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Character Creation Moves Speculation

Do you think Smash 4 should have Character Customization?


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proxibomb

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Nintendo confirmed Character Creation during the Smash Bros. Nintendo Direct back in April. Ever since then, they have only shown Mario and his character creation moveset. A much more detailed description of what this is exactly is shown on the Smash Bros. website, which I am pretty hyped for. After the direct, I thought to myself, what about the other characters? We already know the basics of the Character Creation, that it only effects the special moves. I am making this thread to (try) actively updating the speculation roster based off the comments, and show off all the moves we (and I) have thought of.



The Smash Bros. website displays the changes Character Creation can edit.

Before going off saying whatever move seem right, try and stick to what Smash 4 is doing, making a move that follows the formula of the original move it's based off, or with few exceptions. For example, Mario's fireball is customized to either change the speed, or the size. Fox's lasers can do that too, change speed and/or size. The exception I'm talking about is the changes of certain moves. In Melee, Mario's down-b made him spin, the unpopular change in Brawl/Smash 4 has Mario using FLUDD instead. Using the Character Creation tool, Mario can switch between using FLUDD, or using his spin attack - wouldn't that sound lovely.



The equipment screen is similar to the Mario and Luigi series and that you could customized HP, ATK, DEF, etc.


Another thing I would like to say, please don't just simply put "make (said character) faster" or "make (said character) jump higher", come up with either a counter to the bonus or add significant detail to the power/move you are choosing to say, like Mario's Max-Power Gloves doing +170 damage, losing -50 defense, but making his gloves and range bigger. Let me give an example of one of my speculate moves for Mario. Mario should have his down-b be a Super Mario Galaxy-styled spin that has a somewhat high knockback, but poor damage. Every time he uses the move, Mario has a bit of ending lag when the white Luma comes out of his hat (look at Mario's spin for the luma reference, check a video out or something if you don't know). The following was just an example of what a person could say. Hope to some decent speculation on the thread.



The Character Customization feature allows the ability to toggle whether it is allowed in matches or not.


So, how would this effect competitive play? That's actually a very easy answer: it will will add infinite amounts of variety to every character, that of course being if tournaments allowed it. It depends on what equipment is overpowered or how character equipment is set up. Personally, I'd love Character Customization to have some sort of role in competitive play, but I feel it might not be allowed.



Mario's Fireballs can be customized to change it's size and speed.


Lastly, before you start going off on specials for newcomers on Smash 4, please look at various videos/images of the character(s) before making speculation. This is a thread based of speculation for customized moves, not speculation for the default special moves newcomers and veterans could have.

Put your speculations in the comments, I'll try to update this as much as possible. You will also be credited. Look at Mario's spoiler for an example on how this works.
:4mario: - Mario
Original Spin: Mario's down-b could have the down-b from Melee. (mgblue90)

Galaxy Spin:Mario's down-b could also have a spin-styled attack from Super Mario Galaxy, it'll have slight ending lag just like in Super Mario Galaxy (mgblue90)

Intense Water: Mario's FLUDD will have significant start lag, but in return will blast hot water, that will stun other opponents. (mgblue90)

:4link: - Link

:4kirby: - Kirby

:4pikachu: - Pikachu
Brick Break: Does a lot of damage to shields, but can not be charged. Does as much damage as an uncharged Skull Bash.

Wild Charge: Does a fully charged Skull Bash without charging, but takes 1/4 recoil damage and only does 20% as opposed to 29% of a full charged Skull Bash. It also has electrical effects the entire way through the move and if used off stage, Pikachu is still effected by gravity like Sonic's Side B if used off stage. (Veggi)

Agility: Pikachu adds one extra dash to his Up B, but it does no damage. (Veggi)

Double Team: Pikachu's Quick Attack is reduced to one dash that does no damage, but Pikachu does not go into helpless afterward. Pikachu will appear in whatever direction was chosen, but all three versions of that direction will be displayed until the move is over. For example, if Pikachu presses Up B and then goes left, it will display as though Pikachu went down left, left, and up left. (Veggi)

