%
@@trinityfateNEO Marth is scarier
Guys don’t trust this guy he didn’t put little Mac on the list
I've started to believe that Little Mac was made to be the worst fighter in the game on purpose.
Think about it; In Punch Out, Little Mac is always seen as an underdog. He has very limited options compared to his oponents, and his individual punches are all pretty weak. Not only that, but you have to take on a gauntlet of enemies that are increasingly more powerful than Mac, and your limited move pool means that your only means of victory is to stay agile and punish your oponents when they make a mistake... Sound familiar at all?
@@halowaffle25 I believe that it goes even further than that.
Little Mac being regarded as the worst character in SSBU makes him a character that barely anyone would expect to appear in a tournament. Therefore, basically nobody would be prepared for their surefire combo to whiff because the Little Mac learnt to dodge and bait everything.
And of course, everything that comes into his base gameplay, namely making your opponents whiff and punishing, is pretty accurate to Punch Out!
@@halowaffle25 Little Mac Mains Rise Up
@@halowaffle25 we trained him wrong on purpose as a joke
@@raiseanothermanskidsforlov4920 too bad you can't rise up with that recovery--
I'd like to nominate Pac-Man. He's an OG video game icon and one of the characters who arguably deserves a spot more than nearly anyone else, and his moveset is incredibly unique and varied. Every single special move has tons of utility and a huge amount of possible interactions, allowing for a massive amount of player expression and creativity.
Leffen would definitely disagree, he seems to hate that character. I definitely agree with u though.
I say he can't be on the list just because he's absolutely cancerous to fight. (Don't lie Pac-Man players. You know it's true.)
or, you could just Fair and fruit spam like online players
Pac man is really cool, except for when he isn’t. Watching Sinji and even Tea, you can really tell that optimal pac man is super lame in most scenarios. I think maybe nerfing his recovery/limiting the amount of time he can stall offstage and maybe slowing nair down a bit so a zoner doesn’t have a free get off me move would make him really well designed.
@@vidswithliam4243 tell that to Link, his nair for a zoner is stupid good
Next, make a "worst designed" character list and I dare you to try not to put Mac at #1.
Sonic tho
Actually Mac is really well designed in Smash, let me explain, Mac is an "underdog character", he is a strong boxer, but everyone looks at him below because no one expects him to be strong and that is why he has to be weak, so he can surprise the opponent and show that even someone like him can be the best.
He is weak because that it's the focus of his character.
@@juanrodriguez9971 Also he's horrible in the air because he's a boxer. They don't DO air assaults.
In my opinion Mewtwo would be up there too. I just really don't like how he is in Ultimate. Massive hurtbox combined with incredibly light weight.
@@red5t653 Its faithful, well thought out and cool in retrospect o his canonical appearances however in a platform fighter perhaps he should at least be able to recover
I would also cite Plant is one of the most fun designs in Ultimate. Really expressive for what was given to the animators and plays exactly like a toothed, eyeless Plant enemy should
Hear me out on this- Ridley’s design is actually amazing. At first, he looks like a big smashy simple character with spammy easy combos- but it turns out, his kit is all about learning the habit of the other player and punishing them hard when you get in their head. High level players say that Ridley is at his best when you play patient and observant. You can’t mindlessly attack and rush in, because of his bad disadvantage state.
This fits perfectly with his character! He looks like a mindless screeching reptile, but he’s actually a criminal mastermind. And his design encourages you to play like one
"Because of this, this list will generally draw from characters higher on the tier list"
King K. Rool, Dedede, and Ridley: *crying*
I really love the heavies in this game but it's sad they still kinda suffer from heavy-ritis.
I honestly wasn't expecting any smash heavies to be here after MockRock's video last year.
He wouldn't qualify for this video even if he was the best character in the game.
Green-Omb even still, dedede has some of the best representation in smash, even has sakurai voicing him.
Ridley definitely doesn't deserve a spot just for his weight and Dair.
You forgot one fatal flaw to wolfs design, his down taunt.
Hands off my cock
@@Masckerdoom wrong space animal
7:58 “In Ultimate the Ice Climbers are incredibly cool”
Really now?
I feel that the Belmonts are really well designed characters. Playing with them truly feels like playing an old Castlevania.
I agree
I wasn't sure when I thought of their design, but utter dominance until one or two stray hits works really well for the classic difficulty Castlevania represents.
The same with Samus since 64.
...but without limits on your projectiles, so it’s less strategic of when to use them
the belmonts are literally mega man wannabes. their only real playstyle is spamming projectiles and f-smashes.
“Best designed character” and Kirby is in the thumbnail. Oh how I WISH he had an amazing design.
Relatable
I personally disagree; I think the only bad part of his kit is Stone, which still is a fun move for beginners to use.
Now, obviously not AMAZING, but he’s pretty solid.
Kirby is slow, light, and has no range, which guarantees bottom tier. All they need to do to fix Kirby is remove one of those things. Slow characters are heavy or have range to compensate, light characters are quick or have range to compensate, poor-range characters are fast or heavy to compensate.
Kirby is a well design character in a lot of way. His friendly apearence and simple shape makes him a character that a lot of young new players want to try. And even though he is not high in the tierlist, his multiple jumps and floatiness is a godsend in a beginner vs beginner match. Not to mention his inhale ability which encourages experimentation and discovery, which a lot of newcomers apreciate. I will always remember the time i played the little guy, in a lot of ways, he made a lot of people comfortable with the game in the beginning, and for that, me and all former/current Kirby mains are grateful.
