The only thing I don't like about customs is how long it took to unlock them all.
That's it. There really isn't anything wrong with them otherwise. And nobody should use "too much to learn" as an excuse either. Minus the
and
all other customs are just variations on the existing specials. They don't take too much time to learn.
Do you realize just how good some characters become with even just ONE custom? Take
for instance. His wizard dropkick massively boosts both his approach (and by that extent his neutral) and his recovery. That's just one move! His dark dive is really freaking strong (and a bit higher too) especially since his default upB isn't nearly as effective as
. He can even use his multi hit side B instead if you don't like the command grab and all 3 variants of his neutral B are useful depending on what you're looking for. But that wizard dropkick ALONE makes
just much, much better.
Sure there are some characters that don't benefit at all, which is unfortunate, but why should the ones that can benefit not be used? Now maybe a handful of individual custom moves should be taken a look at for being banned, but the reality is after gaining familiarity with them they're not nearly as "game-breaking" as initially thought. Like
&
with there gust cape and storm punch. The windboxes make them seem cheap at first, but when you realize that you can just PUSH against the wind with just barely being moved then you realize they were cheap because it caught you off guard. I personally think only a few customs are bad enough to consider banning. That's these:
counter timber. The tree sucks, but **** that stupid sapling. It's a 15 second permanent banana! The only reason I think it isn't too bad is that it isn't a big deal on a stage with platforms or with a character with a strong air game. Also, since you're going with the tripping sapling you can't camp as good as when you had the regular tree.
Helicopter kick. It's just very easy to combo into at the edge to offstage and is solidly strong.
********
Heavy Skull Bash. **** this move! I thought this move was amazing at first, but I hate that there's literally no negative to using this move. It's fast, always goes the same distance, so there's no reason to ever charge it, and while charging it does make it slightly stronger, it already comes out stupid strong to begin with. This move needs to have a power nerf. I wouldn't mind this move becoming weak, just so I could continue to use the utility the move offers.
The Stupid Egg Lay move that throws you backwards. It's not broken, per se, but the fact that it can catch you off guard and you'll forget to mash to get out of the egg can get you killed way to easy. This move is especially unfair against those with abysmal recovery...like
. It's not an awful move, it's more just a "I have problems with this thing."
Jumbo Hoop. It's hitboxes are amazing and it has great priority. Very easy to spam and it's overall just better than default, although you need to watch for the lack of vertical. The fact that
can just spam this to rack up solid damage is my main problem with this move.
Anyways. No reason not to play with customs, but I think a couple moves might hit the chopping block if they make the game unfun.