I just realized a tier list was being compiled on the front page… so I guess I’ll comment.
Falco- SHDL is about his only OMG WOW tool, and most crawlers can get under it for free, as well as anyone with a reflector. Otherwise, he’s an above-average character with a few neat tricks and a good air game. Considering half of the listed top tier can counter SHDL (Snake, Pit, Wolf) and Metaknight really just goes above it and ignores it… a good possibility for high on the high tier, maybe the top of it.
Wolf- I don’t think he’s better then Falco, SHDL or not. By mentioning Falco going down, I kinda feel like I gotta mention Wolf going down as well, even if I can’t explain it as well. Gimptastic recovery and a meh projectile are probably the main issues- it seems harder to get a kill setup with Wolf then the other spacies too, since he doesn’t have any really good gimp tools or smashes that don’t get him punished if dodged/blocked (Wolf’s F-smash is particularly good at leaving Wolf in shield-grab range)
Ice Climbers- Theory Fighter doesn’t tier characters- results and what’s actively being done does. Strider/Doom was, until certain system discoveries, considered to be unbeatable with perfect execution. Problem was, no one executes perfectly. The Ice Climbers have the same issue, compounded with some really daffy weaknesses. For someone who wants to grab a lot, they got a pretty crummy approach, and a lot of characters have ways to scatter them on the way in, which ruins anything you’re going to do once you get in. Their ‘awesome’ camping projectile are slow, weak, and easy to counter (most basic As can turn 'em around. ROB’s UNCHARGED gyro can stop them for it’s entire duration) Anyone with a lot of priority can give them fits, as does anyone who can pop them into the air, since their air game is pretty bad. I play Icies, and I like them a lot, but they’re good characters with a number of problems, and have no business currently being top of the high tier- probably closer to the bottom of it, actually. If people can start figuring out how to stop getting scattered and actually approach half the cast before everyone else figures out how to scatter them even easier, then we can talk get hype.
Game and Watch- Up. Big up. The most successful ‘on the attack’ character in the game right now. Turtle eats shields and stays out longer then most dodges. Key eats shields and shoves opponents away with two hits for happy landings. Manhole picks at shields and covers bighuge areas. Down throw gives Ganondoorf F+B tech chase mindgames in a character fast enough to actually be scary with it. G&W is the best vertical chaser in the game thanks to the extremely fast Fire and his ability to attack after it. Three smashes that can kill most characters reliably at low percentages, a semi-spike in his neutral B (Physically hit with the pan). Down+A hammer makes rolling anywhere near G&W really dumb. Octopus is practically a Landmaster in that it lives forever, is extremely difficult to dodge, and frequently ends in a kill whenever G&W successfully gets it… and thanks to Mr. Turtle, the Fishbowl, and Fire, G&W has a really easy time getting it compared to much of the cast. High on High tier, or low on Top.
Lucas- Up. Great camping projectiles, great attacks with lot of disjointing, absurdly powerful up-smash that covers him like a shield against air attacks, down smash that can cover the edge and is big enough to prevent sweet-spotting from mostly-horizontal recoveries, secondary tether giving a lot of options off the stage, and faster then his stubby self looks. All that and one of the best tripping moves in the game in his down tilt, which can set up for his smashes.
Pikachu- Up. He’s pretty much easy mode. His Down-Smash rapes, Thunder is pretty much safe if you’re not dumb and start it when the guy’s right next to you, can kill at really good percentages thanks to a strong F Smash and U Smash (plus Thunder) and has one of the best recoveries in the game for someone without a million jumps or a hover up+B. Has some decent abuse and can Guile-style chase after his projectile, making him unique in a camp-friendly character who can directly use his projectiles to switch to offense. At very least, low on the high tier.
Jigglypuff- Down. Number of things going for her, countered pretty much by the number of matchups that’d be represented as 9-1 or 8-2 on a matchup list. Anyone with good hit boxes or a strong projectile wall kinda just gobbles her up, and that’s most of the top and high tier. Doesn’t help that her kill potential is pretty bad- even Wall of Pain requires quite a bit of doing on Jiggle’s part to get 'em dead. Not good when you’re the easiest kill in the game.
Ivysaur- Up. Best of the PokeTrio at both building damage and getting kills. Huge range, huge grapples, huge smashes, and pretty fast, too. Really good at screwing with other character’s air games. Bullet Seed is nuts. Up-smash is nuts. Hitting with Vine Whip is nuts. Recovery is bad, but not so bad as to prevent Ivysaur from being the best of the three. (PT really needs to be seperately ranked- best way to deal with Ivysaur’s bad recovery? Down-B when percentages start to get in the 100% range)
Captain Falcon and Mario- The hell? Huge overreactions. Still two solid, if not terribly impressive basic characters who just haven’t benefited too much from the new game. Captain Falcon’s still an extremely fast, heavy character who hits hard and has a lot of ways to kill some one. Mario’s still pretty much Mr. Average, and outside his new difficulties getting kills is still a rather solidly-built character with a lot going for him in terms of his standard attacks and one of the better aggressive projectiles in the dropping Fireball. Have a hard time seeing how either of them is worse then most of the lower parts of the mid tier, forget the low and bottom tiers- especially Falcon, who’s got one of the best approaches thanks to a number of protected, advancing special attacks and just absurd foot speed coupled with nice long limbs. Seriously, C.Falcon gets in with just run -> jumping dodge -> run from across FD in the same time it takes Toon Link to pull the bow out for a second attack.