Reviews from

in the past


Hype train first, functional video game second

Fucking terrible, can’t believe everyone likes this overhyped shit. hardly any content to enjoy by yourself and an embarrassment of a story mode. GARBAGE I TELL YOU. Oh and don’t even get me started on the character roster, fucking MID AS HELL. Not a single character even matters to video game history, none of this matters when you don’t have motherfuckin GWIMBLY! DUH HELLO?!?!? I cannot in good faith waste my hard earned money to cavemen that live under a gigantic Stonehenge-ass rock of a company that is Nintendo

half a star for kazuya

this game is perfect. bringing every character back was the perfect reveal and gimmick. i do think the new characters introduced were not as interesting as i would've hoped, but that doesnt matter when there are 80+ characters.

spirits are a fun way to acknowledge other series and i think their incorporation to the story mode is fun too :D !
i also love how like in brawl the story mode is just over the top and the bosses look like nothing else in the game thats silly.

the dlc characters are honestly perfect choices, and i love how this game got consistent updates for i think 5 years..

Best fighting game ever. So floaty but tough. Easy to pick up but hard to master. Not that I would know of course

4 stars for Minecraft Steve. Minus 1 star because Elite Smash ruined my life.


I have a very large, almost encyclopedic level of knowledge on every smash title. From funny bugs like Wario's Wectoring in Smash 3DS to Melee Falcon's gentleman being negative edged for some reason. Things like ZSS' moves involving her whip such as nair not staling for some reason to more out there things like using Wario chomp on Snake's up B to trade with the cypher and destroy his recovery. I have put in a lot of effort to understand smash titles, I do with almost any game. A lot of people say I'm like, good at labbing games or something. Or come from a fighting game mindset. To tell the truth, I really don't think so. I think I am in fact, awful at fighting games.

The most obvious thing is my mind set. It absolutely isn't one of a winners, and it's likely never going to be. If I lose for almost any reason, I just get upset. Really, that's my own fault. I think almost everything I contribute, even if it's so meaningless as video game meta tech, is not really good or just not worth celebrating in any capacity. It feels like I'm intentionally just being miserable even when I do the things I like to do It's not like I don't enjoy these games-- I do. Why am I on this detour though? Well, I think Smash Ultimate is the climax of the series to me, and not because of the hoops they went through to get this game out. Not because it has everyone in it, or that it has Sora in it. Smash is just a very exhausting game to try to play at any serious level if you aren't completely composed mentally at all times.

It's not an issue exclusive to this one. By the very nature of Smash titles, they kind of effectively gaslight you into thinking that the game is played a certain way. To be clear, most things in Smash aren't intentionally designed. That's not necessarily a bad thing. Things like wave dashing, slide offs, amsah techs, crouch cancelling, ADT power shields, etc are all emergent game design. It's design the game explicitly allows for, but not due to developer intent. They keep these games intentionally open ended, having an ostensible restraint on moves having wholly unique properties, just so each tool in the sandbox has a kind of through line to them. You may not necessarily understand why something is the way it is, but you can will it into being something else. Thats how you get things like shine being essentially it's own cultural signifier.

This feels liberating but everytime they added more limits, it exposed the games to me as feeling kind of pointless. There's an easy romance to even the most modest of 64, Melee, or Brawl play. But you look at Smash 4 or Ultimate and almost nothing feels cool or interesting. It's like infinitely generated. What I meant earlier when I brought up gaslighting is that people make their own pocket metas with Smash more than they do almost any game. Because there isn't a clear, default ruleset people would agree on. It's perfectly reasonable actually, to think that some items should be legal. It's also fine to think that they're all off because complex bans are difficult to police. The Smash community starting with 4 just did what Nintendo did with the online matchmaking rules. That's why Smash 4 was mostly 2 stock 5 minutes even though almost every player understood why this ruleset sucked. My main point here is the fact that even before a match begins people are all playing different games.

