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Social Bubble Man's Jacuzzi (Mega Man Social Thread)

Knight Dude

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It's been a bit since I've gone online with Mega Man, but I did get a little bit better. I still need some training. But man, I really like the Tornado Hold and Danger Wrap. They're a lot of fun to use.
 

Locke 06

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Ya, I saw your post in the LS Guide.
However, we still need to make a thread about it and collect useful techs in the OP as well as name them.
(Naming them makes a lot of things easier, even if the names are impulsive)
@ fromundaman fromundaman , ye, please go ahead and create the thread.

@ Locke 06 Locke 06 , be sure to copy and paste your stuff in that thread later on.

Brainstorming CB will w/o doubt lead to new discoveries/mindgames and open up our eyes further fot it.
Fair. I thought we'd just wait until we got around to it in the move set thread.
 

Knight Dude

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Has any one found a major use for the Skull Barrier? I know it's reflector, but I don't know how good it would be for Mega Man of all characters. Maybe it can work for counter picks, like Another Mega Man or against Link and Samus.

I like the Plant Barrier though.
 

SimonBarSinister

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I broke my circle pad today. I can't do a behind the back metal blade throw anymore, and sometimes, I can't move to the left. Anyone know if there is anyway to fix a control pad thats only loose on one direction. (Left, in this case)
Wow, that sucks. I'm surprised that mine hasn't broken playing Smash after all those 9.0 runs in KI. The most that's happened to mine is the rubber pad getting loose.
 

Egregore

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Hey doodz, just wanna say I'm on Team Blue Bomber!

I recently hosted a tournament here in NY and placed 3rd with Boss (Luigi) and his crew present from VA, so I'm still learning and all that. I did take a match from him at least!

Tomorrow I'll be heading over to CT for another tournament, and my biggest challenge will be LingLing's DDD (if stronger opponents are absent). I lost to him in GF once already, so I'm hoping I can bring it back this time around.

Any advice on this MU? So far my most one-sided losses have been against LingLing's DDD, JTails' Diddy Kong, and H8MD's Palutena.

Edit: Also, is timing out DDD a viable strategy? I brought him to Arena Ferox with that in mind but was off by about 20% at the end of it.
 
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鉄腕パドル!
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Has any one found a major use for the Skull Barrier? I know it's reflector, but I don't know how good it would be for Mega Man of all characters. Maybe it can work for counter picks, like Another Mega Man or against Link and Samus.

I like the Plant Barrier though.
It'd probably be good for a Link match up. I know that in For Glory I've regretted not having it when at a high percent and have to deal with keep-away bow. Link's already pretty easy to edge guard anyway.
 

GHNeko

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Skull Barrier is going to be super helpful in the TL MU i know that much.

But yeah. I prefer plant barrier.

I see its shorter duration as a double edge sword. It has pros and cons, and not just cons.
 

Knight Dude

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It'd probably be good for a Link match up. I know that in For Glory I've regretted not having it when at a high percent and have to deal with keep-away bow. Link's already pretty easy to edge guard anyway.
Yeah, I figured as much. I haven't messed with the move much. But I know it only deals damage when you throw it. But does it still reflect during the throw? I'm guessing it does.
 

GHNeko

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Does a projectile have to hit a skull to be reflected?

or can it hit in between the skulls to be reflected

cuz if prior

then my opinion of the move dropppeedddd a lot.
 

fromundaman

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So this thread is probably going to take a few days, both because I write too much and because I keep getting new ideas as I write things (Like Crash Bomb throw setups leading into leaf locks).


On a side note, Usmash is a surprisingly good OoS option.


EDIT:

Jesus christ... I've written 3 pages JUST on Crash Bomb mechanics... I haven't even gotten into tech yet! WTF?
 
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GHNeko

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Usmash is an amazing OoS option.

Easily his best punish tool from shield because of how it sucks the enemy in and does so much damage.

It can single-handedly condition opponents to stop being stupid vs mega's shield and works wonders against cross ups.
 

AirShad

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Has any one found a major use for the Skull Barrier? I know it's reflector, but I don't know how good it would be for Mega Man of all characters. Maybe it can work for counter picks, like Another Mega Man or against Link and Samus.

I like the Plant Barrier though.
Zucco, a top megaman player uses the skull barrier effectively in many situations you can see some of his videos in the Video Critique thread.
 

