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Meta Competitive Smash Ruleset Discussion

Piford

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As far as winning a set goes, it changes nothing.

In a 1 stock game, landing a 9 to win the match has the same odds as landing it on any other particular stock in a set of any other stock count. In a 1 stock best of 3, the G&W player would need to land it twice to win through the hammer alone. That means that they'd have to land 1 hammer on 66% of the stocks in the set in order to win outright. 2 stock games for a set? You'd need to land 3.9 9s for the same effect. 4 stock games? 7.92 hammers. 3 stock? 5.94.

Can you win with a hammer? Sure. Is it going to happen often? Na. You only get so many attempts in a set. Considering the odds of the hammer being a 9, it's not going to make an unskilled player win more then a skilled one, no matter how many stocks you have per game. With 2 stocks, the odds are even lesser because of the fact that, to take 66% of the stocks in the match, you'd need almost 4 hammers to do it.

From a math standpoint, the better player always wins the set. Even players trade sets still. Worse players always lose the set. Number of stocks does not change this and never will. A 2 stock game in a best of 3 will likely have the same result between 1 stock games and 99 stock games. Adding a stock to "test player skill" has a benefit that is minimal, while reducing it allows for bigger tournaments, less time taken on those tournaments, and general accessibility for TOs that don't normally do Smash because of the time constraints Smash has. The better overall choice is obvious.

Unless, of course, you have some sort of empirical evidence that shows that, between 2 and 3 stocks, stock count majorly alters who would win a tournament and that that effect is big enough to justify a smaller tournament size and number across the country.
There's really no way to prove it outside of understanding that more interactions is always a better indicator of skill. If the effects were minimal we would just run 1 stock best of 1 matches throughout the entire tourney, and no one would even be arguing over what stock count we should use because it wouldn't matter. There's definitely times were I've lost the first 2 stocks but was still able to take the game.
 

Pyr

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There's really no way to prove it outside of understanding that more interactions is always a better indicator of skill. If the effects were minimal we would just run 1 stock best of 1 matches throughout the entire tourney, and no one would even be arguing over what stock count we should use because it wouldn't matter. There's definitely times were I've lost the first 2 stocks but was still able to take the game.
Of course it's always better. That's the reason that large data sets are useful. More data = more accuracy. I'm saying that the difference between 1 stock is minimal enough, compared to the gains of the tourney scene, and it's players as a whole, that the loss of a bit of data is overshadowed by the benefits. For example: If we were at 3 stocks, the odds of S4 making Evo would of been drastically cut due to time.
 

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While more interaction helps determine the more skilled player better, I think less stocks is better for spectators. Time issues aside, it kinda forces the "more skilled player" to be consistent with their gameplay, and builds an ambient of upsets where the historically more advantaged player might lose to another one with slightly lower odds, not because the meta is janky or anything like that, but simply because the chance of making a mistake and of others to capitalize on them are real.
 

Terotrous

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At the risk of causing a ****storm, I think we may need to take a serious look at Customs Off vs Customs On again. Today's patch confirmed two important points:

- DLC characters won't have custom moves
- Custom moves won't receive balance tweaks (except for the Mii characters)

This generally leads me to believe that Customs Off is what the development team sees as the "intended" competitive metagame, while Customs On is more of a fun extra. If Customs On continues to be ignored in balance patches, we'll likely be stuck with an increasingly broken / nonsensical metagame where the DLC characters will be nonviable.

I think the main push towards Customs On was to deal with Diddy Kong, but he's been brought back down to earth. Now we're facing the possibility of an extremely dominant Sonic, Rosa, and Pikachu, all of whom are much stronger in Customs On than they are in Customs Off. Today's patch attempted to address Sonic and may have succeeded, but since his customs were untouched it has little effect in the Customs On metagame.


Personally, my recommendation would be to lock all characters to their 1111 sets except the Miis, who are locked to default height and weight but can run any set. I think this will give us the most balanced meta, at least until the dev team starts trying to rebalance the customs.
 

