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If you could create a custom move...

LozNerd

Smash Apprentice
Joined
Jun 4, 2015
Messages
156
Location
Hyrule
SHL for :4falco: like in melee except only deals 1% damage, or normal shine. Bomb arrows for :4link:.
 

Lady Byakugan

Smash Ace
Joined
Sep 3, 2014
Messages
594
Location
Canada
:4sonic: Sonic Wave and Light Speed Dash
:4tlink:Fire and Ice Arrows
:4falco:Wolf's Side B

:4dedede:Waddle Dee Toss
:4ganondorf:Neutral B like Mewtwo's
:4olimar:Randomized Pikmin plucking
 

Simperheve

Smash Apprentice
Joined
Oct 20, 2015
Messages
143
Location
Jolly ol' Britain
NNID
Simperheve
:4kirby: Side B: Jumping Hammer - From the ground Kirby does a short hop and slams his hammer vertically in front of him. Spikes if it hits during the drop. In the air there is no hop.
:4palutena: Down B: Stun Counter - Performs a counter with no knockback, but a large stun window.
:4pikachu: Up B : Triple Quick Attack - Perform up to three movements. Each move is a slightly shorter distance than the neutral one and staggers like the first hit of the neutral one
 

Furret24

Smash Master
Joined
Feb 28, 2015
Messages
3,576
I'm back with more.

:4kirby: Long Ranged Final Cutter (Up Special): The same as vanilla Final Cutter, but the wave goes much further (distance comparable to Brawl). The wave does less damage though (6% -> 5%), although it's pretty negligible if you use Final Cutter primarily for spacing.
:4pikachu: Lingering Thunderjolt (Neutral Special): The thunderjolts will pop infront of Pikachu, no longer gaining any distance. In turn though, they linger for a very long time, combined with the fact that a total of three can be on-screen at a time, allows for good stage control. If you try to place a fourth, or aThunderjolt has been out for 15 seconds, they will burst, producing a bigger hitbox that does 7%.
:4gaw: Frozen Food (Neutral Special): The pan now does ice damage, with the pan being able to freeze opponents long enough for followups. The food is much weaker when flipped out (2% as opposed to 4%) and only 1 can be out at a time, but they can be picked up as a throwable item when it hits the ground due it being cold, not burning hot. Throwing the food does varying damage, based on the type of food (7% for Sausage, 6% for Steak, and 5% for Fish and Shrimp). They Sausage, Steak, and Fish also have more knockback (20/50 all -> 40/95 Sausage, 35/80 for Steak, and 35/70), Smash thrown Sausage starts killing around 140% near the ledge.
:4duckhunt: TNT Can (Neutral Special): The can is noticeably stronger (8% -> 13%). Higher risk, higher reward.
 
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Wintropy

Peace and love and all that jazzmatazz~! <3
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Here, there, who knows?
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idk if the Zelda games are like this but this sounds ridiculous to me, like Captain Falcon throwing fireballs.
Ganondorf's most iconic move in Ocarina of Time is a powerful magic orb that he throws at Link, which has to be reflected back and forth between the two opponents until one is damaged by it. It's called "Dead Man's Volley" by the fans and has reappeared in many boss fights since, most notably in the Phantom Ganon battle in Wind Waker and the Puppet Zelda battle in Twilight Princess. It originated in the battle with Agahnim in Link to the Past, but is most identified with Ganondorf due to OoT's iconic boss battle.
 
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Buffoon

Smash Ace
Joined
Nov 14, 2014
Messages
866
Location
Illinois
NNID
Buffoon_on_U
3DS FC
1719-3804-4029
[Neutral B] Melee Shield Breaker (:4marth:/:4lucina:) - An overhead slash with more attack range and KO power than the default. Does not grant any momentum when used midair.

[Neutral B] Sonic Wave (:4sonic:) - Fires a shockwave that travels a fair distance. Projectile shoots diagonally when used midair.

[Side B] Axe Kick/Sonic Eagle (:4sonic:) - A leaping somersault into a powerful overhead kick. Hold Special button for further jump distance.

[Down B] Ordinary Book (:4robinf::4robinm:) - Drops a book at Robin's leisure; does not effect the durability of other tomes. Has significantly less launching power than a tome that's run out of uses.
I thought about a cosmetic change for the "Ordinary Book" custom, have the book covers alternate between various books mentioned throughout supports in FE:Awakening (e.g."Make Him Fall For You In a Fortnight", "Ribald Tales Of The Faith War", etc.)
 
