Super Smash Bros. Ultimate in competitive play

Super Smash Bros. Ultimate's competitive scene began with the. Following the game's release, it quickly became the largest Smash scene, and despite several setbacks, the scene is still active today.

2018: Rapid growth
Similar to Super Smash Bros. 4, Super Smash Bros. Ultimate's competitive scene started before the game was released with the, an invitational tournament hosted by Nintendo at E3 2018 on June 12th, 2018. Similar to the last invitational, professional Smashers were invited to compete against each other; however, only eight players were invited this time, four of them being top SSB4 players while the other four were top Melee players. The only invitee who participated in the previous tournament was, who managed to defend his previous title and defeated , winning his first Ultimate tournament.

When Ultimate was released on December 7th, 2018, many tournaments started hosting the game, with a lot of them having over 100 attendees. By the end of the year, Ultimates largest tournament, Umebura SP, had hosted 745 players, over 7 times more entrants than Smash 4s largest tournament in the same period of time.

New mechanics
The introduction of the Final Smash Meter and the general standardization of Final Smashes and their strength brought up the topic of legalizing them. However, including them in tournament play quickly fell out of favor due to many of the same problems that led to their ban in the past still being present. The most prominent of these is the disparity in effectiveness, with attacks like Triforce of Wisdom being considerably more effective than attacks like Puff Up, while several characteristics of Final Smashes themselves, such as the fact that they cannot be blocked, mean that they continue to supplant many mechanics in the game.

Despite the term "Echo Fighter" being heavily marketed as a new method of branding clone characters, players quickly noticed that the term was somewhat inconsistent. While the term was used on all clones with little to no differences, a few other Echo Fighters had noticeable differences. , and  have all been seen as different enough from,  and  respectively to warrant being ranked separately from each other. Conversely,, , and are commonly merged with their base fighters when ranking them, as they have minimal gameplay differences from their parent characters. has been argued to fit in both categories, since while his only differences lie in his side special, neutral special, and Final Smash (the latter of which is not used in competitive play), his differences in those moves are fairly notable.

2019: A growing metagame
2019 started off with a bang, with over 2,000 players participating in, the first tournament since to surpass the milestone. This tournament saw the first international appearance of, a 15-year-old from Japan who was a top player in SSB4. Despite being his first time in a tournament outside of Japan, Zackray made an impressive run by placing 5th and defeating top players such as and. , a young Smash 4 prodigy, was also able to prove that he was still a top player by winning the whole tournament and double eliminating.

Nintendo also began hosting their own Ultimate tournaments, starting with the. Their ruleset, however, was criticized by many competitive players for being too casual, as items were allowed and certain stages banned in competitive play were used. Nintendo would slowly fix this problem, first by getting rid of Smash Balls and Assist Trophies at the, and later adopting the competitive ruleset for the.

The Panda Global Rankings Ultimate, or PGRU, made a return for Ultimate, starting its first season with GENESIS 6 and on February 1st, 2019, and ending with, , and  on July 7th, 2019. Although the PGRU has almost the same mechanics as the previous iteration, there were some notable changes. The biggest change was the international multiplier, which counts entrants from tournaments outside of the continental US as 1.25 entrants, allowing more international tournaments to have representation on the PGR.

The first iteration of the PGRU was met with some controversy. Many players were confused on how players who have only attended a few PGRU tournaments, such as and, were present on the list while more consistent players, such as  and , were relegated to PGRU's "Area 51" or were not present on the list at all. On PGStat's SmashCenter podcast, Panda Global director stated that, since there were no PGRU players for reference, outplacements were also counted for the list. This meant that large tournaments where top 10 players were upset early, such as at, allowed players who have ranked higher to have a better chance to make it onto the list.