Amazing Ampharos

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At the risk of causing a ****storm, I think we may need to take a serious look at Customs Off vs Customs On again. Today's patch confirmed two important points:

- DLC characters won't have custom moves
- Custom moves won't receive balance tweaks (except for the Mii characters)

This generally leads me to believe that Customs Off is what the development team sees as the "intended" competitive metagame, while Customs On is more of a fun extra. If Customs On continues to be ignored in balance patches, we'll likely be stuck with an increasingly broken / nonsensical metagame where the DLC characters will be nonviable.

I think the main push towards Customs On was to deal with Diddy Kong, but he's been brought back down to earth. Now we're facing the possibility of an extremely dominant Sonic, Rosa, and Pikachu, all of whom are much stronger in Customs On than they are in Customs Off. Today's patch attempted to address Sonic and may have succeeded, but since his customs were untouched it has little effect in the Customs On metagame.


Personally, my recommendation would be to lock all characters to their 1111 sets except the Miis, who are locked to default height and weight but can run any set. I think this will give us the most balanced meta, at least until the dev team starts trying to rebalance the customs.
You say customs on was ignored in the balance patch, but then why are there changes to custom moves? At the very least we know that Order Tackle was fixed. It's heavily rumored Burning Spin Dash was changed. Most testers at this point aren't even checking customs; who knows how many changes the technical change list will reveal? Not having custom moves sucks for DLC characters (though it doesn't guarantee them to suck or anything), but I don't see any reason to suspect custom moves were somehow rendered a less important part of the design than before or that customs are somehow less balanced when they were a lot more balanced in the first place for reasons far beyond Diddy. Ironically, default Diddy may be kinda bad now but Battering Banana Peel and Rocketbarrel Attack set-ups may help him stay viable...

Let's not ban a huge swatch of the game as a kneejerk to currently murky patch changes that as of now seem to have done very little to change the relative balance of customs on versus customs off.
 

Terotrous

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You say customs on was ignored in the balance patch, but then why are there changes to custom moves?
In the vast majority of cases, there aren't. For example, Kirby Inhale got less endlag, but this was not applied to Jumping Inhale. I'm sure this will be found to apply to his Hammer buffs too. Sonic Spindash got nerfs but I'm pretty sure I saw confirmation that his custom spindashes were unchanged. This also goes for every special move that was changed in the previous patch, the change wasn't applied to the customs.

We'll see if the datamining reveals any stealthy custom move changes, but right now it's really looking like Nintendo has little interest in patching them unless they cause game-breaking bugs.


Ironically, default Diddy may be kinda bad now but Battering Banana Peel and Rocketbarrel Attack set-ups may help him stay viable
We know full well that Diddy gains much less from his customs than most other characters, that was why people wanted Customs On in the first place. He's going to be even lower in Customs On than he is in Customs Off.


Let's not ban a huge swatch of the game as a kneejerk to currently murky patch changes that as of now seem to have done very little to change the relative balance of customs on versus customs off.
I agree that we can't make any solid decisions until we see the results of the datamine, I'm just saying I think we may need to reopen that conversation in light of these new developments. If it is indeed the case that the Custom Moves are generally untouched for the second patch in a row I think that makes a pretty strong case for the Customs Off metagame, as I posted above.
 
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Piford

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- Custom moves won't receive balance tweaks (except for the Mii characters)

This generally leads me to believe that Customs Off is what the development team sees as the "intended" competitive metagame, while Customs On is more of a fun extra.
Custom moves received balance tweaks during the last balance patch, and the dev team doesn't have an "intended" competitive metagame because Sakurai doesn't actually like Smash Bros. being competitive.
 

LiteralGrill

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You have to consider the fact that the real majority of players DO play with customs off, they may be on For Glory or just playing around with friends but the ACTUAL majority don't use customs.

