Fighters made even worse in Super Smash Bros Ultimate meta

Key insights

  • The meta in Smash Ultimate has evolved with improved players and strategies, making early hype characters less common.
  • Belmonts and Ike showed potential at launch, but had weaknesses as players adjusted to their delayed attacks and limited options.
  • Lucina, Olimar, and Pichu experienced changes in the meta due to their predictable playstyles and nerfs that impacted their competitive presence.



The current meta in Super Smash Bros Ultimate is very different from the starting version. While there were some clearly low tiers, there were also some fighters who showed their highest potential. Back then, the game was still new and the characters were still hiding their unused abilities.

While some characters felt hyped and powerful at launch, they are no longer the same in the current meta. Now players will improve their advantage states and make fewer mistakes in edge guarding, juggling, and ranged attacks. The tournaments are still lively and there are plenty of fighters, although some characters are not as featured compared to the early years. This is due to an improving player base, stronger counter strategies, DLC, balance changes and other issues. These fighters still have potential, but they are becoming less and less relevant in the meta.


10 The Belmonts

Perfectly flawed hunters

Simon and Richter were known for their demonic takeoff range, hurling great distances both on the ground and in the air. They are equipped with multiple projectiles to keep their enemies at bay, including the Holy Cross, Ax and Holy Fire. They were excellent at pushing opponents away, especially in mains like T3 Dom.

As the meta progressed, the Belmonts' shortcomings became more apparent. Their attacks still had some range, but were delayed and targeted in cover. The experience helped players recognize their formations before timing their movements around the sacred projectiles. Due to their limited melee options, all it takes is a single mistake for the hunters to lose their advantage. The better the players get at rim protection, the harder it will be for the Belmonts to recover. They weren't particularly strong in combat when DLC characters like Byleth, Sephiroth, and Min Min entered the fray. The Hunters still have one of the best rock traps in the game, but they'll have to work hard to gain that advantage.


9 Ike

Former broken swordsman

When released, Ike was a fantastic heavy swordsman who emphasized power. His neutral air and forward air were his best neutral tools. He could effectively knock out opponents with back-air, up-air, forward-tilt, up-special, and more.

However, Ike didn't get much better as the game progressed. The players understood his main strategy, which allowed them to react to his choreographed attacks. His speed is below average, which hinders him when fighting runaway and zoning characters. It didn't help that more DLC characters had better ranged tools, replacing the slow swordsman. Despite his decline in the rankings, Ike's main players like Ravenking are still in contention.


8 Megaman

Robot Zoner

Megaman excels at mid-range with his projectile-based moves, such as his aerial rocket strike, piercing pellets, neutral special blade, and mid-air wind. His few melee attacks are very effective, especially his strong upward-tilting Shoryuken.

However, this particular design holds back the character. Megaman's combo game requires time and preparation to get decent percentages. Compared to other fighters who deal the same damage with fewer moves, it takes a lot of work for him to maintain his momentum. Players like Peabnut get great results with Megaman, but it's always a challenge to work with his lower damage output.


7 chrome

Glass Roy

Upon release, it was discussed that Chrom was a better swordsman than Roy. The main differences between the two concern damage, elemental attacks, combo routes and up-special. Like his daughter, Chrom's attacks deal constant damage. At launch he had a strong presence in the competitive scene.

As the meta evolved, Chrom struggled to evade players' improved edge guarding tools. Unlike Roy, his options for recovery are limited. Although he has the same up special as Ike, he has no hitbox to cover above him, leaving him defenseless. He cannot risk being disadvantaged, even if he pushes for his own advantage. This mystery detracts from the character's potential.


6 Bowser

Koopa Grappler

Bowser is one of the better heavies in the game. His damage output relies on his minimal combo routes, including his neutral special Flame Breath. He can do a lot of damage with his air attacks and smash attacks and can also take a beating.

Over time, players perfect their combos more and more consistently. A big heavyweight like Bowser makes it easy to chain each attack together effectively. When disadvantaged, he has few options, leaving him vulnerable to off-stage juggling and attacks. The Bowser main cast continues to represent King Koopa, but combo-focused characters and DLC make it difficult for him to take advantage.


5 Lucina

Swordsman from Neutral

Most players will agree that Lucina is better than Marth. Her downward tilt and aerial attacks are great for hitting her targets from long range. Her quick walking speed helps her maneuver carefully on stage, while her floating aerial movement allows her to linger a little longer off stage. She needs some patience, but can apply pressure towards her goals if necessary.

Lucina's biggest drawback that has hurt her position in the meta is her very normal fighting style. Her victory condition requires her to put her opponents at a disadvantage. With a smaller sword, she relies on her opponent to use risky attacks to punish her. When faced with opponents with more speed, range, and zoning, it is difficult for her to defeat them.


4 Olimar

Little explorer

Olimar was a sleeper threat in earlier years of competition. Its design allows control of different types of Pikmin with elements such as fire and electricity. Some even have advantages, like the yellow Pikmin's longer reach and the blue Pikmin's stronger throw. This allows him to adapt to his needs, whether he needs a Pikmin with better range or damage power. Players like Shuton showed his potential early on in several tournaments, including Umebura SP and Frostbite 2019.

The character is still strong, but his dependence on Pikmin is his biggest flaw. If the Pikmin dies, Olimar is forced to pluck more, which can only be done on the ground. When he's in the air without Pikmin, he's at a huge disadvantage. He requires an active Pikmin as he only has 5 weak unarmed attacks. Due to its light weight, any mistake could result in it being thrown fatally into the air.


3 Idea

Freshest Woomy

Inkling was the most hyped newcomer to the current squad. At launch, the character showed off his fantastic neutral, safe air attacks, small hurtboxes and damage combos. Her attacks include weapons from her home series: Splattershot, Blaster, Splatbombs, Inkbrush and Roller. Cosmos was one of the best Inklings, achieving high placings in previous tournaments such as Umebura Japan Major 2019 and Smash Ultimate Summit.

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What hurt Inkling's competitive presence is their straightforward design. This character is limited by his combo routes and pressure game. Players began to notice the character's flat stance, which made it easy for opponents to react and dodge. Players have also improved their spacing, making it riskier for Inkling to block any blunt attacks. The character is still great with his moves, but he has a hard time avoiding choreographing his mix-ups.


2 Pichu

The spark of good

Pichu is a returning veteran with a dominant presence in early competition. The community took him much more seriously upon release, thanks to his improved mobility and bait-and-punish gameplay. Although some of his moves cause self-damage, they were worth it, especially his forward tilt. Players like Void would secure great placings in tournaments like Genesis 6.

Surprisingly, Pichu was short-lived after several nerfs. Not only was his hitbox larger, but his best tools were also weaker and more punishing. Each self-damage attack increased exponentially, making Whiffs more committed and risky. It was already difficult for Pichu to control his damage percentage, especially with his lighter weight. He must be careful when reaching the early KO percentage, especially against characters that cause large explosions or damage.


1 Shulk

Technical potential

At launch, Shulk was discussed as one of the top-of-the-line sleepers. What made his ranking controversial is his broken neutral special, Monado Arts. He can adapt to any situation, but this potential comes at a price: Shulk's high technique and his artistic disadvantages. Each timed art grants different buffs and debuffs. He relies on knowing when to use which available art during the game. Wasting an art will greatly limit its opportunities for advantage.


What's worse is another Xenoblade Chronicles Representative who has a similar mechanic with lower risks. Its complicated, risky design caused some players to prefer the simpler character. Top players like Kome still place high in tournaments like Umebura SP 11. Shulk still has the potential to be good, but his advanced skills don't make the effort seem worth it.

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