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SimonBarSinister

Smash Lord
Joined
Aug 23, 2014
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1,361
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Northwest US
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SimonBarSinister
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idk if the Zelda games are like this but this sounds ridiculous to me, like Captain Falcon throwing fireballs.
Falcon-shaped fireballs....? That actually might be kind of fun.

I'm surprised that one of :4falcon:'s Neutrals wasn't a Falcon Punch that could, you know, launch the falcon.
 

Mario & Sonic Guy

Old rivalries live on!
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For Mewtwo...

:4mewtwo:

Shadow Ball
  • Piercing Shadow Ball: Reaches full power faster, and can damage multiple targets, but it deals less damage and knockback than the standard variation.
  • Power Shadow Ball: Takes longer to fully charge, but the charge can damage opponents. When fired, it travels at a slower speed, and has a shorter travel distance, but it packs more power and knockback than the standard variation.

Confusion
  • Safeguard: Reflects projectiles more easily, but it can't damage opponents directly.
  • Reflect: Counters an opponent's direct attacks, but has no effect against projectiles. Countered attacks deal 1.2x the amount of damage that they would've dealt to Mewtwo.

Teleport
  • Explosive Teleport: Creates an explosion upon reappearing, but has a shorter travel distance.
  • Double Teleport: Performs up to two warps, with each warp traveling half the distance of the standard variation.

Disable
  • Miracle Eye: Fires a gaze that's unblockable, but stunned opponents can recover quicker than with the standard variation.
  • Forceful Disable: Instead of stunning opponents, the gaze will send opponents flying.
 

Pixel_

Smash Ace
Joined
Mar 28, 2015
Messages
881
Falcon-shaped fireballs....? That actually might be kind of fun.

I'm surprised that one of :4falcon:'s Neutrals wasn't a Falcon Punch that could, you know, launch the falcon.
Alternate Final Smash: :4falcon: shoots a falcon that flies across the screen, with :4falcon: cycling through all of his taunts twice
 

Yoshister

Smash Champion
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Here's some ideas for Sonic.
Neutral B-
Insta-Shield- Sonic uses his Insta-Shield- from Sonic 3K and Sonic Advance to shield himself. Hitbox and Invincibility last from frames 2-4, and has 16 frames of cool down. Hitbox does miminal damage (2%) and has the knockback of Little Mac's Nair, but it has high priority and hit stun.

Side B-
Fire Dash- Sonic dashes forward quickly at a quick speed, having a somewhat strong (9%) lingering hitbox (Frames 9-30), but also a lot of cooldown.

Up B-
Rocket Shoes- Sonic uses the Rocket shoes power-up to fly at a fast speed. Can go in all directions, but is hard to turn around. You fall into a helpless state after using it.

Spring Shoes- Sonic uses the Spring shoes power-up. Gets an initial bounce and bounces vertically off anything it touches (Including other player, who get spiked and take 6%). Be sure to jump off if you don't bounce on anything, or you'll fall to your death.

Down B-
Bounce- Based off of the bounce attack in Adventure (And the water shield in Sonic 3). In the air, Sonic bounces down quickly, dealing 8%. Using it off-stage (Unless an opponent is hit) results in Sonic falling to his death). On the ground, Sonic quickly rolls forever, dealing 8% to whoever he hits.

Strike Dash- Based off the Strike Dash (Aka. Super Peel-out), Sonic charges up a dash.
If slightly charged, Sonic dashes quickly (Hitbox lasts frames 2-5) for a short distance, dealing 4% and slight knockback.
If fully charged, Sonic will dash forward at a ridiculous speed. At the start of the dash (Frames 2-11), Sonic has Super armor and hitting someone deals massive damage (14%) and knockback (Enough to kill Mario at 70%). After frame 11 of the dash, Sonic loses his hitbox and Super armor, leaving him vulnerable. The move takes 26 frames to fully charged.
 

Furret24

Smash Master
Joined
Feb 28, 2015
Messages
3,576
Here's some ideas for Sonic.
Neutral B-
Insta-Shield- Sonic uses his Insta-Shield- from Sonic 3K and Sonic Advance to shield himself. Hitbox and Invincibility last from frames 2-4, and has 16 frames of cool down. Hitbox does miminal damage (2%) and has the knockback of Little Mac's Nair, but it has high priority and hit stun.

Side B-
Fire Dash- Sonic dashes forward quickly at a quick speed, having a somewhat strong (9%) lingering hitbox (Frames 9-30), but also a lot of cooldown.