Most of the custom move tweaks we have seen in the patch thus far were ONLY to remove gameplay bugs, not to actually attempt to evolve the balance of the game around custom character use. Why would they push balance for the kind of game the majority of their player base is using?

While the team balancing may not be perfect it seem very clear their intent is to focus on the custom off meta, and if we do receive patches often enough it would make sense for that meta to start to become better balanced over time. An entire character that COULD have probably had custom moves without too much effort didn't even have them as well. It seems fairly obvious the devs aren't looking at custom moves as a priority in any way.
 

Terotrous

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Custom moves received balance tweaks during the last balance patch, and the dev team doesn't have an "intended" competitive metagame because Sakurai doesn't actually like Smash Bros. being competitive.
This is obviously not true. It's not a coincidence that Diddy was hit hard in this patch while Swordfighter was buffed, they're monitoring the competitive side of the game and trying to balance it.

Also, as for customs changes in the last patch, there only seem to be a couple. One example is Dedede's gordos, the change to 2% damage threshold to reflect was applied to all, however I suspect this actually occurred because the Gordo is considered an artefact, like Pikmin and Pac-Man's Hydrant, so they likely just changed the properties of the artefact, which only needed to be done once. This may also be why Order Tackle is fixed, come to think of it.
 
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Piford

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This is obviously not true. It's not a coincidence that Diddy was hit hard in this patch while Swordfighter was buffed, they're monitoring the competitive side of the game and trying to balance it.

Also, as for customs changes in the last patch, there only seem to be a couple. One example is Dedede's gordos, the change to 2% damage threshold to reflect was applied to all, however I suspect this actually occurred because the Gordo is considered an artefact, like Pikmin and Pac-Man's Hydrant, so they likely just changed the properties of the artefact, which only needed to be done once. This may also be why Order Tackle is fixed, come to think of it.
Well it's just been confirmed that Zelda's Custom Phantoms received some buffs.
 

Amazing Ampharos

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The change to Order Tackle has nothing to do with default whistle; default whistle has no hit that could be reflected. It has been alleged quite a bit that Burning Spin Dash did get changed (though I can see that Hammer Spin Dash did not). Thinkaman just confirmed changes to Zelda's phantom resonate through her specials, and this includes things like the endlag animation on Zelda and not just the properties of the phantom itself. Kirby's Jumping Inhale, an already superior version of default Inhale, didn't get the same buff default Inhale did. What is that proof of other than logical design? You being "sure" this applies to the hammer buffs doesn't mean it actually does. The previous patch also directly changed Dragon Rush and Power Bow without corresponding changes to defaults, to be clear about that.

I don't think you quite are wrapping your head around why the Diddy changes are an implicit buff to those customs. Diddy's core design before was easy throw confirms into kills based around his ridiculous uair (and to some extent fair). These got nerfed to the point of no longer being a thing. Battering Banana Peel was worse than default because a grab was worth way more than going straight for an aerial attack; the relative value obviously shifts quite a bit in a game in which landing a grab is not a ticket to early kills for this character. Also, in a world where Diddy has a much less easy time killing, sacrificing recovery for kill power with Rocketbarrel Attack becomes a lot more logical... especially if you can find some synergy with said Battering Banana Peel. You can't think of the quality of things as static like that. Diddy's custom moves were the worst in the game pre-patch. They can improve without being changed if his other moves change. That's just the nature of balance, and it's actually at the core of why customs will probably always be better balanced than non-customs. Three chances to get moves right for what the character needs is a far better chance of the character turning out good than one chance!