Unlike Smash 4, where dominated competitive play, during the first few months of the first season, many people were unsure about who would take the top spot; MkLeo was commonly viewed as the best player after his victory at GENESIS 6 until  defeated him twice at  and took the tournament. This renewed the debate for the best player, which saw some new contenders as well, such as Zackray,, and. Most potential candidates have several top placements but a few mediocre ones as well; for example, MkLeo had won GENESIS 6 but also placed 33rd at the, and Zackray has had weaker performances abroad. However, as the metagame progressed, MkLeo - after switching mains from, , and to the DLC character  - started to gain more wins than the other contenders; since , he has not placed outside of top 2 at all the tournaments he attended. While some complaints arose of Joker being potentially broken, few outside of MkLeo have achieved as much success with the character, in contrast to characters such as and  in previous installments. As it stands, MkLeo is currently widely viewed as the best player in the world, though nowhere near as dominant as ZeRo's presence in Smash 4.

The record for the largest Smash tournament in history, previously held by Smash 4 at EVO 2016, was shattered at, when Ultimate became the first game to surpass 3,000 entrants, totaling at 3,534. A week later, would also surpass EVO 2016's record with 2,708 entrants. With these numbers, Ultimate is currently the only Smash title where more than one tournament has surpassed 2,000 entrants. The EVO 2019 Grand Finals between MkLeo and Tweek is currently the most viewed Ultimate tournament match on YouTube, with over 2 million views.

In the second half of the year, the presence of international players in the competitive scene started to increase. Japan started hosting more Umebura and Sumabato tournaments, allowing players such as and  to gain more recognition. Furthermore, Europe - previously seen as a weaker region in Smash 4 - started to gain more recognition thanks to 's outstanding placements at majors and several of Europe's best players defeating other top players, including defeating  at,  defeating  at , and  defeating both  and  at Super Smash Con 2019 and , respectively. Finally, several players from Mexico and Central America also had incredible performances at national tournaments, including brothers and  defeating  and, respectively, at  and  defeating  at. Most notably, Maister placed in the top 8 at every PGR tournament he attended except and.

Character viability
As with most new Smash games, character viability was significantly different from Smash 4. In the early days of Ultimate, some popular veteran picks included, , , , , (along with her new Echo Fighter ), , , and. Many veteran characters received multiple buffs that made them significantly more viable. Pichu's self-damaging was offset by its great combo game and kill power, Palutena's reduced landing lag made her aerials oppressive, Olimar and Wolf received hitbox buffs to their smash attacks, and Peach's use of float canceling to perform highly damaging strings and combos made her a top tier threat, to name a few. As for newcomers, early opinions of, and  were strong, but it was a matter of time before their weaknesses were highlighted. was once commonly thought to have the most potential, with the ink effect allowing damage to racking up very quickly. Many top tiers from previous iterations fell, including, , , , , , , , and most notably , who had been drastically nerfed as a result of her controversial dominance in SSB4. Other characters saw a handful of buffs that made them significantly more viable, albeit not overbearing, than in past iterations, including, , and.

After launch, Olimar, Peach, Daisy, Pichu, Wolf, Pokémon Trainer, Snake, and Lucina were commonly viewed as among the best characters in Ultimate, though numerous patches have toned some of them down. Peach, Daisy, Wolf, and Lucina were still viewed as top tiers after nerfs, albeit less dominating, while Olimar and Pichu fell out of "Top Tier" status in the eyes of most players. Patches also improved other lower tier characters, such as, , , and , to where they see much more tournament representation and results. The advent of DLC characters had some wary of a new overpowered character. 's use of randomised mechanics and being able to kill opponents at low percents with ease had some players argue the character should be banned, but no such ban was ever widely implemented, and Hero's results remain decent at best. Instead, rose from being viewed as a decent high tier to a universal top tier with 's dominance. Nerfs saw other already viable characters steal the spotlight, including with its strong combos and confirms. As it stands, the top 3 characters were widely considered to be Joker, Pikachu, and, though many Japanese players also make the argument for ; some thought Pikachu was believed to have the strongest kit in the game, though its lack of notable results prevented regions like Japan and Europe from rating it any higher.

Ultimate has shown to be the best game in the series in terms of character balance. It is fairly common to see an entirely unique character pool in top 8s for many major tournaments. Additionally, there are few low- and bottom tiers that are seen as completely unviable, and there are no top tier characters that over-centralize the metagame in the same vein that in Melee,  in Brawl, and  in Smash 4 did. So-called low/bottom-tier characters have received decent results as well; notably won Australia's largest major with King K. Rool, a character who at the time was notably viewed as one of the worst characters in the game. While there may be clear high-tier and low-tier characters in Ultimate, the gap between the two is nowhere near as significant as it was in previous games.

