User:Cookies and Creme/Super Smash Bros. Ultimate in competitive play rewrite

Super Smash Bros. Ultimate's competitive scene began with the. Following the game's release, it quickly became the largest Smash scene, and has remained very eventful despite several setbacks, most notably the COVID-19 pandemic.

Early metagame (2018-March 2020)
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 immediately started hosting the game, and within the game's first full day of release, many tournaments all around the world saw their entrants count surpass 100, the fastest a Smash game had reached the 100-entrants milestone. By the end of the year, the game had already seen two major events: on December 16th, which  won; and  on December 29th, which  won. Notably, Umebura SP had 745 players in attendance, over 7 times more entrants than Smash 4's largest tournament in the same period of time.

The Panda Global Rankings Ultimate (PGRU) made a return in Ultimate and started the season with, Ultimate's first supermajor, and the first Smash tournament to reach 2,000 entrants since. The tournament featured many of Smash 4's best players including, , and. In addition, the tournament featured up-and-coming top-level talent, including, Japan's premier rising star who had recently won the major ; and , Europe's best player who had been the continent's most prominent hidden boss through most of Smash 4. The tournament was ultimately won by MkLeo, who defeated twice to win his third-ever GENESIS title.

Unique to Ultimate were the number of majors and major winners in its first year. Unlike all other Smash games, which only saw a single-digit number of majors within a year, Ultimate saw thirteen major tournaments within the first PGR season alone, including, Japan's first tournament to reach 1,000 entrants, and , Europe's first-ever supermajor. Out of these thirteen tournaments, eight of them had unique winners, and all three major regions -- Europe, Japan, and the United States -- saw at least one of their players win a major.

The number of major winners also brought up debate as to who would be ranked #1 that season. Unlike Smash 4, where was widely considered the best player in the early metagame, Ultimate's first few months saw varying opinions on who was the game's best player. MkLeo was commonly viewed as the best player after his victory at GENESIS 6 until defeated him twice at  and took the tournament. Although there were many other players who were also considered, including Zackray,, and , competition for the throne ultimately narrowed down to either MkLeo or Tweek, as they were the only players who won more than one major/supermajor in the season. Complicating matters even further was how both players saw an underperformance at a supermajor, with MkLeo placing 33rd at Umebura Japan Major 2019 and Tweek placing 33rd at. Ultimately, MkLeo pulled ahead by picking up and sticking with, the game's second DLC character; despite underperforming with the character at Umebura Japan Major 2019, within a month MkLeo had claimed victory at two separate supermajors while using the character. By July 7th, the end of the Spring 2019 PGRU season, MkLeo had a total of five major/supermajor victories, three of those that were which Joker, solidifying himself as the season's best player. Notably, MkLeo's first supermajor victory with Joker -- -- was the beginning of his streak where he made Grand Finals at every tournament he entered.

The first two months of the second season featured two large supermajors: and. Not only did the former become the largest Smash tournament of all time, at 3,534 entrants, but both tournaments had higher entrant counts than EVO 2016, the previous record-holder. These two tournaments cemented Ultimate as one of the largest fighting games in 2019; notably, the Grand Finals match at EVO 2019 between MkLeo and Tweek is currently the most viewed Ultimate tournament match on YouTube, with over three million views. Both tournaments were won by MkLeo, who went on to win three more majors that season, solidifying himself as not only the best player of the second season, but the best player of 2019.

The second season also saw an increase in international talent in the scene, primarily players from Japan. Notably, every single tournament reached major status, granting Japan a total of four majors in the second season, more majors than the country had saw in a year previously. In total, out of nineteen majors in the season, seven of them were won by a Japanese player, including three majors in the United States. Outside of Japan, Europe's presence also began increasing thanks to Glutonny's strong performances in Europe and oversees, as well as Europe hosting two major events in France and the Netherlands. When the Fall 2019 PGRU released, there was a total of twenty-six international players ranked on the list as well as two players ranked in the list's Area 51, the first time the number of international players outnumbered the number of players from the United States.

The Fall 2019 PGRU received mixed responses from the community, with many wondering how the algorithm ranked the players. With concerns that releasing the algorithm publicly would lead players to "game" the rankings, staff behind the PGRU decided to overhaul the power rankings for the Spring 2020 PGRU season, notably switching the rankings to a panel-based system and increasing the number of players on the rankings to 100. In addition, the lukewarm reception to the rankings helped increase the popularity of the OrionRank, an alternative ranking that featured a different methodology, tournament tier system, and ranking algorithm which ranked the top 100 players of the year instead of the top 50 players of half a year. Although the two rankings never competed with each other, as the metagame progressed both rankings were ultimately accepted in the community.

The start of 2020 featured two supermajors that took place on the same weekend: and. The latter caused controversy in the community as the top prize was only a Nintendo Switch Pro Controller while other events had an actual prize pool. Many players questioned Nintendo's support for the competitive scene, however despite the wishes of many players, Nintendo president Shuntaro Furukawa stated that Nintendo would not fund tournaments. This led many to question whether competitive Smash was financially viable if there was little support from Nintendo.