Older spice you are settling for scraps my friend. Most tier list would place him as bottom 5 the highest and would probably be the worst character if little Mac wasn’t in the game.hes slow,has laggy specials,short range,no reliable kill options as a Kirby main I wait only for buffs.
MockRock upload?
Yeah I just dropped what I was doing and had to get here
Keep it up man. Love your content
Thank you, appreciate it!
I think zss should be a honorable mention as well, sakurai took an incredible straightfoward character from S4 and turned her into a dynamic, uncredictible and hype char
Tbh I think it’s Mega Man. People say having a move count as your jab, f tilt, and nair is weird but it’s exactly how to port Mega Man’s moves to Smash perfectly. Also, the fact that all of his moves come from somewhere and nothing is made up and all source from a robot upgrade.
Not to mention how complex the character can be, things like shield breaking set ups with side B and up tilt, the old infinite, and more to the point where players like Yeti had to completely fuck up his controller set up, there’s no way Mega Man isn’t one of the best characters made.
Also, shotos. Compared to every fighter, they’re the closest to their original game. Stamina mode Ken and Ryu is basically a beta version of Street Fighter lol.
One of the best designed characters is your video end screen, they're always so clean.
Lol, thank you!
Haven't watched the video yet but the two characters that I predict will appera in the video are:
-Roy/Chrom
-Wolf
cope both right
Roy and Wolf: yes
Chrom: nope
Chrom being well designed is a joke. Ever been cheesed by his up b hitbox?
Suprem Saka
No, because I know how to edge guard a Chrom.
@@supremsaka1195 Chrom is a lot more faithful to his character than roy is
Roy is literally represented better in melee
I'd like to nominate Inkling, as a fan of Splatoon. I can safely say that aside from being inserted in a Smash game, Inkling feels both at home and as Inkling. As free as the developers of SSBU were with their design, I think their gameplay still feels very much like playing Splatoon's competitive scene.
Their moveset allows you to go into high speed, high octane pure aggression and pressure, just like playing a Slayer/Frontline weapon in Splatoon. It also allows a calm and collected punish game, baiting attacks into your shield and responding with throw combos, with the same level of calm and collection that you get from playing an Anchor/Backline weapon. However, you can also setup or camp, using your bombs as your resource to do so, the same way you would if you were to play an Offensive Support/Midline. In 2v2, you can also decide to go for both opponents, with your only biggest point being pressuring your opponent with the threat of extremely punishing damage from your ink sticking to them, just like how Passive Supports/Midline can pressure their opponents into going way out of their way into the Slayer's jaws, making your teammate's life easier.
Really? I've never played splatoon, but from watching gameplay it seems like the objective is to zone, as you're controlling space with ink. That particular detail isnt well implemented in smash. Neutral b, if shot on the ground should stay on the ground for a longer period of time. Of course, this would be broken with the damage buff ink already gives, so the damage/knockback multiplier should be nerfed in exchange for that property. Imo, of course.
@@supremsaka1195 On a competitive level, ink is a representation of how much you can do. In competitive modes, inking isn't the primary objective, and instead, it's an objective based game where inking only represents how much you control the terrain.
Being able to play through enemy control is in fact one of the main skills required to do well, as you are losing options as your enemy controls the terrain.
That part is already transcribed by Smash's base mechanics, as specific percentages give you more options, but being at specific percentages give your opponents more options as well.
I strongly disagree, Inkling is made strong not by spreading ink or using weapons but by kicks, pistol whips and powerful aerials, which feels really weird on a character that, in their own game, can't even do a melee attack. Inkling also isn't that good at controlling the ground, which is a serious problem considering that ground control is literally the goal in Splatoon.
As someone has put in over 1000 hours into Splatoon 2 since its launch, I heavily agree with this statement. The Inklings' moveset is tailored to many different situations that encompass the various roles within a proper squad in their home series and their playstyle is centred around adapting to the current situation. Just like in any Ranked Mode in their home games, you have to keep track of the objective and the numerous elements surrounding it and act accordingly. See an opening, push the objective. On the back foot with less control, wait patiently and play defensively until you see a new opening. The way the different incarnations between Smash and their home series do differ in many ways, but they all follow this theme.
Also, their dash is literally sub-strafing. No one can convince me otherwise.
@@michaelqijieling2627 Oh yeah, their dash is absolutely sub strafing LMAO
I really love Bowser in Smash Ultimate where he feels like what he should be: dangerous. He has all these bad guy attacks like his heavy fire breath that can deal over 30% if you're not careful, the Bowser bomb that destroys shields, his hard hitting Smash attacks and his Side-B where you can get some unfair cheese - which I feel like fits surprisingly well for a villain character (same with Ganondorf's Side-B).
For similar reasons I love how evil and chaotic Ridley is, with his skewer and its Side-B that'll drag the opponent over the stage. Not to forget his up taunt. I wish he was a bit more powerful tho
If Mario had some kind of unique footstool, he’d be my no.1 pick.
you can't even pick a fire flower skin smh
Incineroar is the closest thing to a grappler in the game with 3 kill throws, (one of which can be a combo throw) a combo throw, and a command grab that has 3 outcomes all of which have there own uses for different situations and a unique counter that functions as a comeback mechanic
Inkling, because unless you’re one of those that pretends to use her as a bootleg sword user via back air, she does a phenomenal job of transferring the original mechanics of her series and making a functional (except at getting kills), complex, and specially fun character.