Up B-
Rocket Shoes- Sonic uses the Rocket shoes power-up to fly at a fast speed. Can go in all directions, but is hard to turn around. You fall into a helpless state after using it.

Spring Shoes- Sonic uses the Spring shoes power-up. Gets an initial bounce and bounces vertically off anything it touches (Including other player, who get spiked and take 6%). Be sure to jump off if you don't bounce on anything, or you'll fall to your death.

Down B-
Bounce- Based off of the bounce attack in Adventure (And the water shield in Sonic 3). In the air, Sonic bounces down quickly, dealing 8%. Using it off-stage (Unless an opponent is hit) results in Sonic falling to his death). On the ground, Sonic quickly rolls forever, dealing 8% to whoever he hits.

Strike Dash- Based off the Strike Dash (Aka. Super Peel-out), Sonic charges up a dash.
If slightly charged, Sonic dashes quickly (Hitbox lasts frames 2-5) for a short distance, dealing 4% and slight knockback.
If fully charged, Sonic will dash forward at a ridiculous speed. At the start of the dash (Frames 2-11), Sonic has Super armor and hitting someone deals massive damage (14%) and knockback (Enough to kill Mario at 70%). After frame 11 of the dash, Sonic loses his hitbox and Super armor, leaving him vulnerable. The move takes 26 frames to fully charged.
Strike Dash sounds op.
 

SoopaDerpcat

Smash Cadet
Joined
Dec 9, 2015
Messages
45
:4dedede:
Neutral B customs:

Dedede Gale - The attack's windbox is twice as large, but pushes players away instead of sucking them in. Can also deflect physical projectiles.

Dedede Chomp - This version of inhale lacks a windbox, but starts up much faster and lunges Dedede forwards a bit.


Side B customs:

Waddle Dee Throw - Just like the Brawl move, but the Dees and Doos that he throws are much more aggressive and will actively seek and attack players.

Guard Breaker - Dedede won't throw a projectile, but the hammer swing knocks back shielding opponents and locks them into a tripped state for 2 seconds after landing. Deals 10% against shielding opponents and 5% otherwise.


Up B customs:

Dedede Bomb - Crashes down at double speed and creates a powerful explosion that deals 30% damage. It has great base knockback but very small knockback growth. Dedede will not hit opponents while falling, however.

Hurricane jump - While in use, Dedede has a small but powerful windbox around him which pulls opponents in. When he hits the ground, it expands and pushes them away.


Down B customs:

Hammer Missiles - The front of the hammer opens up and shoots 3 missiles forwards. Based on one of Masked Dedede's attacks from KSSU.

Windup Jet Hammer - You can not move while charging this attack, and it takes 2x as long to charge, but once it's fully charged, it autocancels. With the attack fully charged, you can deploy a full-powered Jet Hammer swing
at any time by inputting the move another time. Think of it as a close-range version of Samus's Charge Shot.
 

Vapo

Smash Apprentice
Joined
Sep 23, 2015
Messages
85
Location
probably playing smash
:4tlink:

Up-B:

Deku Leaf: Doesn't boost Toon Link as high vertically, but lets him glide giving him tremendous horizontal recovery. Doesn't leave him in free-fall.

Grappling Hook: Grapples Toon Link to the nearest ledge. Has great range, but doesn't boost his recovery at all if there are no ledges nearby and has no use on the ground.

Side-B:

Skull Hammer: Isn't a projectile and comes out slowly, but deals tremendous damage and knockback.

Big Boomerang: Cannot be angled, but does more damage and knockback.

Neutral-B:

Fire Arrows: Functions exactly like they do now, but does extra damage on a freezed enemy.

Ice Arrows: Has short range and cant be charged, but freezes the enemy.

Down-B:

Bombchu: Functions like the Bombchu item. Travels across surfaces, but does less damage than regular bombs.

Cannon: Sends Toon Link hurtling towards the enemy dealing high damage and knockback, but is reeeeaaallly laggy.
 

SoopaDerpcat

Smash Cadet
Joined
Dec 9, 2015
Messages
45
:4duckhunt:
Neutral B:

Powder Keg - Duck hunt throws out a bouncing barrel that automatically moves across the stage. Does far more damage than the can and has a much bigger blast radius.

Can of Snakes - Rather than exploding normally, the can makes a loud "BOI-OI-OI-OOOIIING!" noise and toy snakes burst out. This does no damage, but stuns grounded foes.