2020-2021: COVID-19 outbreak and the rise of online play
The second iteration of the PGRU was released prior to and, and for the first time in PGR history, the number of international players outnumbered American players. The list caused controversy over the placements of certain players and the increase in Japanese representation, although several complaints were due to misconceptions about the rankings. As a result, the PGRU received an overhaul for the third season, expanding the rankings to top 100 and getting rid of the algorithm in favor of a panel-based system. The international multiplier was also split; while Japan maintained the previous multiplier, all other international tournaments received an even greater boost at x1.67. This allowed smaller regions such as the United Kingdom, Chile, and El Salvador to gain more recognition. MkLeo ended up taking the number 1 spot on the second PGRU as well.

Nintendo's support for the competitive scene was called into question when the EVO Japan 2020 prize pool was announced, revealing that Ultimate's top prize was only a Nintendo Switch Pro Controller (awarded to champion ), in contrast to other games which had large prize pools. Despite the wishes of players such as to have Nintendo provide a prize pool for Smash, Nintendo president Shuntaro Furukawa stated that Nintendo would not fund tournaments. In response, the team behind and Super Smash Con announced the, a circuit that would provide over $250,000 in prize money. This announcement was received with praise from players, and the circuit was set to start at.

At GENESIS 7, held concurrently with EVO Japan 2020, Marss won his first supermajor after defeating MkLeo in an explosive Grand Finals, beating him 3-0.

The fourth and final supermajor of the year,, saw MkLeo famously upset by 3-0. Afterwards, MkLeo tore through the Loser's Bracket, defeating several top players. In Grand Finals, he 6-0'd to win the whole tournament, using the newly released  for the final game.

COVID-19 outbreak
2020, however, also marked the start of a global outbreak of COVID-19, later declared a pandemic by the World Health Organization. Due to warnings by them and several health professionals to avoid contact with others and travelling abroad, many players stopped attending tournaments altogether and dropped out of the ones they were registered for. The PGRU and Smash World Tour were also frozen in an effort to dissuade players from attending tournaments, many of which were either postponed or cancelled. Notably, CEO Dreamland 2020 saw players such as, , , and Maister opt out, and tournament organizer was forced to ask for donations in order to keep the tournament afloat. As the outbreak continued it became clear that offline competitive play wouldn't return for the rest of the year, and major tournaments, including CEO 2020 and EVO 2020, were either canceled or delayed indefinitely.

Though offline tournaments were halted worldwide, the online tournament scene drew significant attention as both tournament organizers and players looked for alternative options. Most notably, Cr1tikal and launched  in response to the sudden drop in offline play. In its first three tournaments, the series attracted over 8,000 unique players, including 26 PGRU-ranked smashers. Other major tournaments such as Pound 2020 and 2GG: Final Saga ran equivalent online tournaments, and, respectively. While the online scene was prominent for years, the pandemic has turned the attentions of players who otherwise would not have competed online.

With more attention, however, came more criticism for Ultimate's online mode. Matches were plagued by unstable connections, leading to frequent framedrops and input lag. The environment also promoted campy play, allowing characters that benefit from it, such as, to have more matches time out. On the contrary, characters such as and  performed worse online, as the input lag made it harder to perform their combos. Numerous complaints over the issue soon caused the hashtag "#FixUltimateOnline" to trend on Twitter in late April. In an effort to combat the terrible connections, ethernet cables became mandatory for several online tournaments and region locks, which limited online tournaments to certain regions, started to gain traction.

Due to the increase in entrants as well as changes to online tournaments, adjustments were made for the Wi-Fi Warrior Rank v5, the online equivalent of the PGR. Most notably, the rankings were extended to top 75 and a multiplier was added that increased the value of international region-locked tournaments but decreased the value of American region-locked tournaments. At the end of the season, would be ranked first on the rankings due to his consistently strong placements at S-tier tournaments, most notably claiming victory at.

