Super Smash Bros Ultimate features a growing roster of more than 80 fighters in the game. The DLCs are expanding the character roster; as a result, new fighters have been added every year since 2018. The growing library of characters is the reason for diversity in playstyle, gameplay value, and overall game appeal.
Moreover, not all fighters play out the same, so we have curated the SSBU tier list or Smash Bros Ultimate tier list to categorize the fighters based on their performance in the game.
- For an added punch of playstyle versatility and fantastic gameplay value, Smash Ultimate packs you more than 80 unlockable units.
- The ranking of all Smash Ultimate heroes closely depends upon all-around strength and balance showcased at different instances in the competition.
- Peach (Daisy), Zero Suit Samus, Palutenia, Pikachu, Joker, Pokémon Trainer, and Pyra & Mythra are currently the best Smash Ultimate you can use.
- These playing units foster undemanding learning curves while still pulling perfect shows of fighting mightiness.
- In comparison, Ganondorf, Incineroar, Isabelle, King Dedede, Lucario, Little Mac, and Dr. Mario are characters that are very hard to get the hang of.
- Mastering low-ranked Smash Ultimate heroes is definitely not worth the output performance; therefore, choose wisely.
Here are our picks:
Smash Ultimate Tier List Fighters Ranking Table | |
Tiers | Fighters |
S-Tier | Peach (Daisy), Zero Suit Samus, Palutenia, Pikachu, Joker, Pokémon Trainer, Pyra & Mythra, Snake, Mario, Wolf, Wario, Shulk, R.O.B, Lucina, Mr. Game & Watch, Pac-Man, Roy, Sephiroth, Min Min |
A-Tier | Young Link, Inkling, Chrom, Fox, Sonic, Olimar, Greninja, Ness, Cloud, Diddy Kong, Captain Falcon, Yoshi, Mega Man, Steve, Terry, Link, Ken, Pichu, Sora |
B-Tier | Ike, Falco, Bowser, Samus (Dark Samus), Sheik, Wii Fit Trainer, Ryu, Hero, Kazuya, Luigi, Byleth, Marth, Toon Link, Mii Brawler, Rosalina & Luma, Duck Hunt, Bayonetta, Banjo & Kazooie, Corrin, Lucas, Zelda, Villager, Robin, Mewtwo, Meta Knight, Ice Climbers, Mii Gunner |
C-Tier | Piranha Plant, Mii Swordfighter, Ridley, Simon (Richter), Bowser Jr, Jigglypuff, Kirby, Donkey Kong, King K. Rool |
D-Tier | Ganondorf, Incineroar, Isabelle, King Dedede, Lucario, Little Mac, Dr. Mario |
The five tiers we choose to categorize the game’s vast character pool are based on how we think each character fits into a respective tier. We spent a reasonable amount of time with each fighter, and this tier ranking reflects a blend of our perception and experience about each character.
Regarding ranking Super Smash Bros Ultimate fighters, we understand that everyone’s viewpoint differs. That is why the tier ranking we’ve put up is entirely based on our taste and experience and is not up for discussion or criticism.
Check out the stats below for this tier list:
Character | Neutral Attack | Neutral Special | Final Smash | Forward Smash | Forward Throw |
---|---|---|---|---|---|
Peach (Daisy) | 2% (Royal Slap), 3% (Trip Slap) | 3.5% (Per Hit) | 30% (Close), 20% (Mid), 10% (Far) | 18% (Frying Pan) | 2% (Hit 1), 8% (Throw) |
Zero Suit Samus | 1.5% (Level Chop), 1.5% (Gun Hook), 3% (Back Knuckle) | 4 - 6% | 1.2/1.6% (Laser Loop), 20/25% (Final Burst) | 5% (hit 1), 11% (hit 2) | 5% (hit), 4% (throw) |
Palutena | 3% (Radiance), 0.6% (Glimmer), 3.5% (Glimmer Finish) | 3.5% (per shot) | 2.4% (hits 1-12), 12% (final) | 16% (base) | 9% |
Pikachu | 1.4% (Near), 1.2% (Mid), 1% (Far) | 6% (clean), 5% (mid), 4% (late), 4.8% (aerial) | 0.3% (First 6 hits), 1% (Initial hit), 1.5% (loop), 20% (launch) | 15% (Early), 18% (Clea n), 12% (late) | 2% (hits 1-5), 8% (Throw) |
Joker | 2%/0.7%, 1.5%/0.7%, 4%/3% | Gun: (5%-3%-1%), Gun Special: (6%-3%-1%), (2%-1.5%-1%), | 3% (Trapping Hit), 33.6% (Cinemat ic), 13% (Ending Screen) | 14%, 8% | 8% |
Pyra & Mythra | 3%, 2%, 5%, 0.6% (loop), 5% (last) | Uncharged: 3% (hits 1 and 2), 7% (hit 3) Charged: 4% (hits 1-3) | 12% (hit 1), 0.4% (hits 2-21), 14% (hit 2) | 20% | 3.5% (hit 1), 5.5% (throw) |
Snake | 2.5% (Jab), 2.5% (Straight), 6% (Rolling Sobat) | 0.9 - 4.25% (Grenade), 8.6 - 10.75% (Explosion) | 15% (Each Missile) | 22% | 9% |
Mario | 2.2% (Jab), 1.7% (Straight), 4% (Kick up) | 5% (Early), 4% (Late) | 2% (Early), 2.5% (Clean), 3% (Late) | 17.8% (Fire), 14.7% (Arm) | 8% |
Wolf | 2% (Snap Claw), 2% (Follow Claw), 4% (Wild scratch) | 7% (bayonet), 6%/8%/7% (blast close-far) | 3% (reticle), 35% (las ers), 10% (ending) | 15% | 5% (hit 1), 4% (throw) |
Wario | 5% (Fist), 7% (Jaw Smash) | 2.4% (each bite), 5% (throw),0.6% (se lf-heal), 13% (eating explosive) | 10% (tackle), 20.8%(successive hits; 1.3% each) | 20% | 8% (throw), 4% (collateral) |
Shulk | 2% (Straight), 1.5% (Side Kick), Upper Swing: 5% (Clean), 4.2% (Late) | Jump: 6s duration, 18s cooldown Speed: 8s duration, 16s cooldown Smash: 8s duration, 16s cooldown | 3% (hit 1), 2% (hits 2-12), 12% (hit 13 front oppone nts) | 5.5% (hit 1), 13%/11.5% (hit 2) | 3% (hit 1), 5% (throw) |
R.O.B | 3% | 7% (Uncharged Robo Beam) , 11.5% (Point-blank Robo Beam) | 1.2% (Homing lasers) , 1% (Laser loop) , 3% (Enlarged laser loop) | 15% (base) , 11.5% (m iddle) , 6% (tip) | 8% |
Lucina | 3.325% (Slash) | 8.575% (uncharged) , 23% (fully charged) | 60% | 15% | 4% |
Mr. Game & Watch | 3% (Greenhouse/Greenhouse (Barrage) | 5% (food) , 8% (frying pan) | 4.9% (grabbed) , 15% (body) , 30% (slam) | 14% (handle) , 18% (fla me) | 8% |
Pac-Man | 2% (Pac Hook) 2% (Pac-Counter Hook) 4% (Pac Upper Bite) | 4.3% (cherry) , 6% (strawberry) , 7.5% (orange) , 9.5% (apple) , 12% (melon) | 20% (yellow) , 28% (red) | 15% (sourspot) , 16% (sweetspot) | 8% |
Roy | 7.5% (Slash) | 6%-35% (uncharged) , 36%-50% (fully charged) | 1% (hits 1-10) , 35% (hit 11) | 20% (close) , 17% (mid) , 12% (far) | 5% |
Sephiroth | 2.50% | Flare: 3% (hit 1) , 10.5% (hit 2) , Megaflare: 3.5% (hit 1) , 3.7% (hits 2-5) , 9% | 7% (slash) , 10% (Supern ova) , 15% (ending) | 13.5%/20%/15% | 3% (hit 1) , 3% (throw) |
Min Min | 2.50% | 8% (Dragon) , 9.2% (Dragon Plus) , 11% (Megawatt) , 5%, 2.5% (Ring) (Ramram) | 10% (punch) , 0.8% (hits 1-18) , 15% (ending) | Dragon: 12% (close) , 16% (mid) , 13% (far) | 5% (hit 1) |
Young Link | 2% (Slash/Counter) 1.5% (Slash/Stab) 3.5% (Ilusion Slash) | 4% - 12% | 1% (trapping) , 3% (hits 1-14) , 2% (hit 15) | 6% (Sword Slice) , 12% (base), 10% (tip) | 3% (hit 1) , 3% (throw) |
Inkling | 2% (Chop/Combo Kick) 2% (Side Kick) 3.5% (Burst Shot) 0.4% (loop) | 0.3% (above ink tank line) , 0.2% (below ink tank line) | 1% (hits 1-32) , 8% (hit 33) | 16% (ink, bristles) , 14% (ink, handle) , 12% (no ink) | 5% (hit 1, ink) , 3% (hit 2) |
Chrom | 6.5% (Slash) | 8% (uncharged),50% (fully charged) ,10% recoil | 1% (dash),10% (hit 1),36 % (hit 2) | 18% | 5% |
Fox | 1.7% (Jab/Straight), 1% (Rapid Kick) | 3% (point-blank range),2% (mid- range),1.3% (long-range) | 3% (trapping hit),30% (lasers),10% (end) | 14% (clean),11% (late) | 4% (hit),3% (throw) |
Sonic | 2% | 7% - 20% | 12% (Chaos Emeralds) ,6% (ram),10% (launch) | 14% | 1% (hit 1),6% (throw) |
Olimar | 3% (arm), 4% (fist) | — | 10% (launch),10% (asce nt),0.1875% (Red Bulbor bs) | Red: 20.3% (clean),14% (mid),8.4% (late),Yellow: 14.5% | Red: 5.6%,Yellow: 7%, Blue: 11.9%,White: 7%, Purple: 7% |
Greninja | 2% (Palm Strike), 2% (Water Palm Heel), 3% (Water Cutter), 0.5% (loop) , 2% (last) | 3%-10.8% (uncharged),1.0% (fully charged looping hits),9% (fully charged final hit) | 6% (the mat),50% (Total in the attack after mat) | 14% | 3.5% (hit 1),4.5% (throw) |
Ness | 2% (Jab), 1.5% (Straight), 4% (Middle Kick) | 11% - 27% | 8% (per hit) | 18% (low),20% (mid),22% (tip),2× damage (reflected projectiles) | 11% |
Cloud | 2.5% (Kick), 2% (Combination Kick), 3.5% (Side Swing) | 8% (grounded clean),6% (grounded late),6.4% (aerial clean), | Omnislash: 1% (hit 1),3% (hit 2) 2.2% (hits 3-16),5% (hit 17),4% | 3% (hit 1),2% (hit 2 center), 3% (hit 2 hilt),4% (hit 2 tip), | 4% (hit 1),3% (throw) |
Diddy Kong | 2% (Right Flap), 1.5% (Left Flap), 4% (Foot Push) | 4.8%-13.8% (peanuts),3% (close range),23% (explosion) | 1% (startup loop),2% (per collisio n),20% (final hit),15% (collateral final hit) | 5% (hit 1),11%/9% (hit 2) | 9% |
Captain Falcon | 1.5% (Jab/Straight), 1.5% (Kneebutt), 5% (Mach Punch), 0.6% (loop) | 25% (grounded),28% (grounded reverse),22% (aerial) | 10% (hit 1),20% (hit 2),10% (thro w) | 20% | 3.5% (hit 1),4% (throw) |
Yoshi | 3% (Kick), 4% (Kick) | 7% | 1% (dash),4% (headbutt),30.428 571% (cutscene),13% (last hit) | 15.5% (sweetspot),14% (sourspot) | 9% |
Mega Man | 2% (shot),1% (buster) (Mega Buster) | 5% (spawn),3% (item throw) | 3% (init),41.2% (attack) | 11.5% - 14.95% | 8% |
Steve | None: 2.72% | — | 15% (trapping hit),45% (cutsce ne) | None: 12% | 3% (hit 1),6% (throw) |
Terry | 3% (Jab), 7% (High Kick) | 8% (tapped),9% (held),10% (aerial tapped),11% (aerial held) | 6% (Power Geysers 1 & 2),18% (Power Geyser 3),6% (Power D unk) | 18% | 10% |
Link | 3% (Morning Slash),3% (Counter Slash),4% (Slash Up) | 4% (uncharged),12% (fully charged) ,6% (uncharged, two arrows) | 35% | 7% (blade),14% (tip),5%- 13% (Sword Beam) | 3% (hit 1),2.5% (throw) |
Ken | 1.5% (Jab),5% (Body Blow) | 4.5%, 5%, 5.5% (Standard),5.625%, 6.25%, 6.875% (Input) | 1.2% (hits 1 - 13),13% (hit 14),1% (initial hit),3.2% (hits 1 - 4) | 16% (foot),12% (leg) | 9% |
Pichu | 1.2% (Headbutt) | 7% (short distance),6% (medium distance),5% (long distance),10% (air),0.7% recoil | 0.3% (6 hits during startup),1% (initial hit),1.6% (loop),21% (la unch | 2% (hits 1-5),8% (hit 6), 2% recoil | 1.5% (hits 1-4),6% (throw), 0.8% recoil |
Sora | 2.8%,2.6%,4.2% | Firaga: 5.6% (clean),5.2% (mid),4. 8% (late),Thundaga: 5.2% (each hit) | Firaga: 5.6% (clean),5.2% (mid), 4.8% (late),Thundaga: 5.2% (each hit) | 15.4% (clean),13.8% (late) | 5% (hit),3% (throw) |