Part of what you have to understand is that this game is designed around three "modes". There's the casual mode (free for alls, items, wacky stages: crazy fun with little focus on skill), the quasi-competitive mode (For Glory: super simplified game that focuses on skill while still being easy to play), and the true competitive mode (maximum gameplay diversity: maximum focus on skill, less concern for accessibility). Custom specials are designed for modes 1 and 3 but not mode 2 while default specials could be used in all three; it's only natural that default specials will be changed more often, and sometimes the changes will clearly be aimed at crowd 2 like Charizard's Flare Blitz doing more self damage (because For Glory players spam it like crazy). Zelda will probably always suck at our level because they don't want her broken in mode 1. Sometimes I think the changes can even be subtly brilliant. Sonic didn't need much nerfing at a true competitive level; the bthrow stuff is about as heavy as is justified. However, in For Glory which is also designed around input lag, his side special was really stupid. What a convenient thing that it can be nerfed without affecting other modes of play that can just use a custom special! I think you end up seeing stuff like this a lot.

Also, to move beyond being the Sakurai mind reader, we don't actually have to know or care what the balance intentions of the designers are. First we can look at what the game actually is; custom specials clearly are the make or break game element for a lot of characters (like notice how Wii Fit Trainer has no apparent buffs despite being clearly pretty much useless without customs; I would hypothesize she's still horribly non-viable if customs are banned). Customs clearly don't break any characters. In general characters lower on the power curve get more from custom specials than ones higher up; we have no reason to believe this has changed since so far Diddy Kong is the only character with non-modest changes. It's also still something that's in the game; that means there needs to be some kind of a reason to ban it with "reason" being something concrete. A definitive thing that's in the game that makes the system broken would be a reason. Speculation about the motives of the dev team really isn't a reason, doubly so when that motivation is unclear but even if it were crystal clear it wouldn't really matter at all. We could argue whether our true goal is to play the best game or the game that artificially bans the least stuff. At this time, custom specials allowed seem to satisfy both; they make the best game and represent banning less stuff. I'd like some truly concrete evidence for either point no longer being true before ban talk makes any sense to me.
 

Terotrous

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The change to Order Tackle has nothing to do with default whistle; default whistle has no hit that could be reflected. It has been alleged quite a bit that Burning Spin Dash did get changed (though I can see that Hammer Spin Dash did not).
Maybe a fair point if these are confirmed, though for the most part it seems like where hitbox / frame speed timing changes have been made, Customs have virtually always been omitted.

Also, it's worth noting that while the Order Tackle bug was fixed, the Lightweight bug was not, which is a pretty silly omission.


I don't think you quite are wrapping your head around why the Diddy changes are an implicit buff to those customs. Diddy's core design before was easy throw confirms into kills based around his ridiculous uair (and to some extent fair). These got nerfed to the point of no longer being a thing. Battering Banana Peel was worse than default because a grab was worth way more than going straight for an aerial attack; the relative value obviously shifts quite a bit in a game in which landing a grab is not a ticket to early kills for this character. Also, in a world where Diddy has a much less easy time killing, sacrificing recovery for kill power with Rocketbarrel Attack becomes a lot more logical.
I understand all that, but these were still substandard options compared to standard Diddy, so he's still going to fall from where he was, and likely quite substantially.


Part of what you have to understand is that this game is designed around three "modes". There's the casual mode (free for alls, items, wacky stages: crazy fun with little focus on skill), the quasi-competitive mode (For Glory: super simplified game that focuses on skill while still being easy to play), and the true competitive mode (maximum gameplay diversity: maximum focus on skill, less concern for accessibility). Custom specials are designed for modes 1 and 3
What I want to see is just more proof that Custom specials are really designed to be competitive. When you have issues like certain customs being purely superior to defaults because defaults receive significant nerfs while specials don't, it seems like they aren't. And if they're not being considered when they make changes to the characters, we have the possibility for drastically unintended consequences (for example, DK's quality as a character in Customs On is almost 100% in UpB3. If he gets significant buffs to make up for the fact that he doesn't have this mode in Customs Off, he suddenly becomes a super broken character if this move remains untouched).


