Hm? Are we talking about the same post? He was quite literal:
edit: looks like popsofctown beat me to it, but I'll leave the first part of my post here anyway. The second part is about Palutena, so skip to that for those uninterested in this discussion.
"I would almost certainly quit" is not a threat, at least without tone of voice to accompany it. It can just as easily be read as, "this disappoints me enough for me to quit the game" or "this game isn't exciting enough to me without customs," both of which are legitimate things to say (no threats, no melodrama). Imo, it's unnecessary to assign your interpretation of his tone of voice and intended meaning to his text and then call him out for it.
If customs ever never announced for Smash 4, I'd still go to Smash 4 events--ignorant of what could have been. This is not true of the other comparisons made, such as if Smash 4 was exclusively sudden death mode.
Certainly is: if smash had always been exclusively sudden death mode with a 3-minute timer at tournaments, I would certainly not have attended my first smash tournament. That rule would have seemed dumb to me as much back then as it does now.
Your point that smash is still smash is valid, and certainly applies to me as I would play this game with or without customs, but "still smash" may not be enough for everyone. For some, "Smash with customs and thus additional balance and nuance" may add enough additional appeal to the game to make it worth playing. It's also not quite fair to say that had customs never existed, we would enjoy the game as it is right now, because that's not the case: customs do exist, and we can't just ignore the psychological effect of disabling something that's been coded into the game. The Rosalina discussion is a great example of this: having something taken away is always worse than never having something at all, and does affect your enjoyment of the base scenario, because you now know what "might have been" (and was! as it was programmed into the game!).
Additionally, it's clear that Sakurai (or his balance team, rather) balanced this game around customs, at least to some extent.
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So, to make this a topical post, I'd like to bring up Palutena without customs, something that I've been meaning to talk about for a while now. As undeniably awesome as Palutena is with customs on (explosive flame, super speed, lightweight, jump glide is delicious in particular), the default set has merits of its own, and Palutena's normals are underrated. People take a look at her ground tilts and go, "oh, these things suck; they're too laggy, too much risk, gg Palutena bottom tier" but if you take a closer look at her normals you see that she's not actually lacking in a ground game at all:
- She has the best jab in the game bar none (alright, maybe bar one or two), and that's saying something in a game with so many awesome jabs. Jab 1 leads into grab and can even lead into f-smash on most characters (a great way to get a kill). Jab is disjointed so she can spam it safely, and it's a great shield pressure tool.
- Her grab looks pretty bad at first because of the endlag (especially on her pivot grab), but it has about the same reach as Zelda's grab, so you aren't going to get punished for using it in most situations. Meanwhile, her rewards out of grab are crazy: d-throw does like 6-7% and you can get a 10-12% n-air or 6% f-air followup out of it. Pummel does 3-4%. 16 - 32 damage is nothing to scoff at, though it will rarely be 32 in practice, because when opponents are at high enough %s to receive multiple pummels, followups will be harder. On the other hand, you can sometimes get a second grab after landing with n-air since it pulls the opponent down.
- While f-tilt and up-tilt are very laggy, d-tilt is not (as has been mentioned in this thread before). It sometimes disappoints me due to its lack of range but I very rarely get punished for using d-tilt. A multihit move that barely lags is definitely useful.
- F-tilt can't be used to create space, but jab has enough range and disjoint to be used for that purpose anyway, so Palutena doesn't really miss having a traditionally functional f-tilt that much. On the other hand, the f-tilt that she does have can be used with a pivot with relative impunity (it's hard to punish pivot f-tilts of any kind, but Palutena's is a multi-hit move so it's especially difficult--the hitbox lasts for a long time).
- Palutena doesn't really miss having a traditionally functional up-tilt either. How often do most characters even use their up-tilts (except Lucario/Greninja and a few others with arcing up-tilts that hit to the sides as well)? Hitting directly above you in smash isn't that useful: no one is going to just leap on top of you and do nothing, that would be absurd. Sure, people use their up-tilts as landing traps, but guess what? Palutena's up-tilt is an especially good landing trap--disjointed and multi-hit means that it will beat out most landings.
- Dash attack is awesome because she hits with her shield. It will beat most attacks/projectiles. It's no Yoshi dash attack--but I daresay that it's better, because with enough practice against Yoshi you can punish his DA just as easily as you can punish Palutena's. Meanwhile, Palutena's DA has that shield, so it's harder to beat straight up in an attack vs. attack situation.
- Invisibility on rolls is kind of overrated but it's stronger than having no invisibility on rolls for sure (trivially true; how much stronger is up for debate--I would say a fair bit stronger, or at least useful in 2 out of every 5 roll situations).
- Palutena's ground mobility, however, is not overrated, and she has multiple options for getting around (the cha cha slide thing that she does, foxtrotting, fast walk, fast dash--everything you could want).
- Up-smash is awesome. It has a poor animation-to-hitbox alignment (meaning that the hitbox doesn't cover the whole animation), but up-smash reads are surprisingly easy and safe, and used as an anti-air this move shuts down certain characters like Jigglypuff and Rosalina (I'm looking at you, well-spaced n-airs).