Side B:

Crazy Pidgeon - When tossed, the discus flies around in an erratic pattern. The pattern looks random, but can be chose by inputting up, down, left, right, or no direction during starup.

Tranquilizer - Duck hunt throws a small dart which will reduce the target's walking and attacking speed by 30% on contact. This does no damage however, and the effect will wear off after 5 seconds.


Down B:

Bodyguard - This wild gunman won't shoot, but has infinite health and will act as a solid wall to enemy players.

Taser Gunman - This gunman's shot has less range, but has the same effect as ZSS's paralyzer.


Up B:

Can Jump - Duck Hunt puts an explosive can between his feet which quickly explodes and sends him rocketing straight upwards at incredible speeds. This attack deals 3% self-inflicted damage, but the explosion does 10% to enemies and Duck Hunt himself does 20% while flying upwards.

Meteor Drop - At the end of the move, the Duck throws the Dog straight downwards at high speed. While descending, Duck Hunt does 10% damage and has a strong meteor effect.
 

GreenMonkey

Smash Apprentice
Joined
Jun 27, 2015
Messages
157
Location
Dreamland
3DS FC
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Alright, here comes all of my ideas for Lucina. I want her specials to be different from Marth's, so they're... well... different! :upsidedown:

All of these moves allude in some way to FE:A. So go you if you understand them!

The inspiration for the moves are in parentheses.

Default :GCB:: Luna - Low knockback with decent horizontal movement. Ignores shields. (Shield Breaker)

Second :GCB:: Swordfaire - High damage but very little movement or knockback. (Using a strong move on someone with super armor)
Third :GCB:: Lethality - Melee, insta-KO when fully charged, no damage or knockback otherwise. Atrocious lag. (Rest)

Default :GCR::GCB:: Aether - Two hits. First hit heals 2%, second hit ignores shield. (Sun Salutation)
Second :GCR::GCB:: Astra - Five hits. Fast, low damage, and chains together easily. Has a semi-spike trajectory. (Like a shooting star, the opponent shoots down!)
Third :GCR::GCB:: Chrom's Training - Only one hit. Slow, clumsy but high knockback. (Like father, like daughter)

Default :GCU::GCB:: Galeforce - Slices the air around her, quickly fly in an angle, and slices the air again. (#Chromia. Ship it. The actual inspiration is Fayore's Wind)
Second :GCU::GCB:: Mask Toss - Throws her mask below her, propelling herself up. The mask does decent knockback. (Fire Hydrant)
Third :GCU::GCB:: Naga's Guidance - Summons an illusion of Naga that carries Lucina in a direction. Long distance, quick, but only pushes opponents away without doing damage or knockback. (Fayore's Squall)

Default :GCD::GCB:: Hit Rate +20 - Increases size of hitboxes slightly for a moment. Must wait for the move to cool-down before using it again. (Deep Breathing)
Second :GCD::GCB:: Parallel Falchion - Heals 3% when fully charged. Does no damage or knockback. (Sun Salutation/Deep Breathing)
Third :GCD::GCB:: Limit Breaker - Increase damage, knockback, and speed slightly or a moment. Decrease all of those stats when on cooldown. (Lightweight/Hyper Monado Arts)
 
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SoopaDerpcat

Smash Cadet
Joined
Dec 9, 2015
Messages
45
:4villager:

Neutral B:

Speedy pocket: Pocketing a projectile has much stricter timing, but the pocketed item will travel at double speed when thrown.

Toss: A very simple throw move which can launch different projectiles. 75% chance to be an random fruit, all of which do 5% damage and small knockback. 24% chance to be a fossil, which does 10% and high base knockback. With a 1% chance, he'll throw an NES cartridge which does 30% electric damage and stuns foes.


Side B:

Lloiddozer: This version of Lloid passes straight through foes, knocking them over and behind it instead of exploding.

Loyal Lloid: This red Lloid homes in on the nearest enemy player; if reflected, he'll still turn back around and home in on his target. You can not, however, ride this version.


Up B:

Balloon Tripup: Has slightly discolored balloons which will hit and meteor smash any player who pops them. If you run out of flight power before you reach the ledge, though, they'll meteor smash you instead!

Fishing Tether: Villager throws out a fishing line which acts as a very long vertical tether. Hitting an opponent with the lure will launch them downwards and you upwards. On the ground, this move just acts sort of like ZSS's plasma whip.


