Fighters that got worse in the Super Smash Bros Ultimate Meta

Key things

  • The meta in Smash Ultimate has evolved with improved players and strategies, making early hype characters less prevalent.
  • Belmonts and Ike showed potential at launch, but faced weaknesses as players adjusted to their laggy offense and limited options.
  • Lucina, Olimar, and Pichu have undergone changes in the meta due to their predictable playstyles and nerfs affecting their competitive presence.



Current meta in Super Smash Bros Ultimate it is very different compared to its launch version. While there were some lows, there were a few fighters who showed their peak potential. At the time, the game was still new with characters still hiding their unused prowess.

While some characters felt buff and powerful at launch, they just aren't the same in the current meta. Now players improve their strengths, making fewer mistakes in guarding edges, juggling and spacing attacks. Tournaments are still alive with many fighters, although some characters are not as widespread compared to the first years. This is due to the improving player base, stronger counter strategies, DLC, balance changes and other issues. These fighters still have potential, but are becoming less relevant in the meta.


10 The Belmonts

Perfectly flawed hunters

Simon and Richter were well known for their demonic launch range, whipping long distances on the ground and in the air. They are equipped with several projectiles to keep their enemies at bay, including the holy cross, axe, and holy fire. They excelled at pushing opponents away, especially with majors like T3 Dom.

As the meta progressed, the Belmonts' shortcomings became more apparent. While their attacks still had range, they were delayed and specific with coverage. Experience helped players recognize their setup before timing their movement around holy projectiles. With their limited close-range options, it only takes one mistake for the hunters to lose their advantage. As players improve at guarding the rim, it becomes more difficult for the Belmonts to recover. Once DLC characters like Byleth, Sephiroth, and Min Min entered the fray, they weren't the best cast. Hunters still have one of the best ledge traps in the game, but they have to work hard to get that advantage.


9 Ike

Former arrested swordsman

At the start, Ike was a fantastic heavy swordsman who emphasized strength. His neutral air and front air were his best neutral tools. He could effectively KO opponents with back-air, up-air, forward-tilt, up-special and more.

However, as the game progressed, Ike didn't improve much. Players understood his main strategy, which allowed them to counter by reacting to his choreographed attacks. His speed is below average, which hinders him against runaways and zone characters. It didn't help that more DLC characters had tools with better range, pushing the slow swordsman away. Despite his drop in the tier list, Ike's mains as Ravenking are still in contention.


8 Mega Man

Robotic Zoner

Megaman excels at mid-range with his projectile-based moves, such as his missile strike down through the air, stab pellets, neutral special blade, and wind up. His few melee attacks are very impressive, especially his powerful up-tilted shoryuken.

However, this reserved design holds the figure back. Megaman's combo game takes time and setup to dish out decent percentages. It gives him a lot of work to maintain his momentum compared to other fighters who do the same damage with fewer moves. Players like Peabnut have great results with Megaman, but his lower damage is always a problem to work with.


7 Chrome

Glass Roy

At launch, Chrom was discussed as a better swordsman than Roy. The main differences between the two include damage, elemental attacks, combo paths, and up-specials. Like his daughter, Chrom's attacks deal consistent damage. At launch, it had a strong presence on the competitive scene.

As the meta evolved, Chrom had trouble avoiding players' improved edge protection tools. Unlike Roy, his recovery options are limited. Despite having the same special as Ike, he has no hitbox above him, making him defenseless. He cannot risk being at a disadvantage even as he pursues his own advantage. This puzzle lowers the character's potential.


6 Bowser

Koopa Grappler

Bowser is one of the best heavy machines in the game. His damage output carries his minimal combo paths, including his neutral special flame breath. He can dish out a lot of damage with his aerials and smash attacks while also carrying a lot.

As time progresses, players refine their combos more consistently. A big heavyweight like Bowser makes it easy to chain any attack together effectively. On the downside, he has few options, leaving him vulnerable to juggling and off-stage attacks. Bowser mains continues to stand in for King Koopa, but combo-oriented characters and DLC make it difficult for him to use this advantage.


5 Grassland

Swordsman of the Neutral

Most of the player base will attest that Lucina is better than Marth. Her down tilt and aerials are great for pushing targets at a good distance. Her fast walking speed helps her maneuver around the stage with care, while her floating air drift allows her to linger a bit longer off the stage. Requires a little patience, but can push his goals when necessary.

Lucina's main drawback that has hurt her position in the meta is her very standard fighting style. Her winning status requires her to put her opponents at a disadvantage. With a smaller sword, she relies on her opponent making risky attacks to punish her. When facing enemies with greater speed, range, and zoning, she finds it difficult to outplay them.


4 Olimar

Little explorer

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

The character is still strong, but his reliance on Pikmin is his biggest flaw. If a Pikmin dies, Olimar is forced to pluck another one, which can only be done on the ground. If he's in the air without Pikmin, he's at a big disadvantage. He needs to have Pikmin active because he only has 5 weak unarmed attacks. Its light weight means that any mistake can result in it being fired fatally.


3 A hunch

The freshest Woomy

Inkling was the biggest newcomer to join the current roster. At launch, the character showed off his fantastic neutral, safe aerials, small hurt boxes, and damaging combos. Their attacks include weapons from their home series: splattershot, blaster, splatbombs, inkbrush and roller. Cosmos has been one of the top Inklings to place high in earlier tournaments such as Umebura Japan Major 2019 and Smash Ultimate Summit.

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What has reduced the Inkling's competitive presence is their straightforward design. This character is limited by his combo paths and pressure play. Players began to recognize the shallow character setup, making it easy for opponents to react and dodge. Players also improved their spacing, making it risky for the Inkling to fumble any silly attacks. The character is still great with their moves, but it's hard for them to avoid choreographing their plots.


2 Pichu

A spark of goodness

Pichu is a returning veteran with a dominant presence early in the contest. The community took him much more seriously at launch, thanks to his improved mobility and bait-and-punish gameplay. Although some of his moves cause self-damage, their rewards were worth it, especially his forward tilt. Players like Void would get great placements in tournaments like Genesis 6.

Shockingly, Pichu was short lived after a few nerfs. Not only was his hitbox bigger, but his best tools were also weaker and more punishing. Each attack of self-damage increased exponentially, making the whiffs more involved and risky. Pichu's damage percentage was already hard to handle, especially with his lower weight. He has to be careful as he gets close to starting KO percentages, especially against characters that deal a lot of burst or damage.


1 Shulk

Technical potential

At launch, Shulk was discussed as one of the top level frets. What made his tier placement moot is his broken neutral special, Monado Arts. He can adapt to any situation, but this amount of potential comes at a great price: Shulk's high technical and artistic disadvantages. Each limited art provides different buffs and debuffs. It relies on knowing when to use what available arts during a match. Wasting an art will greatly limit its opportunities to gain benefits.


What's worse is another Xenoblade Chronicles rep with a similar lower risk mechanic. His complicated, risky design caused some players to prefer a 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 features make the effort not worth it.

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