AerialNinja

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Zucco, a top megaman player uses the skull barrier effectively in many situations you can see some of his videos in the Video Critique thread.
I may be late, but are custom moves like, allowed in tourneys and stuff? I never knew if it was viewed as okay to use them. I'm guessing equipment isn't really allowed but custom moves are?
 

Knight Dude

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I may be late, but are custom moves like, allowed in tourneys and stuff? I never knew if it was viewed as okay to use them. I'm guessing equipment isn't really allowed but custom moves are?
I'm not too sure. I think custom moves are being considered at the very least. I know equipment is going to be in. That's too broken. And there's far too much to work with.
 
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Egregore

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Went 2-3 in Winner's Finals and 2-3 in Grand Finals today against LingLing's DDD. Got 2nd. Won the first two matches both times then dropped 3 in a row. @_@

I saved a few replays that I could upload with my phone, but it sucks that I was so close each time.

DDD has so much guaranteed damage off of his d-throw, and he lived forever.

Ah well, I learned a lot about the matchup. Uair was amazing on Battlefield. I'd rack up 40% at a time from just shff uair chasing him.
 

juice.Zucco

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I may be late, but are custom moves like, allowed in tourneys and stuff? I never knew if it was viewed as okay to use them. I'm guessing equipment isn't really allowed but custom moves are?
Custom moves in NJ/NY atm are legal, but I think they are going to be banned soon just because so many other regions hate them. I practice alot with the normal specials most of the time but ill miss danger wrap and skull shield sometimes.
 

GHNeko

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>banning custom moves

why

there is not enough ****ing testing going on.

other regions are being babies

try to learn and adapt to **** before you ban ****.

the wii u version isnt even OUT yet

the **** man

the cons of custom moves are significantly outweighed by the pros you can see this **** at a glance.

the only jank ass move i've seen from customs is DK UpB2. and even if that move proves to be 1000% jank, you can still ban THAT one move instead of customs in general.

which is the part of this whole ordeal that is really getting under my skin.

people are willing to ban custom moves OUTRIGHT instead of specific problem custom moves.

the reasoning of "unlocking all custom moves is tedious" is nonsense because it would literally take 2 weeks max of casual play to unlock all customs, and really, you only need to unlock the customs for your mains and secondaries and pocket mains. characters that you dont touch dont matter because your opponent can port their **** from their 3ds to the wii u.

we drop months of practice into smash for years at a time. people telling me that grinding for customs on half of the roster is too much to handle?

that's a bunch of malarkey and people are being babies.
 
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Fenrir VII

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the only logical reason, imo, that custom moves should be banned is if they take too long to unlock on Wii U. Because there would be situations where "oh my custom move isn't here!!!" will hold up a tourney (because, you know, smashers are lazy and don't unlock everything for a loooong time if they aren't "tourney mandatory").

Aside from small amounts of time taken in setup, there is NO REASON to ban custom moves on the 3DS version. A) nothing has been shown to be broken yet, B) if you want to use a custom move it's your own dang fault if you don't have it, and C) blind picking works really well without a moderator.

I get reasons for the Wii U version (we'll see how that works), but there's no reason they shouldn't be allowed for the 3DS version.
 

fromundaman

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>banning custom moves

why

there is not enough ****ing testing going on.

other regions are being babies

try to learn and adapt to **** before you ban ****.

the wii u version isnt even OUT yet

the **** man

the cons of custom moves are significantly outweighed by the pros you can see this **** at a glance.

the only jank *** move i've seen from customs is DK UpB2. and even if that move proves to be 1000% jank, you can still ban THAT one move instead of customs in general.

which is the part of this whole ordeal that is really getting under my skin.

people are willing to ban custom moves OUTRIGHT instead of specific problem custom moves.

the reasoning of "unlocking all custom moves is tedious" is nonsense because it would literally take 2 weeks max of casual play to unlock all customs, and really, you only need to unlock the customs for your mains and secondaries and pocket mains. characters that you dont touch dont matter because your opponent can port their **** from their 3ds to the wii u.

we drop months of practice into smash for years at a time. people telling me that grinding for customs on half of the roster is too much to handle?

that's a bunch of malarkey and people are being babies.
This is not true at all.

I live in OH and we have been allowing customs at every tournament so far, but now we are starting to ban them for a simple reason: All customs are not created equal and some are straight up stupid.

The concept of custom moves and being able to swap a version of a move for another with different strengths and weaknesses is great.
The execution was not, and some moves have only advantages with no weaknesses, some of them even removing significant character weaknesses.