Mega man and the Belmonts because they literally feel ripped out of their games, in a good way.
Little Mac for perfectly representing what he is supposed to be; a boxer, underdog, glass canon (and no, I’m not drunk).
Other mentions go to Bayonetta, Palutena, Robin, King K Rool and every character in the vid, including the Shotos
I know this is before she was released, but I really like how Min Min’s specials overlap with her normals and a bit vice versa to really sell the difference between her two arms
Next Video starts with: "It's Little Mac. You all saw that coming, didn't you?"
My list :
1: Pokemon Trainer, you explained it in the video, having 3 characters with each their specialty but not feeling limited to their specialty is so great
2: Peach, and how all her moveset is created around the cool mecanic that is float. I think it's really well done and give us one of the most technical, flashy and combo heavy character with a huge skill gap, so players will be rewarded for labbing and training hard
3: GnW, please hear me out before going wild. Yeah he is lame but this is because his achertype is lame, but if you look into it, his "lameness" is well done, I guess ? His combos are intuitive and moves connects nicely one into each other. His best tools are made better thanks to other tools he has that put you in a great spot (up b oos putting you in a nice place to Nair/up air juggle for example)
4: ZSS, kinda like Peach, her moveset is created around her biggest strength : boost kick. I think it's really cleverly done because she has a lot of options that leads to a up b kill confirm. But she's not limited to this and have cool combos and flashy confirms (Nair flip kick for example)
5: Joker, even if he didn't have Arsene i still would have probably out him on this list. His combo game his intuitive, he has a lot of ways to rester a combo which makes him a character where you can't just combo braindeadly if you want to be optimal. His edgeguarding is strong but his recovery can be abused. Arsene doesn't feel op, especially since last patch.
Honorable mentions
Wolf and his insane versatility
Samus and her zoning / punishing game plan
Mario and his aerial combos
Young Link and his overwhelming of projectiles and quick hitboxes that combo into each others
Shulk and monado arts (no need to say more)
I like your list and agree on most points in it considering why certain characters are well-designed however I think your reasoning for the biggest strength of ZSS being boost kick is flawed in that firstly her mobility is probably what makes her such a good character however in terms of moveset design, her biggest strength is flipkick hands down, as an acrobatic, freeform feeling rushdown character the addition of flipkick makes her feel complete and the addition of the choice between bury into setting up for a kill or correctly spacing flipkick as a moving kill option on or off stage feels absurdly cool, at the same time she has far more things leading to a flipkick confirm than a boostkick, her nair confirms at almost all percents when you space her jump properly and then follow into flipkick, her fair 1 connects into flipkick reliably till 120, downtilt has similiar percent windows for a non-true combo flipkick confirms that catches most people off guard, downsmash at ledge can connect into the flipkick or flipjump weak spike, her zair confirms into flipkick and her stun gun can act to confirm into flipkick on stage into a kill off the side, on top of backthrow flipkick working as a kill option at ledge if di-ed inwards, not to mention her less used confirms with the rest of her aerials into flipkick.
i literally talked about flipkick that entire time, but i completely believe ZSS without flipkick is insanely fun to watch and play, she is extremely expressive and top level ZSS players can look very different from each other, her combo game is good and her moves look cool as hell, she can be played zoner-y and bait/punish or insane pressure.
definitely an extremely well-designed character, but alas ZSS still remains a midtier character
Great list, I particularly think Shulk is a really well designed character. His monados in theory let him deal with any scenario. And his ability to switch stances and his large hit boxes is balanced out by his poor frame data. So he potentially can be the best character in the game if optimized.
I was surprised Sonic got #1 at first but the more you explained how good his final smash is and how amazing his specials are.
I have a hard time not liking these videos. The intro is just too good.
I have a soft spot for the inclusion of my boy Sylvanos
He said Wolf is "the entire package" and in doing so missed a wolfpack pun.
I am tremendously disappointed
I’d like to nominate someone for the best.
Bowser is my choice for the best designed character. His great OoS game lets him stay safe at most distances, while not being too over centralizing, great, but narrow confirms, I.E. neutral air to back air, and satisfying hits and sound design.
Also how he looks feels akin to the monster-like Koopa he’s always been represented as in Smash bros.
And I don’t even play bowser
As a bowser main I concur, however I wish he sounded more like bowser, but the reptilian grunts do feel appropriate. In terms of fun, there are few that compare, and as you said he is a good character who is simultaneously large and heavy but gets tools that allow him to escape disadvantageous situations. But the best part of playing bowser is feeling like the titan tyrant he is. Every move hits hard and can do tons of damage. Even his walk makes him feel titanic, shaking the screen with every step.
This is DEFINITELY the best iteration of bowser, he has less cheese and is more "oh snap a giant turtle just hit me now I'm dead at 30%" kinda thing. But he still lacks a LITTLE bit just because he is designed to be combo food but that's still not 'fun' to become combo city
I feel like Browser's wonky aesthetics let him doen in the design department. Like, in Mario games Bowser has this kind of split personality where he constantly swings between being goofy and fun, and being a legitimate menace. Smash Bowser overemphasises the evil/powerful aspects of his character and drops most of the goofiness.
I guess we already have enough comedic villains - K Rool, Wario, Dedede, Piranha Plant and Bowser's own son; but I think this just goes further to emphasise the point. You couldn't imagine the Smash versions of Bowser and Bowser Junior being father and son outside of them looking quite similar, because beyond that they have nothing in common.