Ike | 2.5% (Bash),2.5% (Thrust Kick), 7% (Swing Down) | 10% (uncharged),35%/28%/26% (fully charged, first pillar) | 5% (hit 1),3% (hit 2),2% (hits 3-1 5),5% (hit 16),4% (hit 17),10% (hit 18) | 19% (early, clean tip),22 % (clean blade) | 3.5% (hit 1),4% (throw) |
Falco | 1.5% (Wing Chop/Reverse Chop), 1.5% (Gyro Cutter),0.3% (loop), 3% (last) (Finish Kick) | 3% | 3% (trapping hit),30% (Arwings), 10% (end) | 16% (clean),12% (late) | 4% (hit),3% (throw) |
Bowser | 4% (Koopa Palm Strike),7% (Koopa Pursuit Attack) | 1.8% (loop) | 40% | 23% (clean feet),20% (clean body) | 12% |
Samus (Dark Samus) | 3% (Straight),8% (Cannon Hammer) | 5% (uncharged),28% (fully charged) | 1% (charge loop),0.5% (fringe loop),1.5% (thruster, main loop) | 13% (Arm Cannon),15% (blast) | 10% |
Sheik | 2% (Kodachi/Reverse Kodachi),1.6% (Piercing Strikes),0.3% (loop), 2% (last) (Piercing Strikes Finish) | 1.5% (per needle, close),0.8% (per needle, far) | 1% (dashing hit),2% (first hit),3% (hits 1, 2, 4-6, 8-10, 12, 13),2% (hits 3, 7, 11, 14),12% (final) | 5% (hit 1),8% (hit 2) | 5% (hit),2% (throw) |
Wii Fit Trainer | 2% (Sideways Leg Lift),2% (Single Leg Twist),3% (Lunge) | 5% (uncharged),21% (fully charged) | 2%/2.2%/2.5%/3% (medium silhouettes; based on position), 12% (large silhouette) | 15.5% (arms),14% (body) | 3% (hit 1),7% (throw) |
Ryu | 1.5% (Jab/Body Blow),1.5% (Body Blow),5% (Hook Mawashi Geri),10% (held-far), 12% (held-close) | Standard: 9%, 9.5%, 10%,Input: 10.8%, 11.4%, 12%,Shakunetsu Hadoken: 1.1% (hits 1-4), 9.3% (hit 5) | Shin Shoryuken: 1% (initial hit), 10% (hits 1 and 2), 20% (last hit) | 16% (leg),17.5% (foot) | 9% |
Hero | 3%,3%,4% | Frizz: 9%, 6% (late),Frizzle: 9% (hits 1-2),Kafrizz: 19% (hit 1) | 7% (trapping hit),33% (cinematic) | 18% (blade), 16% (body), 36% (Critical Hit blade), 32% (Critical Hit body) | 7% |
Kazuya | (Flash Punch Combo/10 Hit Combo), 3%, 3%, 2%, 9%, 3%, 3%, 4%, 1.5%, | 11% (ground),12% (ground upward s),10% (ground downwards),10% (air),11% (air upwards),9% (air downwards) | 8% (init),2% (center first hit),0.8% (fanning loop hit),1.2%/1%/0.8%/0 .6% | 26% (fist),23% (arm) | 5% (hits 1-2),2% (throw) |
Luigi | 2% (Jab),2% (Straight),4% (Rump T hrust) | 6% (clean),5% (late) | 30.1% (maximum captured),10% (ejection) | 9% | N/A |
Byleth | 1.5%, 2%, 4.5%, 0.4% (loop), 3.5% (last) | 12% (normal),29% (fully charged) | 10% (lash),20% (shockwave),15% (ending) | 19.5% (tip),13% (shaft) | 3% (hit),3% (throw) |
Marth | 3%/5% (Slash),4%/6% (Combination Slash) | 8%/9% (uncharged),22%/24% (fully charged) | 60% | 9% | 13%/18% |
Toon Link | 2% (Slash),2% (Counter Slash),4% (Stab) | 4% (uncharged),12% (fully charged) | 1% (trapping),2.8% (hits 1-14),2% (hit 15),14% (final) | 9% | 14% |
Mii Brawler | 1.8% (Feint Hook, Feint Combo),1% (Hundred Rending Punch) | Shot Put:,15% (no bounce), 11.25% (first bounce), 8.4% (second bounce) | 56.40% | 9% | |
Rosalina & Luma | (Flash 1),Rosalina: 2%,Luma: 1%,(Flash 2),Rosalina: 2%,Luma: 1%,(Flash 3) | 5% (uncharged),16% (fully charged) | 1% (loop),12% (explosion) | 9% | Rosalina: 12%,Luma: 7% (fist),5% (body) |
Duck Hunt | 1.5% (Scratch/Headbutt),1.5% (Double- Footed Kick),5% (Woodpecker Rush) | 10% (explosion), 1.8% (shots), 1.8%-4.4% (contact) | 5% (flock of ducks), 10% (gunmen's initial shots), 24% (gunmen's final shots), 6% (ending) | 9% | 4% (hits 1 and 2),9% (hit 3) |
Bayonetta | 1.4% (Bullet Punch/Combo Sweep),1.4% (Swing Up),2.2% (Phantom Rush) | 1.35% (uncharged),2.7% (charged) | 28% (Gomorrah), 13% (bonus spell),10% (end) | 9% | 14% (wrist),16% (fist) |
Banjo & Kazooie | 2.2% (Claw Swipe),2.2% (Claw Punch), 3.7% (Rat-a-Tat Rap) | 5.4%-3.8% (egg), 2.4% (Breegull Blaster hits 1-6), 1.6% (Breegull Blaster hits 7-12), 0.8% (Breegull Blaster hits 13+) | 10% (initial hit),54.3% (total) | 10% | 16% |
Corrin | (Pierce Thrust),2% (base), 2.5% (tip), (Hoshidan Scoop),2%,(Dragon Fang Storm) | 4% (shot, uncharged),11% (shot, fully charged),10% (bite, uncharged) | 7% (light pillars, base),2% (light pillars, tips),34% (whirlpool) | 9% | 0.5% (charging loop), 11% (spear base) |
Lucas | 2.5% (Short Kick),1.5% (Reverse Kick), 3.5% (Turning Kick) | 10% - 23% | 6.5%(Per Hit) | 9% | 14% (base),15% (tip), 1.5× (reflected projectiles) |
Zelda | (Short Flash/Rapid Flash),2.5% (hits 1-2) ,(Flash Finish),0.4% (loop), 3% (end) | 2% (hits 1-3),5% (hit 4, close),4% (hit 4, tip) 1.25× (reflected projectiles) | 7% (initial vacuum),3% (subsequent vacuum),60% (main) | 9% | 1% (hits 1-4),13% (hit 5) |
Villager | (Left Punch/Right Punch/Finish Punch):, 1% (loop), 2% (final hit) | 1.9× pocketed projectile | 45.5% (entire),10% (collateral loop), 15% (collateral explosion) | 9% | 15% (early),17% (clean) |
Robin | 2% (Right Chop),1.5% (Combination Chop),5% (Fire/Wind),0.9% (Elwind loop), 2% (Elwind final hit) (Wind Finish) | 5.5% (Thunder), 11% (Elthunder), 6% (Arcthunder, hit 1), 2.4% (Arcthunder, looping hits) | 2% (trapping hit),3% (initial hit),1.3% (hits 2-21),18% (final hit) | 9% | Bronze: 9.6%,Levin: 16% (clean),10% (late) |
Mewtwo | 3% (Dark Flash/Dark Flame),0.8% (loop), 2.5% (last) (Dark Finish) | 4% (uncharged),25% (fully charged) | 40% | 9% | 20% (blast),16% (arms) |
Meta Knight | 1% (loop), 2% (last) | 12% (clean), 8% (late) | 3% (trapping hit), 27.6% (flurry attac k), 10% (launch) | 16% | 6% (hit), 3% (throw) |
Ice Climbers | Right Sweep: 2% | 3.5-2.2% (ice chunks), 3.5% (hammers) | 13% (peak, rising), 11%/9%/7% (ice berg) | Leader: 12%, Partner: 9% | 3% (hit), 5% (throw) |
Mii Gunner | 1.7% (Jab), 1.7% (Spin Kick), 1% (cannon) , 4.5% (explosion) (Short fire) | Charge Blast: 4% (uncharged), 26% (fully charged) | 1.3% (mini laser loop), 1.8% (big la ser loop) | 1.7% (hits 1 - 6), 7.5% (hit 7) | 4% (punch), 3% (throw) |
Piranha Plant | 2.4%, 2.2%, 4.4%, 0.6% (loop), 3.4% (end) | 14% (held), 18% (thrown, early), 13% (thrown, late) | 4% (cage), 5% (high jump landing), 5% (fire, caged) | 19% (head), 15% (stem) | 3% (hit), 8% (throw) |
Mii Swordfighter | 3% (Front Slash), 3% (Counter Slash), 5% (Slash Up) | Gale Strike: 13% (clean), 11% (mid), 10% (late) | 1.8% (shockwave, close), 2.4% (shoc kwave, mid) | 14% (hilt), 15% (blade), 16% (tip) | 3% (kick), 3% (throw) |
Ridley | 2% (Scratch/Counter Scratch), 1.5% (Bite off), 5% (Thousand Needle) | 4.5%-5.6682692% (clean), 3.5%-4.40865 42% (late) | 15% (dash), 40% (cutscene), 15% (ending) | 20% | 9% |
Simon (Richter) | 2% (Short bash), 2% (Second Bash), 1.5% (spiked ball), 1% (chain) (Whip Rush) | 15% | 3% (trapping hit), 10% (final hit) | 18% (spiked ball), 16% (chain), 14% (chain, close) | 7% |
Bowser Jr | 2% (Clown Jab/Clown Hook), 2% (Clown Hundred Rending Punch | 10% (uncharged), 7% (uncharged late), 20% (fully charged), 14% (fully charged late) | 3% (paint), 5% (explosion) | 1% (hits 1-5), 11% (hit 6) | 3% (hit 1), 7% (throw) |
Jigglypuff | 3% (Jab), 3% (Continuous Jab) | 10% (minimally charged), 20% (fully charged) | 10% (hit 1), 25% (hit 2) | 16% (clean), 14% (late) | 5% (hit 1), 5% (throw) |
Kirby | 1.8% (Punch), 1.6% (Vulcan Jab), 0.2% (Loop), 3% (Last) | 10% (swallow), 6% (spit) | 3% (stun), 5% (hit 1), 2.5% (hits 2-9) , 16% (hit 10) | 15% (clean), 11% (late) | 5% |
Donkey Kong | 4% (Jab), 6% (Upper) | 10% (uncharged), 28% (tenth wind-up/fully charged grounded), 25% (tenth wind-up/fully charged aerial) | 12% (initial hit), 1.2% (rapid hits), 14% (final hit), 61.9% (maximum) | 22% (hands), 21% (arms) | 12% (forward, up), 13% (back), 11% (down) |
King K. Rool | 2.5% (Palm Slap), 2.5% (Snatch Claw), 7% (Sole Kick) | 13% (Kannonball), 12% (throw), 17% (relaun ched Kannonball) | 3% (stomp), 10% (tackle), 25% (energy beam), 10% (ending) | 19.95% (sweetspot), 17. 325% (close) 19% (sweet spot) | 10% (throw), 7% (collateral) |
Ganondorf | 11% | 30% (ground), 37% (ground reverse), 38% (aerial), 40% (aerial reverse) | 10% (greatswords), 45%/35% (charge) | 24% | 5% (hit 1), 8% (throw) |
Incineroar | 2.5% (Wide Chop), 2.8% (Kneebutt), 6.7% (Elbow Smash) | 17%/13% (clean hit 1), 12%/10% (late hit 1, hit 2), 11%/9% (hits 3-4), 10%/8% (hits 5-6) | 3% (start-up), 2% (initial grab), 7% (hit 1-4) | 16% (leg), 20% (foot) | 12% (throw), 4% (early), 6% (mid), 8% (late) |
Isabelle | 2% (Toy Hammer) | 1.9x Multiplier | 10% (collateral loop), 15% (collateral explosion), 50.5% (entirety) | 17% (clean), 8% (late) | 9% |
King Dedede | 2.5% (Quick Swing), 2.2% (Spinning Hammerhead), 0.5% (loop), 3% (last) (Battering Strike) | 12% (spit), 1.5× damage (reflected projectiles) | 8% (hit 1), 1.8% (missiles), 20% (hammer hit), 10% (last hit) | 16% (early hammerhead) , 25% (late hammerhead | 4% (hit 1), 6% (throw) |
Lucario | 2.5% (Sweep), 2% (Thrust), 3% (Kick Up) | 6.9%~17.2% (move), 0.6% (charge loop) | 0.8% (loop), 11.5% (final hit) | 16% (Clean), 13% (Late) | 5% (hit), 3% (throw) |
Little Mac | 1.5% (Left Jab), 1.5% (Right Hook), 5% (Rush), 0.5% (Loop), 3% (Last) | 12%/10%/8% (uncharged), 10%/8% (uncharg ed reversed), 30% (fully charged) | 3% (beginning), 2% (late beginning), 59% (entirety) | 20% (fist), 18% (arm) | 4% (hit), 4% (throw) |
Dr. Mario | 2.94% (Jab), 1.76% (Straight), 4.74% (Kick Up) | 5.88% (Early), 4.704% (Late) | 3.528%/3.7632%/3.9984%/4.2336% (front) | 17.2872% (electricity), 20.9328% (arm) | 9.41% |
S-Tier
All the fighters belonging to the S-ranking SSBU tier list are the absolute best in the game. Their learning curve is not difficult and is easy to master as well. Winning matches online and offline is not challenging while playing with these fighters in Super Smash Bros Ultimate.

Joker
Joker is by far the best character in Super Smash Bros Ultimate. His fighting style heavily relies on combos, and he has great mobility on the ground and reasonable aerial control. Moreover, Arsene gives his combos an advantage, which effectively increases Joker’s overall damage.