I have ONLY seen custom moves in tournament and have unlocked the bare minimum (At first I did none since I thought they would get banned immediately then only unlocked some of the more broken ones when it became necessary to be able to compete).


Off the top of my head, some of the more ridiculous ones:

-Rosalina's star shot that shoots a single star with near full screen range: One of the things keeping Rosalina in check is that while she does have some counter-zoning tool and a puppet to soak up projectiles, she had no strong projectile of her own. This version of star shot has more priority than most projectiles (Beats out all of MM's and DHD's projectiles for sure from what I have seen), starts faster than other high priority projectiles, and allows a character with anti-zoning tools to also outzone the entire roster, forcing everyone to approach her instead of how she usually has to risk approaches of her own or send Luma out to do it instead.

-Rosalina's neutral B that sends Luma out about half-stage length away: This move has no animation and Luma appears half screen away in neutral position. This means from a certain range Rosalina can teleport an attack into you. This makes approaching her EXTREMELY risky, which you will have to do due to the custom star shot.

-Mario's Gust Cape: There is literally no downside to using this move. It does everything the normal cape does, except it also has a large wind effect at the end and a rather generous fixed knockback on hit. Makes gimping a breeze and completely shuts down several characters' recoveries by itself (Like pretty much any non-teleport character with a tendency to recover low).

-One of Shulk's counter customs: I don't actually know what the difference of his counters are, but I know I had a tournament match where I died off of the top left corner as Ganon at 0% when he countered an uncharged Fsmash. He didn't even have the knockback menudo on or anything. 0% is not an acceptable kill %!
I know Ganon Fsmash is strong, but when non-custom Shulk counter counters that move at 0%, Ganon doesn't even leave the stage, let alone get one-shotted.

I would say the custom menudo that doubles the effects is dumb too since the drawback helps him too (Less duration = menudos refresh faster if I understood it correctly) but I don't know enough about it to really say.

-I don't remember which it is since I haven't personally experienced it, but one of Sheik's customs allows Sheik to combo into really ridiculously low % kills off of grab release (I think it was one of the grenades, but I forget). The reason I haven't experienced it is because the Sheik player in question (Absol if any of you remember him from Brawl) says it and a few other customs are so broken that he refuses to enter Custom Allowed tournaments.




The customs taking a while to unlock on WiiU could maybe be a problem (But on the flip side, it takes more time to unlock all the characters in Melee :p ), it is far from the only or even the best reason to ban them.
 
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Egregore

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Keep customs on. It adds more depth to the game. Counterpick stages accordingly and adapt. Rosalina's custom starshot won't have much effect on stages with platforms.
 

fromundaman

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Kind of missed the entire point of that post.

Oh, and I forgot Dr. Mario has a custom fireball that infinites on hit (Though to be fair you almost NEED a jab lock to set it up).



The point was that for all the people saying they haven't been tested enough and to leave them on, the same point can be said to turn them off, especially when regions that ARE testing them are finding some really broken combinations.
 

GHNeko

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This is not true at all.

I live in OH and we have been allowing customs at every tournament so far, but now we are starting to ban them for a simple reason: All customs are not created equal and some are straight up stupid.

The concept of custom moves and being able to swap a version of a move for another with different strengths and weaknesses is great.
The execution was not, and some moves have only advantages with no weaknesses, some of them even removing significant character weaknesses.


I have ONLY seen custom moves in tournament and have unlocked the bare minimum (At first I did none since I thought they would get banned immediately then only unlocked some of the more broken ones when it became necessary to be able to compete).


Off the top of my head, some of the more ridiculous ones:

-Rosalina's star shot that shoots a single star with near full screen range: One of the things keeping Rosalina in check is that while she does have some counter-zoning tool and a puppet to soak up projectiles, she had no strong projectile of her own. This version of star shot has more priority than most projectiles (Beats out all of MM's and DHD's projectiles for sure from what I have seen), starts faster than other high priority projectiles, and allows a character with anti-zoning tools to also outzone the entire roster, forcing everyone to approach her instead of how she usually has to risk approaches of her own or send Luma out to do it instead.

-Rosalina's neutral B that sends Luma out about half-stage length away: This move has no animation and Luma appears half screen away in neutral position. This means from a certain range Rosalina can teleport an attack into you. This makes approaching her EXTREMELY risky, which you will have to do due to the custom star shot.