Fortunately, things looked up for the community in February, when the team behind and  announced the, a circuit that would provide over $250,000 in prize money for both Melee and Ultimate. This announcement was received with praise from players, and the circuit was set to start at in March.

Online metagame (March 2020-2021)
Unfortunately, the year marked the start of a global outbreak of COVID-19, which by the time of CEO Dreamland 2020 had been declared a pandemic by the World Health Organization. Due to warnings from officials to avoid contact with others and traveling abroad, many tournaments that were upcoming in the next few months were cancelled or postponed, while the Spring 2020 {GRI and the Smash World Tour were frozen to dissuade players from attending tournaments. A few tournaments continued to run the first week of the pandemic, however they all suffered from dropouts. Most notably, CEO Dreamland 2020 saw top players such as, , and drop 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, leading to the cancellation or postponement of other major events for the rest of the year.

Though offline tournaments were halted worldwide, the online tournament scene drew significant attention as both tournament organizers and players looked for alternative options. While the online scene had existed for years, many of these players and organizers began paying more attention to it and made the transition to online play, and as a result the online scene grew substantially, with many tournaments seeing entrant counts reaching the thousands. Most notably, became the largest Smash tournament of all-time, reaching 8,158 entrants. However, these entrant counts were often overinflated, as anyone with an internet connection could attend the tournament, and most tournaments were free-to-enter, which led to many tournaments having a large number of disqualifications. Nevertheless, these conditions also gave many players the opportunity to play with others that they normally didn't or couldn't play with, exposing more players to hidden bosses and strong players who exclusively played online.

The online metagame further flourished thanks to the number of tournament series, weeklies, and circuits that were launched or were running during this time, most prominently, an online circuit ran by YouTube streamers and. The series consistently saw thousands of players enter its tournaments, with their first three tournaments attracting over 8,000 unique players, including 26 players ranked on the last PGRU. In addition, major offline tournament series also ran online events, including and, with some events being run to help the tournament series recoup losses. Finally, with no news from on an online ranking, many players defaulted to the Wi-Fi Warrior Rank, an online power ranking that had been running since Smash 4, as the main ranking for the online metagame. With an increase in tournaments that qualified for the rankings, as well as the online scene's larger playerbase, WWR organizers decided to extend the list from top 50 to top 75 for the fifth season, the first season that took place during the pandemic.

The online metagame's top level featured different players than the offline metagame. While both and  did well online, the former saw a small character crisis and therefore struggled in the fifth season, while the latter's tournament activity was rather minimal, especially after August. Instead, several rising stars or Wi-Fi Warriors were in contention for the top spot, including, who ultimately was ranked first on the WWR's fifth season; , who won The Box; and players who were consistent threats at large online tournament, such as , , and. However, one player ultimately sat on the throne for the majority of the online metagame:, a player who was on the rise pre-pandemic but had his beginnings in the online metagame. Sparg0's plethora of online tournament wins helped him climb to the #1 spot on the sixth season, where he remained for the rest of the online metagame.

However with more attention came more criticism for Ultimate's online mode. Players complained about the online mode's unstable connections, which led to frequent drops in framerate and increased 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  were often considered weaker 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 most online tournaments and region locks that limited online tournaments to certain regions started to gain traction. To combat the effects of the region locks on the rankings, the Wi-Fi Warrior rank introduced multipliers that increased the value of international region-locked tournaments but decreased the value of American region-locked tournaments.

Despite the adjustments, by June players were already itching for the return of offline competitive play, and several regions in the United States began hosting small locals while enforcing social distancing and other measures aimed to prevent the spread of COVID-19. These locals were criticized for opening before the pandemic had been completely stabilized in the United States. Those that did not attend locals but disliked the online metagame or were burnt out by the number of online tournaments also stopped attending online tournaments, instead choosing to spend more time on other games or using online only for practice. Finally, the online scene lost its largest circuit after The Quarantine Series was quietly and unceremoniously discontinued. With declining interest and continued criticism of the online mode, the latter of which was a major reason for Ultimate's absence from the EVO 2020 Online lineup, the online scene slowly began to decline, leading to less large online events and the decision to revert the WWR back to a top 50 ranking. Nevertheless, online tournament activity remained afloat thanks to the rise of many player-ran tournament series, most notably and 's series.

While the United States's online metagame saw a sudden rise followed by a slow decline, the Japanese online metagame continued to grow throughout the online metagame, likely due to better online connections in Japan as well as Smashmate, a website dedicated to online play in Japan and features an ELO ladder and frequent online tournaments thanks to the and  series. Specifically, more players began playing on the online ladder, and by its eleventh season, it had surpassed 10,000 entrants, with attendance numbers remaining well above this threshold even after the return of offline competitive play. Initially, the latter was often topped by veteran players and, however eventually a new player, , began dominating the ladder, becoming the first player to ever surpass a 2,500 rating on the latter.