Neutral Attack | 2%/0.7% 1.5%/ 0.7% 4%/3% |
Dash Attack | 2% (hit 1) 6% (hit 2) |
Neutral Aerial | 7%/4% |
Neutral Special | Gun: (5%-3%-1%) (3%-0.8%) (3%) (4%-1.2%) Gun Special: (6%-3%-1%) (2%-1.5%-1%) (3%/1-0.8%-0.5%) (4.5%) (4%-1.2%) (1.6%-0.8%) |
Final Smash | 3% (Trapping Hit) 33.6% (Cinematic) 13% (Ending Screen) |
Edge Attack | 9% |
Forward Smash | 14% 8% |
Forward Throw | 8% |
Floor Attack | 7% |
Pummel | 1.3% |
Pikachu
Pikachu is another excellent fighter in the game. The most significant attribute about this fighter is that his hitbox is considerably small compared to other fighters falling in the same category. Pikachu is not easy to hit. Moreover, he has the best aerial recovery, giving him a more significant advantage to come back. Other than that, Pikachu has got fast ground speed, and his thunder jolt projectile is a pretty useful attack.
Neutral Attack | 1.4% (Near) 1.2% (Mid) 1% (Far) |
Dash Attack | 11% (Clean) 6% (Late) |
Neutral Aerial | 1.8% (hits 1-3) 3.5% (hit 4) |
Neutral Special | 6% (clean) 5% (mid) 4% (late) 4.8% (aerial) |
Final Smash | 0.3% (First 6 hits) 1% (Initial hit) 1.5% (loop) 20% (launch) |
Edge Attack | 9% |
Forward Smash | 15% (Early) 18% (CLEAN) 12% (late) |
Forward Throw | 2% (hits 1-5%) |
Floor Attack | 7% |
Pummel | 1% |
Palutenia
Palutenia is an excellent fighter for a zoning playstyle. It is because she has got fast air and dash speed. Moreover, Palutenia has also got fast aerial attacks with less landing lag, giving her more time to get out of invulnerable spots. Most of her attacks have great range and are very powerful.
Neutral Attack | 3% (Radiance) 0.6% (Glimmer) 3.5% (Glimmer Finish) |
Dash Attack | 11% (clean) 7% (late) |
Neutral Aerial | 1.4% (hits 1-6) 5.1% (hit 7) |
Neutral Special | 3.5% (per shot) |
Final Smash | 2.4% (hits 1-12) 12% (final) |
Edge Attack | 9% |
Forward Smash | 16% (base) 13% (tip) |
Forward Throw | 9% |
Floor Attack | 7% |
Pummel | 1.3% |
Zero Suit Samus
Zero Suit Samus is one of the fighters who possess excellent mobility in the Super Smash Bros Ultimate. Not only has she got a fast dash on the ground, but Zero Suit Samus has also got a fantastic aerial game as well. She can mix up her combos and have multiple KO setups. Her down smash and paralyzer are powerful and can stun/paralyze opponents, giving them enough time to land more combos.
Attack | 1.5% (Level Chop) 1.5% (Gun Hook) 3% (Back Knuckle) |
Dash Attack | 8% (clean) 5% (late) |
Neutral Aerial | 8% |
Neutral Special | 4 – 6% |
Final Smash | 1.2/1.6% (Laser Loop) 20/25% (Final Burst) |
Edge Attack | 9% |
Forward Smash | 5% (hit 1) 11% (hit 2) |
Forward Throw | 5% (hit) 4% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
Peach (Daisy)
Even though Peach has a slow fall and airspeed, she makes up for it in the combos and recovery department. Not only does she have a good set of combos on the ground, but Peach can also execute and mix up aerial combos. Her horizontal recovery and the ability to float sometimes become a lifesaver.
Neutral Attack | 2% (Royal Slap) 3% (Trip Slap) |
Dash Attack | 4% (hit 1) 6% (hit 2) |
Neutral Aerial | 13% (Clean) 6% (Late Arms) 5% (Late Body) |
Neutral Special | 3.5% (Per Hit) |
Final Smash | 30% (Close) 20% (Mid) 10% (Far) |
Edge Attack | 9% |
Forward Smash | 18% (Frying Pan) 15% (Golf Club) 13.5% (Tennis Racket) |
Forward Throw | 2% (Hit 1) 8% (Throw) |
Floor Attack | 7% |
Wolf
Wolf is another excellent fighter in the S-rank Smash Ultimate tier list. His blasters are one of the many reasons he is an ideal pick in the game. Wolf’s blasters fire a laser that has a long duration and lands a powerful attack. His blasters also deal a good amount of hit stun damage and can knock back opponents pretty quickly. Other than that, Wolf’s air game is by far the best in Super Smash Bros Ultimate.
Neutral Attack | 2% (Snap Claw) 2% (Follow Claw) 4% (Wild scratch) |
Dash Attack | 11% (clean) 8% (late) |
Neutral Aerial | 12% (clean) 8% (late) |
Neutral Special | 7% (bayonet), 6%/8%/7% (blast close-far) |
Final Smash | 3% (reticle), 35% (lasers), 10% (ending) |
Edge Attack | 9% |
Forward Smash | 15% |
Forward Throw | 5% (hit 1) 4% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
Mario
Mario is a very well-balanced fighter in the game when it comes to switching between offensive or defensive strategies on the fly in a fight. He is an excellent close-combat fighter. Because of the fast frame data associated with Mario, most of his moves end quickly and are also fast enough while startup. Moreover, he is the perfect fighter to learn and master the game for beginners and professionals.
Neutral Attack | 2.2% (Jab) 1.7% (Straight) 4% (Kick up) |
Dash Attack | 8% (Clean) 6% (Late) |
Neutral Aerial | 8% (Clean) 5% (Late) |
Neutral Special | 5% (Early) 4% (Late) |
Final Smash | 2% (Early) 2.5% (Clean) 3% (Late) |
Edge Attack | 9% |
Forward Smash | 17.8% (Fire) 14.7% (Arm) |
Forward Throw | 8% |
Floor Attack | 7% |
Pummel | 1.3% |
Snake
Snake is better suited for a zoning and camping playstyle in Super Smash Bros Ultimate. His jab, hand grenade, back aerial, down aerial, down smash, and many other movesets have very fast startups. Besides that, Snake has a very powerful knockback and many options to KO an opponent. Moreover, taking him out is not as easy as the fighter has high survivability due to the heavyweight.
Neutral Attack | 2.5% (Jab) 2.5% (Straight) 6% (Rolling Sobat) |
Dash Attack | 11% (clean) 8% (late) |
Neutral Aerial | 3% (hit 1-3) 12% (hit 4) |
Neutral Special | 0.9 – 4.25% (Grenade) 8.6 – 10.75% (Explosion) |
Final Smash | 15% (Each Missile) |
Edge Attack | 10% |
Forward Smash | 22% |
Forward Throw | 9% |
Floor Attack | 7% |
Pummel | 1.3% |
Pyra & Mythra
Pyra and Mythra are two-in-one fighters who have the same standard attacks. However, their overall damage output, specials, and how they play out in specific scenarios are entirely different. Pyra is a heavy hitter fighter whose basic to advanced attacks are powerful, but they slow the fighter down. On the other hand, Mythra is an agile fighter with versatile combo moves to confuse opponents.
Neutral Attack | 3% 2% 5% 0.6% (loop) 5% (last) |
Dash Attack | 12.5% (sword) 10.5% (arm) |
Neutral Aerial | 10% (clean) 8% (late) |
Neutral Special | Uncharged: 3% (hits 1 and 2) 7% (hit 3) Charged: 4% (hits 1-3) 10% (hit 4) Fully Charged: 5% (hit 1-4) 13% (hit 5) |
Final Smash | 12% (hit 1) 0.4% (hits 2-21) 14% (hit 2) |
Edge Attack | 10% |
Forward Smash | 20% |
Forward Throw | 3.5% (hit 1) 5.5% (throw) |
Floor Attack | 7% |
Pummel | 1.5% |
Pokémon Trainer
Pokemon Trainer is another excellent pick for confusing opponents by dealing with unpredictable moves. This is one of the many advantages the fighter has in Super Smash Bros Ultimate. The ability of the Pokemon trainer to switch Pokemon on the fly makes the fighter highly unpredictable. Hence, most of the time, the opponent will not know whether to attack or defend and will most likely use a shield. Also, the Pokemon change can be made while in mid-air, making the overall combat of the fighter highly dynamic in nature.
Mr. Game & Watch
The most significant advantage Mr. Game & Watch in Super Smash Bros Ultimate has is that he has the lowest crouch in the game, allowing the fighter to dodge most of the incoming attacks. Mr. Game & Watch’s the smash attacks pack a heavy punch, and he has some powerful KO options to execute while fighting a one-versus-one fight.
Neutral Attack | Greenhouse/Greenhouse (Barrage): 3% (first and last hit) Greenhouse (Finish): 0.8% (Loop) |
Dash Attack | 10% (clean) 6.5% (late) |
Neutral Aerial | 3% (hits 1-3), 4% (hit 4) |
Neutral Special | 5% (food) 8% (frying pan) |
Final Smash | 4.9% (grabbed) 15% (body) 30% (slam) |
Edge Attack | 9% |
Forward Smash | 14% (handle) 18% (flame) |
Forward Throw | 8% |
Floor Attack | 7% |
Pummel | 1.3% |
Lucina
Lucina is another excellent fighter with incredible mobility disjointed reach, and gives an opponent good pressure. One of the many good things about this fighter is that her disjointed reach allows her to disrupt an enemy’s attacks and launch attacks quickly. Lucina’s Dancing Blade move offers a great source of damage dealing and combo starter. Besides that, her Dolphin Slash acts as an out-of-shield option, which is also great for surprising the enemy.
Neutral Attack | 3.325% (Slash) 4.75% (Combination Slash) |
Dash Attack | 10.925% |
Neutral Aerial | 4.275% (hit 1) 8.55% (hit 2) |
Neutral Special | 8.575% (uncharged), 23% (fully charged) |
Final Smash | 60% |
Edge Attack | 9% |
Forward Smash | 15% |
Forward Throw | 4% |
Floor Attack | 7% |
Pummel | 1.3% |
R.O.B
Besides Joker, R.O.B. is probably the only fighter in our S-ranking of smash tier list who is the best at horizontal and vertical recovery. Since R.O.B. has a very high weight by design in the game, giving the robot extra recovery makes it a great fighter in the game. Other than that, R.O.B. can use its Arm Rotor as a reflector as well, just in case the shield is depleted. The robot also comes with two projectile-based attacks, an excellent choice for zoning playstyle.
Neutral Attack | 3% |
Dash Attack | 7% |
Neutral Aerial | 7.5% (base) 9.5% (tip) |
Neutral Special | 7% (Uncharged Robo Beam), 11.5% (point-blank Robo Beam), 4.5% (long-range Robo Beam), 22% (point-blank Super Robo Beam), 15% (long-range Super Robo Beam) |
Final Smash | 1.2% (homing lasers), 1% (laser loop), 3% (enlarged laser loop) |
Edge Attack | 9% |
Forward Smash | 15% (base) 11.5% (middle) 6% (tip) |
Forward Throw | 8% |
Floor Attack | 7% |
Pummel | 1.3% |
Shulk
Shulk is the master of attacking opponents from a distance thanks to Monado’s energy blade-extending ability. He has a very high weight, making launching him into the air by opponents challenging. Besides that, using the Monado Arts, Shulk can amplify his overall performance and escape difficult situations.
Neutral Attack | 2% (Straight) 1.5% (Side Kick) Upper Swing: 5% (Clean) 4.2% (Late) |
Dash Attack | 12.5%/11% |
Neutral Aerial | 8.5%/7.5% |
Neutral Special | Jump: 6s duration, 18s cooldown Speed: 8s duration, 16s cooldown Shield: 6s duration, 16s cooldown Buster: 10s duration, 14s cooldown Smash: 8s duration, 16s cooldown |
Final Smash | 3% (hit 1), 2% (hits 2-12), 12% (hit 13 front opponents), 2% (hit 13 other opponents) 5% (hit 14). Total: 46% (front opponent), 36% (other opponents) |
Edge Attack | 9% |
Forward Smash | 5.5% (hit 1), 13%/11.5% (hit 2) |
Forward Throw | 3% (hit 1), 5% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
Wario
Like Shulk, Wario is also a heavy-weight fighter in Super Smash Bros Ultimate. As a result, launching him into the air is not that easy. Due to his very high weight, Wario has good survivability as he is not that easy to knockback. Additionally, Wario has excellent air acceleration and a good movement speed. The Wario Waft is an extraordinary KO move of Wario that makes him an overpowered fighter in certain situations.
Neutral Attack | 5% (Fist) 7% (Jaw Smash) |
Dash Attack | 11% (clean), 5% (late/early, body) |
Neutral Aerial | 6% (hit 1, early/late, body), 3% (hit 1, late, arms), 4% (hit 2; early) 5% (hit 2; late) |
Neutral Special | 2.4% (each bite), 5% (throw), 0.6% (self-heal), 13% (eating explosive), 3.6% (explosive self-damage) |
Final Smash | 10% (tackle), 20.8% (successive hits; 1.3% each), 12% (fart), 10% (release), 52.8% (total) |
Edge Attack | 10% |
Forward Smash | 20% |
Forward Throw | 8% (throw), 4% (collateral) |
Floor Attack | 7% |
Pummel | 1.6% |
Min Min
Min Min is great at doing ranged attacks using her ARM attacks. She has a tether grab, which can be used using both ARMS. However, Min Min does not have a decent range at this attack type. She is a decent fighter, especially in the current meta, which brought a few changes and made her a great fighter in Super Smash Bros Ultimate.
Neutral Attack | 2.5% 2% 5.5% 0.5% (loop), 5% (last) |
Dash Attack | 10% (clean foot), 8% (clean leg/late foot), 6% (late leg) |
Neutral Aerial | 8.5% (Dragon) 9.775% (Dragon Plus) 12% (Megawatt) 6% (Ramram) |
Neutral Special | 8% (Dragon) 9.2% (Dragon Plus) 11% (Megawatt) 5%, 2.5% (Ring) (Ramram) |
Final Smash | 10% (punch), 0.8% (hits 1-18), 15% (ending) |
Edge Attack | 9% |
Forward Smash | Dragon: 12% (close), 16% (mid), 13% (far), 7% (laser), 13.8% (charged close), 18.4% (charged mid), 14.95% (charged far), 12% (charged laser) Dragon Plus: 15% (close), 20% (mid), 16.25% (late), 12% (laser) Megawatt: 19% (close), 21% (mid), 19% (far), 21.85% (charged close), 24.15% (charged mid), 21.85% (charged far) Ramram: 10% (close/mid), 12% (far), 2.5% (ring), 11.5% (charged close/mid), 13.8% (charged far), 4% (charged ring) |
Forward Throw | 5% (hit 1) 4% (throw) |
Floor Attack | 7% |
Pummel | 1.5% |
Sephiroth
Sephiroth, from Final Fantasy VII, uses his iconic sword Masamune, the longest blade in the game. He is also the lightest fighter in the game, which makes him launch into the air much easier than other fighters. However, during his winged form, Sephiroth gains super armor and a third mid-air jump, compensating for being a less-recoverable fighter in Super Smash Bros Ultimate.