-Mario's Gust Cape: There is literally no downside to using this move. It does everything the normal cape does, except it also has a large wind effect at the end and a rather generous fixed knockback on hit. Makes gimping a breeze and completely shuts down several characters' recoveries by itself (Like pretty much any non-teleport character with a tendency to recover low).

-One of Shulk's counter customs: I don't actually know what the difference of his counters are, but I know I had a tournament match where I died off of the top left corner as Ganon at 0% when he countered an uncharged Fsmash. He didn't even have the knockback menudo on or anything. 0% is not an acceptable kill %!
I know Ganon Fsmash is strong, but when non-custom Shulk counter counters that move at 0%, Ganon doesn't even leave the stage, let alone get one-shotted.

I would say the custom menudo that doubles the effects is dumb too since the drawback helps him too (Less duration = menudos refresh faster if I understood it correctly) but I don't know enough about it to really say.

-I don't remember which it is since I haven't personally experienced it, but one of Sheik's customs allows Sheik to combo into really ridiculously low % kills off of grab release (I think it was one of the grenades, but I forget). The reason I haven't experienced it is because the Sheik player in question (Absol if any of you remember him from Brawl) says it and a few other customs are so broken that he refuses to enter Custom Allowed tournaments.




The customs taking a while to unlock on WiiU could maybe be a problem (But on the flip side, it takes more time to unlock all the characters in Melee :p ), it is far from the only or even the best reason to ban them.
Ok. There are stupid ass custom moves.

But not all of them are stupid.

The smash community is infamous for being ban happy. We ban items, we ban many stages, but we don't ban all of them.

Why are we not simply banning outright problematic custom moves? Your post only really provides substance to the arguement of why SOME/CERTAIN custom moves should be banned.

It doesn't matter if all custom moves are created equal or not. It really doesn't matter.

If the community can come together to analyze which stages are stupid and should be banned, why can't they do the same for only outright stupid ass customs?

Your (and pretty much no one else's) post has provided an argument for this train of thought. I'll intentionally concede to your arguement about how some custom moves are stupid. Okay. This is established.

Even if 60% of custom moves end up being ******** (which is probably overshooting it by half the planet), there are still 40% of custom moves that fall into the category of bad/fine/good/really good but not stupid, and shouldnt be banned for the simple reason that there isnt anything wrong with these moves and they should be allowed to allow a more diverse game and allow characters with these tools to better perform.

Even if that 40% of allowed moves ends up helping the characters they belong to by a significant amount, then so be it. That's the way of the west.
 

fromundaman

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Ok. There are stupid *** custom moves.

But not all of them are stupid.

The smash community is infamous for being ban happy. We ban items, we ban many stages, but we don't ban all of them.

Why are we not simply banning outright problematic custom moves? Your post only really provides substance to the arguement of why SOME/CERTAIN custom moves should be banned.

It doesn't matter if all custom moves are created equal or not. It really doesn't matter.

If the community can come together to analyze which stages are stupid and should be banned, why can't they do the same for only outright stupid *** customs?

Your (and pretty much no one else's) post has provided an argument for this train of thought. I'll intentionally concede to your arguement about how some custom moves are stupid. Okay. This is established.

Even if 60% of custom moves end up being ******** (which is probably overshooting it by half the planet), there are still 40% of custom moves that fall into the category of bad/fine/good/really good but not stupid, and shouldnt be banned for the simple reason that there isnt anything wrong with these moves and they should be allowed to allow a more diverse game and allow characters with these tools to better perform.

Even if that 40% of allowed moves ends up helping the characters they belong to by a significant amount, then so be it. That's the way of the west.
Yes, the Smash community does ban a lot, but at the same time that's because it's the only competitive fighter that wasn't designed as such, and TBH there's also some things that go un-banned for a long time that probably shouldn't have *cough* MK *cough*.
Sometimes banning things is a necessary evil.


If we do ban only some custom moves, then that effectively gives some characters more moves than others.
Would that be okay? I honestly don't know. It gives some characters more versatility than others, but at the end of the day you go in the match with 4 specials regardless.


That said I would be personally okay with banning just the BS customs, but then that begs the question of who's moves get banned? For some it's somewhat obvious. For others, less so.

For example, does Dr. Mario's mega pill get banned since it can infinite on hit, or does the ridiculously long startup make it okay?
Should the MegaMan customs that duplicate themselves be banned since that is clearly a glitch?

