Super Smash Bros. Ultimate's roster currently sits at an impressive 79 characters. Amazingly, each addition has something that's unique to only them (excluding some of the Echo Fighters obviously).

Inevitably, there are going to be a few cases where certain moves are just blatantly better than others. For me personally, there are five moves that tend to sit above the rest in terms of "overpowered" qualities.

Do keep in mind that just because a character has a "busted move," it does not necessarily mean that the owner is overpowered. In fact, there's one special in particular that's listed that belongs to two fighters that are generally relegated to a low tier status.

Funnily enough, challengers that are often perceived as being among the best in the game were absent from this list. So Joker, Pikachu, and Peach are examples of fighters that are no doubt top tier, but I view them as being that way as a result of their overall design rather than how one or two moves operate within their arsenal.

Of course, the listed attacks are not limited to a certain category. Both aerials and specials are included in the list. Obviously no Final Smashes were considered as those aren't meant for tournament play and are basically intended to be overpowered.

Generally speaking, my criteria for deciding was by determining how much counterplay exists against a given move and how well it shuts down certain strategies.

5. Villager and Isabelle's Pocket (Neutral Special) To be blunt, Animal Crossing's Villager and Isabelle are... not particularly strong in Super Smash Bros. Ultimate right now. Having said that, their Pocket neutral special is still a pretty ridiculous move. The Pocket essentially allows Villager and Isabelle to perfectly counter certain types of zoning playstyles. This allows them to capture and store an enemy projectile for later usage. There are a few properties that make the Pocket particularly scary. For one, the stored projectile will receive a rather hefty power boost when they finally unleash it. Depending on the projectile that was stored, this has the possibility of stealing stocks at ludicrously low percents. Even if you survive, you'll surely take a ton of damage. Not only that, but the amount of shield damage suffered will be immense. Some projectiles when pocketed have the ability to pop a full shield in one hit. In other words, you can't even block the return fire. Finally, the Pocket also has the ability to completely disable a character from using certain moves. So if an item like R.O.B.'s gyro, Wii Fit Trainer's header ball, Diddy Kong's banana peel, or King K. Rool's crown are taken in by this special, then they won't be able to use their corresponding attack until the item is removed from the pocket's inventory. So while Villager and Isabelle aren't likely to be jumping to the top of the tier lists any time soon, they could potentially function as counterpick characters. This is mostly thanks to the Pocket special being able to completely neuter certain characters and playstyles. Having said all that, it's worth noting that Pocket is ironically completely worthless in certain match ups. This is pretty much the only real downside to this special.

4. Palutena's Neutral Aerial Comboing, punishing, poking, edge guarding, walling, killing, and pressuring — Palutena's neutral aerial literally does it all. This attack is super versatile and is generally considered to be one of the main reasons why Palutena is a high tier or top tier candidate. In fact, it's advised that Ridley users always ban Battlefield when going up against Palutena during tournament play. Notably, Palutena can infinitely combo into her neutral aerial against Ridley (thanks to him being the largest character in the game) as a result of the platform positions. But Palutena's neutral aerial is an extremely strong tool even outside the usage of a character and stage specific infinite. If you've fought against a decent Palutena before, then you're surely aware of just how good this attack is. Constant hitboxes are generated during the duration of this move. Since it's active frames begin on the fifth frame, it's also an ideal out of shield punish tool. Of course, your pain isn't going to end after the move is done hitting you. Afterwards, you'll be set up for a juggle. Indeed, this attack is capable of comboing into itself as well as other aerials. While someone is trying to return to the stage, simply dropping off the stage and throwing this aerial out is an excellent method to walling off an opponent. This neutral aerial will also KO stocks at later percents. Even after all that, this move is quite difficult to punish due to its relatively low landing lag. At any time, Palutena can perform a fast fall in order to mix up the timing since the constantly active hitboxes must be respected. Overall, this is an attack that is very general purpose. Any character would love an attack like this.