Neutral Attack | 2.5% 2% 4% |
Dash Attack | 13% (clean), 7% (late) |
Neutral Aerial | 8.5% |
Neutral Special | Flare: 3% (hit 1), 10.5% (hit 2) Megaflare: 3.5% (hit 1), 3.7% (hits 2-5), 9% (hit 5) Gigaflare: 6% (hit 1), 3.7%/2.7%/2.0% (hits 2-7), 11%/8%/4% (hit 8) |
Final Smash | 7% (slash), 10% (Supernova), 15% (ending) |
Edge Attack | 9% |
Forward Smash | 13.5%/20%/15% |
Forward Throw | 3% (hit 1), 3% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
Roy
For a swordfighter, Roy is an excellent pick in Super Smash Bros Ultimate. His close combat game is strong as his combos are powerful the closer he is to an opponent. Moreover, Roy’s counterattack is a powerful move that can deal good damage. His down aerial can meteor smash an opponent, essentially knocking them back.
Neutral Attack | 7.5% (Slash) 4.8% (Lift Slash) |
Dash Attack | 13%/9% |
Neutral Aerial | 6%/4% (hit 1) 8.5%/5% (hit 2) |
Neutral Special | 6%-35%, 36%-50% (fully charged), 10% recoil (fully charged) |
Final Smash | 1% (hits 1-10) 35% (hit 11) |
Edge Attack | 8% |
Forward Smash | 20% (close) 17% (mid) 12% (far) |
Forward Throw | 5% |
Floor Attack | 7% |
Pummel | 1.3% |
Pac-Man
Pac-Man is another great fighter in our S-ranking of SSBU tier list. When it comes to mixing playstyle between rushdown and zoner, this fighter is a perfect fit for it. Moreover, he has multiple recovery methods to get back to the stage. Pac-Man is a pretty agile fighter on the ground as well as aerial.
Neutral Attack | 2% (Pac Hook) 2% (Pac-Counter Hook) 4% (Pac Upper Bite) |
Dash Attack | 2% (hits 1-3) 4% (hit 4) |
Neutral Aerial | 10% (clean) 8.5% (mid) 6% (late) |
Neutral Special | 4.3% (cherry), 6% (strawberry), 7.5% (orange), 9.5% (apple), 12% (melon), 9% (Galaxian), 7.5% (bell), 16% (key) |
Final Smash | 20% (yellow), 28% (red) |
Edge Attack | 9% |
Forward Smash | 15% (sourspot) 16% (sweetspot) 9% (late) |
Forward Throw | 8% |
Floor Attack | 7% |
Pummel | 1.3% |
A-Tier
The A-tier fighters are very close to the S-tier ones in our smash bros ultimate tier list. However, they have at least one or two flaws, so they are not the absolute best in the game. Regardless of it, dominating fights online and offline is relatively easy with A-tier fighters.

Sonic
Sonic has the fastest dash speed in Super Smash Bros Ultimate. Most of his fighting style involves basic moves to advanced combos on the ground and aerial attacks; he also has good tilt attacks, ground, and aerials. Sonic’s down aerial can land a meteor smash attack on an enemy. His Spin Charge and Spin Dash are the best special moves most players use while zoning opponents.
Neutral Attack | 2% 1.5% 4% |
Dash Attack | 8% (clean) 6% (late) |
Neutral Aerial | 12% (clean) 8% (late) 5% (latest) |
Neutral Special | 7% – 20% |
Final Smash | 12% (Chaos Emeralds), 6% (ram) 10% (launch) |
Edge Attack | 9% |
Forward Smash | 14% |
Forward Throw | 1% (hit 1) 6% (throw) |
Floor Attack | 6% – 7% |
Pummel | 1.3% |
Fox
Fox is another excellent pick when it comes to combo versatility, amazing horizontal and vertical recovery, and getting in and out of combat. His attacks are very fast in Super Smash Bros Ultimate, and Fox has one of the most potent Up Smash attacks. He has a rapid-firing blaster to deal ranged damage on an opponent, making him a great fighter at close combat and at range as well.
Neutral Attack | 1.7% (Jab/Straight) 1% (Rapid Kick) 0.6% (loop), 2% (final hit) (Rapid Kick Finish) |
Dash Attack | 6% (clean) 4% (late) |
Neutral Aerial | 9% (clean) 6% (late) |
Neutral Special | 3% (point-blank range), 2% (mid-range), 1.3% (long-range) |
Final Smash | 3% (trapping hit), 30% (lasers), 10% (end) |
Edge Attack | 9% |
Forward Smash | 14% (clean) 11% (late) |
Forward Throw | 4% (hit) 3% (throw) |
Floor Attack | 7% |
Pummel | 1% |
Chrom
Chrom is a great swordfighter in the game as he has a good combo game and high agility on the ground and aerial. His counterattack allows the fighter to retaliate. Moreover, when it comes to pressuring an enemy, Chrom’s aerial attacks are the go-to movesets. The greatest strength of the fighter is the powerful attacks, basic and advanced. However, Chrom is strictly a close combat fighter, so he may not be a great fit for players who look for a ranged fighter.
Neutral Attack | 6.5% (Slash) |
Dash Attack | 12% |
Neutral Aerial | 4.75% (hit 1) 6.65% (hit 2) |
Neutral Special | 8% (uncharged), 50% (fully charged), 10% recoil (fully charged) |
Final Smash | 1% (dash), 10% (hit 1), 36% (hit 2) |
Edge Attack | 10% |
Forward Smash | 18% |
Forward Throw | 5% |
Floor Attack | 7% |
Pummel | 1.2% |
Inkling
Inkling is another great fighter in the A-ranking Smash Ultimate Best characters. She can buff her damage whenever she inks an opponent and later deals extra damage. Inkling also uses the ink to slow the opponent’s movement as she sprays the ground with ink. However, she does not consumes ink whenever she super jumps. The only drawback related to Inkling is that she needs to regenerate ink which takes time and is not a sound strategy fighting brawling one-versus-one with an opponent.
Neutral Attack | 2% (Chop/Combo Kick) 2% (Side Kick) 3.5% (Burst Shot) 0.4% (loop), 2.5% (last) (Splafinish) |
Dash Attack | 8% (clean) 6% (late) |
Neutral Aerial | 7% |
Neutral Special | 0.3% (above ink tank line), 0.2% (below ink tank line), 0.1% (almost empty) |
Final Smash | 1% (hits 1-32) 8% (hit 33) |
Edge Attack | 9% |
Forward Smash | 16% (ink, bristles), 14% (ink, handle), 12% (no ink) |
Forward Throw | 5% (hit 1, ink) 3% (hit 2) |
Floor Attack | 7% |
Pummel | 1.2% |
Young Link
Young Link is slightly better than Link in terms of smaller hitbox and a great tether. His arrows, while striking an enemy, deal fire damage. Other than that, Young Link’s bombs detonate automatically. His down aerial attack can also meteor smash an enemy. The only problem with Young Link is that he does not land a great knockback attack range on an enemy. It makes doing KO a tad bit difficult while playing with Young Link.
Neutral Attack | 2% (Slash/Counter) 1.5% (Slash/Stab) 3.5% (Ilusion Slash) Illusion Finish: 0.3% (loop), 2.5% (last) |
Dash Attack | 11% (base) 10% (tip) |
Neutral Aerial | 10% (clean) 5% (late) |
Neutral Special | 4% – 12% |
Final Smash | 1% (trapping), 3% (hits 1-14), 2% (hit 15), 15% (final) |
Edge Attack | 9% |
Forward Smash | 6% (Sword Slice) 12% (base), 10% (tip) (Double Smash Slice) |
Forward Throw | 3% (hit 1) 3% (throw) |
Floor Attack | 7% |
Pummel | 1% |
Diddy Kong
Diddy Kong is another good fighter in the SSBU tier list. Most of his attacks have a decent range and can maintain a distance while attacking the opponent. Diddy Kong can juggle and land good combos in the air, making him an excellent choice for aerial fighter playstyle. By using his Rocketbarrel Boost, the fighter can recover by projecting himself in a particular trajectory.
Neutral Attack | 2% (Right Flap) 1.5% (Left Flap) 4% (Foot Push) |
Dash Attack | 2% (hits 1 and 2) 3% (hit 3) |
Neutral Aerial | 6% |
Neutral Special | 4.8%-13.8% (peanuts), 3% (close range), 23% (explosion) |
Final Smash | 1% (startup loop), 2% (per collision), 20% (final hit), 15% (collateral final hit), 10% (launch/ending explosion) |
Edge Attack | 9% |
Forward Smash | 5% (hit 1), 11%/9% (hit 2) |
Forward Throw | 9% |
Floor Attack | 7% |
Pummel | 1% |
Cloud
One of the many strengths of Cloud is that he can double jump and achieve a greater height than most fighters in the game. His Special and Smash attacks are powerful and can KO an opponent during the mid-game if used properly. Cloud is amazing in close combat. However, the Buster Sword allows the fighter to deal a ranged attack as well. The only downside is that he gets a bad recovery if his limit is not active while fighting an opponent.
Neutral Attack | 2.5% (Kick) 2% (Combination Kick) 3.5% (Side Swing) |
Dash Attack | 11% (clean) 8% (late) |
Neutral Aerial | 8% |
Neutral Special | 8% (grounded clean), 6% (grounded late), 6.4% (aerial clean), 4.8% (aerial late), 6% (Limit Break hit 1), 4.8% (Limit Break aerial hit 1), 2% (Limit Break hits 2-6), 1.6% (Limit Break aerial hits 2-6), 3% (Limit Break hit 7), 2.4% (Limit Break aerial hit 7) |
Final Smash | Omnislash: 1% (hit 1), 3% (hit 2) 2.2% (hits 3-16), 5% (hit 17), 4% (hit 18, falling), 10% (hit 19, explosion), 53.8% (all hits connect) Omnislash Ver.5: 1% (hit 1), 3% (hit 2), 2.8% (hits 3-13), 5% (hit 14), 4% (hit 15, falling), 10% (hit 16, explosion), 53.8% (all hits connect) |
Edge Attack | 10% |
Forward Smash | 3% (hit 1), 2% (hit 2 center), 3% (hit 2 hilt), 4% (hit 2 tip), 12% (hit 3 tip), 13% (hit 3 non-tip) |
Forward Throw | 4% (hit 1) 3% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
Ness
Ness is an excellent pick for the players who want to pressure opponents consistently. It is because he has a good combo and ranged attacks game. The best part about the fighter is that his grab attack can KO an opponent at low percentages. Since Ness is a small-sized fighter, he has a small hitbox. His aerial game is more substantial than the ground one.
Neutral Attack | 2% (Jab) 1.5% (Straight) 4% (Middle Kick) |
Dash Attack | 4% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3) |
Neutral Aerial | 11% (clean) 7% (late) |
Neutral Special | 11% – 27% |
Final Smash | 8% (per hit) |
Edge Attack | 9% |
Forward Smash | 18% (low), 20% (mid), 22% (tip), 2× damage (reflected projectiles) |
Forward Throw | 11% |
Floor Attack | 7% |
Pummel | 1.3% |
Greninja
Greninja has excellent agility on the ground as well as in the air. If used right, he can confuse enemies using his swift movement speed and combo mix-ups. Another significant aspect of Greninja is that he has got the best recovery in Super Smash Bros Ultimate. Using his Hydro Pump, he covers the vertical distance and the horizontal distance via Shadow Sneak. Other than that, Greninja has also got great edge-guarding.
Neutral Attack | 2% (Palm Strike) 2% (Water Palm Heel) 3% (Water Cutter) 0.5% (loop), 2% (last) (Cutter Finish) |
Dash Attack | 8% |
Neutral Aerial | 11% (clean) 6% (late) |
Neutral Special | 3%-10.8% (uncharged), 1.0% (fully charged looping hits), 9% (fully charged final hit) |
Final Smash | 6% (the mat) 50% (Total in the attack after mat) |
Edge Attack | 9% |
Forward Smash | 14% |
Forward Throw | 3.5% (hit 1) 4.5% (throw) |
Floor Attack | 8% |
Pummel | 1% |
Olimar
Olimar uses five different kinds of Pikmin to confuse opponents. He has a good grab range and can build up percentage quickly by mixing Pikmin and grab-based attacks. Pikim attacks also act as ranged damage since Olimar does not have to be near an opponent to land the damage directly. Other than that, the fighter also has a good recovery, making him overall a better fighter.
Neutral Attack | 3% (arm), 4% (fist) (Olimar Punch) 3% (arm), 4% (fist) (Olimar Follow-Up Punch) |
Dash Attack | 7% (hit 1) 4% (hit 2) |
Neutral Aerial | 1.5% (hits 1-4) 2% (hit 5) |
Neutral Special | — |
Final Smash | 10% (launch), 10% (ascent), 0.1875% (Red Bulborbs), 10% (descent), 12%/10% (explosion) |
Edge Attack | 9% |
Forward Smash | Red: 20.3% (clean), 14% (mid), 8.4% (late) Yellow: 14.5% (clean), 10% (mid), 6% (late) Blue: 14.5% (clean), 10% (mid), 6% (late) White: 11.6% (clean), 8% (mid), 4.8% (late) Purple: 23.2% (clean), 16% (mid), 9.6% (late) |
Forward Throw | Red: 5.6% Yellow: 7% Blue: 11.9% White: 7% Purple: 7% |
Floor Attack | 7% |
Pummel | 1% |
Terry
Terry is a heavyweight fighter in the A-rank Smash Ultimate tier list. Due to his high weight, he is not easy to launch in the air for aerial combos. Also, Terry has good survivability because of his high weight. Moreover, his projectiles are powerful enough to pressure an opponent into getting close. The only downside is that Terry must be over 100% percent to use his Super Specials.
