Knight Dude
Keeping it going.
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.
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Fair. I thought we'd just wait until we got around to it in the move set thread.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 , ye, please go ahead and create the thread.
@ 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.
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.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)
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.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.
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.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.
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.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.
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?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'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.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?
Customs I understand, but equipment? That's ridiculous.. The L cancel equip thing would be so brokenI'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.
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.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?
This is not true at all.>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.
Ok. There are stupid ass custom moves.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 ), it is far from the only or even the best reason to ban them.
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*.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.
Several of these customs actually have drawbacks that make them not as stupidThis 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 ), it is far from the only or even the best reason to ban them.
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 ****.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.
Something being tedious is not a valid reason for banning something.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.
Sorry about that. I mean that equipment is likely banned. I probably wasn't paying too much attention when typing that.Customs I understand, but equipment? That's ridiculous.. The L cancel equip thing would be so broken
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.Robot Master Battle #3 Who would win, and why?
Metal ManVsMagnet Man
Isn't the Metal Man Doc Robot weak to Magnet Missiles?Robot Master Battle #3 Who would win, and why?
Metal ManVsMagnet 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.Robot Master Battle #3 Who would win, and why?
Metal ManVsMagnet 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.Robot Master Battle #3 Who would win, and why?
Metal ManVsMagnet Man
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*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.
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.