Every Weakness For Top Tiers In Super Smash Bros Ultimate

Every Weakness For Top Tiers In Super Smash Bros Ultimate
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Summary

  • Top-tier characters in Super Smash Bros Ultimate have clear drawbacks but still reign in the meta.
  • Varied strengths and weaknesses among top characters make pinpointing weaknesses in serious matches satisfying.
  • Characters like Peach, ROB, and Mr. Game & Watch have specific vulnerabilities despite their top-tier status.

The hardest hurdles to overcome in fighting games are top-tier characters. Super Smash Bros is no exception with how broken some have been in previous games. It gets frustrating to face them since their toolkits give off little weakness, especially when the characters seem to be playing their games rather than Super Smash Bros.

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Super Smash Bros Ultimate still has those dominating fighters reign in the current meta, though they aren’t as broken. Despite their high strengths, there are clear drawbacks that break their usual game plans. Sometimes it’s straightforward like their weaker options during disadvantage while others involve their own strengths backfiring. Since they are top tiers, it isn’t easy to pinpoint their weakness in a serious match, but it’s pretty satisfying to accomplish, especially with the low tiers.

10

Joker

Need For Power

Joker has a consistent presence in the meta, though isn’t the easiest to control. His tool kit is fantastic, though his attacks’ shorter range rarely win against disjointed attacks. It’s required for him to rack up damage with his weaker output since his lighter weight can’t handle much damage. He’s also pretty vulnerable to safe attacks when shielding since his out-of-shield options are pretty slow.

His only savior during combat is Arsene, though this powerup isn’t always beneficial. There’s a chance for Joker to halt in the air to summon his persona when his rebel meter is full, which hinders the user from harsh punishments. Since his meter exponentially fills, there’s no way for Joker to control his rebellious urges. This also changes his versatile up-special to a more predictable, laggier special.

9

Diddy

Potassium Overdrive

Diddy Kong is the faster relative of Donkey Kong who drives his opponent’s bananas with his strong item play. He can pull out a banana for combos, though only one can be out on stage. He also needs space to retrieve his item, which can give opponents time to punish him or catch his banana.

Without the banana, Diddy Kong is more prone to trades since he has no disjointed moves. He has great speed to make true combos, though none of his attacks are strong enough to randomly KO at low percentages like Donkey Kong.

8

Fox

Light Speed

Fox has been a consistently strong contender in the evolving meta due to his quick speed and safe attacks. It’s almost impossible to catch him during neutral, though one combo can prove fatal since he’s one of the top 5 lightest fighters in the game. His great fall speed worsens his disadvantage since he’s vulnerable to drag-down attacks and grab combos.

Out of his entire moveset, his specials are the worst compared to his exceptional normal attacks. Down special is his best versatile special since it’s quick, unlike his other situational specials. He can return to the stage from many ranges, though they’re very predictable for the opponent to figure out and punish.

7

Peach & Daisy

Advanced Royalty

Peach is the most technical top tier with her moveset. She isn’t played like other fighters due to her dependence on float. Her combos require advanced techniques with float and item cancels to gain good damage. If done correctly, it’s impossible to escape her royal domination. That’s only if the user can pull it off, which is one of the hardest to learn. There’s also the need for her turnips, which are randomly pulled with different stats and other items.

She’s fantastic in the air with her lingering floatiness and safe aerials, though her ground attacks aren’t as impressive. Her attacks aren’t disjointed like a swordsman, giving her trouble against ranged opponents.

6

ROB

Weighty Mech

ROB is consistently known as the better heavy fighter due to his versatile play style combined with his projectiles and close-range attacks. It is harder to punish him when defending his quick rotor attacks, but a lot of his ignition attacks and projectiles are slower and laggy, especially when improperly spaced and staled. ROB’s bigger size makes it even harder for him to escape from combos.

One of ROB’s best traits is his disadvantage since his recovery special lets him counterattack during the animation. He can’t use his special limitlessly due to his fuel usage, forcing him to prioritize recovering on lower fuels. When seeing his fuel tank red on his spine, keeping him offstage proves a greater issue for the robot.

5

Aegis

Paired Issues

The Aegis is seen as the most competitively viable swordsman that can take many matchups solo. What the two fighters share in common is their disadvantage since their recovery angles are extremely linear and predictable. Some strange launch angles like Kazuya’s Gates of Hell are their kryptonite. They cover each other’s weaknesses through their switch, but not simultaneously.

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Mythra is strong with linking attacks for combos and building their momentum, but her sword isn’t as disjointed or safe when spaced improperly. While she can use foresight to avoid too much damage, her tool can backfire when used offstage. Pyra helps to counterbalance her other’s weakness with her greater sword range and heavier weight, but losing foresight with a heavier weight makes her more susceptible to combo routes.

4

Snake

Explosive Consequences

Snake has one of the best close-quarter combat with his physical attacks providing such large coverage, especially in the air. They aren’t safe when spaced and don’t always protect his heavier size from combos unless he uses his frame one neutral special, grenades. They provide great benefits for any situation, though they pose consequences for the soldier.

He’s limited to two grenades on stage which anyone can catch and throw. Even smaller or crouching characters can easily dodge the thrown explosives. He is prone to grab attacks since he needs to drop grenades after pulling the pin. Though his neutral special and down special can put so much pressure on the opponent, they also pressure the user as well when they forget or miscalculate. His heavier weight and diminishing shield can only let him survive explosives so much at higher percents.

3

Mr. Game and Watch

Old School

Mr. Game & Watch is one of the most aggravating fighters to face with his abnormally large attacks. His aerial moves are contested as one of the best in the game from their great coverage and viable usages. His ground game isn’t much better as some attacks are situational like his down tilt not hitting aerial opponents.

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He has to play annoying since he’s the top 3 lightest character in the game, making any mistake very fatal for him. This fragile trait forces the character to turtle defensively and use his out-of-shield options to start combos and juggle. This tactic plays decently well until players start incorporating tomahawk grabs and shield breaks.

2

Sonic

Too Quick

Sonic is close to being the absolute best for such an obvious reason. Having the fastest speed makes it very hard for human reaction, including the user. While he can easily take neutral in a flash, the user needs to react to anything that occurs in the small burst moment. It can take him multiple interactions to rack up damage since his attacks aren’t as strong as Ganondorf’s sword.

There’s also his specials which are rewarding to an extent. Careless use like missing the target can greatly backfire like his neutral special’s insane lag when hitting the ground. His spin dash and spin-charge are his best neutral tools, though their hitboxes are smaller than they appear while being a bit slower in the air. They’re recognizable based on Sonic’s charge and windup noise during the animation, letting any target reverse the situation with a simple grab.

1

Steve

Blocked Limitations

Steve is debated as the best with his dominating reign being compared to previous iterations of Bayonetta and Meta Knight. Unlike those two terrifying characters, Steve possesses several exploitable weak points like the stage picks. Different stages can affect his mining rate and gained materials. Softer stages like Final Destination give him faster materials and a shovel while harder stages like Kalos Pokemon League slow down his material rate and make him use his pickaxe.

Steve’s attacks mainly rely on durability and his resource meter. When one of his tools breaks, he’s forced to repair it at his crafting table like his handy dandy pickaxe. Aggressive pressure forces Steve to focus on retaliating rather than mining and repairing his gear. While Steve’s best tools involve iron, they aren’t the quickest for him to resupply. Once he runs out of iron, his disadvantage state is present since he has no anvil or minecart to protect him.

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