Neutral Attack | 3% (Jab) 1% (hit 1), 2% (hit 2) (Body Blow) 7% (High Kick) |
Dash Attack | 13% (clean) 10% (late) |
Neutral Aerial | 7% (clean) 5% (late) |
Neutral Special | 8% (tapped), 9% (held), 10% (aerial tapped), 11% (aerial held) |
Final Smash | 6% (Power Geysers 1 & 2), 18% (Power Geyser 3), 6% (Power Dunk, Buster Wolf hits 1 & 2), 10% (final hit) |
Edge Attack | 10% |
Forward Smash | 18% |
Forward Throw | 10% |
Floor Attack | 7% |
Pummel | 1.5% |
Steve
Steve is a DLC fighter in Super Smash Bros Ultimate. Overall, he is a decent close combat fighter and does not do much-ranged damage. Just like in Minecraft, Steve can craft and gather materials in Super Smash Bros Ultimate as well. Although, the availability of resources is dependent on the type of stage as well. This puts the fighter at a severe disadvantage in a location with only one gatherable resource.
Neutral Attack | None: 2.72% Wood/Gold: 3.4% Stone: 3.74% Iron: 4.08% Diamond: 4.59% |
Dash Attack | None: 8.32% (clean), 6.72% (late) Wood/Gold: 10.4% (clean), 8.4% (late) Stone: 11.44% (clean), 9.24% (late) Iron: 12.48% (clean), 10.08% (late) Diamond: 14.04% (clean), 11.34% (late) |
Neutral Aerial | None: 2.72% Wood/Gold: 3.4% Stone: 3.74% Iron: 4.08% Diamond: 4.59% |
Neutral Special | — |
Final Smash | 15% (trapping hit), 45% (cutscene) |
Edge Attack | 9% |
Forward Smash | None: 12% Wood/Gold: 15% Stone: 16.5% Iron: 18% Diamond: 20.25% |
Forward Throw | 3% (hit 1) 6% (throw) |
Floor Attack | 7% |
Pummel | 1.5% |
Mega Man
Mega Man in Super Smash Bros Ultimate relies heavily on projectile-based attacks. For this reason alone, he is an excellent pick when it comes to zoning opponents. Since he is a small-sized fighter, he has got a small hitbox. Mega Man can also mix up a variety of multi and single-hit attacks.
Neutral Attack | 2% (shot), 1% (buster) (Mega Buster) |
Dash Attack | 1.2% (hits 1-7) 4% (hit 8) |
Neutral Aerial | 2% (shot) 2% (buster) |
Neutral Special | 5% (spawn) 3% (item throw) |
Final Smash | 3% (init) 41.2% (attack) |
Edge Attack | 9% |
Forward Smash | 11.5% – 14.95% |
Forward Throw | 8% |
Floor Attack | 7% |
Pummel | 1.3% |
Yoshi
Yoshi’s fighting style revolves around landing combo attacks on the opponent. He is a very agile fighter in the air and on the ground both. Most Super Smash Bros Ultimate fighters have meteor smash on down smash; Yoshi has it on forward aerial. Despite all the advantages, the fighter does not have good vertical recovery.
Neutral Attack | 3% (Kick) 4% (Kick) |
Dash Attack | 11% (early) 8% (late) |
Neutral Aerial | 10% (clean) 7% (mid) 5% (late) |
Neutral Special | 7% |
Final Smash | 1% (dash), 4% (headbutt), 30.428571% (cutscene), 13% (last hit) |
Edge Attack | 9% |
Forward Smash | 15.5% (sweetspot) 14% (sourspot) |
Forward Throw | 9% |
Floor Attack | 7% |
Pummel | 1.3% |
Captain Falcon
Captain Falcon is yet another great fighter in the A-rank smash bros ultimate tier list. He has an excellent running speed which can be used at an advantage to confuse the opponent. Most of Captain Falcon’s attacks have minimal ending and landing lag while executing aerial-based attacks. He also has versatile KO moves, which can be executed during mid-percentage.
Neutral Attack | 1.5% (Jab/Straight) 1.5% (Kneebutt) 5% (Mach Punch) 0.6% (loop), 3% (last) (Body Blow) |
Dash Attack | 10% (clean) 6% (late) |
Neutral Aerial | 4% (hit 1) 6% (hit 2) |
Neutral Special | 25% (grounded), 28% (grounded reverse), 22% (aerial), 25% (aerial reverse) |
Final Smash | 10% (hit 1), 20% (hit 2), 10% (throw) |
Edge Attack | 10% |
Forward Smash | 20% 19% 20% |
Forward Throw | 3.5% (hit 1) 4% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
Sora
Sora is a great addition as the last DLC character in the SSBU tier list. He has a floaty playstyle, and his swift aerial movements thanks to air drift lets him find openings or bait out options. As such, he has limitless return potential and can make it back from almost anywhere on stage.
Sora’s ground movement and speed is also decent, and his Keyblade lets him use ranged attacks in the form of spells. Sora is positioned as somewhat of a zoner with strong anti-air capabilities. He also offers great mix-ups against shields. Sora’s advantage state with his aerials and cancels really sets him apart. Conversely, this fighter is light and hence can die early if players are not careful.
Neutral Attack | 2.8% 2.6% 4.2% |
Dash Attack | 9.6% (clean), 7.6% (mid), 7.2% (late) |
Neutral Aerial | 3.8% 3.5% 6.8% |
Neutral Special | Firaga: 5.6% (clean), 5.2% (mid), 4.8% (late) Thundaga: 5.2% (each hit) Blizzaga: 2.4%/3.6% (particle), 1.8% (melee) |
Final Smash | Firaga: 5.6% (clean), 5.2% (mid), 4.8% (late) Thundaga: 5.2% (each hit) Blizzaga: 2.4%/3.6% (particle), 1.8% (melee) |
Edge Attack | 9% |
Forward Smash | 15.4% (clean) 13.8% (late) |
Forward Throw | 5% (hit), 3% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
Pichu
Pichu is the small-sized fighter in Super Smash Bros Ultimate. Due to his low height, he can avoid most of the incoming attacks pretty quickly. Pichu also has a small hitbox, which makes hitting the fighter tad more difficult than the heavy ones. His small size also comes with a few disadvantages; he is easy to KO and has little endurance.
Neutral Attack | 1.2% (Headbutt) |
Dash Attack | 8% (clean) 6% (late) |
Neutral Aerial | 7% (clean) 5% (late) |
Neutral Special | 7% (short distance), 6% (medium distance), 5% (long distance), 10% (air), 0.7% recoil |
Final Smash | 0.3% (6 hits during startup), 1% (initial hit), 1.6% (loop), 21% (launch), 3.2% recoil (startup), 0.2% recoil (loop), 3.5% recoil (launch) |
Edge Attack | 9% |
Forward Smash | 2% (hits 1-5) 8% (hit 6), 2% recoil |
Forward Throw | 1.5% (hits 1-4), 6% (throw), 0.8% recoil |
Floor Attack | 7% |
Pummel | 1.4%, 0.1% recoil |
Ken
Ken is an excellent close combat fighter in Super Smash Bros Ultimate. He has got above-average agility which is decent for a melee combat-focused fighter. His Heavy Shoryuken is an excellent kill option while fighting in a one-versus-one scenario. The only downside with Ken is that his recovery is predictable, which most opponents can exploit.
Neutral Attack | 1.5% (Jab) 5% (Body Blow) 6% (hit 1), 10% (hit 2) (held-far) (Hook Inazuma kick) 12% (held-close) (Upper) (Held Close) |
Dash Attack | 12% (clean) 8% (late) |
Neutral Aerial | 8% (clean, bent leg), 6.5% (clean, leg/ late, bent leg), 4% (late) |
Neutral Special | 4.5%, 5%, 5.5% (Standard), 5.625%, 6.25%, 6.875% (Input) |
Final Smash | 1.2% (hits 1 – 13), 13% (hit 14), 1% (initial hit), 3.2% (hits 1 – 4), 4% (hit 5), 4.3% (hits 6 – 10), 7% (hit 11) |
Edge Attack | 10% |
Forward Smash | 16% (foot) 12% (leg) |
Forward Throw | 9% |
Floor Attack | 7% |
Pummel | 1.3% |
Link
Link uses a variety of close combat to range-based attacks, making him a versatile fighter in our A-rank Smash tier list. He is also a heavy-weight fighter which is good for increased survivability. Link’s attacks are pretty much balanced, and they pressure an opponent to maintain a distance.
Neutral Attack | 3% (Morning Slash) 3% (Counter Slash) 4% (Slash Up) |
Dash Attack | 14% (tip), 13% (blade), 12% (body) |
Neutral Aerial | 11% (clean foot), 9% (clean leg), 6% (late) |
Neutral Special | 4% (uncharged), 12% (fully charged), 6% (uncharged, two arrows), 18% (fully charged, two arrows), 2.1%-3.9% (thrown arrow) |
Final Smash | 35% |
Edge Attack | 9% |
Forward Smash | (Sword Slash) 7% (blade), 14% (tip), 5%-13% (Sword Beam) (Double Sword Slice) 13% (blade), 12% (body) |
Forward Throw | 3% (hit 1) 2.5% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
B-Tier
All the fighters that come in the B-tier category perform more or less close to A-tier characters. However, they have two or more flaws attached to their playstyle, which weighs down the overall potential and performance of the fighters.

Sheik
Sheik has a variety of combos and good agility in Super Smash Bros Ultimate. Most of his attacks have a minimal startup or end lag. Sheik even has an excellent jump height. Other than smash attacks, he does not have a good number of kill options.
Neutral Attack | 2% (Kodachi/Reverse Kodachi) 1.6% (Piercing Strikes) 0.3% (loop), 2% (last) (Piercing Strikes Finish) |
Dash Attack | 7% (clean) 5% (late) |
Neutral Aerial | 6% (clean sweet spot), 5% (clean sourspot), 4% (late sweetspot), 3% (late sour spot) |
Neutral Special | 1.5% (per needle, close), 0.8% (per needle, far) |
Final Smash | 1% (dashing hit), 2% (first hit), 3% (hits 1, 2, 4-6, 8-10, 12, 13), 2% (hits 3, 7, 11, 14), 12% (final) |
Edge Attack | 9% |
Forward Smash | 5% (hit 1) 8% (hit 2) |
Forward Throw | 5% (hit) 2% (throw) |
Floor Attack | 7% |
Pummel | 1% |
Samus (Dark Samus)
Samus has great recovery as he can tether the surface. He is a heavy fighter in the game, and has the longest grab. Dark Samus’s Bombs attack allows the character to hover in the air for a while, which is an excellent setup for recovery and attack both.
Neutral Attack | 3% (Straight) 8% (Cannon Hammer) |
Dash Attack | 10% (clean) 6% (late) |
Neutral Aerial | 10% (hit 1), 9% (hit 2, clean), 8% (hit 2, late) |
Neutral Special | 5% (uncharged), 28% (fully charged) |
Final Smash | 1% (charge loop), 0.5% (fringe loop), 1.5% (thruster, main loop), 2% (main loop; point blank, long range), 2.5% (contact blast), 8% (fringe blast), 10.5% (main blast) |
Edge Attack | 9% |
Forward Smash | 13% (Arm Cannon), 15% (blast)
12% (Arm Cannon), 14% (blast)
11% (Arm Cannon), 13.5% (blast) |
Forward Throw | 10% |
Floor Attack | 7% |
Pummel | 1.3% |
Bowser
Bowser is probably the heaviest fighter in Super Smash Bros Ultimate. He is a close-combat fighter whose attacks are immensely powerful. Bowser’s Smash attack can KO an enemy at half or below percentages. Not only is he a great brawler in the game, but he also has a decent grab range.
Neutral Attack | 4% (Koopa Palm Strike) 7% (Koopa Pursuit Attack) |
Dash Attack | 12% (clean) 10% (late) |
Neutral Aerial | 6% (hits 1-4) |
Neutral Special | 1.8% (loop) |
Final Smash | 40% |
Edge Attack | 10% |
Forward Smash | 23% (clean feet), 20% (clean body), 17% (late feet), 14% (late body) |
Forward Throw | 12% |
Floor Attack | 7% |
Pummel | 1.6% |
Falco
Falco is an agile fighter in executing combos and overall movement speed on the ground and air. He is a good close-combat fighter with good combo setups. Other than that, he also has a blaster to deal with ranged projectile-based attacks. Since he is a lightweight fighter, he can be launched in the air pretty easily.
Neutral Attack | 1.5% (Wing Chop/Reverse Chop) 1.5% (Gyro Cutter) 0.3% (loop), 3% (last) (Finish Kick) |
Dash Attack | 10.5% (clean) 7.5% (late) |
Neutral Aerial | 3% (hit 1), 2% (hit 2-3), 4% (hit 4) |
Neutral Special | 3% |
Final Smash | 3% (trapping hit), 30% (Arwings), 10% (end) |
Edge Attack | 9% |
Forward Smash | 16% (clean) 12% (late) |
Forward Throw | 4% (hit) 3% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
Ike
For a sword fighter, Ike is a high damage heavyweight player in the B-rank Smash tier list. Not only can he execute decent combos on the ground, but he can also do the same in the air. Since he is a heavyweight fighter, launching and doing KO on him will not be easy. However, he also has a pretty bad recovery.