No. High speed for no reason, cheesy moves. And dumb side b
He plays too reliant on cheesy conditions side b fire breath for damage and tough guy is a cherry on top
It’s incredible how much more personality and likability so many characters gained from their smash ultimate renditions
Bit late to the party but I feel like Min Min could get a spot up here with how they basically took Arms and put it into Smash
I think you hit the nail on the head in terms of best designed characters, although I’d add PAC MAN just because playing as him feels like you’re constantly dodging and outsmarting your opponent which seems very fitting for the source material.
Now if you wanna talk worst designed characters Falcon’s 13 frame turnaround would like to talk. Seriously taking Captain Falcon a character known for speed and tight control and giving him some of the worst mobility in the game (practically speaking) is baffling to me
People keep complaining about Falcon's turnaround, but have they played F-Zero? Falcon fits F-Zero so well: high speed, low traction. Taking corners in F-Zero is super challenging. I will grant you, "practically speaking", a reactable turnaround is not good for his viability. But it FITS.
GammaFunction I disagree Falcon’s turnaround makes him feel unresponsive which is the exact opposite to how it feels controlling F-Zero, part of what makes those games great is how almost overly precise the controls are. You turn on a dime, and some tracks are designed with literal 90 degree turns only made possible by how responsive the controls are. When you die in F-Zero often due to losing control it feels like your fault because you know that you’re the one of turned into that wall and it was your fault. Playing Falcon especially with his turnaround just feels slow and unresponsive compared to previous versions which felt so twitchy, reactive and really embodied that F-Zero approach of “you’re fast as hell and the controls do exactly what you want, good luck staying on the stage”
This is hard i think captain Falcon has a Big issue with this but his flashy and explosive moveset compensate totally (for me as least) and he still remains the most funny character to play in smash in all of is itterations
I'd nominated shulk for the list for how faithful he is to xenoblade. He's constantly having to switch things up on the fly for every situation and think very tactically just like in xenoblade. he has a ridiculously high skill ceiling and is incredibly expressive in which arts you prefer to use. His combo game is incredibly expressive and hes such a jack of all traits that you can play him however you want. As well as that I'd nominated bowser just for making a heavy that is viable and without requiring an absolute ton of cheese
His moves don't work as intended, though. Vision is the least-reliable counter in the game, and nearly none of his multihits connect as they should: Up Smash, F-smash (to a lesser degree), upair, downair. Air Slash is the only one I'd consider reliable enough.
I wouldn’t consider him to be all that faithful to xenoblade, he feels like an entirely different character.
@@clarkii9782 i can confirm, shulk in xenoblade is a very quiet and caring person, but in smash it feels like he is always flexing the monado's power xD
His moves (Monado Arts) aren't accurate to Xenoblade
But i think that is for the sake of they working (Purge, The Monado Art who make you stronger against mechon wouldn't work)
And his personality it's way more Rex than XC Shulk
In Xenoblade it's cold/smart while still charismatic and kind, but Smash Shulk it's just a energetic meme boy
But at the same time he represents XC1 gameplay very well
I'll agree with you on how expressive Shulk can be in his gameplay, but...have you actually played Xenoblade? Using his Monado arts is more...building towards being able to use them like a special ability rather than switching things up to fit the situation. His Monado arts are also horribly inaccurate--Buster is a big slash rather than a damage boost (it should be Monado: Enchant) Shield protects you from one attack (it should be Monado Armor!) and Jump and Smash literally do not exist.
In terms of design, I kinda prioritize the references to their games from their moves to their animations.
Megaman just oozes this from every angle. It's also why I frown every time I see the "revamped" Ganondorf.
What do you mean by "Revamped Ganondorf"?
His current design in Ultimate or what people want him to be?
@@petery6432
Current, hence the parenthesis.
About the only moves that are a canon reference is his ftilt and side b, the later which is still heavily a grab variation of Raptor Boost.
Ganondorf is almost entirely made to appeal to Smash vets than the Zelda fanbase, which unfortunately ment he's doomed to be Captain Falcon's Luigi for the ultimate Smash and possibly forever.
@@namelessshame8121 I agree. The Sword moves did almost nothing to help his clone status since instead of use Sword moves that he actually used or at minimum, Sword attacks that are completely new, they gave him Ike and Cloud moves which hardly helped since what changed is that instead of being almost entirely Captain Falcon clone he now is a Captain Falcon clone that also clones Ike and Cloud. Hardly an upgrade.
Also, just out of curiosity, where does Flame Choke (Ganondorf side B) come from? I could never quite figure that out.
@@petery6432
It's a refrence to a flashback scene in Twilight Princess, the one after beating Stallord. Shortly after the sages executed him, he came back to life rushing to one of the sage spirits grabbing him by the throat.
@@namelessshame8121 Oh, so that's where it comes from. Keeping Flame Choke in a redesign would be fine since many other characters have Rush-down Side Bs as long as they bring back Twilight Princess Ganondorf as an alt.
I personally think Villager has one of the most creative and interesting movesets in the game. His moveset takes elements from Animal Crossing and transform them into something unlike anything the smash series has ever seen. He's so fun to play, and easy to pick up, too! Plus, with New Horizons coming soon, now is the perfect time to play him.
side b the videogame
@@angelabreci2489 Not every villager plays like an online villager.
