I think all the space animals
are well designed in that they fit the archetype of the series well - fast, precision gameplay that is optimized by speed and movement, very similar to the Star Fox games, and heavily punishes minor errors. I think
has always represented this incredibly well.
- I think personally that these characters are amazingly built, probably the best in the game.
uses his series' core mechanics in interesting ways, notably his usage and how it plays into a strategy game of resource management and thoughtful planning. Further exemplified by his ability to grab his used items, two sets of aerials, four different projectiles in one move etc.
is simply genius. He's got some of the most interesting toolsets in the game and his projectiles have distinct counterplay and ways to play around them., but also enable lots of flexible play on
's part. I'm working him into my main roster because he's just so neat.
- So faithful to his games and tons of interesting mechanics. Olimar is incredibly difficult to play well and requires a ton of forethought and playing as him means using his colours in the most optimal way possible - very reminiscent of the boss fights in Pikmin. There's also a lot of ways to play around him as he has a discrete set of weaknesses - even if lots of people don't like fighting him.
- I don't play him but I do love the character. I think they have now reached a good balance of his Warioware and Warioland identities and changed his animations more to match his quirky personality. Gameplay wise he has discrete weaknesses to play around, namely small hitboxes and poor ground speed, and can actually be gimped now. He has a fun advantage position, combos, and a good cohesive gameplan. I'm not entirely sure if the fart is a good design or not - on one hand it gives him an exciting comeback mechanic to use, and can be hugely detrimental to his set if he misses, but also definitely feelsbadman to be winning against him and be on your last stock each with Wario at 150% and you at 35% and he just farts and you die.
Poorly Designed Characters
- Aura is a terrible mechanic and in my opinion should be entirely reworked. personally think Lucario is the weakest design of all characters in smash - his base moveset feels bad when you're in the lead (low %) and makes the opponent feel bad when they're winning. Unlike other characters with comeback mechanics, Lucario's boils down to "don't get hit" which is not suitable counterplay.
- I don't inherently think these two are
badly designed per se, but moreso lack a cohesive gameplan. Zelda is a immobile character who seems to be geared toward a zoner variant, but only has her DownB which actually zones as Din's is far too vulnerable on stage and doesn't control enough space to truly "wall" someone out. She doesn't have a lot of good retreating options sans Nayru's love for a "get off me" attack, and as such has trouble covering herself as a zoner. Lucas has somewhat similar problems - I still don't know if he's supposed to be a zoner or some zoner/mix up hybrid but it just seems like his gameplan doesn't compliment him well. His PK Fire and Zair cover his zoning potential but he has no real traps like Duck Hunt, Pac Man, or Robin, but his edgeguarding is really strong - but he is often pretty far away and not fast enough to get the most optimal follow up. Lucas seems like he's a lot of things without the tools to seamlessly blend them together. I love Lucas as a character, but I just cannot wrap my head around how he plays. I think Zelda is in more need of an overhaul than Lucas, however.
There are other characters that I think are somewhat poorly designed from an options standpoint, in that their gameplan focuses super heavily on linear, and/or flowchart-like gameplay, such as
, or by ignoring lots of valuable source material (
) but that criticism is a little different than the ones I have for
.