Neutral Attack | 2.5% (Bash) 2.5% (Thrust Kick) 7% (Swing Down) |
Dash Attack | 14% (clean body), 11% (clean blade), 9% (late) |
Neutral Aerial | 7.5% (clean) 6% (late) |
Neutral Special | 10% (uncharged), 35%/28%/26% (fully charged, first pillar), 31%/25% (second pillar), 27%/22% (third pillar) |
Final Smash | 5% (hit 1), 3% (hit 2), 2% (hits 3-15), 5% (hit 16), 4% (hit 17), 10% (hit 18) |
Edge Attack | 10% |
Forward Smash | 19% (early, clean tip), 22% (clean blade) |
Forward Throw | 3.5% (hit 1) 4% (throw) |
Floor Attack | 7% |
Pummel | 1.6% |
Luigi
Luigi has a slow fall speed which allows the fighter to deal aerial combos efficiently. He has got a good variety of combos on the ground and in the air both. Luigi uses equipment for offense and defense purposes. He also has a tether grab; however, it can latch onto the ledges.
Neutral Attack | 2% (Jab) 2% (Straight) 4% (Rump Thrust) |
Dash Attack | 2% (hits 1-4) 4% (hit 5) |
Neutral Aerial | 12% (clean) 6% (late) |
Neutral Special | 6% (clean) 5% (late) |
Final Smash | 30.1% (maximum captured), 10% (ejection) |
Edge Attack | 9% |
Forward Smash | 15% |
Forward Throw | 9% |
Floor Attack | 7% |
Pummel | 1.3% |
Kazuya
Kazuya has a lot of moves and good combat power. He shines in his combo games with a very extensive combo tree that lets him quickly chain up multiple attacks. Moreover, Kazuya excels when grounded thanks to his excellent movement options, including Crouch Dash.
However, Kazuya’s attacks mostly have less range. He also does not do well in aerial capabilities due to limitations such as a short jump height and slow double jump. Because of this, he remains a slow character overall who can become overwhelmed against more mobile fighters, although he does pack a punch when he is in his element.
Neutral Attack | (Flash Punch Combo/10 Hit Combo) 3%, 3%, 2%, 9%, 3%, 3%, 4%, 1.5%, 1.5%, 5%, 12% |
Dash Attack | 16% (foot) 14% (leg) |
Neutral Aerial | 11% (clean fist), 9% (clean arm), 8% (clean body), 6% (late) |
Neutral Special | 11% (ground), 12% (ground upwards), 10% (ground downwards), 10% (air), 11% (air upwards), 9% (air downwards) |
Final Smash | 8% (init), 2% (center first hit), 0.8% (fanning loop hit), 1.2%/1%/0.8%/0.6% (center loop hit, close to far), 10%/8.5%/7%/5.5% (center final hit, close to far) |
Edge Attack | 10% |
Forward Smash | 26% (fist) 23% (arm) |
Forward Throw | 5% (hits 1-2) 2% (throw) |
Floor Attack | 7% |
Pummel | 3.4% |
Hero
Hero uses a shield to block incoming projectiles. His combos are good for close combat; however, Hocus Pocus and Metal Slash attacks sometimes depend on the situation. Hero has an excellent vertical recovery while he is at full charge.
Neutral Attack | 3% 3% 4% |
Dash Attack | 15% (blade) 13% (body) |
Neutral Aerial | 9% |
Neutral Special | Frizz: 9%, 6% (late) Frizzle: 9% (hits 1-2) Kafrizz: 19% (hit 1), 3% (hits 2-5), 10% (edge), 8% (edge, late) |
Final Smash | 7% (trapping hit) 33% (cinematic) |
Edge Attack | 9% |
Forward Smash | 18% (blade), 16% (body), 36% (Critical Hit blade), 32% (Critical Hit body) |
Forward Throw | 7% |
Floor Attack | 7% |
Pummel | 1.3% |
Ryu
Ryu has got a variety of combo moves to mix up and confuse an opponent. He has decent agility in the air and on the ground. Most of his attacks have minimal ending lag, which is perfect for chaining more combo attacks.
Neutral Attack | 1.5% (Jab/Body Blow) 1.5% (Body Blow) 5% (Hook Mawashi Geri) 10% (held-far), 12% (held-close) |
Dash Attack | 12% (clean) 8% (late) |
Neutral Aerial | 8% (clean) 4.5% (late) |
Neutral Special | Standard: 9%, 9.5%, 10% Input: 10.8%, 11.4%, 12% Shakunetsu Hadoken: 1.1% (hits 1-4), 9.3% (hit 5) |
Final Smash | Shin Shoryuken: 1% (initial hit), 10% (hits 1 and 2), 20% (last hit) Forbidden Shoryuken: 2% (multihits), 5% (last hit) Shinku Hadoken: 1.5% (center multihits), 1% (edge multihits), 10% (explosion) |
Edge Attack | 7% |
Forward Smash | 16% (leg) 17.5% (foot) |
Forward Throw | 9% |
Floor Attack | 7% |
Pummel | 1.3% |
Wii Fit Trainer
Like Ryu, Wii Fit Trainer also has decent agility and minimal lag while executing attacks. The downside with the fighter is that he is lightweight and has a pretty bad grab range.
Neutral Attack | 2% (Sideways Leg Lift) 2% (Single Leg Twist) 3% (Lunge) |
Dash Attack | 10% (early) 6% (late) |
Neutral Aerial | 5% (hit 1) 9% (hit 2) |
Neutral Special | 5% (uncharged) 21% (fully charged) |
Final Smash | 2%/2.2%/2.5%/3% (medium silhouettes; based on position) 12% (large silhouette) |
Edge Attack | 9% |
Forward Smash | 15.5% (arms) 14% (body) |
Forward Throw | 3% (hit 1) 7% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
Rosalina & Luma
Rosalina & Luma are large, lightweight, and agile fighters in Super Smash Bros Ultimate. They have a decent zoning capability to apply pressure on an opponent. However, managing both fighters on the fly requires skill and control, which can sometimes become frustrating.
Neutral Attack | (Flash 1) Rosalina: 2% Luma: 1% (Flash 2) Rosalina: 2% Luma: 1% (Flash 3) Rosalina: 3% Luma: 2% (Spinner Finish) Rosalina: 0.3% (loop), 2.5% (last) Luma: 0.1% (loop), 1.5% (last) |
Dash Attack | Rosalina: 3% (hit 1), 4% (hit 2) Luma: 3% |
Neutral Aerial | Rosalina: 10% (front), 8% (back), 7% (late) Luma: 3% (front), 4% (back) |
Neutral Special | 5% (uncharged), 16% (fully charged) |
Final Smash | 1% (loop) 12% (explosion) |
Edge Attack | 9% |
Forward Smash | Rosalina: 12% Luma: 7% (fist) 5% (body) |
Forward Throw | 9% |
Floor Attack | 7% |
Pummel | 1.2% |
Mii Brawler
Mii Brawler is much better than other Mii fighters, and that is why he sits in the B-rank SSBU tier list. They are better suited for close-combat fighting style since they do not have decent projectile-based range attacks.
Neutral Attack | 1.8% (Feint Hook, Feint Combo) 1% (Hundred Rending Punch) 0.5% (loop), 2% (final hit) (Hundred Rending Finish) |
Dash Attack | 11% (clean) 6% (late) |
Neutral Aerial | 10% (clean) 5% (late) |
Neutral Special | Shot Put: 15% (no bounce), 11.25% (first bounce), 8.4% (second bounce) Flashing Mach Punch: 0.4% (hits 1-21), 9.5% (hit 22); 17.9% if all hits connect Exploding Side Kick: 23% (leg), 25% (foot), 26% (reversed, leg), 28% (reversed, foot), 19.5% (aerial, leg), 21.25% (aerial, foot), 22.1% (reversed aerial, leg), 23.75% (reversed aerial, foot) |
Final Smash | 56.4% |
Edge Attack | 9% |
Forward Smash | 18% |
Forward Throw | 9% |
Floor Attack | 7% |
Pummel | 1.3% |
Toon Link
Since Toon Link wields a sword, most, if not all, of his attacks have disjointed hitboxes, making the fighter a good choice for melee encounters. His down aerial does a Meteor Smash attack on an enemy. Toon Link’s throw is arguable the strongest in Super Smash Bros Ultimate.
Neutral Attack | 2% (Slash) 2% (Counter Slash) 4% (Stab) |
Dash Attack | 8% (sweetspot), 6% (sourspot) |
Neutral Aerial | 8.5% (front) 7% (back) |
Neutral Special | 4% (uncharged), 12% (fully charged) |
Final Smash | 1% (trapping), 2.8% (hits 1-14), 2% (hit 15), 14% (final) |
Edge Attack | 9% |
Forward Smash | 14% |
Forward Throw | 3% (hit), 4% (throw) |
Floor Attack | 7% |
Pummel | 1% |
Marth
Like Toon Link, Marth too wields a sword and therefore has disjointed attacks. His sword does high knockback and combo damage. Marth has got a variety of combo attacks to pressure an enemy.
Neutral Attack | 3%/5% (Slash) 4%/6% (Combination Slash) |
Dash Attack | 9% (body), 10% (blade), 13% (tip) |
Neutral Aerial | 3.5%/5% (hit 1), 7%/9.5% (hit 2) |
Neutral Special | 8%/9% (uncharged), 22%/24% (fully charged) |
Final Smash | 60% |
Edge Attack | 9% |
Forward Smash | 13%/18% |
Forward Throw | 4% |
Floor Attack | 7% |
Pummel | 1.3% |
Byleth
As a DLC fighter, Byleth fighters have got strong offensive and defensive game. They can do shield damage on an opponent using the down aerial and down smash attack. They have a short grab range and poor horizontal recovery.
Neutral Attack | 1.5%, 2%, 4.5%, 0.4% (loop), 3.5% (last) |
Dash Attack | 13% (blade), 9% (hilt) |
Neutral Aerial | 2.5% (hits 1-3), 3% (hit 4), 10.5% (total), 1% (landing) |
Neutral Special | 12% (normal), 29% (fully charged) |
Final Smash | 10% (lash), 20% (shockwave), 15% (ending) |
Edge Attack | 9% |
Forward Smash | 19.5% (tip), 13% (shaft) 18% (tip), 12% (shaft) 17.25% (tip), 11.5% (shaft) |
Forward Throw | 3% (hit), 3% (throw) |
Floor Attack | 7% |
Pummel | 1.5% |
Lucas
Lucas is not only an agile fighter but also deals heavy damage on an opponent. He has an above-average zoning playstyle as well. Lucas has a good number of combos and powerful smash attacks.
Neutral Attack | 2.5% (Short Kick) 1.5% (Reverse Kick) 3.5% (Turning Kick) |
Dash Attack | 13% (sweetspot) 9% (sourspot) |
Neutral Aerial | 2% (hits 1-3) 4% (hit 4) |
Neutral Special | 10% – 23% |
Final Smash | 6.5%(Per Hit) |
Edge Attack | 9% |
Forward Smash | 14% (base), 15% (tip), 1.5× (reflected projectiles) |
Forward Throw | 10% |
Floor Attack | 7% |
Pummel | 1.3% |
Corrin
Since Corrin is a sword fighter, most of his attacks have disjointed hitboxes, giving the fighter more room to continue combo or evade. A good number of his attacks launch the opponent into the air, giving the fighter more opportunities for the aerial game.
Neutral Attack | (Pierce Thrust) 2% (base), 2.5% (tip) (Hoshidan Scoop) 2% (Dragon Fang Storm) 3% (base), 4% (tip) (Dragon Fan Pierce) 0.5% (loop), 3% (finisher |
Dash Attack | 2% (hits 1-5) 3% (hit 6) |
Neutral Aerial | 7% (clean) 5.5% (late) |
Neutral Special | 4% (shot, uncharged) 11% (shot, fully charged) 10% (bite, uncharged) 20% (bite, fully charged) |
Final Smash | 7% (light pillars, base), 2% (light pillars, tips), 34% (whirlpool) |
Edge Attack | 9% |
Forward Smash | 0.5% (charging loop), 11% (spear base), 12% (spear center), 16.7% (spear tip) |
Forward Throw | 5% (hit 1, base), 10% (hit 1, tip), 2% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
Banjo & Kazooie
Most of the hitboxes are associated with Banjo, while Kazooie does not have one except for Talon Trot. This gives the fighter more room to attack an opponent without worrying about being attacked back. Banjo & Kazooie can also do three jumps, which are great for recovery.
Neutral Attack | 2.2% (Claw Swipe) 2.2% (Claw Punch) 3.7% (Rat-a-Tat Rap) 0.4% (loop), 1.6% (last) (WoodPecker Attack) |
Dash Attack | 12% (clean) 8% (late) |
Neutral Aerial | 0.8% (hits 1-7) 4.1% (hit 8) |
Neutral Special | 5.4%-3.8% (egg), 2.4% (Breegull Blaster hits 1-6), 1.6% (Breegull Blaster hits 7-12), 0.8% (Breegull Blaster hits 13+) |
Final Smash | 10% (initial hit) 54.3% (total) |
Edge Attack | 10% |
Forward Smash | 16% |
Forward Throw | 5.4% (hit 1) 3% (throw) |
Floor Attack | 7% |
Pummel | 1.4% |
Bayonetta
Bayonetta is a fantastic fighter in the B-rank Smash bros Ultimate tier list for close and ranged combat style. She has a good ground and aerial game, and her grab attack has got a high range. Bayonetta’s throws can also be connected to smash attacks.
Neutral Attack | 1.4% (Bullet Punch/Combo Sweep) 1.4% (Swing Up) 2.2% (Phantom Rush) 0.2% (loop), 0.5% (penultimate hit), 5% (last) (Phantom Finish) |
Dash Attack | 10% (early) 8% (late) |
Neutral Aerial | 8% (clean), 6% (late) 3% (Bullet Arts extension) |
Neutral Special | 1.35% (uncharged) 2.7% (charged) |
Final Smash | 28% (Gomorrah), 13% (bonus spell) 10% (end) |
Edge Attack | 9% |
Forward Smash | 14% (wrist) 16% (fist) |
Forward Throw | 7% (hit) 3% (throw) |
Floor Attack | 7% |
Pummel | 0.6% (hit 1), 0.7% (hit 2) |
Duck Hunt
Duck Hunt’s trick shot attack is excellent for setting traps and is also a projectile-based attack. The Wild Gunmen is to maintain distance. The downside with Duck Hunt is that they are lightweight and can easily be launched by a mid-to-heavy fighter.