Does that mean I’m well designed too?
If I'm being honest I think Joker without Arsene is a pretty well balanced character. Fast, good combo game, great frame data, but struggles to kill and does require a good amount of execution on the players part. An honest top tier. But he has Arsene so no of that matters.
Aiden Bettinger Yep! Joker without Arsene is what Sheik wishes she could be.
Joker with Arsene is just idiotic
Lol but Arsene gives joker that Nintendo polish
Also the "DLC MOVESET"
I feel like if Arsene was limited to Smash Attacks, making them stronger than what they are without Arsene at all times, but using one damages Joker a little too, referencing how physical Persona attacks in Persona 5 uses a character's HP instead of their SP.
Hell, I'd probably just replace the Rebel Guage with an SP meter. Joker would likely have access to Tetrakarn/Makarakarn at any point, but it uses up over half of Joker's SP, meaning you can't just spam a powerful counter/reflector whenever.
Just things like that.
This is the first smash game that clicked with me, and I played all of them. Mainly due to the amount of fun characters.
The previous games had between 2-4 characters I enjoyed, excluding sm4sh where I only enjoyed Cloud and Brawl where I enjoyed no one.
I can honestly say Ultimate has at least 25 characters that I love playing, and there's still more DLC characters to come. That's just insane to me.
'Do their moves do what they're clearly designed to do.' Well, Metaknight was sounding perfect up to then.
Brawl MK, while being so overpowered it wasn't funny, was actually fun to play and watch. Now his hitboxes don't work and he's basically up-air: the character. It's a shame because MK is one of my favourite characters non-Smash wise, I think he needs a redesign since his Smash history is either too broken or too boring.
@@audiovisual51 I've been maining him recently and he's more of a nair spammer now. His up air strings only work for around 15% on a lot of characters.
The biggest nerf to MK was the loss of his amazing sword and mach tornado sound effects
Audiovisual “fun to watch” HA.
Other then that, yeas
@@KevSB07 at least he still has his cool voice
I'd say Ryu and Ken are also incredibly well designed following your criteria, as the sound of their aerial, smash AND special attacks have this extra "Smash" in them that are very satisfying to hear and that translates their strength and overall basic gameplay (it just sounds like you just got hit by a brick wall or something).
When I saw Pokemon Trainer I was thinking what??? Since it's the complication of 3 characters in one and missing a down special, but once you explained it, it all made sense.
I play Pac Man, and whenever I hit one of those 9000 IQ combos I feel like a genius
My heart still is with DA PLANT , he is basically a playable game hazard , don't get above or u ded , nasty trap setups and with that i adore his expressions , how can a character without even a complete face can be more expressive than all the anime fighter reunited ? All of his expression make me laugh out loud and god that satisfaction when you wreck legendary swordsmen , kings of evil , space warriors , edgy anime boys, and gaming icons with a fricking potted plant with a ridicule color pattern , a dumb smile and a silly tongue flying in and out of his mouth , love him !
I'd argue Mario deserves a spot in a Top 10. While he doesnt quite feel like "Mario" (lack of wahoo's and smiling/some moves not feeling like something he would do and is always pretty mad) his moveset has a bit of everything. He has a reflector, projectile, a spike, good and fluent combos, good kill moves, etc. He even has some aspects to himself that prevent him from becoming to generic, like cape flipping characters around, fludd, the way fireball falls, his unique down air, among other things. In terms of his design as a "starter" or "all-around" character, he succeeds by a longshot, with his only real weakness being range and sometimes recovery. In terms of him feeling like "Mario" I'd say he feels off, but some of the sound design and moves still make you feel at home.
Also he got that F O R W A R D A R I E L
I actually completely disagree with you, I think Mario is one of the worst designed characters
He doesn't feel anything like Mario, and his entire combo game is just up air. Sure, forward air is cool, but a funny aerial does not make a good character imo
@@ellie8272 if you think Mario's combo game con only be reduced up air, then you clearly have to play against more esxperienced Mario players or watch some games.
@@David-gt3gd Any character who can use the same move six times in a row in a combo is not well designed
I think ladder combos are bad design in general
Snake is possibly the most expressive character in this whole game, and I think definitely deserves some recognition. He has so many options, and creatives ways to convert off them. Watching Marss’s and MVD’s snakes are completely different, and it’s crazy to see how they do completely different things with the same moves. He can camp, rush, bait n punish, creatively edge-guard(or Nikita), but he has multiple ways to do basically everything.
*THERE*
Ok, so My Top 5 are:
1-Hero(They have Sound Effects direct from the skins game, and the fact that they have the biggest moveset in the series)
2-Banjo & Kazooie(The Bear and Bird are not only animated like a dream, their moveset cann't be more perfect, using all the iconic moves from their series)
3-King K Rool(Is the evolution of a characther traped in the SNES/N64 now in a new generation, All of his moves are a perfect fit, the fact that he has a reference for all of his games including some GB ports of those games, He's straight up the same from his games)
4-Shulk(Monado Arts is the most brilliant Idea for a characther known to change stats mid battle in his original game, and the fact that is also one of the best specials in the game put Shulk that high in my list)
5-Simon and Ricther Belmot(Same as the rest, both of this characthers are literally their counterparts from their original game, The fact that they use all the main sub weapons in their moveset and including moves from rondo and symphony are a gift)
Laid-Back Kaín Simon and Richter can definitely be replaced on this list. But I agree with the rest
Laid-Back Kaín Joker or Pac Man are more unique and fun play styles compared to the Richter and Simon imo.