Down B:

Potted Timber: Allows Villager to instantly plant a smaller, weaker tree.

Pitfall: Villager plants a pitfall instead of a tree. This pitfall will disappear with a puff of smoke of smoke if nobody falls into it within 30 seconds. Using down B while the pitfall is still active will result in an overhead strike with Villager's shovel which does 10% damage and meteor smashes but has no horizontal knockback.
 

MarioMeteor

Smash Hero
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New Orleans
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Neutral special 2 - Thunderhand - After some windup, Luigi will unleash a mighty shock that deals 15% and large knockback, along with massive shield damage. Obviously has less range than default.

Neutral special 3 - Iceball - Luigi throws a snowball that bounces twice on the ground in a high arc before disappearing. Deals 4% per snowball and freezes at high percents.

Side special 2 - Extreme Missile - Uncharged this missile hardly goes anywhere. Fully charged, however, Luigi becomes a devastating projectile of mass destruction that will do 20% and goes right through foes. The downside, however, is that it takes longer to charge and has an even lower Misfire rate.

Side special 3 - Malfunctioning Missile - You'll always get a Misfire that does 15% and very good knockback, however, you'll occasionally get a weaker missile that does 5%, weak knockback, and doesn't go very far.

Down special 2 - Hurricane Luigi - Luigi only goes straight up, but he generates a tornado that blows opponents away with massive force. Has no hitbox.

Down special 3 - Super Cyclone - Requires less inputs to rise, but it only hits twice. It sucks them in at the start and spits them back out for 7% and good horizontal knockback.

Up special 2 - Rising Fire - Luigi jumps much higher and has more horizontal movement, but has no Fire Jump Punch. Instead it strikes multiple times with fire that does 3% per hit and launches opponents upwards with medium knockback.

Up special 3 - Fireless Jump Punch - This punch lacks any sort of fire altogether, but instead the sourspot deals 5% and has enough knockback to KO off the top of used in the air. The coin collected also heals Luigi by 2%.
 

N7Kopper

Smash Apprentice
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Oct 31, 2014
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Shepard's Favourite Store
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N7Kopper
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:4gaw:
Side B: Charge Judge
Like normal Judge, but charges up instead of relying on the RNG. Judge levels 1-6 can be stored, but 7-9 must be charged in one go (although you can start from 6).
:4peach:
Side B: Charge Veggie
The same principle as Charge Judge: right down to the most powerful projectiles not being storable.
Because randomness has no place in matches played for money. None. At. All.

:4shulk:
Down B: Perfect Vision
Has a maximum activation window of only 6 frames, and a minimum of one, but not only does it hit as hard as Power Vision and come out as quickly as normal Vision, but it can also counter anything. Including unblockable attacks, and even grabs. Can even be activated during hitstun, at the cost of needing frame-perfect precision to counter in this state, no matter the move's charge. Knockback is not altered in any way if the counter is missed - Shulk in fact returning to the tumbling state after the animation ends if not interrupted - but is nullified if successful.
(Quite useless in a real match, except to show off, but an absolute dream for future TASers)
 
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DJ3DS

Smash Lord
Joined
Jul 3, 2014
Messages
1,705
3DS FC
0602-6256-9118
:4jigglypuff:

Up B - Gyro Ball - Spins at high speed in the input direction.

Side B - Echoed Voice - A fast moving shockwave projectile which deals less damage/knockback the further it travels.

Map Sing to Neutral B. Whilst we're at it, change Rest to Perish Song and suddenly Jiggs makes sense again.
 

SoopaDerpcat

Smash Cadet
Joined
Dec 9, 2015
Messages
45
:4cloud:

Neutral B:

Grounding Beam - This sword beam doesn't travel as far and does no damage, but buries grounded foes. This attack can spike airborne opponents, but the meteor effect is very light and KOs aren't really guaranteed until around 150%. In its limit break form, it buries foes much longer and the meteor effect is much heavier, guaranteeing a dunk at about 60% on most characters.

Cleaving Beam: A yellow sword beam that does miniscule knockback, but hits multiple times and can do some serious shield damage. In its limit break form, it's almost guaranteed to break shields if shield is held against it.


Side B:

Buster Rushdown - Moves Cloud and his target forwards while doing the combo. Good for taking back stage control, and is more or less a suicide move when used to gimp recovering opponents. In its limit break form, it moves forwards twice and retreats (back to the stage, with any luck) on the final swing, making it NOT necessarily a suicide move when gimping recovering opponents.