Discharge: Pikachu will act as though he hit himself with Thunder, but it would be both faster and weaker. (Veggi)

Shock Wave: The cloud forms at Pikachu's center and shoots in both directions, but Pikachu never becomes a hitbox like with regular Thunder. (Veggi)

:4dk: - Donkey Kong

:4diddy: - Diddy Kong

:4luigi: - Luigi

:4bowser: - Bowser
Fire Shot: Does the small and quick fire shots that Bowser tends to use in many Mario games. They travel as far as one of Pit's updated arrows. (Veggi)

Vacuum: Bowser sucks everything toward him with longer range than Kirby or Dedede, but doesn't function as an attack like theirs does. (Bowser's Inside Story) (Veggi)

Bowser Quake: Only does the first half of Bowser's Flying Slam animation and then falls back down in his regular fast-falling air animation. When he makes contact with the ground, he creates a shockwave that goes across the stage. The first half of his flying slam animation can be canceled early so that he can do rapid shockwaves. Because Bowser does not need to grab an opponent for this move, he can use it as an effective vertical recovery. (Veggi)

Due to the the hefty advantages this move now gives, it does not function as a throw and it has no hitbox at all until Bowser touches the ground. He also can not control his jump like he can with the regular Flying Slam. (Origin: Super Mario 64/Mario Galaxy) (Veggi)

Flying Bowser: Bowser does the animation for flying slam without the opponent. The move has super armor and if Bowser hits the opponent while flying he takes them with him for the rest of the animation. Kind of like an anti-air throw. (Veggi)

VV(If alternate animations end up being used for more characters)VV

Bowser Ball: Bowser curls up into a ball and rolls toward the opponent at somewhat faster than Fox's dash speed. It does a lot of damage to shields and has heavy armor for anything lower than 12% damage. (Mario Galaxy/Bowser's Inside Story) (Veggi)

:4peach: - Peach

:4olimar: - Olimar

:4fox: - Fox

:4marth: - Marth

:4samus: - Samus

:4dedede: - King Dedede

:4megaman: - Megaman

:4sonic: - Sonic

:4olimar: - Olimar

:4littlemac: - Little Mac

:4mii: - Mii Fighters

:4greninja: - Greninja

:4myfriends: - Ike

:4lucario: - Lucario

:4pit: - Pit

:4palutena: - Palutena

:rosalina: - Rosalina

:4wiifit: - Wii Fit Trainer

:4zss: - Zero Suit Samus

:4pacman: - Pac Man

:4charizard:- Charizard

:4yoshi: - Yoshi

:4villager: - Villager
Let it go!: The first time Villager uses this move, he throws out a random fish (only size varies) from his pocket that bounces downward like Mario's fireball and hits multiple times. It can be used to edgeguard. The second time Villager uses the move, he throws out a random flying bug that does the same thing, but flies upward in an arc instead of going downward. These alternate. It would be useful against characters that do not provide him with something to put into his pockets. (Veggi)

Tree Shaker: A command throw that causes Villager to grab onto his opponent instead of a projectile and shake them like a tree, doing a lot of damage and causing them to drop whatever they were holding so that Villager can pick it up. (Veggi)

Fruit Tree: Villager buries a fruit instead of a seed. The new tree spawns three fruit that heal 7%, but can only be used after the tree gets cut or knocked down. The falling tree does less damage and does not spawn wood chips. (Veggi)

Solid Tree: The tree can not be passed through by anyone and is more durable to attacks by opponents, but it takes three hits to cut down, does not spawn wood chips, and lasts 2 seconds less long. (Veggi)

:4zelda: - Zelda
Ocarina of Time: The animation for Nayru's love is longer, it does no damage, and does not reflect projectiles. However, it stays around her while she is free to move and attack. The move while absorb one hit for her and then break. (Veggi)