It feels like custom moves (Or more importantly arguments about them) are going to cause issues for quite a while and may make it hard to establish a unified tournament ruleset in the future.


... I'm starting to lose my train of thought and going to just end this post here.
 

Locke 06

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http://smashboards.com/threads/zeld...hing-melee-marth-levels.373339/#post-17789086
Have you guys seen this? / How is Mega Man's roll-cancelled pivot grab? (Rush cancel... Roll cancel... We need a Zero cancel)

I didn't know you could roll cancel pivot grab, I only knew of the forward RC grab that is similar or only slightly better than the normal dash grab.


And on the topic of customs. I think the main reason why people are against it is because practicing against it is really really annoyingly tedious. Making a custom character for each set of custom specials... no thank you. I don't think people will readily admit it, but this isn't practicing against the 2 different street fighter ultra combos. Each character has 3 specials in each of the 4 slots. That's 3^4 or 81 different sets per character if my math is right.


Aaand on a random but interesting note. I think we've noticed that when you hit another character with the upper, the animation is longer than if you missed or didn't sweet spot (so you can bask in the awesomeness). On Yoshi's Island, you can utilt a shy guy and it'll extend the hitbox a little bit longer. I accidentally caught Doval with this and thought it'd be a fun thing to share. I'm sure this also works on Arena Ferox with the statues.
 
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meleebrawler

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This is not true at all.

I live in OH and we have been allowing customs at every tournament so far, but now we are starting to ban them for a simple reason: All customs are not created equal and some are straight up stupid.

The concept of custom moves and being able to swap a version of a move for another with different strengths and weaknesses is great.
The execution was not, and some moves have only advantages with no weaknesses, some of them even removing significant character weaknesses.


I have ONLY seen custom moves in tournament and have unlocked the bare minimum (At first I did none since I thought they would get banned immediately then only unlocked some of the more broken ones when it became necessary to be able to compete).


Off the top of my head, some of the more ridiculous ones:

-Rosalina's star shot that shoots a single star with near full screen range: One of the things keeping Rosalina in check is that while she does have some counter-zoning tool and a puppet to soak up projectiles, she had no strong projectile of her own. This version of star shot has more priority than most projectiles (Beats out all of MM's and DHD's projectiles for sure from what I have seen), starts faster than other high priority projectiles, and allows a character with anti-zoning tools to also outzone the entire roster, forcing everyone to approach her instead of how she usually has to risk approaches of her own or send Luma out to do it instead.

-Rosalina's neutral B that sends Luma out about half-stage length away: This move has no animation and Luma appears half screen away in neutral position. This means from a certain range Rosalina can teleport an attack into you. This makes approaching her EXTREMELY risky, which you will have to do due to the custom star shot.

-Mario's Gust Cape: There is literally no downside to using this move. It does everything the normal cape does, except it also has a large wind effect at the end and a rather generous fixed knockback on hit. Makes gimping a breeze and completely shuts down several characters' recoveries by itself (Like pretty much any non-teleport character with a tendency to recover low).

-One of Shulk's counter customs: I don't actually know what the difference of his counters are, but I know I had a tournament match where I died off of the top left corner as Ganon at 0% when he countered an uncharged Fsmash. He didn't even have the knockback menudo on or anything. 0% is not an acceptable kill %!
I know Ganon Fsmash is strong, but when non-custom Shulk counter counters that move at 0%, Ganon doesn't even leave the stage, let alone get one-shotted.

I would say the custom menudo that doubles the effects is dumb too since the drawback helps him too (Less duration = menudos refresh faster if I understood it correctly) but I don't know enough about it to really say.

-I don't remember which it is since I haven't personally experienced it, but one of Sheik's customs allows Sheik to combo into really ridiculously low % kills off of grab release (I think it was one of the grenades, but I forget). The reason I haven't experienced it is because the Sheik player in question (Absol if any of you remember him from Brawl) says it and a few other customs are so broken that he refuses to enter Custom Allowed tournaments.




The customs taking a while to unlock on WiiU could maybe be a problem (But on the flip side, it takes more time to unlock all the characters in Melee :p ), it is far from the only or even the best reason to ban them.
Several of these customs actually have drawbacks that make them not as stupid
as you make them out to be.

Luma Warp is very fast, yes, but it's distance is completely fixed
which makes it less flexible than Luma Shot, and you lose it's potential kill
power. Combining this with the star bit shot makes her very annoying,
but with less kill potential. Once you figure out warp's distance, you
can avoid falling prey to surprise attacks.