Omnicrash - The initial slashes move Cloud and the target upwards, and the final slash launches the target diagonally downward. The last hit is slower though, and leaves time to air dodge.


Up B:

Decisive Hazzard: Only attacks going up, but deals slightly more damage initially than all 3 hits of the normal Up-B combined.

Firehazzard (yeah I went there) - A lower jump with an orange trail. While the first two hits are the same, the landing hit unleashes fiery shockwaves that travel away from Cloud in both directions.


Down B:

Super Limit Break / Finishing Blast: Takes 2x as long to charge, but allows you to use up to 3 limit break specials before fading. Has a bright cyan aura that turns slightly darker each time you use a limit break move. Finishing Touch has 3 power levels when this custom is used: At level 3 (no limit break specials used) it's absolutely massive and breaks shields. At level 2, it's the same as the normal 1. At level 1, it's actually weaker than normal.

Passive Limit Break: Cloud can not use his superpowered limit break specials with this, but instead reaching limit break mode gives him a passive 50% buff to weight, jump, speed, defense, and attack for 15 seconds.
 

LancerStaff

Smash Hero
Joined
Jan 28, 2014
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8,118
Location
Buried under 990+ weapons
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:4pit::4darkpit:

Nspecials
Meteor Bow: Fires an arrow that travels up slightly, hangs in the air, and then homes in onto a target. (Doesn't actually meteor smash, it's a Kid Icarus thing.)

Phosphora Bow: Has two functions depending on if you hold or tap the button. A tap fires a few weak shots akin to Shiek's needles (probably shorter ranged lolol) while if you hold it for a moment you'll fire a weak projectile that flys fast and homes in strongly for the nearest target, so much that you must dodge or shield to not get hit.

Fspecials
Upper Shot: Winds up, and then uppercuts on the spot to fire a small wheel in an arc that will quickly unleash a tornado like Kong Cyclone. The wheel needs to touch ground to activate, however. In the air it does the aerial uppercut but only fires a wheel forwards that doesn't make a tornado.

Electro-Shot: Like Upper Shot, but fires a slow moving Arcthunder that takes a second to activate instead of contact. In the air it shoots out what's essentially a slow moving thunder jolt that travels completely horizontally.

Angel Ring: Dashes forwards half length without a wind-up and then unleashes a spinning bow attack, regardless if there was a target in range. Much weaker and no armor but launches at a much lower angle and reflects every projectile instead of particular ones. Doesn't alter vertical momentum. Kinda sorta but not quite like Pit's old side B, if you understand.

Uspecials
Warp: Like MK's Dspecial but no attack or helplessness. Lower endlag, but has a cooldown period of about a second. Obviously need to touch the ground or get hit before using it again in the air. More for escaping combos then recovery.

Lightweight: Functions much like Palutena's but without a reverse period. Remember this is replacing Uspecial and not Dspecial.

Dspecials
Eyetrack Orbitars: Fires a projectile on each side that has high homing and damage, but moves extremely slowly and completely evaporate on contact with any opposing hitbox, without even causing any kind of clash or reaction from the opponent or canceling any other projectile. No knockback.

Paw Pad Orbitars: Drops a bouncing cat's paw on both sides after a bit of startup, and then Pit can attack them to launch them. Lasts four bounces, and aren't particularally strong, but clashes with any attack that can clash regardless of damage difference and nullifies any non-final smash projectile.
 

Leon Rios

Smash Cadet
Joined
Jan 7, 2015
Messages
32
Location
Mount Vernon, OH
NNID
LeonRios
:4sonic: - Always thought his somersault animation from Sonic Advance would be a cool addition... maybe have it control like Marth/Lucina/Roy's side B?

:4link:/:4tlink: Ice/Fire arrows would be awesome.
 

SuFiRo

Smash Rookie
Joined
Jan 4, 2016
Messages
17
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MS
NNID
UmRine
:4littlemac: a side-special that stops at the ledge..

All joking aside, this is what I could come up with.
:4megaman:- This is more of a change to current custom. I'd like it if Beat started moving faster. I feel like you are left open in one spot for way too long after activating it.
:4ganondorf:- A neutral b that takes longer (either 1.5x or 2x longer) but has impenetrable superarmor. Hits just as hard as regular neutral special. MAYBE unable to reverse.
:4drmario:- A side b-special that stalls him in the air like :4mario:'s to help aid awful recovery.
:4dk: Down special that has 1.5x the distance, but only trips foes.
:4littlemac: A counter and doesn't send Mac flying when used in the air, but doesn't knock opponents that far either. Takes away his counter recovery, but prevents flying off the stage when used in the air near the ledge of the stage.
An up special with slightly shortened distance, but actually snaps to the ledge.