- f-smash is pretty good, mostly because jab can lead into it (not guaranteed though). The windbox isn't super useful contrary to first impressions, but it does make using it a bit safer.
- d-smash is honestly useless and this doesn't even deserve to be a bullet point. I guess it's good if you break someone's shield somehow and...yeah, not even gonna try. This move is garbage.
Now, for her default specials: yes, they seem lackluster at first, but no, on an individual-move basis, they are far from it. Counter is actually really useful, even though it seems to have set knockback, because it can be used as an edgeguarding tool vs. some characters, as a landing mixup, or as a surprise recovery option from offstage. It's basically like any other counter. I often take Counter over Lightweight or Celestial Firework anyway, so you aren't losing anything by having this as your down-b.
Reflect barrier is the best reflector in the game. Not slow like Pit's, and actually goes out ahead of Palutena, unlike Mario's. It's hilarious to see a Rosalina charge Luma Shot or Megaman charge f-smash and forget that I have reflect barrier (only bad ones do this, but that doesn't mean it's any less hilarious). It is useless in matchups that don't involve projectiles, but meh! So is Fox's reflector, really. Not a big deal.
Warp is awesome and a half, prevents edgeguarding attempts from the likes of
, the monster that he is, and can occasionally be used as an escape from the air (or to the other side of an opponent rushing at you with invincibility frames). I would replace this with Jump Glide, personally, but that's not to say that Jump Glide is better: they serve different purposes.
Autoreticle...OK, OK, this move is bad. In fairness, it does decent damage, and combined with Reflect Barrier it means that almost everyone else in the game has to approach you instead of the other way around, so it's not a total loss. But yeah, I would prefer almost any other projectile special in the game to autoreticle. I wish that Palutena's default kit had Explosive Flame in it
Palutena's aerial game is pretty good, I think, among the best in the game (Ness, Diddy, etc. do have awesome aerials though). F-air only does 6% but it's super fast and seems to autocancel (12 frames of landing lag, actually). Most characters in this game not named Sheik or Ness can't short hop aerial space all that well, but Palutena can! If the lack of an f-tilt is considered a problem for her, it's only because people aren't using f-air enough. Though laggier, B-air is probably her best move at least imo, and is another option you can short hop space--with near impunity. B-air eats everything, super strong, and using it to bash Luma is both immensely satisfying and easy (emphasis on immensely satisfying). Same as her dash attack but IN THE AIR. B-air is love, b-air is life. Together, f-air and b-air make Palutena significantly better on the ground because, again, many characters don't have aerial short hop options that are worth much.
The rest of her aerials are situationally useful but the situations in which they are useful arise fairly often. N-air is useful as a followup, for instance, but did you know it can also be used to edgeguard? You can pull people down toward the bottom of the stage with a run off n-air and then recover safely using warp. Actually, the only problem with Palutena's aerial kit is that she doesn't have a quick n-air interrupt, which admittedly is a bummer (though f-air can often be used for that purpose, and b-air is awesome if difficult to land at times). D-air needs a bigger hitbox, but other than that it's pretty swift, so it can actually be used onstage and offstage. I really wish she had DK's spike though. Up-air feels so laggy when I use it, but it's a great kill move, especially because Palutena has up-smash and up-tilt as well, so you have to watch out for multiple options as her opponent (Palutena can jump up, bait your airdodge, fall back down and then quickly up-smash or up-tilt).
So all this talk about her moveset is OK and all, but what about matchups? That's where the money is after all.
- Good luck using PK fire against reflect barrier. Ness' down-b is about as useless as autoreticle in this matchup, so that's not an issue either. Anyway, Ness has awesome aerials and kills significantly earlier than Palutena, but Palutena's edgeguarding is actually pretty good vs. Ness (you can try to use reflect barrier to edgeguard him and Greninja, though this is extremely difficult and not recommended for the faint of heart--just use Counter, his recovery angle is telegraphed anyway). Warp can escape PK Thunder juggle traps, DA trumps Ness' DA, b-air trumps his f-air. His only problematic tool is SH n-air because for some reason he seems to put on hands the size of oven mitts when he jumps. And is that a head mitt on his up-air? Anyway, Palutena doesn't struggle here.
- Palutena is one of the few characters who doesn't really have to care about needles, and SH f-air is about as non-commit as Sheik's own. Sheik is kind of scary when she's f-air combo'ing you until you realize that her f-tilt and f-air combos don't actually do a lot of damage, and that Palutena can kill much earlier with an f-smash or up-smash than Sheik can. Warp can get you out of juggles and edgeguard attempts. I honestly don't know how many other characters I would actually feel safe using vs. Sheik: whenever I use Diddy I'm confident in my ability to kill her earlier than she can kill me but needle to drop-off n-air ruins my day when I'm recovering. With Palutena you don't have to worry about most of Sheik's silliness. Oh, and did I mention that your jab is disjointed?