We may even be using the same ruleset, but there's so many factors in Smash at work that it sometimes feels entirely random how something will go down. I'm not referring to preconditioned 50/50s, or like, the very basic universal mixup of fast fall timings. Smash has very arcane hitbox interactions. Like, one characters jab just fails to work on one character because of their collision pushing you out of the way. Or moves going into the Z Axis on specific frames and are irreconcilable essentially. What about sword disjoints that have the same frame data as characters with stubby normals except they can only be challenged if they jump closer than they ever really have to. It's like, first you think this is all consistent jank, so you can just control for it. But no, it isn't. A new thing happens almost every match. I end up feeling betrayed and irritated. It's like the game was rewriting its own rules. It's not like I'm totally adverse to learning things. I feel like this because the only way to get anywhere in learning something, is having the confidence to say something 'is such', which no matter how small gives you a vantage point from which to observe and move. While it's the nature of Smash for this very thing to always be challenged, which seems like it makes for a very dynamic, eventful game, it's just annoying! It was fine in older Smash titles because at least the game feel was just fun. Now you don't even have momentum when jumping. Plus there actually was more to the neutral in those games.

Smash 64's neutral is very like a traditional fighting game. If your defense is pretty good it's not really a super heavy 0tD game like you might think it is. Simply positioning well in that game can be as powerful as it is in any other Smash title. There's just less avenues a particular hit can go down; which of course means the times you die in one hit end up sticking out more. In each Smash game the most heavily reified game states end up having more forgiving checks in place. To me it's, Neutral, Advantage//Disadvantage, and then Offstage//Ledgeguarding. Most recoveries in 64 and Melee aren't strictly terrible, but just bad enough to where almost any hit is certain death when intercepted. Starting with Brawl unless you're like Meta Knight or something you're generally well off just trapping them at the ledge. And it's basically stayed this way ever since. Except in Ultimate they massively overturned certain things disproportionately. G&W has a frame 2 reversal with I frames that can serve as its own edge guarding tool, combo bridge, and insane out of shield option. Rob's gyro sends wherever Rob was facing when he threw it. Which sounds cool, there's like a design cue you can follow here, but then it's compounded with stuff like: The hitbox is super active when idle so it's very difficult to pick up on the ground. He has a -3, disjointed sword like nair that's a combo starter thats also safe on parry, that combos into the Gyro when tossed-- and then leads into a DI Mixup where you can actually just die even at 0 percent because his Side B is a multi hit that travels relatively far offstage and ends with a strong hit. You can play around these things but Rob has a frame 4 dtilt that trips and combos into itself essentially infinitely. He can box at any range, and if you get hit by either the Gyro, his held item or his giant nair you're forced into this really bad situation. It feels like a punish akin to Smash 64, except in Smash 64 you don't have a combo starter that works literally anywhere on the screen or the stage. Thats not just a property of the Gyro, hitboxes in Ultimate are generally designed to only ever send at one angle.

Older Smash titles can feel kind of clumsy because moves don't necessarily just work out the box. Things are minus on hit at low percents, or a move that hits multiple times tend to whiff certain hits or anything past the first hit anyway. You're generally meant to control for this on your own, which adds to greater expression. My favorite combos are ones that involve drifting forward and hitting with the front of your back airs hitbox. This ends up sending them forward, but because it was a move designed to hit the area behind you, you end up hitting the sour spot or deep into the move. Adding a new consideration for your combo game. Such a thing just doesn't happen in Smash Ultimate because if you try that it'll just send backwards and it'll be the strong hit too. These aren't necessarily bad things in a vacuum but they bubble up in a way where it feels flavorless. Now all the jank is unfun, subtractive game design that reduces a situation to just waiting. There really isn't a way to immediately stop Steve from mining behind a wall, or Cloud from just mashing back air and side b'ing on reaction when you jump in. You can just counterpick to the few characters who don't care about that-- or very very passively pressure them and then get two hard reads in a row to not even get a clean hit on them.

What ends up happening is, on its face it seems balanced because almost every character has insane win conditions you can't exactly prevent from happening-- So everyone is cheap. But this obviously benefits certain characters way better than others. Steve was a poorly thought out gimmick character who ended up having the best almost everything. And the one thing designed to limit him hardly works because there isn't a system level interface for this kind of thing. Generally I don't like the trend modern fighting games have towards relying on the system rather than character idiosyncrasies, but a lot of characters in this game end up playing kind of samey anyway. There's no traction anymore. Everyone except Kazuya has a 3 frame prejump, almost every character has lagless aerials with at least one being -4 or -6 or at least killing at 60%. Almost every character in the game does something in the form of up throw up air or down throw forward air. Etc etc. It's actually kind of bizarre how the game feel of each character is so annoyingly similar.