Not all that great, just things I'd think would be cool.
 

NewFoundAbility

Banned via Warnings
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NewFoundAbility
:4robinm::4robinf: Thoron
:4lucario:Fully Charged Aura Sphere
:4greninja:Fully Charged Water Shuriken
:4pikachu:Thunder Bolt
:4mario: Fire Ball
:4sheik:Needle Storm
(Any neutral B projectile that may apply):

Instead of hitting them away. They pull them towards you. :grin:

Basically in Brawl Minus, where Mario's F.L.U.D.D. would instead pull enemies towards him. I really like that idea, and I'd like to see a custom move like that.
 
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WinterShorts

The best NEOH Yoshi
Joined
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Akron
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I'd make Jigglypuff's rest not do damage and actually heal puff as a result. You know, what actually happens in the game?
 

SimonBarSinister

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Some special weapons I'd have chosen for :4megaman::

Neutral 2: Ballade Cracker. A bomb that slowly floats in the direction it's tossed in. Explodes on contact.

Side 2: Laser Trident. A fast laser that can pierce targets.

Side 3: Flash Bomb. Flies straight ahead like Crash Bomber, but explodes in a similar fashion to Smart Bombs.

Down 2: Jewel Satellite. I know Skull Barrier reflects stuff, but I don't remember that being the weapon's actual ability. Jewel Satellite does, though. And the jewels look much cooler than skulls, so there's that.

Down 3: Water Shield. The water droplets scatter in multiple directions upon release.
 

MarioMeteor

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Some special weapons I'd have chosen for :4megaman::

Neutral 2: Ballade Cracker. A bomb that slowly floats in the direction it's tossed in. Explodes on contact.

Side 2: Laser Trident. A fast laser that can pierce targets.

Side 3: Flash Bomb. Flies straight ahead like Crash Bomber, but explodes in a similar fashion to Smart Bombs.

Down 2: Jewel Satellite. I know Skull Barrier reflects stuff, but I don't remember that being the weapon's actual ability. Jewel Satellite does, though. And the jewels look much cooler than skulls, so there's that.

Down 3: Water Shield. The water droplets scatter in multiple directions upon release.
Ooh, ooh, can I try?

Neutral 2 - Triple Blades - Throws a dagger diagonally up, straight forward, and diagonally down in the air, and forward, diagonally up, and a sharper upwards angle on the ground. Each dagger does 4%, so up close it'll do 12% total.
Neutral 3 - Shadow Blades - They're fine the way they are.

Side 2 - Plug Ball - Travels along the ground when fired and drops straight down in the air. Can have two onscreen at the same time.
Side 3 - Magnet Missile - Fires a missile that travels straight forward or curves upwards or downwards depending on the opponents' location. Does high knockback, but you can only fire one at a time.

Down 2 - Jewel Satellite - Blocks both physical attacks and projectiles, and it deals 6% contact damage instead of 1%, but you can't throw it, you have to wait for it to vanish.
Down 3 - Water Shield - Projectiles can slip through the gaps of the shield, but the bubbles fly out in all directions when fired. They do 3% upon contact and can be used to sneak KOs.

Up 2 - Tornado Blow - Summons a small tornado below Mega Man for him to ride around freely on. Attacking will make the tornado go away, so you get a better recovery, but no Air Shooter bull**** with Rush.
Up 3 - Gravity Hold - Mega Man creates a small field around him where gravity is reversed. Mega Man will float straight upwards a set distance, and so will the opponent, so you can do Air Shooter bull****, just with a worse recovery.
 

marteen_

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Yoshi's egg toss should've had a custom that aims eggs similarly to like they do in the Yoshi's Island games. Eggs would deal decent knockback and be faster from there.
 