@@1107Kobe yea but joker and pacman are not nearly as faithful to their home games
I think giving Banjo poor air speed but three jumps instead of good air speed and two jumps was a bad idea. It means Banjo finds difficulty approaching and so it's much easier to camp from high above using eggs which nobody really likes.
@@sadweedle6832 Pac Man maybe. Joker? Besides his grappling hook and counter, what else is not faithful in his moveset?
Mewtwo plays pretty amazingly tbh, the way he controls space in the neutral game makes him feel psychic and godlike and shit
I agree with most of this list expect the exclusion of Mr Game and Watch. I feel that his sound design, movement, weight and references would have made him a good character for this list.
There are many elements of his design that I agree with you on, but a few elements of his kit are too overcentralizing for my liking.
@@MrMockRock It's okay, you can say Up B.
@@Kalobi Along with up and down smash, but... yeah, up B.
You’re trolling right lmao
@@vidswithliam4243 No, no. He has a point
Nothing makes you feel more like you’re playing a classic JRPG than Hero. I don’t think it’s a coincidence that he has the shield and dash attack of Link, and Marth-style smashes; it gives him a sort of “generic” or “archetypal” feel, as if he’s an inspiration for other swordies despite being the newest. But it’s the spells that make him really stand out. Frizz, Zap, and Woosh reward deliberate planning and spacing, while Command Select rewards improvisation; it’s like how sometimes in an RPG, you think through your every move for optimal victory, and sometimes you just throw everything at the wall and see what sticks. Add in critical hit spice, and you can’t get a more JRPG character in the game.
Fighters pass 2: "There is another"
If this list is updated, Steve should be in this list honestly. Every single move feels just right and faithful to Minecraft while also makes clever use of resources, making Steve easily stands out to the rest of the characters.
I think Icies should be a little bit higher tbh. The fact that you can take advantage of their endlag to separate them and do all of their individual moves is just amazing. Even though nana AI is bad, there is almost no downsides to this character. The only downside is just difficulty, but that is the whole beauty of it.
I wish they would do more characters like Pokémon trainer.
It’s such a great idea and i was kind of sad when it was just incineroar that got into the game. It just seemed like a great opportunity that they’ve missed
Personally I feel Young Link is a perfect rendition of OoT Link. His agility, speed and arsenal all perfectly represent the dungeons you play as him in. Even the sound design is ripped straight from OoT.
I definitely think Inkling needs to be mentioned. Their role is clearly defined, their character design is faithful to the games they for from, and the moves work as intended.
Joker and Terry ended up being mmm mmmmm good.
your use of unist music in a smash vid makes me stupid happy. everyone reading this go check it out, that game's fucking sick.
I purely play Wolf (aside from having fond memories unlocking him without expecting it in Brawl and liking his archetype and playstyle as well back then)
bc he's definitely the closest I can get currently to playing Garou from Onepunch man. I guess Terry fits the bill also pretty well, but Wolf's overall demeanor and status as a rogue, anti-hero lone Wolf and ofc overall brutal, rough but innovative fighting style is an overall better canidate.
And no, I don't plan on getting a game as shitty as "A hero nobody knows" just for a lackluster represantation of one protagonist I happen to adore, there's enough dissapointing low effort anime fighters out there, not gonna support it just to play one char.
I'd like to say part of fox's great design is that he's fun to play against too. He's not too broken to be fun but not weak in the slightest! He's speedy and can do some neat comboes/strings but none that are too long where they're frustrating.
Huh. You and I have very different definitions of "well-designed," just based on criteria.
Much like the list itself, I'm pretty sure if you ask 10 people what qualifies as "good design," you'll get 10 different answers!
I mean, I feel like Joker is a highly well-designed character since it really emphasises his stylish and flashy nature. And playing him just makes you feel.. 𝘾𝙤𝙤𝙡. And then arsene stops by and curb stomps a baby rat at 10% and honestly, I just kinda feel bad
Infinity_ Tivon_
Joker is definitely on my list, the only real thing holding him back is Arsene, but I don't know if having one of the most insane comeback mechanics in the game is enough to offset hie stylish, flashy, fun, and expressive he is.
@@Endershock1678 it's why I still main him
@@Xervolmao Same. I main him because of his fast agile movement options, insane off stage pressure, and expressiveness. Sure, I may have to kill with down throw for like... 20% of my stocks, but dammit, it's still a really cool down throw.
i personally like the fact that its a set rotation for pokemon trainer. it creates a greater incentive to learn all three pokemon, since you can’t just avoid playing one for a whole match.
For me its Byleth
They could have very easily used the Sword of the Creator only but they put a lot of effort in with the whip aspect and the 3 other Relic Weapons. The Axe doing a shit ton of damage but being slow and easy to dodge references the weapon so well too and it's my favorite aspect.
A very unique Fire Emblem character imo
Well designed, but too generic imo. I find it a bit far-fetched even for honorable mention.
The big problem is that they made the character too slow in mobility despite giving them tippers and laggy frame data.
I agree, Byleth represents three houses really well
@@placeadrien5566 too generic? They dont play like any character in the game- let alone any other FE character/Sword character
PLACE Adrien
Define generic. I hate that word because people use it and never say why they find a character generic.
