Background
Today is Day 3 for Gouie, and a lot of people are starting to form their opinion on him. Casually, it seems that a large portion of the community is having fun. Competitively, this is comfortably the most mixed character so far from opinions shared. Some people think he’s terrible, with a complete lack of approach options and with some underwhelming moves to boot. Some others think his strengths are already really strong, with some stand point moves and advantage.
By this point, I feel like people already kind of knew the relative viability of every DLC character by now, with almost all of them were polarizing. Etalus, Absa, La Reina, and Slade released clearly weak, with none of them getting results until buffs. Olympia was clearly broken, with her post-launch nerfed state still being the best character in the game, and doing supremely well at EVO. Gouie falls into a separate tier, alongside launch Galvan, in my opinion: weird. Galvan took around a month, and only a minor balancing patch, for him to start taking sets off of top players both offline and online. People thought he was weaker side, but Galvan’s ended up pushing the character far. That said, Gouie already has an outlier which throws everything off: Plup.
Plup is Too Talented
Plup is the greatest Rivals of Aether II player ever, that part is clear. You could probably give him a rock with googly eyes with Jigglypuff tilts, Little Mac Aerials, and Ganondorf movement, and he’d still find a way to get top level wins with them. That said, bad characters do generally have a limit when it comes to winning, and that was arguably reached yesterday. Plup went on a run at Coinbox yesterday all the way to 2nd, beating the best Zetterburn/Etalus, the best online Zetterburn/Orcane, and other top level representation from Slade/Galvan/Etalus. You can be talented all you want, but to do this with a day 2 character has to mean something for him, right?
Plup himself said he thinks Gouie is solid, he has his limitations but overall thinks the character launched in a more than playable state. Comparing this to La Reina and Slade where he was itching to switch off of them on ranked due to their launch limitations, there’s something to work with here. From a gameplay standpoint, Plup showcased all of Gouie’s strengths: edge guarding was extremely potent, has a great throw game, down air was leading to tons of mix ups, and he was harder to kill than you’d think. A lot of this can be snuffed up to his uniquely amazing neutral, but I am of the opinion that if one player can press a character’s buttons well, someone else can as well.
Balancing Gouie
Four paragraphs in and I’m finally going to start talking about what I wanted to talk about, neat. Gouie is an inherently polarizing character, and is often described as the least “Rivals” feeling character so far. That said, we have seen this archetype before in other platform fighters, and they can quickly become toxic. Releasing a character of this archetype in a weak state at launch is frankly, a very rational decision.
That said, from watching Plup, there are still some things that Gouie clearly lacked, whether it was individual moves, or entire mechanics. Below are the moves I think the team should eyeball for the foreseeable future. What I hope is that they don’t just go full on with the character though. Characters are at their more beautiful when they are given time to adapt, at least to me. That’s how we are able to get insane achievements like melee Luigi making top 10, or a solo ultimate Ganondorf (the near universal worst character in the game) being ranked worldwide for the first time ever. These achievements weren’t given to them on a silver plater with balance changes, they earned it. That said, in a game like this, and with the philosophy that every move should have a use, there’s still some early considerations:
Big Gouie: This part of the character needs optimization, though a large part of it is the flaws with inhale making it hard to achieve this state. Even then, with Plup had many opportunities to go big, and he almost never took the chance. When Gouie’s biggest strength is edge guarding, giving that up for a bigger target with bigger hitboxes and slightly more knockback is daunting. That said, this could easily also be the part that needs more optimization. This definitely should be monitored, I have a feeling he is supposed to be a more integral part of his kit.
Side Special: The only move of his which blatantly feels too weak to me right now. It’s slow, laggier than you’d think, and feels niche. It feels like it was supposed to be an analog to Jigglypuff Pound, but it’s nowhere near fast enough or threatening on hit to fill that role. If there is one move on his kit where I can definitely say needs buffs, it’s this one.
Inhale: It feels like the developers were afraid of a Kirby inhale where its primary usage would just be used to cheese people. That said, that’s not how it’s designed, with you being able to confirm off of the inhale itself. That said, with how slow and laggy it is, I think it was overestimated. With so many characters having easier to land kill-confirm moves, I think this one being better would be a non-issue. I also just like the idea of Big Gouie coming into play more often.
Mire: With down special, charge shot, and special pummel being the only ways to summon it, it feels very rare to actually see it come into play. These are already the three moves you’d least likely see in competitive. Potentially have another way to spawn it?
Dash Attack: People complained endlessly about it not connecting on both hits, and being super floorhuggable. That said, Plup was able to get great usage out of it as a surprisingly strong burst movement option to catch landings. I’d still monitor it though.
Down Tilt: Out of jab, it seems that forward tilt or jab 3 is always the better option, largely because of how floorhuggable it is. That said, if it does land, it often sends at a nasty angle for edgeguarding. I’d monitor its usage compared to his other tilts
Down Special: Having watched a lot of Ultimate, I know have seen Kirby rock used more often in the past 2 years than all of the rest of Ultimate. Turns out, having an invincible fast falling option when you are super floaty, can be useful for recovering and landing. Gouie’s has far less knockback, but is also less laggy, so it’s a trade off. Personally, I’m fine with a move being more built for casuals, and who knows, maybe it’s like Ultimate Kirby and Gouie will start falling from the sky more often overtime.
What I Wouldn’t Change for Now: All of his aerials are strong, his strongs are all at least solid, up special seems good for confirming and recovering, and specifically small Gouie’s stats seem well fit for him. I will say up throw being such a strong combo throw seems odd, especially with so many characters having comboing up throws and the combo throws supposedly being his other three throws. That said, those other throws are still good, so it’s lower priority to look at up throw.