Gust Cape does less damage and the pushback can ruin
potential punishes on-stage, but you do have a point about it being
blatantly superior in gimping. Still, no one seems to complain
when Fox dies to a cape in Melee at stupid low percent.

Shulk's Power Vision is very strong indeed, but after using it just
once, it's active frames become so short that you need near perfect
timing to counter further attacks, while leaving yourself SUPER vulnerable
if you miss since the animation lasts the same amount of time regardless.
It will take quite a while for the frames to refresh.

Hyper Monado Arts do NOT refresh faster, it's the same for all versions.
 

GHNeko

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Yes, the Smash community does ban a lot, but at the same time that's because it's the only competitive fighter that wasn't designed as such, and TBH there's also some things that go un-banned for a long time that probably shouldn't have *cough* MK *cough*.
Sometimes banning things is a necessary evil.


If we do ban only some custom moves, then that effectively gives some characters more moves than others.
Would that be okay? I honestly don't know. It gives some characters more versatility than others, but at the end of the day you go in the match with 4 specials regardless.


That said I would be personally okay with banning just the BS customs, but then that begs the question of who's moves get banned? For some it's somewhat obvious. For others, less so.

For example, does Dr. Mario's mega pill get banned since it can infinite on hit, or does the ridiculously long startup make it okay?
Should the MegaMan customs that duplicate themselves be banned since that is clearly a glitch?

It feels like custom moves (Or more importantly arguments about them) are going to cause issues for quite a while and may make it hard to establish a unified tournament ruleset in the future.


... I'm starting to lose my train of thought and going to just end this post here.
Yes it's fine for allowing some characters to have more versatility than others, regardless of whether they need it or not. It's not outright broken and it's a part of the game that falls well within the realms of us as players being able to deal with it, learn that ****, and counter that ****.

The less obvious custom moves that aren't outright bannable should be dealt with like stages.

You play with the **** for a loooong time and see what happens. Does that **** dominate? Does that **** drastically alter many many matches? Does it alter the whole ****ing game? Does the game start to shape itself around trying to beat this thing? If yes, does it seem like all characters have an answer for it? Will it take a while to find answers? Does this **** break the metagame? Etc etc, so on and so forth.

The debate against MK went on for months and months and argument after argument was established.

This is for a whole character.

Trying to figure out whether to ban a specific custom move that isnt outright stupid but possibly edging over the line cannot be as complex and nuanced as trying to ban MK was.

As such, less than outright stupid **** needs to be left alone until a legit argument for/against a specific move surfaces.

We really need to learn to let certain things ROCK, MAN.

And on the topic of customs. I think the main reason why people are against it is because practicing against it is really really annoyingly tedious. Making a custom character for each set of custom specials... no thank you. I don't think people will readily admit it, but this isn't practicing against the 2 different street fighter ultra combos. Each character has 3 specials in each of the 4 slots. That's 3^4 or 81 different sets per character if my math is right.


Aaand on a random but interesting note. I think we've noticed that when you hit another character with the upper, the animation is longer than if you missed or didn't sweet spot (so you can bask in the awesomeness). On Yoshi's Island, you can utilt a shy guy and it'll extend the hitbox a little bit longer. I accidentally caught Doval with this and thought it'd be a fun thing to share. I'm sure this also works on Arena Ferox with the statues.
Something being tedious is not a valid reason for banning something.

and really, when it comes down to it, a vast super majority of custom moves, almost all of them really, are not dramatically different from the originating moves. I'm not going to say the changes between custom moves are super nuanced, but compared to like Mii Fighters or Palutena...

A majority of custom moves work similarly in a general sense, meaning you're not 100% dealing with a brand new spanking move, so using straight up numbers saying "81 different set ups per character" as if to imply that each set is going to be vastly different or vastly alter the matchup is grossly blowing **** out of proportion. At least that's how I feel.

NEVERMIND that it also can imply that custom moves are all equally good, which is not going to be the case. There are going to be some custom moves that are going to be worthless in some amount of match ups. Possibly a few custom moves that are worthless all around.

I honestly don't expect Mario's to be using Super Jump over SJP or Explosive Punch. And if they do, it's a move that no longer has a hitbox and is straight recovery, so it practically becomes a nonfactor of a move outside of recovery!

This whoole situation is not so black and white and easily wrapped with numbers as some people want to make it out to be.
 