Hyrule Warriors: Zelda puts the diamond that would normally surround her 2 Bowsers-hugging in front of her. It stays there and will absorb 30% worth of damage before it breaks like Wario's bike. If Zelda activates Nayru's love again, it will burst and diamond pieces will damage opponents in close proximity. (Veggi)

Ocarina of Time: Instead of Din's Fire exploding at whatever size was determined by however long the player held the move, the move goes through all of those stages by itself while being active. However, only the size grows. The move is now a multi-hit attack. If you are close to Zelda when the move activates, you will take damage from every hit of the move. All of the hits combined only do as much as Zelda's max strength regular Din's Fire, but with less kill potential. (Veggi)

Hyrule Warriors: Din's Fire is still a projectile but it only travels along the ground. Zelda can basically "nuke" a part of the stage. The effect of the nuke is identical to the OoT version above, but with 2/3 the damage. (Veggi)

:4sheik: - Sheik

:4robinm:/:4robinf: - Robin

:4lucina: - Lucina

:4falcon: - Captain Falcon

Veggi
 
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Veggi

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Villager :4villager:

:GCB::

Let it go!: The first time Villager uses this move, he throws out a random fish (only size varies) from his pocket that bounces downward like Mario's fireball and hits multiple times. It can be used to edgeguard. The second time Villager uses the move, he throws out a random flying bug that does the same thing, but flies upward in an arc instead of going downward. These alternate. It would be useful against characters that do not provide him with something to put into his pockets.

Tree Shaker: A command throw that causes Villager to grab onto his opponent instead of a projectile and shake them like a tree, doing a lot of damage and causing them to drop whatever they were holding so that Villager can pick it up.

:GCD::GCB::

Fruit Tree: Villager buries a fruit instead of a seed. The new tree spawns three fruit that heal 7%, but can only be used after the tree gets cut or knocked down. The falling tree does less damage and does not spawn wood chips.

Solid Tree: The tree can not be passed through by anyone and is more durable to attacks by opponents, but it takes three hits to cut down, does not spawn wood chips, and lasts 2 seconds less long.

:GCU::GCB::

Fishing Line: A grabbling move that travels in a long downward arc that has a sweetspot similar to Ivysaur's up b. If an opponent gets hit by the sweetspot. The Villager and opponent both get pulled toward each other. It can also be used to grab the edge.

Furniture Bounce: Villager puts a piece of furniture below him that acts as a falling platform. If he jumps while on the bouncy furniture, he bounces very high.

Bowser :4bowser:

:GCB::

Fire Shot: Does the small and quick fire shots that Bowser tends to use in many Mario games. They travel as far as one of Pit's updated arrows.

Vacuum: Bowser sucks everything toward him with longer range than Kirby or Dedede, but doesn't function as an attack like theirs does. (Bowser's Inside Story)

:GCB::GCU::

Fortress: If used on the ground, just acts as a protective shell, with the top having a hitbox. It doesn't spin and Bowser can stay in it for as long as Kirby's stone. Vulnerable to throws and attacks from the side. In air, it covers more horizontal distance but has no control. (Origin: Bowser's Inside Story)

Galaxy Fortress: Has a longer start up on the ground but travels a far distance ahead and will clank with every move in the game. In the air it functions the same way. It is accompanied by a darkness effect to be reminiscent of Bowser's Spin Attack from Mario Galaxy that did the same thing. (Origin: Mario Galaxy)

:GCB::GCR::

Bowser Quake: Only does the first half of Bowser's Flying Slam animation and then falls back down in his regular fast-falling air animation. When he makes contact with the ground, he creates a shockwave that goes across the stage. The first half of his flying slam animation can be canceled early so that he can do rapid shockwaves. Because Bowser does not need to grab an opponent for this move, he can use it as an effective vertical recovery.

Due to the the hefty advantages this move now gives, it does not function as a throw and it has no hitbox at all until Bowser touches the ground. He also can not control his jump like he can with the regular Flying Slam. (Origin: Super Mario 64/Mario Galaxy)

Flying Bowser: Bowser does the animation for flying slam without the opponent. The move has super armor and if Bowser hits the opponent while flying he takes them with him for the rest of the animation. Kind of like an anti-air throw.