Honestly, I’d say the PK boyz, because they are very expressive, specially Lucas as his Pk Freeze and Fire can be good zoning tools and he has very strong ground normals and aerial attacks and mobility
Personally one of the best designed Characters for me is Bowser. He is most definitely the best designed heavy, combining Speed, weight, damage output and pressure to make a character that is fun to play and scary to play against. Have the most amount of weight ensures his long term survivability allowing him to both maintain leads and enable comebacks fairly easily which his size still.makes him combo food as a check. Having significant amounts of super armour and invincibility on a lot of moves gives him the edge in a lot of interactions and rewards players for knowing their stuff. His intense damage output and strong grappling game is also just a combo that works together beautifully to take advantage of conditioning. Bowser is just really impressive in a game full of low tier heavies.
The way you articulate each point is inspiring
1:33 As RoninX pointed out, no character in this game is "honest"
3 out of your top 5 (Terry, Roy, and Wolf) are some of my favorite characters. I personally nominate Pac-Man for sheer creativity and Dedede for being immensely fun to play and watch.
“Ultimate Bowser is probably my choice for the best designed super heavyweight in smash.” - MockRock 2 videos ago
I’m sad he’s not even an honorable mention.
Bowser is not the best designed super heavy.
Literally goes against all the principles of a heavy character just to make him viable (fast frame data and speed).
@@Blittsplitt5 He still has a poor disadvantage and recovery. That's hardly "breaking every rule of being a heavyweight"
@@Blittsplitt5 He is the best designed superheavy because he's the only one who doesn't suck thanks to his frame data and speed
Nice list and solid editing Mockrock! I guess Mario is the only one I might add to the list. Also a diverse total package of a character. Though in comparison to Wolf, his zoning tools aren't that significant.
Joker feels like he's pulled exactly from Persona 5, he represents his game perfectly.
It's interesting how perfectly he represents Persona 5, even though like half of his moves don't actually appear in his source game!
Taylor Johansen sir, that’s like saying roy doesn’t specifically perform the exact ariel movement in his game so he doesn’t represent him well. Arsene represents the persona aspect well, and Joker’s fast pace aggressive gameplay feels like a phantom thief would along with him just feeling natural in smash as a whole.
@@starshinsmile Oh no I didn't mean it in a negative way, I'm sorry. You're right though, Roy is the same way. Like it really goes to show how well they capture the style and character, ya know? They didn't pull EVERYTHING direct from the source, but he doesn't seem out of place or inaccurate. Like how Ganondorf for the longest time has just been a clone of Falcon, it doesn't capture the character as good as Joker's mostly-original moveset does
Taylor Johansen I know you didn’t mean it in a negative way lol, i was being a smartass, I agree w/ u about the Gannon thing
I gotta disagree, the Arsene mechanics feel nothing like anything in Persona. I think it would have been more alike if his down-B could change persona so that he'd have variations of his other B moves based on what Persona he has out, that way it would feel more like switching persona for the right situation. Arsene being a chanrge mechanic is neat, but kind of the complete opposite of what the Persona are in the game.
Thank you for the mostly positive nature of this video. I guess people having so many of their critiques is ironically a sign of how much they love Smash, where they want every to be perfect. But sometimes it's overwhelming to the point of it feeling like everyone truly hates the game. I could tell it was hard for you yourself to avoid saying more critiques on the characters, so I say thank you and bravo.
MockRock: Kill or be killed.
Me: Howdy! I'm Flowey, Flowey the Flower!
I think Terry's special inputs being usable with the A button is amazing, like I could just be playing the game and then someone dies at 70 to the black and decker power drill up B
Sylvanos: *Is in intro*
Me: Rivals of Aether content?
Hearing you wax poetic about Wolf made my night, as it’s damn near the same points I always make. Great stuff!
Bowser is the best, he’s a heavy that finally works after all these years and still has proper counterplay.
I think if you were to make this video in 2020 I think Steve definitely would’ve had a spot or at least an honourable mention
I mean late 2020
Arsene: “I need no good design. But you need to start running...”
Wow cool, I don't agree with many of your videos but 100% agree with this one. I think that Incineroar may deserve an Honorable mention for being the sickest super heavy in the series that doesn't just feel stupid. If you go by your criteria, I think he fits all of them besides possibly having options.
i don't think link feels like link, he's a zoner, when he should be a rushdown character, as he is the bearer of the triforce of courage
Never thought of it like that. Big brain.
@@soni-switch5207 unlike zelda in smash, who is another poorly designed zelda character
@@Maxixe-nn1sr You know, when you think about it, the only truly well designed zelda char is Sheik.
@@soni-switch5207 because ganondorf is smash trash
yink, palutena, yoshi, roy and R.O.B. my criteria was how fun they are and how creative you can be with your playstyle, yes you can spam one or two moves with these characters and win which can be annoying for your opponent, but you can play very freely and lots of their moves work together.
I look forward to seeing Little Mac’s design broken apart in the next video.
PT main here the amount of flexibility this character offers so nice I feel like I always have a new way to play so I rarely feel the need to play other characters
Idk I feel like Incineroar deserves a mention. Like it just feels like his moveset makes sense? I play random in battle arenas basically all the time, so I’m not exactly skilled in any character by themself, but Incineroar just stands out to me, like his moveset just clicks for me. It also feels like a good representation of Incineroar too. Dark/Fire, boasts by automatically taunting after landing hits and has a unique counter.