By June, several venues in the United States started to host small locals, enforcing social distancing and other measures that prevents the spread of COVID-19. Several players such as criticized these tournaments for opening before the pandemic had been completely stabilized in the United States. In July, offline tournaments outside of the United States started to return as well, and French tournament became the first offline tournament since March 2020 to reach 100 entrants. By the end of the year, Japan in particular was one of the few regions holding national-level tournaments such as and.

The latter half of the year also saw a slow decrease in entrants in online tournaments due to the aforementioned problems. As a result, the Wi-Fi Warrior Rank v6 reverted to a top 50 rankings but kept most of the other changes. A notable change was the addition of sub-only tournaments to the rankings, albeit with a multiplier that decreased its value; this allowed popular sub-only tournaments, most notably 's series, to count towards the rankings. At the end of the season, the number one spot was given to, who had consistently placed top 8 at A-tier and S-tier tournaments, notably winning and.

Sexual misconduct allegations
In July 2020, numerous allegations of sexual misconduct were risen upon over fifty members of the Super Smash Bros. community, including some of Ultimate's most well-known players, commentators, tournament organizers, and streamers, including, , , , , and. Following the allegations, many of these players were stripped of professional sponsorships, banned from entering tournaments, and isolated from the community; EVO 2020 Online was also canceled entirely. Many feared that Nintendo would further distance itself from the competitive Ultimate scene as a result.

The aftermath of the sexual misconduct allegations continued into 2021, with more information and context trickling in about the transpiring events. Many of the accused have broken their silence with official responses containing their sides of the story, with several having accusations of their own towards other members of the community. Content creators such as also created videos containing their own points of view regarding these incidents. As a result, the perception of many competitive figures have shifted for better or worse; Nairo in particular would go on to be unbanned from most tournaments and has returned to streaming, although he has largely retired from competitive play.

2021-present: The return of offline competitive play
With the pandemic slowly winding down and with vaccines being released, the scene slowly began shifting back towards an offline metagame. Debates arouse as to whether players who broke out during the online metagame could maintain their strong performances online. Thus, many eyes were placed on Wi-Fi Warriors such as - the best player in the online metagame by 2021 - and  - a  player who had seen consistent victories at large online weeklies. The first tournament to feature these rising players was, a tournament that began as a small regional but quickly garnered entrants from around the country. The tournament marked Jake's first appearance offline, and he ultimately placed 9th, defeating along the way. Following this tournament, more Wi-Fi Warriors began placing high at major tournaments and taking top player wins, including defeating  to finish 9th at  and 's strong performances in Europe that ultimately established him as the continent's second-best player. Ultimately despite initial doubts, Wi-Fi Warriors were able to prove that they were able to replicate their success offline.

With being the final DLC fighter and update version 13.0.1 being the last update with major balance changes, players began developing their positions in the new metagame. In particular, many players at the top began picking up new mains, often characters from Fighter Pass 2. Most notably, the Aegis - a term used to collectively refer to and  - was used by a multitude of top players, and by the end of the year many players considered the character to be the best character in the game: out of all the players in the top 20, 11 of them were ranked with a Fighter Pass 2 character, and 5 of them were ranked with the Aegis.

Two players who had character changes were MkLeo and Tweek. Both players experimented with new characters during the pandemic period, and they both came out of it playing new characters. MkLeo struggled during the online metagame before finding his footing with, an unpopular character that, at that point, had been dismissed as a low tier; he subsequently picked up the Aegis as well. Tweek picked up and saw success online, but chose to forgo the online metagame to focus on his mentality. Players began anticipating a new chapter in the rivalry: would MkLeo prevail with his new character choices, or would Tweek's new mentality and character bring him to the top?

They would meet each other in two different tournaments. The first was at, where Tweek's Diddy Kong defeated MkLeo's Byleth in the first game, prompting MkLeo to switch to the Aegis for the rest of the tournament. Tweek subsequently defeated MkLeo in both winner finals and grand finals in a 6-0 fashion, claiming victory. The next tournament,, initially seemed like it was to be the same, with Tweek up 2-0 against MkLeo's Byleth. This time, however, MkLeo stuck with the Byleth and reverse 3-0'd Tweek in winner finals; he preceded to defeat Tweek again 3-1 in grand finals, winning the tournament. As the season went on, MkLeo continued his dominance, winning every tournament that he attended and shifting perceptions on Byleth's viability. Tweek, on the other hand, was upset at least once at every tournament he attended and often placed below his seed. Thus, MkLeo ultimately won the rivalry for the year.