VV(If alternate animations end up being used for more characters)VV

Bowser Ball: Bowser curls up into a ball and rolls toward the opponent at somewhat faster than Fox's dash speed. It does a lot of damage to shields and has heavy armor for anything lower than 12% damage. (Mario Galaxy/Bowser's Inside Story)


:GCB::GCD::

Bowser Quake: Has a shorter jump when on the ground, but creates a shockwave that travels far and slow. Has no super armor.

Bowser Brake: Bowser can stop the Bowser Bomb animation at any point during it, but it does less damage.

Zelda :4zelda:

:GCB::

Ocarina of Time: The animation for Nayru's love is longer, it does no damage, and does not reflect projectiles. However, it stays around her while she is free to move and attack. The move while absorb one hit for her and then break.

Hyrule Warriors: Zelda puts the diamond that would normally surround her 2 Bowsers-hugging in front of her. It stays there and will absorb 30% worth of damage before it breaks like Wario's bike. If Zelda activates Nayru's love again, it will burst and diamond pieces will damage opponents in close proximity.

:GCB::GCD::

Ocarina of Time: Instead of Din's Fire exploding at whatever size was determined by however long the player held the move, the move goes through all of those stages by itself while being active. However, only the size grows. The move is now a multi-hit attack. If you are close to Zelda when the move activates, you will take damage from every hit of the move. All of the hits combined only do as much as Zelda's max strength regular Din's Fire, but with less kill potential.

Hyrule Warriors: Din's Fire is still a projectile but it only travels along the ground. Zelda can basically "nuke" a part of the stage. The effect of the nuke is identical to the OoT version above, but with 2/3 the damage.

:GCB::GCU:

Ocarina of Time: Zelda sets a fixed point to return to that she has to reset every time she activates it. The animation for setting and returning to the point is slower than her original up special so the opponent can get to her before she finishes setting up another one.

Hyrule Warriors: Farore's Wind is basically surrounded by an even bigger vertical version of DK's storm punch the entire way through. It pushes opponents away on both sides. The downsides are she can only use it vertically and she is visible/vulnerable during it. Though, she is surrounded by a tornado so maybe vulnerable isn't the right word.

Pikachu :4pikachu:

:GCB::

Charge: Pikachu starts glowing like he has something fully charged after one second of standing still, then his next electric attack will become twice as powerful. Applicable to: Thunder, Forward Smash, Down Smash, Forward Air, and Down Air.

Electro Ball: Pikachu fires a round projectile that goes faster and does more damage as it travels. The part right before the ball dissipates is the strongest.

:GCB::GCR::

Brick Break: Does a lot of damage to shields, but can not be charged. Does as much damage as an uncharged Skull Bash.

Wild Charge: Does a fully charged Skull Bash without charging, but takes 1/4 recoil damage and only does 20% as opposed to 29% of a full charged Skull Bash. It also has electrical effects the entire way through the move and if used off stage, Pikachu is still effected by gravity like Sonic's Side B if used off stage.

:GCB::GCU::

Agility: Pikachu adds one extra dash to his Up B, but it does no damage.

Double Team: Pikachu's Quick Attack is reduced to one dash that does no damage, but Pikachu does not go into helpless afterward. Pikachu will appear in whatever direction was chosen, but all three versions of that direction will be displayed until the move is over. For example, if Pikachu presses Up B and then goes left, it will display as though Pikachu went down left, left, and up left.

:GCB::GCD::

Discharge: Pikachu will act as though he hit himself with Thunder, but it would be both faster and weaker.

Shock Wave: The cloud forms at Pikachu's center and shoots in both directions, but Pikachu never becomes a hitbox like with regular Thunder.

Charge, Discharge, and Agility were inspired by a member named GloriousV.
 
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