Berserker.
:^)
- Joined
- Jun 8, 2009
- Messages
- 18,990
Link to main thread of the project: http://smashboards.com/threads/project-proposal-we-can-make-custom-moves-fast-easy-and-legal.379555/
Custom sets
1) 1313
2) 2313
3) 3313
4) 1113
5) 2113
6) 3113
7) 2222
8) 3333
Guidelines for the custom sets from Amazing Ampharos:
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Custom Monado arts (Neutral B)
1) Decisive Monado arts - You can't switch out of your current monado stance however, it lasts longer by 2 seconds and all buffs are slightly increased. Takes longer than usual to activate (~1.5 seconds)
2) Hyper Monado arts - Monado arts have amplified buffs and debuffs. Lasts for 6 seconds
Custom back slash (Forward B)
1) Back slash leap - Shulk leaps high then descends downwards. Bad horizontal leap but great vertical leap. Damage output is similar to default back slash
2) Back slash charge - Shulk charges forward and slashes the target. Has super armor and great horizontal leap but poor vertical leap. Damage output is weaker than default back slash
Custom vision (Downward B)
1) Dash vision - Shulk counters and dashes forward for the slash. Much faster than normal vision but deals weaker damage overall
2) Power vision - Shulk counters and delivers a powerful slash. Timing of the counter is much stricter if used consecutively. Slower than normal vision but deals a ton of damage
Custom air slash (Upward B)
1) Advancing air slash- Shulk slashes upwards. The second slash sends him forward. Deals slightly more damage than normal air slash
2) Mighty air slash- The first slash reaches for much higher distances BUT the reach of this attack is much shorter. Deals a lot of damage
Custom sets
1) 1313
2) 2313
3) 3313
4) 1113
5) 2113
6) 3113
7) 2222
8) 3333
Guidelines for the custom sets from Amazing Ampharos:
All discussion pertaining to Shulk's customs go here. Just for the sake of being organizedWe want up to three critical sets that represent the most mainline, important options for Shulk and then to fill to slot six with supplemental sets that may be more niche but will still be picked in some case or another. 1111 can be ignored since it is always available no matter what is pre-loaded. Slots 7 and 8 are reserved for 2222 and 3333 so all of Shulk's custom moves can be explored by all players in the early metagame; this will in the long run allow for the best custom load-outs for Shulk to be discovered as quickly as possible with all players being able to use every move on their own set-ups. Slots 9 and 10, of course, are left free for 3ds imports on tournament day. I'm sure you guys can sort this out; you certainly have the hands on deck to figure out everything you could want in as much detail as you would want.
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Custom Monado arts (Neutral B)
1) Decisive Monado arts - You can't switch out of your current monado stance however, it lasts longer by 2 seconds and all buffs are slightly increased. Takes longer than usual to activate (~1.5 seconds)
2) Hyper Monado arts - Monado arts have amplified buffs and debuffs. Lasts for 6 seconds
Custom back slash (Forward B)
1) Back slash leap - Shulk leaps high then descends downwards. Bad horizontal leap but great vertical leap. Damage output is similar to default back slash
2) Back slash charge - Shulk charges forward and slashes the target. Has super armor and great horizontal leap but poor vertical leap. Damage output is weaker than default back slash
Custom vision (Downward B)
1) Dash vision - Shulk counters and dashes forward for the slash. Much faster than normal vision but deals weaker damage overall
2) Power vision - Shulk counters and delivers a powerful slash. Timing of the counter is much stricter if used consecutively. Slower than normal vision but deals a ton of damage
Custom air slash (Upward B)
1) Advancing air slash- Shulk slashes upwards. The second slash sends him forward. Deals slightly more damage than normal air slash
2) Mighty air slash- The first slash reaches for much higher distances BUT the reach of this attack is much shorter. Deals a lot of damage
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