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Knight Dude

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Customs I understand, but equipment? That's ridiculous.. The L cancel equip thing would be so broken
Sorry about that. I mean that equipment is likely banned. I probably wasn't paying too much attention when typing that.

Customs should be allowed. Nothing is too broken it seems. All we need is some testing.
 

Knight Dude

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Robot Master Battle #3 Who would win, and why?

Metal Man
Vs
Magnet Man
Wouldn't Magnet Man fling the Metal Blades back at Metal Man? We know he'll get wrecked in like 1 or 2 hits if that's the case.
 

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Robot Master Battle #3 Who would win, and why?

Metal Man
Vs
Magnet Man
Isn't the Metal Man Doc Robot weak to Magnet Missiles?
 

LIQUID12A

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Robot Master Battle #3 Who would win, and why?

Metal Man
Vs
Magnet Man
You'd think Magnet Man could reverse the polarity on his magnets and repel the bladies back at Metal Man or safely divert them somewhere else. Hell, if we're defying logic he could use his magnets to catch them, even, and then proceed to preform the latter option.
 
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Z1GMA

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I agree that on paper, it looks like Magnet Man should win.
But what if Metal Man throws such a large number of MBs that Magnet Man gets all covered and crushed by the MBs.
 

meleebrawler

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Can Magnet Man only pull things in? If he could switch polarities
it might blow this match wide open.
 

SimonBarSinister

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Robot Master Battle #3 Who would win, and why?

Metal Man
Vs
Magnet Man
Ooh, this might be a tricky one. Both have exceptional weapons to use against each other. But Magnet Man might win out in this one due to the sheer fact of Metal Man just....sitting there.
 

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Fenrir VII

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http://www.gonintendo.com/s/241252-smash-bros-wii-u-my-music-stage-song-list

Time to get hyped as the following songs have just been confirmed:

Cut, Quick, and Shadow Man Remixes, and Retro Medleys for MM3 and MM4-6. :love:

Am surprised there's nothing from MM9/10, but it's a given that there's going to be at least one unlockable song so who knows.
This is great news. I personally love the Cut Man song. Also officially we will have retro medleys for MM1, MM2, MM3, and MM4-6 so nearly every classic MM song will be in the game. As you said, no MM7-10 but I'm honestly ok with that, personally. Considering the musical possibilities that could have gone into this, I think they made the right calls overall. *fingers crossed for a Dark Man remix*

So far we have:
MM2 Medley (MM2 obvs with opening and Wily 1/2 themes)
Cut Man (MM1)
Quick Man (MM2)
Air Man (MM2)
Spark Man (MM3)
Shadow Man (MM3)
Mega Man Retro Medley (I'm assuming Mega Man refers to MM1 here)
MM2 Retro Medley (MM2)
MM3 Retro Medley (MM3)
MM4-6 Retro Medley (MM4-6)

imo looking at this list, they chose the best song from MM1 (by a pretty big margin imo).
For MM2 I think they nailed the best song with the MM2 Medley (which is incredible btw), and Air Man is a good choice; I question Quick Man over choices like Metal Man, Flash Man, and Crash Man, but that may just be personal preference (and we may get 1 or more of those so no problem).
For MM3, I seriously don't think they could have picked a bad song (seriously, have you listened to that soundtrack lately?) Spark Man and Shadow Man are both good (and the Spark Man rendition we got is fantastic). I just hope for more.
I really hope we get more MM4 love. I really like MM4 (more than most people) and a number of the tracks are good.

I'm really not fond of the music of any MM game later than MM4, with the one exception being the Dark Man stage theme. I feel like they got a bit too busy as they figured out the hardware, and it almost lost its charm. I believe I'm in the minority here, but I drastically prefer MM2-4 + the dark man theme to anything else in the series. I will say that I prefer 9/10 music to 5/6 for the most part (they seem to have 'dumbed it down' back to 2/3 levels, which I appreciate) so I'm pulling for you there, too.
 
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Not one of the remixes, but you can't beat the classics. Am surprised there's no Wily 1 considering the Yellow Devil's appearance on the stage, but at least all the original RM themes made it in.

EDIT: Not the full versions, but this does contain parts of the new Cut Man remix and has Dive Man's theme as a part of the MM4-6 Medley.
 
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Knight Dude

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I need to hear the Shadow Man remix. Hopefully with some killer guitar or bass solos.
 
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