Effects of the sexual misconduct allegations
July 2020 saw numerous allegations of sexual misconduct made against many members of the Super Smash Bros. community, including some of Ultimate's most well-known players, commentators, tournament organizers, and streamers. This included, one of the game's best and most popular players; and , prominent Ultimate commentators; and , the main organizer for the  series. Following the allegations, many of these players were stripped of professional sponsorships, banned from entering tournaments, and isolated from the community. Those who remained feared that Nintendo would further distance itself from the competitive Ultimate scene as a result of the allegations.

The aftermath of the sexual misconduct allegations continued well after that month, 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. Most notably, Nairo's sexual misconduct controversy eventually led to the ban or shunning of other notable players in the Ultimate scene, including, yet another one of Ultimate's best player. Finally, content creators such as also created videos containing their own points of view regarding these incidents, shifting the community's views on some of the cases.

Offline activity during the online metagame
Aside from the United States, a few other countries began holding offline events with COVID-19 precautions enforced. The first event to surpass 100 entrants during this period was the French regional, held on July 25th, 2020, and a few other French events would follow within the upcoming months. Offline activity further picked up in the fall, when Japan began hosting more events. Although there were no majors for the rest of the year, many tournaments featured several top Japanese players, and as such many of these tournaments managed to reach superregional status. One such event was, which despite beginning during the pandemic would go on to be one of Japan's most prestigious tournament series.

The slow return of offline competitive play was halted by a spike in COVID-19 cases in January 2021, which once again halted offline competitive play, especially in Japan where a surge of cases cancelled several notable events. However, by March offline events once again began crawling back, and by the end of the month Japan had successfully ran, the first major tournament since the start of the pandemic.

Initial months
The success of several offline events, as well as the pandemic winding down and the release of vaccines, led many players to believe it was finally time to restart offline competitive play. One of the first notable examples of this was, which was expected to be a small regional but quickly garnered attention from all across the country. By the time the tournament rolled around, over 400 players had registered for the event, making it the first tournament to surpass 200 entrants since. Although many players remained cautious about offline events, by the end of June many regions have began hosting offline tournaments, kickstarting the post-pandemic metagame.

Arguably the biggest debate during this period was whether Wi-Fi Warriors would achieve similar success in the new metagame. Several players argued that these players were more used to the delay-based nature of the online metagame, and as a result it would be difficult to translate their skills in the offline metagame, where emphasized precision and quicker reaction times. Other players believed that many skills developed online were still useful offline, and that greater exposure to other players during the online metagame would give Wi-Fi Warriors experience to succeed offline. Due to these arguments, many players kept a close eye on notable Wi-Fi Warriors, most notably, the best player during the online metagame. In addition, forking off that debate was the discussion as to whether some of the older players could catch up with the newer players, especially with some of them making questionable character switches. Most notable amongst these players were, who had switched to , a character who at that point was dismissed as unviable; and , who had switched to , a character who was considered less viable than Tweek's previous mains.

Many of these questions were answered at. Although not the first major since the pandemic, it was the first tournament since the pandemic to feature many of the world's best players from before and during the pandemic, including Wi-Fi Warriors like Sparg0, old guard players like MkLeo and Tweek, and international players like. Due to this status, the tournament ultimately raised over $150,000 in prize money, the largest prize pool for a Smash tournament. Ultimately, all four aforementioned players made strong runs, and the Winner and Grand Final matches were also showdowns between the two rivals. Although Tweek emerged victorious, many celebrated the reigniting of their rivalry as one final indicator that the offline scene had returned, and many anticipated the throne to be a battle between the two.

Subsequent majors, however, marked a new competitor for the throne. Tweek's consistency notably took a dip as he was notably upset at almost every major he attended after Summit. Instead, Sparg0 rose up to the challenge, most notably placing top 3 at every major he attended. Although he failed to win a single event that year, Sparg0's strong consistency allowed him to overtake Tweek as the #2 player in the world; he was ultimately kept out of the #1 spot by MkLeo, who following Summit won every major he attended aside from. Nevertheless, Sparg0's success, alongside the success of players who frequently practiced or broke out during the online metagame, erased any doubts that Wi-Fi Warriors could not find success offline.

Aside from Sparg0's rise, there were many new shakeups all around the world. Japan saw 's meteoric rise after he picked up as a co-main, and he ultimately used her and his former main  to establish himself as the new best player in Japan. In addition, although remained the best player in Europe, he was beginning to seem more mortal, especially following, the first notable European event where he was eliminated by another European --.

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. In addition, although all the regional final events were held offline, the was held online due to the COVID-19's effects in South America, leading many South Americans to accuse VGBootCamp for sidelining a community often overlooked by the global scene.

On the other hand, the circuit finale, held from December 17th-19th, 2021, marked the first time in the post-online metagame with many players from Ultimate's three superregions in attendance. As a result, it became one of the largest events of the year despite having only 40 entrants. Ultimately, MkLeo took the tournament, making him the first champion of the Smash World Tour.