Neutral Attack | 1.5% (Scratch/Headbutt) 1.5% (Double-Footed Kick) 5% (Woodpecker Rush) 0.4% (loop), 3% (last) (Duck Finish) |
Dash Attack | 10% (clean) 7% (late) |
Neutral Aerial | 11% (clean) 5% (late) |
Neutral Special | 10% (explosion), 1.8% (shots), 1.8%-4.4% (contact) |
Final Smash | 5% (flock of ducks), 10% (gunmen’s initial shots), 24% (gunmen’s final shots), 6% (ending) |
Edge Attack | 9% |
Forward Smash | 4% (hits 1 and 2) 9% (hit 3) |
Forward Throw | 8% |
Floor Attack | 7% |
Pummel | 1.2% |
Meta Knight
Like Kirby, Meta Knight, too, has got six jumps with not enough overall height. The fighter wields a sword which gives him much better range than other fighters of the same universe. Meta Knight has got excellent combos and multi-hit attacks.
Neutral Attack | 1% (loop), 2% (last) (Chaos Slash/Slash Up) |
Dash Attack | 7% (foot) 6% (tip) |
Neutral Aerial | 10% (clean) 7.5% (late) |
Neutral Special | 12% (clean) 8% (late) |
Final Smash | 3% (trapping hit), 27.6% (flurry attack), 10% (launch) |
Edge Attack | 9% |
Forward Smash | 16% |
Forward Throw | 6% (hit) 3% (throw) |
Floor Attack | 7% |
Pummel | 1% |
Mewtwo
Mewtwo has above-average agility, which is evident from its incredible dash speed and air dodging. Using the backward aerial, teleport, and Shadow Ball, the fighter can achieve a good recovery and is difficult to counter.
Neutral Attack | 3% (Dark Flash/Dark Flame) 0.8% (loop), 2.5% (last) (Dark Finish) |
Dash Attack | 12% (clean sweet spot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) |
Neutral Aerial | 1.6% (hits 1-5) 4% (hit 6) |
Neutral Special | 4% (uncharged) 25% (fully charged) |
Final Smash | 40% |
Edge Attack | 9% |
Forward Smash | 20% (blast) 16% (arms) |
Forward Throw | 3% (throw) 2.4% (Shadow Balls) |
Floor Attack | 7% |
Pummel | 1.3% |
Robin
Robin is an excellent choice for a ranged damage dealer playstyle. He/she also has a good grab range. Since Robin has ranged combos, the fighter is excellent choice of zoning and putting pressure on the enemy.
Neutral Attack | 2% (Right Chop) 1.5% (Combination Chop) 5% (Fire/Wind) 0.9% (Elwind loop), 2% (Elwind final hit) (Wind Finish) |
Dash Attack | 10% (clean) 6% (late) |
Neutral Aerial | Bronze: 6.9% Levin: 11.5% |
Neutral Special | 5.5% (Thunder), 11% (Elthunder), 6% (Arcthunder, hit 1), 2.4% (Arcthunder, looping hits), 8% (Arcthunder, finisher), 2.6% (Thoron) |
Final Smash | 2% (trapping hit), 3% (initial hit), 1.3% (hits 2-21), 18% (final hit) |
Edge Attack | 9% |
Forward Smash | Bronze: 9.6% Levin: 16% (clean), 10% (late) |
Forward Throw | 8% |
Floor Attack | 7% |
Pummel | 1.5% |
Villager
Villager has an above-average knockback attack, and he can KO an enemy if the percentage is more than 55%. He also has decent vertical and horizontal recovery.
Neutral Attack | (Left Punch/Right Punch/Finish Punch): 1% (loop), 2% (final hit) |
Dash Attack | 10% (clean) 6% (late) |
Neutral Aerial | 9% (clean) 5% (late) |
Neutral Special | 1.9× pocketed projectile |
Final Smash | 45.5% (entire), 10% (collateral loop), 15% (collateral explosion) |
Edge Attack | 9% |
Forward Smash | 15% (early) 17% (clean) |
Forward Throw | 9% |
Floor Attack | 7% |
Pummel | 1.2% |
Zelda
Zelda overall is a decent and reliable fighter in the game. However, she has only a limited number of combos that are effective against a mid to high-weight opponent.
Neutral Attack | (Short Flash/Rapid Flash) 2.5% (hits 1-2) (Flash Finish) 0.4% (loop), 3% (end) |
Dash Attack | 12% (clean sweet spot), 9% (clean sour spot), 6% (late) |
Neutral Aerial | 2.5% (hits 1-4, front), 1.5% (hits 1-4, back), 5% (hit 5) |
Neutral Special | 2% (hits 1-3), 5% (hit 4, close), 4% (hit 4, tip) 1.25× (reflected projectiles) |
Final Smash | 7% (initial vacuum), 3% (subsequent vacuum), 60% (main) |
Edge Attack | 9% |
Forward Smash | 1% (hits 1-4) 13% (hit 5) |
Forward Throw | 10% |
Floor Attack | 7% |
Pummel | 1.3% |
Mii Gunner
Mii Gunner is a ranged fighter in the B-rank tier list. He is great at putting pressure on an enemy to get close. However, Mii Gunner does not have great close combat setups.
Neutral Attack | 1.7% (Jab) 1.7% (Spin Kick) 1% (cannon), 4.5% (explosion) (Short fire) |
Dash Attack | 11% |
Neutral Aerial | 10% |
Neutral Special | Charge Blast: 4% (uncharged), 26% (fully charged) Laser Blaze: 5% Grenade Launch: 1.3% (hits 1 -5), 6.5% (hit 6) |
Final Smash | 1.3% (mini laser loop), 1.8% (big laser loop), 5% (final hit) |
Edge Attack | 9% |
Forward Smash | 1.7% (hits 1 – 6), 7.5% (hit 7) |
Forward Throw | 4% (punch) 3% (throw) |
Floor Attack | 7% |
Pummel | 1.2% |
Ice Climbers
Ice Climbers use their equipment for offensive and recovery measures. They have a decent jump height. However, Ice Climbers lack good horizontal air movement. Moreover, if Nana dies, Popo will also die.
Neutral Attack | Right Sweep: leader: 2% partner: 1.5% Left Sweep: leader: 3.5% partner 2.625% |
Dash Attack | leader: 6% partner: 4.5% |
Neutral Aerial | leader: 7% partner: 5.25% |
Neutral Special | 3.5-2.2% (ice chunks), 3.5% (hammers) |
Final Smash | 13% (peak, rising), 11%/9%/7% (iceberg), 16% (Polar Bear), 5% (Condor) |
Edge Attack | leader: 8% partner: 6% |
Forward Smash | leader: 12% partner: 9% |
Forward Throw | 3% (hit) 5% (throw) |
Floor Attack | leader: 7% partner: 5.25% |
Pummel | 1% |
C-Tier
All the fighters coming under C-tier are below-average performers in the game. They have complex combo mechanics, and most, if not all, attacks are not effective as well.

Bowser Jr
Bowser Jr has a strong zoning playstyle which makes this fighter a great pick against mid-sized opponents. He also has good combo variety, and if they are used right, it can confuse an opponent. Unfortunately, an enemy can pick up Bowser Jr’s Mechakoopa and attack back at the fighter. He also has pretty low range on some of his attacks. Since Bowser Jr’s attacks and combos utilize a variety of weapons, opponents can easily predict the incoming attacks and play out accordingly.
Neutral Attack | 2% (Clown Jab/Clown Hook) 2% (Clown Hundred Rending Punch ) 0.5% (loop), 3% (last) (Clown Hundred Rending Finish) |
Dash Attack | 2% (hits 1-5) 4% (hit 6) |
Neutral Aerial | 8% (clean) 7% (mid) 5% (late) |
Neutral Special | 10% (uncharged), 7% (uncharged late), 20% (fully charged), 14% (fully charged late) |
Final Smash | 3% (paint) 5% (explosion) |
Edge Attack | 10% |
Forward Smash | 1% (hits 1-5) 11% (hit 6) |
Forward Throw | 3% (hit 1) 7% (throw) |
Floor Attack | 6% – 7% |
Pummel | 1.3% |
Simon (Richter)
Simon’s whip-based attacks allow him to deal damage from a distance, and the weapon is also used to tether and recover pretty easily. Players can utilize the axe to attack an enemy that is directly above the fighter. Simon’s holy water-based attacks burn an enemy, dealing small damage over time. Despite the great usage of the whip for the recovery, Simon does not have a lot of setups to recover. Moreover, his overall mobility is also low.
Neutral Attack | 2% (Short bash) 2% (Second Bash) 1.5% (spiked ball), 1% (chain) (Whip Rush) 0.5% (loop), 2.5% (end) (Whip Finish) |
Dash Attack | 1.7% (hits 1-5) 3.5% (end) |
Neutral Aerial | 1% (hits 1-6) 4% (end) |
Neutral Special | 15% |
Final Smash | 3% (trapping hit) 10% (final hit) |
Edge Attack | 9% |
Forward Smash | 18% (spiked ball), 16% (chain) 14% (chain, close) |
Forward Throw | 7% |
Floor Attack | 7% |
Pummel | 1.2% |
Ridley
Ridley is a large-sized lightweight fighter. He comes with three jumps which cover a decent amount of height. Most of Ridley’s attacks and combos utilize the fighter’s tail, which is why he has good ranged-attacks setups. He is also an excellent pick when it comes to edge-guarding. Unfortunately, despite the advantages, the fighter’s lightweight and size weigh him down; his hitbox is big and can be launched easily due to low weight.
Neutral Attack | 2% (Scratch/Counter Scratch) 1.5% (Bite off) 5% (Thousand Needle) 0.7% (loop), 2% (end) (Tail Finish) |
Dash Attack | 13.5% |
Neutral Aerial | 9% (clean tail) 12% (clean tip) 5% (late) |
Neutral Special | 4.5%-5.6682692% (clean), 3.5%-4.4086542% (late) |
Final Smash | 15% (dash), 40% (cutscene) 15% (ending) |
Edge Attack | 10% |
Forward Smash | 20% |
Forward Throw | 9% |
Floor Attack | 7% |
Pummel | 1.6% |
Mii Swordfighter
Mii Swordfighter is an average fighter in the C-rank Smash bros Ultimate tier list. Most of his attacks and combos are focused on close combat. However, he also comes with a few projectiles-based attacks, which makes the fighter the best of both worlds. Other than that, Mii Swordfighter is lightweight and is easy to launch and knockback, especially at a mid-to-high range of percentage buildups.
Neutral Attack | 3% (Front Slash) 3% (Counter Slash) 5% (Slash Up) |
Dash Attack | 10% |
Neutral Aerial | 8% |
Neutral Special | Gale Strike: 13% (clean), 11% (mid), 10% (late) Shuriken of Light: 2% (close), 3.5% (mid), 5% (mid-far), 6.5% (far) Blurring Blade: 0.8% (hits 1 – 5, uncharged), 8% (hit 6, uncharged), 1.9% (hits 1 – 5, fully charged), 19.2% (hit 6, fully charged) |
Final Smash | 1.8% (shockwave, close), 2.4% (shockwave, mid), 3% (shockwave, far) |
Edge Attack | 9% |
Forward Smash | 14% (hilt) 15% (blade) 16% (tip) |
Forward Throw | 3% (kick) 3% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
Piranha Plant
Piranha Plant is a decent fighter in Super Smash Bros Ultimate. Most of his basic to advanced attacks connect well and deal good damage on an opponent. Piranha Plant has a good recovery and stalls it as well using the down special, side special, and neutral special moves. However, regardless of the many good things about the fighter, his low agility, slow melee, and projectile attacks weigh him down.
Neutral Attack | 2.4% 2.2% 4.4% 0.6% (loop), 3.4% (end) |
Dash Attack | 10% (clean) 7% (late) |
Neutral Aerial | 2% (hits 1-4) 3% (hit 5) |
Neutral Special | 14% (held), 18% (thrown, early), 13% (thrown, late) |
Final Smash | 4% (cage), 5% (high jump landing), 5% (fire, caged), 3% (fire, collateral) 20% (cage slam) |
Edge Attack | 10% |
Forward Smash | 19% (head) 15% (stem) |
Forward Throw | 3% (hit) 8% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
Pit (Dark Pit)
Pit and Dark Pit are less popular characters in Super Smash Bros Ultimate. The major difference between them is the fact that Pit has weaker but more agile and controllable arrows. The fighters have good off-stage gameplay, since they can edge guard well and recover from anywhere on the screen. This makes them strong due to their stalling power. Pit can also use a reflector that acts as a double-sided shield. Moreover, their grabs transition well into aerials, lending credibility to their grab game. The weaker arrows are good against opponents that have relatively slower recoveries since it is difficult to dodge. Conversely, Dark Pit’s arrows also has some kill power behind it, and provide good stage control. The Up Tilt also allows for effective juggling. However, Pit lacks power and speed, which is something that holds him back.
King K. Rool
One of the few good things about King K. Rool is that, like Bowser, he too has the highest weight in Super Smash Bros Ultimate. This is why launching this fighter into the air or landing a knockback attack is challenging. King K. Rool’s down aerial and back aerial attack can meteor smash an opponent. He also has two long projectiles, which becomes effective to carry out attacks from a decent range. However, even though King K. Rool has got belly super armor, it does not resist the grabs. Also, the speed of projectiles is considerably slow.
Neutral Attack | 2.5% (Palm Slap) 2.5% (Snatch Claw) 7% (Sole Kick) |
Dash Attack | 15% (clean), 11% (late) |
Neutral Aerial | 12% (clean), 8% (late) |
Neutral Special | 13% (Kannonball), 12% (throw), 17% (relaunched Kannonball) |
Final Smash | 3% (stomp), 10% (tackle), 25% (energy beam), 10% (ending) |
Edge Attack | 10% |
Forward Smash | 19.95% (sweetspot), 17.325% (close) 19% (sweetspot), 16.5% (close) 19.57% (sweetspot), 16.995% (close) |
Forward Throw | 10% (throw), 7% (collateral) |
Floor Attack | 7% |
Pummel | 1.6% |
Donkey Kong
Donkey Kong is a high-weight fighter who deals powerful close combat and knockback attacks. Due to his long arms, the fighter has a good range of attacks. Not only his attacks are strong, Donkey Kong has also got powerful throws, making his movesets pretty good for a heavy fighter. Other than that, since he is a big-size fighter, he has a large hitbox. Moreover, Donkey Kong does not have any projectile-based attacks whatsoever.