This game is why I end up getting so upset at almost every fighting game I play. It sounds so goofy to say but, I spent so much time on this game. It's like I got trauma from being burned by this game so much. Now it feels like everything I do in any other game is fake or 'Not Good.' Because this game is so ridiculous it made me stop actually believing that I could do anything on my own. That I could figure out things. That I even mattered really.

I see Ultimate as an "Avengers: Endgame" of sorts: The culmination of a franchise, every single character is here, the massive amount of hype it created and the high expectations that are for the most part me. It all ends up leaving you with a "Where the hell are they gonna go from here now?" type of thought and just like the MCU after Endgame, the room is potentially pretty open for dissapointment.

As a Smash fan I can confirm that I have never showered once in my entire gaming career.

great fighting game,maybe even the fighting game oat but idk

WE PLAY THIS GAME FOR MONEY

It's not unforgettable, but it's fun and has an incredible gallery of characters, which is exactly what it sets out to be.

I might suck but I'm having fun (and I win against my friends!)

There are some small features I wish had made a return, but with how robust this one is, it's hard to really count those against it. Endless fighters with the spirit system(which fits in well thematically to the game's meta premise) and solid feeling arena fighting, a compelling story mode, lots of customization. It's hard to imagine a much better SSB than this. 2024 edit: I spent some of the vacation where I proposed to my wife playing this on a ship and I view that as a fond gaming memory

they didn't add vergil because sakurai didn't want to add any character that would be stronger than kirby

There's not much I can say about Super Smash Bros Ultimate that hasn't been said more eloquently by others. It's the apex of the long-running crossover platform-fighter series; it serves as a loving tribute not just to Nintendo, but to video games as a medium. It remains my favorite game to play locally with friends and I think it really speaks to the game's strengths that I can lose 100 matches in a row and still have fun. Super Smash Bros only flaws are having inconsistent online and not making Waluigi playable. I'd love for the game to be rereleased with all the dlc and updates on a cartridge, so the finished game isn't lost to time.

Smash Bros is my favorite gaming series: I have been a fan of thisfranchise even before the third title of the series, SSB Brawl, was released on the Wii. Since then, I joined the online community, not just to play, but to gush about the potential of the series. Ultimate feels like the culmination of all of those years of speculations and hype regarding the release and experiences of the past titles.

Smash bros Ultimate is not just a crossover fighting game.... it's feel like the Oscars of videogames: whatever series and characters are featured in this roster is not only highlited and becomes a big center of attention, but they are also celebrated. Smash bros treats its characters and worlds with a level of attention to details that rivals and even surpasses the best crossovers that plagued the modern media.

It's the perfect presentation for a lot of amazing heroes villains and stories in the videogame pantheon to collide with each other and indulge in wacky Cartoon network matches, with and amazingly addicting gameplay and a stellar amount of respect for the history of the featured series.

Ultimate specifically has some flaws that doesn't make it perfect: the Online features can be frustrating, and a lack of a proper story mode to link all of these characters together makes you feel like something is missing from the bigger picture.

But there is not to argue regarding the quality of it. One of Nintendo and Masahiro Sakurai's greatest achievements.
Impossible to not enjoy and a must play for everyone.

Where do I even begin with how much I love this game. Despite not playing online, I can burn hours just fighting random spirits in spirit board. And the roster is perfect, wouldn't change a thing. Music library is stellar. Plus it's what got me into Kid Icarus and Fire Emblem, which is cool!

Simply the best Super smash bros game, i'm sorry Melee fans, i'm sure that game is better competitively, but this game has everyone, including Minecraft steve.

Just like all the other Smash Bros games except its better and has more characters!

Holy moly. I just wish there were infinite characters.

Everybody truly is here. The best smash game by far.

King K Rool makes this game perfect. The rest is cool too.


was like a 4.5 before dlc killed it

Le roi du versus fighting.

Great game when you want to know which of your friends you should ignore (those who pick fire emblem characters)

The game is good when you win, bad when you lose