3. Wario's Waft (Down Special) Many pro players have described matches against Wario as being battles that pit two of your stocks against three of Wario's stocks. This is purely because Wario's down special — the Waft — exists in his toolkit. This attack will become more powerful the longer it goes unused. While there's obviously a limit to just how much power it can boast, it really doesn't need anything beyond its maximum capacity. Under the right circumstances, the Waft will KO an opponent at 0% damage accrued. In other words, you'll only be able to fight Wario with two healthy stocks as the third one will essentially be free to the Waft. What makes this attack so deadly (but not silent) is the fact that Wario is equipped with a lot of normals that can easily combo into the Waft. A single up tilt, neutral aerial, or up aerial will basically equate to you losing a stock. As a result, every match with Wario feels like you're under a time limit until you lose. You certainly don't want the battle to last long enough so that Wario is able to gain access to two fully charged Wafts. Don't forget that the timer is reduced each time that Wario eats something.

2. Mr. Game & Watch's Fire (Up Special) There's no doubt that Mr. Game & Watch's up special — also known as "Fire" — is the best out of shield punish option in the game. It accomplishes everything that someone would desire from an out of shield option. For starters, its tied for being the fastest out of shield option along with moves like Mario's up special, Mii Brawler's up special 3, Dr. Mario's up special, and Little Mac's up special. All of these attacks come out in 3 frames in a game where having a 6 frame out of shield option is considered to be extremely good. What makes G&W's Fire so much better is that its range is far greater as the firemen act as hitboxes on both sides once triggered. This technique is able to punish moves that nothing else in the game is capable of punishing. After hitting someone with this, G&W is actually gifted the ability to combo. While the resulting combo will rarely kill the opponent, G&W is able to rack up a lot of damage against moves that normally lead to pressure against most other opponents. Of course, this special is versatile even while overlooking how effective it as at punishing. Since it's very fast and is armed with invincibility, it's nearly impossible to intercept G&W while he's trying to recover back to the stage. This recovery special's mere existence means that G&W can go very far off stage to edge guard enemies. He can score some super early kills off the sides if he hits someone with this move. Since Mr. Game & Watch's up special is so good, you absolutely have to adopt a different strategy against him compared to every other fighter in the game. Because of this move, Mr. Game & Watch cannot be pressured or edge guarded the same way as other fighters. In addition, his offense and damage is extremely scary since this move can come out at any time when you're too close. Even if G&W misses with this, he's left at very minimal risk considering that he can still act afterwards.

1. Zero Suit Samus' Flip Jump (Down Special) Zero Suit Samus' Flip Jump is my most hated attack in Super Smash Bros. Ultimate. It, along with Zero Suit Samus' attributes that emphasize mobility, makes fighting her an absolute chore. First off, it's nearly impossible to predict where the opponent will end up after using this technique since they are in full control of how she maneuvers. For some reason, it's also armed with 10 frames of invincibility so trying to intercept it is generally ill-advised. These traits alone make it ensures that Zero Suit Samus is the best character in the game when it comes to escaping disadvantageous situations. She can't be boxed out or edge guarded in the same manner as the other challengers in the game. Zero Suit Samus can also transition into a kick that can bury, spike, or outright kill opponents. This means that this move is one of the few spikes that can be chained into for a death combo. As it can be fairly difficult to punish, it can also function as sort of a poking tool. Not every character is capable of punishing this with consistency. Basically, this is a tool where counterplay can be nearly impossible in the correct situations. Still, it's something that has to be kept in mind throughout a match's entire duration against Zero Suit Samus.

Honorable mentions go out to Hero's Command Selection (down special), Greninja's dash attack, Snake's Grenade (neutral special), Snake's Nikita (side special), Palutena's back aerial, and Shulk's Monado Arts (neutral special). These attacks nearly made the list too, but were beaten out barely by the other five moves.

Of course, these are simply my opinions. Feel free to provide your most busted moves in the comments section.