Advice on character controllers in 2d, i.e. Manual vs Physics

Hey everyone, working on a 2d Unity game. Been prototyping with Rigidbody 2D, but not sure going forward if it will be useful to work with. Some background, this game is a sidescroller with (minimal) platformer elements, and the goal is hand drawn animations. Many of these animations relate to character movements and attacks that are, well, not physcs-realistic to say the least. I was researching character controller vs rigidbody for a previous 3d project, but obviously there is only rigidbody 2d.

So my question is, is it better to write my own character controller for these types of movements, so that the insanely unrealistic animations will be matched by similarly unrealistic movement, or is rigidbody2d still capable of getting to that level? AKA how easy is it to absolutely break rigidbody 2d physics, and if I go the character controller route, should I implement my own colliders as well, as opposed to 2d colliders?

Edit: And for any suggestions, any links to tips for efficient character controller creation?

If you need ultra precise movement with ultra precise positions and ultra precise angles, rigidbody will be a pain.
If the ground position Y is 5.0000 but it’s okay for you to have your character feets being around 5.000001 and 5.00025 (no visual changes for the player), go for rigidbody.

If you don’t need realistic physics, you can just set the rigidbody velocity manually. It will be way easier than reinventing the wheel using 12 or more raycasts and hundreds of lines of code.

As for tips, if your controller has a lot of poses and you end up with tons of big if statements or switches, you might have to try polymorphism.

Thanks for the reply! I think you’re right, after researching the amount of detail that would go into ‘reinventing the wheel’ so to speak, it would be quicker to code workarounds into rigidbody, and I might need the extra features of it down the line. And thanks for the polymorphism tip, gonna have to look into that once I get into the meat of the game a bit more.