Well designed but not significantly better designed than any other character. Most characters in smash have great designs and just need tweaking
The auto-taunts when Incineroar lands a big move are a beautiful touch. Not only do you feel like the game is personally congratulating you, but it sells the idea of a wrestler who is much more of a show-off than the rest of the tryhard cast.
@@alexpotts6520 yeah I forget about that lol
the fact ryu and terry do specials with the a button is directly from their games and to me feels even more natural than using the special button
My 5 in no particular order
5: Duck Hunt: A zoner done right, Duck Hunt needs to be creative if he really wants his setups to hit hard.
4: Yoshi: No other character can say they play like Yoshi, which is pretty crazy when you think about a character as honest and beginner friendly as him.
3: Pac-Man: this character is as strong as the user is creative. Pac-Man feels like a character you could spend years in the lab with and still find new setups with as time goes on.
2: Terry - Super fun and expressive character feels just like Terry in KOF. He's honest, but can hit really freaking hard. They took the shoto archetype and made it into an extremely accessible character that isn't very difficult to pick up. Also, some of the best animations in the game, extremely faithful to his home series.
1: Bowser - They made a super heavyweight that hits as hard as you want him to, while bucking the age old restriction of god awful movement speed in a game all about movement. Instead, they traded this off with having weak frame data, making him have to make strong commitments to be rewarded. My main since week 1 of Ultimate.
My problem with bowser is if you get him at too high percent, he kills you and suicides, if you have 1 less stock than him you instantly lose
@@lizzytrip4560 Provided you're at 30% lower than him, you have more control over the direction in which Flying Slam goes.
If you think Yoshi is well designed you clearly need to play against him more
Nair oos is ridiculous, egg roll is a joke, he's extremely linear
@@ellie8272 I didn't think about Egg Roll, actually forgot the move exists, but his nair is part of why I think he's well designed. As a Brawler character, he should have good Block Punishment.
Meanwhile, if there's any character that's represented horribly, it has got to be Kirby.
An odd choice, you might say, but by looking into what this character actually represents, this claim makes more sense.
1) Looking at Kirby's moveset, you will find some classic moves, like hammer, stone, final cutter, and fighter throws, all of which are taken from the Sakurai era (or the 1st 4 games) of Kirby.
2) The rest of Kirby's moves are derived from his...feet? Seriously? Kirby has tons of different copy abilities, each of which following the same engine as smash ultimate, but we only get to see 4 classic abilities from the Sakurai era.
3) Another interesting detail about Kirby's design is that his model closely resembles the look he has in Kirby's Air Ride, the last game in the Sakurai era.
If you've noticed by now, I've mentioned "Sakurai" in all 3 of my sentences; this is because "Sakurai" is the exact problem with Kirby's representation that I would like to discuss. The only Kirby that we get to see is the Kirby from the Sakurai era of games, with barebones representation of Shinichi Shimomura's and Shinya Kumazaki's (directors of the other 3 eras of phase 1 Kirby) respective versions of Kirby. What could have been an insanely unique and versatile moveset that pulled projectiles, weapons, and grappling mechanics from over 50+ copy abilities was dumbed down into a rather basic "4 abilities and feet."
What makes this worse is that Kirby's existing era 1 moveset sucks, LITERALLY! There's a reason why Kirby is near the bottom of the current tier list, and it's because his specials are broken. Not one of the 4 specials Kirby has is viable in competitive: Hammer's hitbox is too small (might I add an era 1 swing style) and can only be used in a shield break situation, Final cutter is a horrible projectile and even worse recovery option (it is literally better to airdodge to stage in most situations), Stone lost it's shield breaking potential and is extremely slow (Era 3 stone is less laggy, can be controlled slightly, and has the option to increase in size at the cost of lag), and the classic Succ sucks.
Admittedly, some of the copy abilities that you can get from inhale are very good in matchups, and recent buffs have improved it, but it's other and more useful application is borderline unusable - reflection. What breaks Kirby's succ is the fact that you can't spit out most projectiles. Rather you get a really long swallow animation that barely heals and leaves Kirby open to even the slowest of attacks. There are many little details surrounding the failure that is Kirby's smash inhale, but in summary, an inhale along the lines of Kirby Star Allies mechanics would have been much more useful for anti-zoning and command-grabbing.
I would like to conclude with how the "Sakurai effect" also hinders the representation of the Kirby franchise as a whole. Take one look at the stages and sound track, and you'll see that most of the content comes from the Sakurai era games (We're missing out on a ton of good tracks). Meta Knight is still considered a villain when he had already went through a massive character arc sweep in era 3 Kirby about almost a decade ago. Dedede is still voiced by Sakurai, even if they could have easily pulled in Dedede's actual voice actor, Kumazaki (also coincidentally the Kirby director mentioned earlier). Marx was chosen as a boss over the more popular and relevant Magolor (which also resurged Marx's popularity). BANDANNA DEE IS STILL NOT IN SMASH ULTIMATE after 9 years (ok this one is just a personal gripe of mine, so ignore it).
I can only hope that Kirby and his franchised are "fixed" when the next iteration of smash bros. inevitably comes out. 20 years worth of Kirby games not being represented are at stake.
PeaS: I'm curious as to why Bandanna Dee is not in King Dedede's final smash, when he is canonically meant to be there.
still miss solo zard. He was my boi in sm4sh
Your content consistently amazes me with its high quality and well thought out layouts, while i might disagree with you sometimes it never feels "wrong". keep it up!