MKLeo reveals top Smash Ultimate fighters with 9.0.2 tier list

Published: 10/Dec/2020 0:11

by Michael Gwilliam


Super Smash Bros Ultimate pro Leonardo ‘MkLeo’ López Pérez revealed his new tier list for patch 9.0.2 and what fighters he thinks are the best to play.

MKLeo is considered to be the best Smash pro in the world today, having won EVO 2019 and numerous other big events during the game’s lifespan.

Now, with the dust settled on the latest balance patch, the T1 star put together his new tier list – and there are some interesting character placements that could catch your eye.

First and foremost, the Smash prodigy decided not to rank any of the Miis, Lucario, Mewtwo, Lucas or Ryu, simply because he just can’t be sure how good they are. That said, the rest of Smash Ultimate’s insanely stacked roster was completely thought out and placed onto different rungs on the list.

Ryu in Smash Ultimate
MKLeo wasn’t sure where to put Ryu on his list.

Kicking things off with low tier, MKLeo believes they’re fighters who can be “annoying” if you don’t know how to play against them. While he thinks most characters can get results, they lose 90% of the matchups in the game.

“They have many flaws, they can be punished in a lot of different ways,” Pérez explained.

His low tiers consist of some obvious choices such as Little Mac, Ganondorf, Duck Hunt, and Dr Mario.

Mid-tier, on the other hand, has fighters that MKLeo considers to be “good,” but that have too much counterplay.

To demonstrate this, the Smash star took Banjo and explained why, while he can be annoying to fight with his campy style, a rushdown character can dominate him. Donkey Kong’s issue is he gets combo’d very easily, Zelda’s moves are too hard to connect, and Pichu deals too much self-damage.

Perhaps the most interesting mid-tier is Rosalina, who is the main for fellow pro Samuel ‘Dabuz’ Buzby.

Rosalina and Zelda high-five.
Rosalina and Zelda are both mid-tier according to MKLeo.

“She’s a little bit overrated,” Leo stressed as she loses out to fighters above her on the list.

High-tier was the only section that wasn’t ordered, but according to Leo, these fighters need “something else” to be top tiers.

“These are the characters I consider to be super strong, but man, Nintendo gave them everything except for one thing,” he said, and proceeded to use Marth as an example.

Marth and Lucina
Marth has too many issues to be top tier.

For the Fire Emblem fighter, Marth simply lacks the consistency to get the kills when he needs.

Out of all the high-tiers, Final Fantasy 7’s Cloud seemed to be the one who MKLeo was almost tempted to put in top-tier.

“Every time I see Spargo play, I see that character in the right hands, he can do everything,” he praised. “I consider Cloud to be really good because he doesn’t have to worry about using Limit at a certain point because he knows the Limit is going to disappear.”

Some other notable top-tiers include Link, Hero, Ken, Bowser, Terry, Yoshi and the two newest fighters in Min-Min and Steve.

Cloud charges Limit
Cloud was nerfed a bit in Ultimate, but remains quite good.

Finally, with top tiers,  MKLeo says Pikachu is the best fighter in the game, thanks to his insane recovery, edge guarding, grab combos, you name it.

“He’s broken,” Leo stated.

Next, Leo put his own main in Joker as the second-best in the game, but noted that Arsene wasn’t a “cheat code” like Tyler ‘Tyler1’ Steinkamp claimed.

Joker in Smash Ultimate
Joker is the second best fighter in the game according to MKLeo.

For Leo, Joker wins the majority of the matchups in the game and Arsene makes opponents play differently to get the win.

Rounding out the top tiers, there is Peach, Palutena, Wario, Zero Suit Samus, Wolf, Mr Game and Watch, Lucina, Roy, Mario, Pokemon Trainer, ROB, Snake, Fox and Sonic.

It will be interesting to see how future patches and a potential return to offline events shake up the meta going forward, but for the time being, if you’re planning on competing in online matches, your best bet could be to learn one of MKLeo’s top tiers.


Blizzard changes Overwatch Priority Pass again to stop system abuse

Published: 16/Jan/2021 2:04

by Andrew Amos


Blizzard has implemented more changes to their Overwatch Priority Pass program to stop players from abusing the system to get their preferred role more often.

The Priority Pass system in Overwatch has been a successful addition so far. Giving players the option to jump the queue for high-traffic roles by sacrificing a few games has helped tackle the game’s long queue times.

However, it hasn’t been without its flaws. Game quality has been pulled into question, with people playing off-role for these passes. Also, people have been abusing the current system to just stack passes quickly by intentionally losing.

The Priority Pass system in Overwatch
Blizzard Entertainment
Priority Passes have been a hit with Overwatch players, but it’s not perfect.

Blizzard are looking to crack down on the latter issue with their latest changes to Priority Pass on January 15.

“Our data indicates that the Priority Pass is functioning as intended, generally providing shorter queue times for those who use them. The goal of the Priority Pass is to improve player experience and get players into matches quicker,” community manager Josh Nash told players.

“In the same vein, we don’t want this feature to have a negative impact on the quality of matches for yourself or others. We want to do our part to discourage players from intentionally losing and ruining matches for the sake of earning priority passes.”

If you lose a match while playing for passes, you’ll only gain one pass instead of two. This will stop players from just inting their games for the ticket.

Blizzard are also refunding passes to players if they queued up for a role using Priority Pass, but then had to wait longer than the estimated time for it.

Oni Genji Overwatch skin
These changes mean you won’t burn through your passes as quickly.

These changes are active immediately, so you can make use of them straight away. Blizzard are continuing to tweak the system as time goes on, and are “ looking into how we can better communicate when you are rewarded passes after playing a match.”