- Can't aura sphere camp Palutena (no, really, you can't; you will risk death), so Lucario is forced to approach--and approaching isn't exactly pretty for him, because KO power is not one of the areas in which Palutena struggles. The range on Lucario's normals isn't that great, either, and no matter how strong his attacks are it doesn't matter if they're meeting with dash attacks and b-airs. Still, I might be underestimating just how silly Aura is.
- This MU is in Rosalina's favor, though B-air and DA are great against Luma (even if you get hit for DA'ing it). F-air is generally safe, up-smashing Luma isn't super safe but you can do it with good spacing. F-smash's windbox actually comes in handy vs. Luma in my experience, and f-tilt isn't super awful against Luma either. Palutena's janky hitboxes actually are pretty good for fighting Luma overall, and jab is disjointed and safe as always. N-air edgeguarding is effective since Launch Star doesn't have a hitbox. Default starbits is really, really annoying, but Luma Shot meets Reflect Barrier, and autoreticle targeting Luma is a humorous and useful trait. Despite all of that, Rosalina is just too safe for Palutena to abuse. D-tilt and f-tilt have so, so much range, and grab followups are out of the question because of Luma (which is really really saddening). Even 13 seconds isn't enough, because while you're trying to catch Rosalina and grab her, Luma might respawn while you're trying to follow up. It sucks, yeah.
- Please no why. Don't try to reflect the banana; you will get owned by Monkey Flip mixups. This matchup is bad, Palutena is too tall and light, and Diddy's followups are too fast to escape with Warp consistently. He gains almost as much out of grab as she does. On the bright side, edgeguarding him is pretty safe! On the not-so-bright side, you can't space f-airs because Diddy's f-air is as large as a semi truck and hits like one too. Meh, at least Palutena has ja--oh, wait, did I just get Monkey Flipped?
- I think that by default most of Yoshi's matchups are even, as he has the tools to deal with most situations. Anyway, eggs go over Reflect Barrier, but Palutena's DA beats his DA, which is one of his best tools, and her jab beats his jab due to range and disjoint (again one of his best tools). Her jab leads into f-smash better than his jab leads into up-smash for that reason as well. His recovery is quite predictable and should be getting b-aired almost all the time, maybe even up-smashed or d-aired. If not for n-air stopping her followup combos, I would almost certainly put this in Palutena's favor.
- Reflect Barrier is awesome in this matchup, and Robin's grab game is quite a bit worse than Palutena's, BUT to be fair Robin's levin sword is a very very strong tool: levin f-air and levin up-air are absolute monsters. I think that Robin is one of the strongest characters in the game despite her weaknesses; Palutena's jab disjoint is met with Robin's own jab disjoint (which is stronger than Palutena's jab).
- B-air her. Then, when she pulls a turnip and floats toward you, hellbent on sweet carrot-veggie revenge, b-air her again. /shallow analysis
- Reflect barrier vs. shurikens, up-tilt vs. d-air, jab disjoint > jab no disjoint, b-air vs. n-air, DA with invincibility > DA, Reflect Barrier can even gimp Hydro Pump recoveries (Greninja has a harder time gimping Warp). Greninja's advantages in this MU are low profile, faster ground speed, and up-smash (DACUS will be a nightmare), but I think Palutena just has too many advantages for this to be in his favor. Probably even in Palutena's favor, but I haven't played the match-up much at all.
- This is a fun one. You can reflect his lasers but he can reflect them back (I think!)! Fox's main problem I think is killing Palutena: he can't edgeguard very well (especially with Warp) so up-smash or a well-spaced b-air are his only real ways of killing. Meanwhile, that disjointed jab will get him to high percents fairly easily, and he can die to several of Palutena's moves (well-spaced b-air, n-air edgeguard while he's trying to up-b, up-smash or f-smash, jab or DA at higher %s).
- Jiggs is strong in this game, but Palutena eats her up for breakfast with her anti-air moves--up-smash, f-tilt and up-tilt (Jiggs is floaty in the air), and b-air are all strong, dominant options. Jigglypuff is also very light so a single up-smash read at mid-high percents can end her.
- Reflect Barrier all day. He's not that great at recovering either: n-air will consistently gimp him. I don't see how this is anything but in Palutena's favor, but DHD mains please feel free to enlighten me.
All of these matchups are with customs off. When customs are turned on, I don't see how Palutena is anything but the best character in the game, and by a good margin: she'll have the tools to be a CP against every relevant character in the game (Explosive Flame destroys big profiles, Super Speed annihilates Luma, Jump Glide gives her an approach option against nearly every character in the game, and an unpredictable one at that alongside Super Speed, and Lightweight makes getting kills trivial against people who kill early like Diddy--and even if not trivial, at least substantially easier), and I hardly think that she has any bad MUs that can't be patched by switching to a different custom. The infinite lightweight glitch isn't even necessary.
tl;dr: use b-air on Luma. You won't regret it.