Neutral Attack | 4% (Jab) 6% (Upper) |
Dash Attack | 12% (clean) 9% (late) |
Neutral Aerial | 12% (clean) 9% (late) |
Neutral Special | 10% (uncharged), 28% (tenth wind-up/fully charged grounded), 25% (tenth wind-up/fully charged aerial) |
Final Smash | 12% (initial hit), 1.2% (rapid hits), 14% (final hit), 61.9% (maximum) |
Edge Attack | 10% |
Forward Smash | 22% (hands),\ 21% (arms) |
Forward Throw | 12% (forward, up), 13% (back), 11% (down) |
Floor Attack | 7% |
Pummel | 1.6% |
Kirby
Kirby’s strength lies in his small-sized appearance, six jumps, and low crouch. All these reasons give the fighter advantage in a fight, but they also come with disadvantages. Kirby is a lightweight fighter, making him easy to launch in the air and can also be KO quickly. Even though he has got a high number of jumps, the overall height is not up to the mark. Also, Kirby does not have decent range while attacking an enemy.
Neutral Attack | 1.8% (Punch) 1.6% (Vulcan Jab) 0.2% (Loop) 3% (Last) |
Dash Attack | 12% (clean), 9% (mid), 6% (late) |
Neutral Aerial | 10% (clean), 8% (mid), 6% (mid-to-late), 4% (late) |
Neutral Special | 10% (swallow), 6% (spit) |
Final Smash | 3% (stun), 5% (hit 1), 2.5% (hits 2-9), 16% (hit 10) |
Edge Attack | 9% |
Forward Smash | 15% (clean) 11% (late) |
Forward Throw | 5% |
Floor Attack | 7% |
Pummel | 1% |
Jigglypuff
Like Kirby, Jigglypuff is also another lightweight fighter who is easy to KO. He can jump six times in the air, but the overall height achieved by the jumps is not decent. Kirby’s Sing and Rest are two effective means to KO an opponent if the fighter has a high percentage. Even though the airspeed of the fighter is above-average, he is pretty slow on the ground.
Neutral Attack | 3% (Jab) 3% (Continuous Jab) |
Dash Attack | 12% (clean) 8% (late) |
Neutral Aerial | 11% (clean) 6% (late) |
Neutral Special | 10% (minimally charged) 20% (fully charged) |
Final Smash | 10% (hit 1) 25% (hit 2) |
Edge Attack | 8% |
Forward Smash | 16% (clean) 14% (late) |
Forward Throw | 5% (hit 1) 5% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
D-Tier
All the fighters belonging to the D-rank Smash Ultimate tier list are difficult to learn. They also do not offer much to the table, and mastering their moveset and setups to beat the fighters of higher tiers is a challenge.

Lucario
Lucario can deal powerful damage and deal a high damage output knockback attack at higher percentages build of his own by using the Aura mechanic. He also has terrific edge-guarding moves, giving him enough room to recover. However, Lucario is a pretty weak fighter without his Aura and higher percentage buildup. Moreover, he also has a pretty bad recovery if his percentage is not high.
Neutral Attack | 2.5% (Sweep) 2% (Thurst) 3% (Kick Up) |
Dash Attack | 8.5% (sourspot), 10% (sweetspot), 7% (late) |
Neutral Aerial | 8% (Hit 1) 6% (Hit 2) |
Neutral Special | 6.9%~17.2% (move), 0.6% (charge loop) |
Final Smash | 0.8% (loop), 11.5% (final hit) |
Edge Attack | 9% |
Forward Smash | 16% (Clean) 13% (Late) |
Forward Throw | 5% (hit) 3% (throw) |
Floor Attack | 7% |
Pummel | 1.3% |
King Dedede
King Dedede has a very powerful smash and dash attack that can turn the tide of a fight if used properly. Other than that, he has very high weight, making it difficult for an opponent to launch King Dedede into the air. The increased weight also gives the fighter high survivability. Unfortunately, due to high frames, King Dedede has got a large hitbox that makes the fighter easy to land damage. Other than that, he is not an agile character on the ground and aerial both.
Neutral Attack | 2.5% (Quick Swing) 2.2% (Spinning Hammerhead) 0.5% (loop), 3% (last) (Battering Strike) |
Dash Attack | 16% (clean), 13% (late) |
Neutral Aerial | 12% (clean), 7% (late) |
Neutral Special | 12% (spit), 1.5× damage (reflected projectiles) |
Final Smash | 8% (hit 1), 1.8% (missiles), 20% (hammer hit), 10% (last hit) |
Edge Attack | 10% |
Forward Smash | 16% (early hammerhead), 25% (late hammerhead), 18.5% (handle), 11% (shockwave) |
Forward Throw | 4% (hit 1), 6% (throw) |
Floor Attack | 7% |
Pummel | 1.6% |
Isabelle
One of the greatest strengths of Isabelle is that using Balloon Trip, she gets recovery quickly, and the Lloid Trap allows the fighter to keep an enemy at bay from her. She has pretty functional zoning abilities and a useful counter-attack. However, she is very lightweight, and hence Isabelle is easy to knock back or launched into the air. She also does not have projectiles which can become frustrating while playing with her.
Neutral Attack | 2% (Toy Hammer) |
Dash Attack | 10% (beginning), 6% (pot) |
Neutral Aerial | 10% (clean), 6% (late) |
Neutral Special | 1.9x Multiplier |
Final Smash | 10% (collateral loop), 15% (collateral explosion), 50.5% (entirety) |
Edge Attack | 9% |
Forward Smash | 17% (clean) 8% (late) |
Forward Throw | 9% |
Floor Attack | 7% |
Pummel | 1% |
Incineroar
Incineroar has low mobility, but he makes up for it in the frames department. He is also very high in weight which increases his chance of survivability a tad bit better than other lightweight fighters in our D-ranking fighters in our Smash Ultimate tier list. However, like Isabelle, Incineroar also does not have any projectiles to attack enemies. He, too, like her, relies heavily on close combat to deal damage on opponents.
Neutral Attack | 2.5% (Wide Chop) 2.8% (Kneebutt) 6.7% (Elbow Smash) |
Dash Attack | 13% (clean), 9% (late) |
Neutral Aerial | 13% (clean), 9% (late) |
Neutral Special | 17%/13% (clean hit 1), 12%/10% (late hit 1, hit 2), 11%/9% (hits 3-4), 10%/8% (hits 5-6), 8%/6% (hits 7-8) |
Final Smash | 3% (start-up), 2% (initial grab), 7% (hit 1-4) |
Edge Attack | 10% |
Forward Smash | 16% (leg) 20% (foot) |
Forward Throw | 12% (throw), 4% (early), 6% (mid), 8% (late), 10% (latest) |
Floor Attack | 7% |
Pummel | 1.6% |
Ganondorf
Despite being one of the high damaging fighters in Super Smash Bros Ultimate, Ganondorf suffers terribly because of the worst recovery system. Moreover, since he has an extremely high weight, it is also why he has got the slow movement speed on the ground and in the air. Ganondorf suffers from ranged attacks as well, and to attack an enemy, he must rely on close combat only.
Neutral Attack | 11% |
Dash Attack | 15% (clean), 11% (late) |
Neutral Aerial | 7% (hit 1 clean), 5.25% (hit 1 late), 12% (hit 2 clean), 9% (hit 2 late) |
Neutral Special | 30% (ground), 37% (ground reverse), 38% (aerial), 40% (aerial reverse) |
Final Smash | 10% (greatswords), 45%/35% (charge) |
Edge Attack | 10% |
Forward Smash | 24% |
Forward Throw | 5% (hit 1), 8% (throw) |
Floor Attack | 7% |
Pummel | 1.6% |
Dr. Mario
Unlike Mario, a top-tier fighter in our smash bros ultimate tier list, Dr. Mario suffers heavily in the combo department; the former has more combo variety than the latter. Other than that, Dr. Mario, like Ganondorf, is also weighed down by the worst recovery system in the game. He can be edge-guarded pretty easily, making him vulnerable to incoming combo attacks. On top of that, since Dr. Mario is a small-sized character, he has slow speed compared to his counterparts of the same size fighters.
Neutral Attack | 2.94% (Jab) 1.76% (Straight) 4.74% (Kick Up) |
Dash Attack | 11.52% (Clean) 7.56% (Late) |
Neutral Aerial | 5.88% (Clean) 11.75% (Late) |
Neutral Special | 5.88% (Early) 4.704% (Late) |
Final Smash | 3.528%/3.7632%/3.9984%/4.2336% (front), 2.7048%/2.94%/3.0576%/3.2928% (back) |
Edge Attack | 10.00776% |
Forward Smash | 17.2872% (electricity), 20.9328% (arm) |
Forward Throw | 9.408% |
Floor Attack | 7.056% |
Pummel | 1.5288% |
Little Mac
Little Mac is a heavy hitter but does not take enough punch from the opponent due to its low weight. He is a poor fighter when it comes to approaching an opponent via aerial-based attacks. Furthermore, like most fighters in our D-tier, Little Mac too suffers from poor recovery. On the bright side, his K.O punches can not be shielded and hit an opponent hard. Little Mac’s smash attacks also grant the fighter super armor whenever it lands on an enemy.
Neutral Attack | 1.5% (Left Jab) 1.5% (Right Hook) 5% (Rush) 0.5% (Loop) 3% (Last) |
Dash Attack | 10% |
Neutral Aerial | 2% |
Neutral Special | 12%/10%/8% (uncharged), 10%/8% (uncharged reversed), 30% (fully charged), 28% (fully charged reversed), 35% (KO Uppercut), 13% (aerial KO Uppercut) |
Final Smash | 3% (beginning), 2% (late beginning), 59% (entirety) |
Edge Attack | 9% |
Forward Smash | 20% (fist), 18% (arm) 20% (fist), 18% (arm) 24% |
Forward Throw | 4% (hit) 4% (throw) |
Floor Attack | 7% |
Pummel | 1% |
Latest Patch Notes
Last Updated: Version 13.0.1.
Donkey Kong:
- “Neutral Second Attack” gets buffed where his vulnerability has been reduced and the duration of how long the hit detection lasts.
- “Down Tilt Attack” also got buffed where the enemy lasts longer in the damage animation.
- “Neutral Special” also got buffed where the speed of super armor being activated has been increased.
Link:
- “Neutral Attack” speed has been increased.
- “Down Tilt Attack” launch angle has been fixed.
- “Up Smash Attack” launch distance has been extended.
Peach and Daisy:
- Peach and Daisy “Side Special” makes it easier to grab onto edges.
Ice Climbers:
- Attack Speed of Ice Climbers “Dash Attack” has been increased.
- “Down Smash Attack” launch distance has been increased.
- “Up Special” attack speed has been increased and edge grab speed has also been increased.
Falco:
- “Dash Attack” of Falco has been buffed where his attack power is increased.
- “Side Smash Attack” attack range has been increased.
Mewtwo:
- “Side Tilt Attack” power has been increased and launch distance has been extended.
- “Forward Throw” power has been increased.
Meta Knight:
- “Forward Air Attack” power has been increased.
- “Back Air Attack” power has also been increased.
- “Up Throw” launch distance has been increased.
Wario:
- “Neutral Attack 1 and 2” vulnerability has been reduced and power has been increased.
Ike:
- “Neutral Attack 3” launch distance has been increased along with power.
- “Up Smash Attack” also has more launch distance.
- “Side Special” power has been increased when charging forward along with launch distance.
Mega Man:
- “Dash Attack” has more attack speed and more launch distance upon final attack.
- “Down Smash Attack” damage range has been extended downward.
- “Side Special” has more power now.
Rosalina & Luma:
- “Basic Movements” launch distance has been reduced.
- “Down Smash Attack” the damage range has been extended inward.
Robin:
- “Flurry Attack” increased attack range and power.
- “Flurry Attack to KO” attack range has been increased.
Bowser Jr. :
- “Dash Attack” multiple hits has been made easier and power has been increased.
- “Down Tilt Attack” launch angle has been fixed.
- “Up Smash Attack” power has been increased.
- “Side Special” launch distance has been increased when spinning.
Ryu:
- “Neutral Special” attack power has been increased
- “Side Special” vulnerability has been reduced for all kinds of incoming attacks.
Cloud:
- “Down Special” attack speed has been increased for Finishing touch.
Inkling:
- “Reload” vulnerability reduced when reloading ink.
- “Side Tilt Attack” power has been increased and launch distance is increased.
- “Up Tilt Attack” hitting enemies on ground has been made easier.
- “Side Smash Attack” high damage range has been made easier.
- “Neutral Special” distance of the shot is increased.
Ridley:
- “Dash Attack” power has been increased.
Piranha Plant:
- “Side Tilt Attack” launch distance has been increased.
- “Down Tilt Attack” duration of hit detection increased and vulnerability has been reduced.
- “Down Air Attack” duration has been increased of the meteor effect.
- “Down Special” time to use the move has been reduced.
Min Min:
- “Basic Movements” length of the animations has been adjusted and power against shields has been reduced.
- “Neutral Air Attack” vulnerability has been increased when landing.
- “Side Smash Attack” Dragon’s beam time has been reduced.
Steve:
- “Up Smash Attack” opponents’ animation time has been shortened when hit by different kinds of attacks.
Pyra:
- “Basic Movements” adjusted some animations that occur when knocked down to the ground.
- “Side Special” vulnerability has been increased.
Mythra:
- “Basic Movements” adjusted some animations that occur when knocked down to the ground.
- “Side Smash Attack” launch distance has been reduced.
Sora:
- “Basic Movements” adjusted some animations that occur when knocked down to the ground.
That is pretty much everything you need to know about the Super Smash Bros Ultimate tier list. We will update the SSBU tier list as soon as new fighters join the roster and we get hands-on experience. Till then, this tier ranking will do.
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