Here it is folks, the long awaited 1.1.6 version tier list. As always, this page is not static, and likely my opinions and experiences will change, as will the rankings of these characters. I will update character descriptions as I type down my ideas.
Also, in case I have to reiterate it, these are my opinions.
However – a ranking for now:
TOP TIER:
Rosalina.
Rosalina relies on stage position, and control of Luma. If she has Luma, watch out. With Luma, her Uair can kill ridiculously early off the top, and all of her attacks are stronger overall. Spacing Luma with her Jab, along with her Jab infinite can lead into some crazy kill setups, and wall out some characters. Her Up-B has no hitbox on it, making it gimpable. Pushing Rosalina to/off the edges is usually the best strategy, since she relies on having stage control.
Her worst matchups are characters that can separate her and Luma, such as Meta Knight, Cloud, and Marth.
Cloud.
His ability to force opponents to approach while charging his Limit, along with his large disjointed hitboxes and quick ground speed make this character insanely strong. His Dair auto-cancels off of a Full Hop, and has a large hitbox that can be difficult to avoid. His Nair is also very quick and has a large hitbox, and auto-cancels off of a Short Hop. The threats of his Limit Break attacks, along with his increased statistics when Limit is fully charged, in terms of his speed, and power, while also decreasing how easily he dies vertically. His recovery is linear, and does not snap to the ledge, making his recovery the most exploitable feature. Usually the best strategy to avoid a Limit Break attack is to force Cloud to use it to recover.
BORDERLINE:
Diddy Kong.
Diddy has great neutral, and kill confirms from his Bananas. His Dtilt leads into a multitude of moves, but namely his Usmash to get the kill. His Monkey Flip can be used to recover, command grab, or attack opponents. His Fair and Bair are great for spacing, while his Dthrow leads into Uairs.
Fox.
His ground and air speed are ridiculously fast, making him able to apply a lot of pressure with attacks. His laser can be used to tack on additional damage, and to get your opponent to approach you. His Jab combo is quick and can rack up a decent amount of damage depending on how fast the opponent SDI’s out of it. His main killing options come from Usmash, Uair and Bairs, but he can also net a kill offstage with a guaranteed Fast-Fall Fair to footstool combo. His Nair is great for breaking out of combos. His Utilt can combo into itself, and once the player can pivot fluidly, this move becomes even more powerful. His recovery is fairly linear and can be predictable, so as a Fox it is important to mix up the way you return to the stage, one can use the Shine to cancel his momentum, and delay his recovery.
Shiek.
Fantastic neutral game from needles. Although she lacks a true 50/50 kill confirm from her Dthrow to Uair, she still has some of the best edge-guarding and pressure in the game. Her Bouncing Fish can be used to read airdodges off-stage and end their stock. Her needles are great pressure onstage, and force opponents to approach her. Her Fair, Nair, and Bair are all very quick, with Bair being the best for spacing. She has a fantastic horizontal recovery with Bouncing Fish, or multidirectional recovery in the form of her Vanish, which has a great distance, invulnerability frames, and an active hitbox.
Sonic.
His Spindash is a fantastic option for punishing opponents for their little mistakes, and can land gimps on characters with his Up-B Spring. He has many combos off of Uthrow to Uairs, to Up-Bs, and more Uairs, and can often take people off of the top of the screen. His dash speed is also extremely quick, helping his Dthrow to be great for tech reads. Bair is a disjointed hitbox, letting Sonic sometimes dodge out of the way of other attacks while he uses this move.
VERY HIGH:
Ryu.
The threat of his True Shoryuken killing at mid to high percents make facing this character terrifying.
Mario.
Excellent spacing with Bair and is great for inventive combos, as well as bread-and-butter combos. Usmash is his quickest kill move, especially when using the back part of the hitbox.
Pikachu.
This tiny creature is extremely quick and difficult to hit. He doesn’t have a lot of range, as most of his attack’s hitboxes reach only a little past his body, however, his Quick Attack can be used very creatively for DI mixups and combos starters – especially on stages with platforms, where it can be cancelled. Pikachu has decent 50/50 options with his Lightning, and can rely on a read for a quick Usmash.
HIGH:
Villager.
A Villager’s keep-away playstyle with Bairs/Fairs and Lloyds can be very annoying, but it is effective. Pocket is a fantastic tool to negate projectile spamming opponents, and is great when facing Diddy and R.O.B. for pocketing their Banana/Gyro, negating their abilities to use it. Although their Uair and Dair are based on a random number, they can be very good kill options. Their Fsmash is good for reads, while their Ftilt and Dtilt are decent spacing options, while Utilt is good for reading rolls. His Bthrow is a great kill throw. However, their recovery can be gimped, as it has no active hitbox.
Ness.
His fearsome Bthrow kills extremely early, and he has a variety of other kill moves in the forms of Uair, Bair, Fsmash, Dsmash, can break out of combos with his Nair, has excellent spacing with his Fair. His recovery can be exploited by a few characters, namely other Ness, Lucas, Rosalina, Mario/Dr. Mario, and some characters with counters.
MID-HIGH:
Captain Falcon.
Falcon is one of the quickest characters, with an insanely fast jab and a very quick run speed. His Uair combos into itself, and can be used to kill high up at late percents. His Bair is good for spacing, and has little landing lag. He lacks a projectile, so he can struggle to approach certain opponents. His recovery is linear, making him subject to gimps. He struggles hitting small characters, such as Pikachu or Olimar.
MID:
LOW-MID:
LOW:
BOTTOM:
Ganondorf.
For what he lacks in mobility, he makes up for in power. However, because of his speed, he must rely on reads and being many steps ahead of his opponent. Grabbing an opponent offstage with his Side-B will result in a Ganoncide – earning him the win. His recovery distance is mediocre, making him very gimpable.
Jigglypuff.
The lightest character in the game, she suffers from dying early. She also only has Rest and Bair as reliable kill moves, and although she has some true rest combos off of Fair and Dair, otherwise must rely on a read or react to an unsafe move.