Unfortunately for Tweek, his disappointing performances were also going to cost him the runner-up position, due to the rise of the online metagame's best player. Aside from his first tournament of the season, Sparg0 finished every tournament of the season in the top 3, claiming victory over many players in the top 10. Although Sparg0 was gatekept from claiming a major victory, often by, he nevertheless established himself as a contender for the throne, with MkLeo believing that, in a year's time, Sparg0 would likely be the best player in the world.

Aside from Sparg0's rise, there were many new shakeups at top-level play. , the best player in the world, picked up  as a co-main and used both characters to become the best player in Japan. , who had missed out on the top 10 in the previous season, saw major wins in both Japan and Europe, as well as strong performances in the United States. Other players also became potential candidates for the year's top 10, including, who won the Florida major , and , a player who flew under most player's radars but placed top 8 at every Japanese major he attended. On the other hand, some players who were strong pre-pandemic noticeably struggled in the new metagame. Most notably, chose to focus more on his content creation, which coincided in declining performances at major events.

Smash World Tour 2021
With hopes that the pandemic would be over by the summer, VGBootCamp announced the, which would feature region-locked online tournaments for the first half of the year before moving offline for the second half. However, unlike last year, the reaction was more mixed; several top players such as MkLeo and Tweek noted how players were required to play in online tournaments just to qualify for the brackets with prize pools and questioned whether it would be safe enough to host offline tournaments by summertime. Indeed, a variety of issues came up during the qualifiers, largely due to the game's poor online netcode.

Effects on other competitive scenes
Similarly to Brawl's competitive community when SSB4 was released, most SSB4 players transitioned to Ultimate when the game was released, causing the SSB4 scene to completely disappear.

Unlike SSB4, Melee players have mostly praised Ultimate's engine, noting how some Melee techniques such as directional airdodges have made a return, as well as an increase in speed compared to the previous game. However, a few players noted that Ultimate's wavedashing is far less useful than it was in Melee, and the speed was still below that of Melee. Although Melee tournaments still exist, many top Melee players such as, , and have all achieved notable success in Ultimate.

Ultimate was the only Smash Bros. game in 's lineup at, while Melee was relegated to a side event. Some players were worried that this, combined with the absence of Armada,, and , signaled the decline of Melee. However, Melee has continued strong regardless of this absence and has been notably less dominated by the Five Gods; players such as and  would go on to majors with unconventional characters. The decline of the Five Gods and rise of new players and characters to fill the void has kept interest in Melee growing, or at worst, steady.

Criticisms of competitive Ultimate
Despite the extremely positive initial reception of Ultimate competitively, some players have criticized certain aspects and mechanics of the gameplay which were either altered, introduced, or removed from past Smash titles, especially in retrospect during and after the game's DLC cycle; some of these aspects include:
 * Removal of microspacing options such as perfect pivoting and shield dropping through platforms such as the ones in, with the former having a major effect on characters such as and.
 * Platforms notably are much harder to drop through in Ultimate, causing costly misinputs.
 * Whiff punishing being much more difficult due to the reduced lag on the majority of moves and the severe weakening of grabs, which has led to some players jokingly labeling moves as "unpunishable".
 * Buffer systems being overly generous, to the point of unintentional actions that only occur because of the buffer.
 * High input lag making the gameplay less precise and reaction based.
 * Poor online experience making both casual and competitive play difficult, particularly during the pandemic.
 * Moveset design of certain newcomers such as and  being perceived to have prioritized emulating their source material over competitive balance.
 * The execution of the stage hazard toggle effecting non-intrusive hazards such as Smashville's moving platform and the wind on Dream Land (64), as well as not eliminating problematic stage elements such as Spiral Mountain's lower wall and the cave-of-life transformations on Arena Ferox.
 * Balance patches not making many highly requested changes, in particular not giving major nerfs to and, and neglecting to buff key weaknesses of  and.
 * The continued presence of the widely criticised rage mechanic and to a lesser extent hitstun canceling.