Fighters that got worse in the Super Smash Bros Ultimate Meta

Key recommendations

  • 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 late attacks and limited options.
  • Lucina, Olimar, and Pichu underwent changes in the meta due to predictable playstyles and nerfs that affected their competitive presence.



Current meta in Super Smash Bros Ultimate it is very different compared to its release version. While there were some subpars, there were several fighters who showed their top potential. At the time, the game was still new, with characters still hiding their untapped prowess.

While some characters felt hyped and powerful at launch, they are not the same in the current meta. Players now improve their advantage states by making fewer errors during edge defense, juggling and spacing attacks. The tournaments are still vibrant with many fighters, although some characters are not as prevalent compared to the early years. This is due to an improved player base, stronger counter strategies, DLC, balance changes and other issues. These fighters still have potential, but are becoming less and 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 both on the ground and in the air. They are equipped with several projectiles to keep their enemies at bay, including the holy cross, ax, and holy fire. They excelled at chasing down opponents, especially with networks like T3 Dom.

As the meta progressed, Belmont's flaws became more apparent. While their attacks still had range, they were laggy and specific with coverage. The experience helped players recognize their setups before timing their moves around holy projectiles. With their limited options at close range, it only takes one mistake for hunters to lose their advantage. As players get better at protecting the rim, it becomes more difficult for the Belmonts to recover. They weren't the best set up once DLC characters like Byleth, Sephiroth, and Min Min entered the fray. Hunters still have one of the best traps in the game, but they have to work hard to get that edge.


9 Ike

Former broken swordsman

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

As the game developed, however, Ike didn't improve much. Players came to understand his main strategy, which allowed them to counter by reacting to his choreographed attacks. His speed is below par, hindering him against running and zoning characters. It didn't help that several DLC characters had better arranged tools, pushing the slow swordsman. Despite its drop in the tier list, Ike's mainstays like Ravenking are still in contention.


8 Megaman

Robotic zoner

Megaman excels at mid-range with his projectile-based moves such as mid-air missile strike, shock pellets, neutral-special blade, and mid-air wind. His few melee attacks pack a lot of punch, especially his powerful upward-slanting shoryuken.

However, this dedicated design retains the character. Megaman's combo game takes time and setup to deliver decent percentages. It takes 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 it's always a challenge to work with his lower damage.


7 chromium

Glass Roy

Upon release, Chrom was debated as a better swordsman than Roy. The major differences between the two involve damage, elemental attacks, combo routes, and up-specials. Like his daughter, Chrom's attacks deal consistent damage. It had a strong presence on the competitive scene at launch.

As the meta evolved, Chrom had difficulty avoiding players' improved edge protection tools. Unlike Roy, his recovery options are limited. Despite having the same up-special as Ike, he has no hitbox to cover on top of him, leaving him defenseless. He cannot risk being disadvantaged, even if he pushes for his own advantage. This conundrum diminishes the character's potential.


6 Bowser

Koopa Grappler

Bowser is one of the best heavies in the game. His damage output carries his minimal combo routes, including his neutral flame breath special. He can deal a lot of damage with his aerials and destroy attacks while taking a lot as well.

As time goes on, players perfect their combos more consistently. A big heavyweight like Bowser makes it easy to connect any attack effectively. He has few options during the downside, leaving him exposed to juggles and offstage attacks. Bowser's grid continues to feature King Koopa, but the combo-oriented characters and DLC make it difficult for them to take advantage.


5 Lucina

Swordsman of the Neutral

Most of the player base will confirm that Lucina is better than Marth. Tilt down and aerials are great at pushing their targets a good distance away. Her fast walking speed helps her maneuver carefully on stage, while her air levitation lets her linger a bit longer off stage. He needs a little patience, but he can press his targets when necessary.

Lucina's major drawback, which has hurt her position in the meta, is her very standard fighting style. Her win condition forces her to put her opponents at a disadvantage. With a smaller sword, she relies on her opponent to make risky attacks to punish. When facing enemies with more speed, range, and zoning, he is hard to outrun.


4 Olimar

Little Explorer

Olimar was a sleeper threat in previous competitive years. Its design allows control over different types of Pikmin with elements such as fire and electricity. Some even have benefits, such as yellow Pikmin's longer range and 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 have shown their potential at the start of several tournaments such as Umebura SP and Frostbite 2019.

The character is still strong, but his reliance on Pikmin is his biggest flaw. If the Pikmin die, Olimar is forced to spawn more, which can only be done on the ground. If he's in the air without Pikmin, he's at a big disadvantage. He must have an active Pikmin as he only has 5 weak unarmed attacks. Its light weight means that any mistake can lead to its fatal launch.


3 Inkling

The freshest Woomy

Inkling was the most excited newcomer to join the current roster. At launch, the character showed off his fantastic neutral safe aerials, small hurtbox and damaging combo. Their attacks include weapons from their home series: splattershot, blaster, splatbombs, inkbrush, and rollers. Cosmos has been one of the best Inklings to place high in previous tournaments such as Umebura Japan Major 2019 and Smash Ultimate Summit.

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What has reduced Inkling's competitive presence is their simple design. This character is limited by his combo routes and pressure game. Players began to recognize shallow character builds, making it easier for opponents to react and dodge. Players have also improved their range, making it risky for the Inkling to sniff out any attack. The character is still great with their moves, but they have a hard time avoiding choreographing their confusions.


2 Pichu

Spark of Good

Pichu is a returning veteran with a dominant presence in the early competition. The community took it much more seriously upon release due to its improved mobility and bait-and-punish gameplay. Although some of his moves cause self-harm, their rewards were worth it, especially his forward tilt. Players like Void would earn great spots in tournaments like Genesis 6.

Shockingly, Pichu's was short lived after several nerfs. Not only was his hitbox bigger, but his best tools were also weaker and more punishing. Each attack of self-harm increased exponentially, making the poofs more serious and risky. It was already hard for Pichu to handle his damage percentage, especially with his lighter weight. He needs to be cautious as he gets close to early KO percentage, especially against characters that deal high burst or damage.


1 Shulk

Technical potential

Upon release, Shulk was debated as one of the upper tiers of the bedroom. What made his placement questionable is his neutral special, Monado Arts. He can adapt to any situation, but this amount of potential comes at a great cost: Shulk's high technique and artistic drawbacks. Each limited time art provides different perks and debuffs. It relies on knowing when to use the available art throughout the match. Wasting an art will greatly hinder its advantage opportunities.


What's worse is something else Xenoblade Chronicles representative having a similar mechanic at lower risks. His complicated and risky design made some players prefer the lighter character. Top players like Kome still reach high places in tournaments like Umebura SP 11. Shulk still has the potential to be good, but his advanced features make it not worth the effort.

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