Smashboards recently released its second ever Smash Bros. for Wii U tier list, which comes after a string of big summer tournaments. With movements throughout the rankings both big and small, Tier List 2.0 notably features the inclusion of Corrin and Bayonetta (both of whom were previously absent), and the dramatic rise of both Mewtwo and Marth thanks to a slew of patches as well as advancement in their development by the players themselves. It’s also worth mentioning Mega Man would find himself in high tier. As a character that has been rated both well and poorly throughout the game’s life, it’s quite interesting that Mega Man has barely had any direct buffs.
For the most part, I’m not here to argue placings of characters. If pressed, I’d say the only placings I’m unsure of are Mr. Game & Watch and Charizard.
One thing that this tier list brings to mind is just how balanced Smash 4 is, especially compared to its official predecessors in Smash Bros. Melee and Smash Bros. Brawl. Now, the roster is not perfectly balanced by any means. There are some characters who are clearly better than others. However, there are just as many where their placement is up for debate, and the fact that you’ll have multiple top players disagreeing greatly with the power level of any given character means we have a long way to go in understanding the game fully.
What makes Smash 4 so balanced? While Melee is often touted as the technically more complicated and advanced game because of its strict mechanical curve and plethora of options for constantly threatening the opponent, and I will disagree with anyone who says this makes Melee an inherently better game, the fact that there is no “sky’s the limit” character like Melee Fox or Brawl Meta Knight helps to restrict the possibility of such a dominant character running so roughshod over the weakest characters that you might as well put the controller down. Bad match-ups exist, but you know that Sheik or Diddy Kong are a couple levels below ridiculous.
Moreover, even when you look at some of the characters frequently cited as being terrible, you can often find that they can go toe-to-toe with some of the characters way above them. Take Shulk, who according to the 4BR tier list is the 12th worst character not counting Mii Fighters. Though his flaws are well-known (slow startup on attacks, dependence on Monado Arts that don’t ever fully solve that lackluster frame data), a number of top players on both sides of his match-ups place him as going even with Mewtwo and Cloud, ranked 10th and 2nd respectively. This is just because of how their tools interact, and how their strengths and weaknesses—again, none of which are ever to any utter extreme (no, not even Cloud)—play against each other. If you look at the lesser characters in Melee and Brawl, the best they can hope for is maybe one matchup against a top tier where they don’t get wrecked five ways from Sunday.
Smash 4 is currently seen as having a very volatile competitive scene, as players can be on top of the world one moment and then drown in the early stages of a tournament the next. While some argue that this is a sign of the game being competitively robust while others argue it being a flaw, I think that either argument is too simple and too rooted in whatever individuals value most as “fostering competition.” Rather, I think that a 58-character roster and a balance that’s good enough combines with the fact that not everyone goes to a tournament aiming for 1st to create an interesting formula that leads to volatility.
If everyone was purely dedicated to being the best, they would be pick the characters they believed to be the strongest. As more and more people play these characters and advance their development, the pool of “best characters” would likely narrow. For tournament-goers, it would become more and more necessary to study only a handful of matches to maximize your limited time for practice and study. However, because there are people who want to use their character for reasons other than pure victory, and those characters aren’t abject failures, the top players’ attention is inevitably divided, leading to the greater potential for upsets.
Put differently, imagine a world where everyone maximizes their chances for winning in any given endeavor. Now, let’s say that, one day, a visitor comes whose goal is not to make himself win, but to create as much uncertainty as possible in others. It would end up disrupting the metagame between the original inhabitants, leading to more unpredictable results.
It’s a beautiful place to be.
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