Great ground and air mobility combined with a nearly nonpunishable recovery and great damage output. Also has decent projectile game.
The amount of moves he can pull off in a short amount of time is crazy. Able to spam lots of aerials or projectiles if he needs to. His recovery is quite difficult to pull off for a new player and can be easily punishable if badly timed/placed.
Amazing ground speed and powerful moves. His recovery is basically nonpunishable with and without Arsene. Speaking of Arsene, that thing is just busted.
Has a lot of options when it comes to neutral and recovery. Has the ability to pull turnips to be used in a variety of ways and also has the float mechanic to pull off some crazy stun ts.
Very small and agile. Very good and nonpunishable recovery that also has a hitbox. He's fairly light so he's more of a glass cannon, but not as much as Pichu.
Very quick, has a great grab but terrible kill throws. Z-air to recover is great and Up-B kills off the top of the stage stupidly early, around 70%.
Can use Up Airs, Up Tilts and Nair get super long and powerful combos that can either get an easy 60% or even a kill with an Up-B to finish. His recovery game is fairly weak and predictable but his ability to cheese people with F.L.U.D.D is excellent.
If a Shulk player knows how to efficiently use the Monado Arts to secure kills or protect their own, then he becomes a powerful fighter. Using short hop Nair can cover a lot of area and is the common approach option for Shulk. His recovery isn't the best by itself but with the Jump Monado, it becomes great.
Game and Watch has very good frame data on the majority of his moves, examples could be his Up-B or his super fast smash attacks. His down smash has a bury effect and when followed up by a side smash, can kill super early. His recovery is also very good.
Lucina doesn't have a tipper effect like marth, but her whole sword has an equal amount of damage output instead. This actually makes her a way easier fighter to play due to not needing to think so much about spacing and instead you can just rush the opponent. Her recovery is somewhat predictable and can sometimes go past the ledge, causing her to land on the stage and get easily punished.
Falco can get crazy long combos, similar to Mario. However, Falco combos are a little trickier and harder to pull off. Falco also has a fast and powerful laser that can also stun the opponent for a second, giving falco an opening to start one of these combos.
Fox's overall ground and air speed is really good. His fast falling allows him to use short hop aerials super fast and can use them to get good combos. He can quickly hit an airborne opponent with an Up Air which kills fairly early off the top of the stage. His recovery is decent but can get very predictable as the match goes on.
Cloud is a heavy-hitting fighter with a sword that can get some early stocks, specifically with dash attack or back air. His recovery isn't great unless you have Limit, which makes him go much higher. His special moves are easily spammable which can be somewhat frustrating, but a good Cloud player will learn how to utilize all his moves and options effectively.
Imagine Pikachu, but the recovery doesn't have a hitbox, he takes damage with every electric move he uses and dies way earlier... However, Pichu does have the ability to kill a little earlier with his self-damaging moves making up for it with a high damage output. Pichu is the definition of a glass cannon.
Young Link has the ability to be the ultimate projectile camper. If your opponent plays like that, it would be very easy to counter them with patience and strategy. A good Young Link will learn how to utilize their projectiles and bombs to start combos and secure stocks. Out of the three Links, his Up B is probably the best due to decent recovering ability and being able to start combos if used on stage.
Wario's combo game is very impressive, with the main combo staring moves being Nair or Up Tilt. His waft abillity is crazy, having the ability to combo into it to get free early stocks. His vertical and horizontal recovery are both very good when combining his bike and Up B.
Steve is the newest fighter added to Smash, meaning that we don't know too much about them yet. However you can use up tilt to get super good combos on early percents. and holding down the A button while moving forward will get a fast-faller like Fox stuck in his attack across the whole stage. Using diamond tools can make these combos ridiculously powerful. His Up B recovery goes decently high but not very far left and right, unless you know how to effectively control it.
Firstly, Captain Falcon is the most hype character on the roster. Now that we all understand that, let's begin. Falcon is the second fastest character on the roster, far behind sonic but just a little bit over Little Mac. This is great for him, because Falcon is not a fighter that wil sit back and play campy. Expect Falcon mains to use their great mobility to rush you at all times, he will approach with moves like Raptor Boost or dash-grab in order to get combos at early percent or confirms into knee at higher percents (80%+). His recovery is great and can be mixed up with the use of his Up and Side B moves. Watch out for Falcons Side B offstage as it will dunk you straight into the blast zone if it connects properly. Overall, Falcon is a force to be reckoned with. Also I main him UwU
Roy is another one of the speedy sword fighters in Smash, he is often compared to Lucina, Marth and Chrom due to their similarities. However, Roy has the opposite of Marth's tipper, he does more damage the closer the enemy is to him. This combined with his great ground and attack speed makes him a pretty good rush character. His recovery kinda sucks, being similar to that of Marth and Lucina but a little slower when rising. His moves also have a fire effect when the enemy is hit with the sweet spot of his sword, the part close to the handle.
Marth is very similar to Lucina, but with a tipper on his sword. The tipper means that the tip of his sword is a sweet spot, meaning he will do more damage to enemies if they are hit there. This makes him a little bit harder to use compared to Lucina due to the need of having to get your spacing right for maximum damage. His recovery is the same as Lucina's so watch out for when it goes past the ledge and lands you on stage.
Sheik combos may seem long and insane, but a 15 second long combo from sheik may only result in about 30% of damage. Her damage output is miserable but her speed, agility and combo potential seems to make up for it. Her recovery is very nonpunishable and her needle projectile is somewhat decent. When playing this fighter, it's essential that you try to land as many hits as possible to rack up some damage to be able to finish your opponent off with a tasty read. By the way, Sheik's only kill option is probably just smash attacks and maybe back air.
Chrom is the echo fighter to Roy. His moves are the exact same, minus the sweet spot. This means that Chrom can just swing his sword around without having to worry about spacing, but his attacks will do less damage.