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FamilyTeam

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I made up this rather crazy move a few days ago. A move specifically for my girl :4lucina:.
I think an appopriate name for it would be "Risk Counter".
It's a Down Special that replaces the original Counter. It has a couple of differences:
  • Its timing is far more strict. Instead of being near instant like the original, it would have a bit of startup lag. Also, the window for hitting the counter itself would be far more precise, as the second half of the animation would just be endlag, a bit like it is on PM.
  • This is where it gets interesting: Lucina will deal double the damage of whatever she just countered, however, she will still take damage normally. For example: If she countered a Smash that would deal 40% to her, she'd deal a whopping 80% damage to the attacker, but she'd still would take the 40% normally. Also, this counter doesn't launch nearly as far as the original one, so it's mostly for getting damage and not killing.
  • And it has a pretty big limitation as well: It won't counter everything. If a move is too strong (I must admit, I haven't thought how strong, but probably 45% damage or more), the move will not only go straight through the counter, but it will also deal more knockback against her. Since you'd imagine a move that deals so much damage is pretty strong, this pretty much guarantees that she gets 1HKOd should that happen.
It could be really interesting.
 

SimonBarSinister

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Ooh, ooh, can I try?

Neutral 2 - Triple Blades - Throws a dagger diagonally up, straight forward, and diagonally down in the air, and forward, diagonally up, and a sharper upwards angle on the ground. Each dagger does 4%, so up close it'll do 12% total.
Neutral 3 - Shadow Blades - They're fine the way they are.

Side 2 - Plug Ball - Travels along the ground when fired and drops straight down in the air. Can have two onscreen at the same time.
Side 3 - Magnet Missile - Fires a missile that travels straight forward or curves upwards or downwards depending on the opponents' location. Does high knockback, but you can only fire one at a time.

Down 2 - Jewel Satellite - Blocks both physical attacks and projectiles, and it deals 6% contact damage instead of 1%, but you can't throw it, you have to wait for it to vanish.
Down 3 - Water Shield - Projectiles can slip through the gaps of the shield, but the bubbles fly out in all directions when fired. They do 3% upon contact and can be used to sneak KOs.

Up 2 - Tornado Blow - Summons a small tornado below Mega Man for him to ride around freely on. Attacking will make the tornado go away, so you get a better recovery, but no Air Shooter bull**** with Rush.
Up 3 - Gravity Hold - Mega Man creates a small field around him where gravity is reversed. Mega Man will float straight upwards a set distance, and so will the opponent, so you can do Air Shooter bull****, just with a worse recovery.
Hmm, that's a pretty good list, though I do have a comment on the Triple Blade. I've always had it in my mind that Triple Blade would be better suited as a Side B, primarily because it's a projectile he shoots rather than tosses(which is a trait of his Neutral specials, both in Smash and his original games), and that it specializes in major frontal pressure(in theory anyway)which is usually typical of a projectile-based Side B. And not to mention how the trajectory is altered depending on whether he's grounded or not. Though as I was typing this I realized that you just mentioned that last tidbit.....

But I suppose it wouldn't HAVE to be a 1:1 translation in Smash. That's just my take on it.
 

MarioMeteor

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Hmm, that's a pretty good list, though I do have a comment on the Triple Blade. I've always had it in my mind that Triple Blade would be better suited as a Side B, primarily because it's a projectile he shoots rather than tosses(which is a trait of his Neutral specials, both in Smash and his original games), and that it specializes in major frontal pressure(in theory anyway)which is usually typical of a projectile-based Side B. And not to mention how the trajectory is altered depending on whether he's grounded or not. Though as I was typing this I realized that you just mentioned that last tidbit.....

But I suppose it wouldn't HAVE to be a 1:1 translation in Smash. That's just my take on it.
I considered having Rebound Striker in Triple Blades' place, or Gemini Laser in Magnet Missile's place. There are a lot of Special Weapons that could work for side special. Makes me wish Mega Man had more than just two customs.
 
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Putuk

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I had a few ideas for:4dedede:.

-Exhale: Creates a windbox that pushes opponents away. Cannot suck up enemies.
-Gordo Trap: After throwing the Gordo, it won't bounce, but rather stick to the floor as an active hitbox. Cannot be reflected.
-Wind Jump: Similar to the regular UpB, but creates windboxes instead of stars upon landing.
-Jet Swing: Cannot charge the Jet Hammer, but instead goes for a quick swing that's weaker.


Also some ideas for:4lucas:.

-PSI Shield: Alternate DownB that instead of absorbing energy-based projectiles reflects them. Only works on projectiles that can regularly be absorbed.
-Counter: A standard counter move, however it doesn't work on projectiles that can be absorbed by PSI Magnet.
-Stationary PK Freeze: Creates a cold blast around Lucas' body, capable of freezing enemies. Cannot be charged.
 

ZaneHitsurugi

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Another version of Crash Bomb that has less hitstun but doesn't detonate until you push side B again.
 
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