Also, to move beyond being the Sakurai mind reader, we don't actually have to know or care what the balance intentions of the designers are. First we can look at what the game actually is; custom specials clearly are the make or break game element for a lot of characters (like notice how Wii Fit Trainer has no apparent buffs despite being clearly pretty much useless without customs; I would hypothesize she's still horribly non-viable if customs are banned).
Hitboxes adjusted to hit smaller characters is actually pretty big for her.


Customs clearly don't break any characters. In general characters lower on the power curve get more from custom specials than ones higher up; we have no reason to believe this has changed since so far Diddy Kong is the only character with non-modest changes.
I think it's fairly well established that Rosalina, Pikachu, and Sonic all see quite substantial buffs from Customs, while, say, Zelda sees practically nothing.


It's also still something that's in the game; that means there needs to be some kind of a reason to ban it with "reason" being something concrete.
It's an OPTION within the game, in much the same way as the stage selection, item settings, and stock count are all options. We don't have to manually enforce the "no customs" rule by DQing people who use certain moves or anything silly like that, the game gives us a simple button you can press that turns them all off. That makes it a viable point of debate when we're discussing rule settings in much the same way as the stock count or time limit, and is vastly different in terms of enforcement than something like a character ban.
 
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Thinkaman

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As long as the game is balanced towards a middle-ground between 1v1s and FFAs, customs that allow self-selection towards normalizing playstyles will always result in a more balanced game.

Case in point: WFT, Zelda, and heavies.
 

Terotrous

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As long as the game is balanced towards a middle-ground between 1v1s and FFAs, customs that allow self-selection towards normalizing playstyles will always result in a more balanced game.

Case in point: WFT, Zelda, and heavies.
The problem is that they don't appear to be made with this tradeoff in mind. Only a few characters have customs that are decidedly better for FFA, or for varied situations at all. In most cases there's a clear best option for all game modes in each slot.

I would be far more in favour of customs if they got smart adjustments (or any adjustments) that preserved the tradeoffs between them, but so far they generally haven't. The defaults will get nerfs, making them by far the worst option for every situation, while the customs retain whatever problems prompted those nerfs in the first place, plus whatever benefits they originally had. The Customs On Metagame isn't really much more diverse than the default metagame, the vast majority of players are running fundamentally similar sets with the only differences being moves where there's basically no practical difference between them. It's more accurate to say that it's simply different from the Customs Off metagame. And one major difference between the two is that it's not receiving nearly the same amount of focus when it comes to balance changes.


Yes, a few bad characters are much better in Customs On (WFT and Palutena are clear examples), however, most of the good characters are also much, much better, so they have to get huge benefits from Customs merely in order to keep up. It doesn't seem like WFT really moves up all that much in Customs On, and she's one of the characters who got the most favourable customs. By your own admission, your Customs On tier list isn't vastly different from your Customs Off, in particular most of the best characters are still at the top while the weaker characters are held back by the top tiers. The difference is that now with Diddy Kong not being as much of a threat, some bad characters have a chance to move up in Customs Off, but Customs Rosalina will likely continue to hold them back in Customs On.


I think we are actually in total agreement about the potential impact of Custom Moves to the metagame. If the Custom Moves were cleverly designed and provided meaningful tradeoffs in each case, they could vastly expand the depth of the game. Where we may disagree is whether or not the current Custom Moves achieve this. I feel that they generally don't, basically due to laziness and a poor understanding of what properties are useful. As one of the creators of BBrawl, I'm sure you already have about a thousand ideas for ways you'd tweak the custom moves to work better or be more relevant if you had the option.
 
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Thinkaman

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I mean, list of character's I'd rather fight Customs Rosalina with than Default Rosalina: (assuming they get customs)
:4bowser::4bowserjr::4charizard::4dedede::4dk::4drmario::4duckhunt::4falco::4fox::4ganondorf::4gaw::4myfriends::4kirby::4littlemac::4lucario::4lucina::4marth::4miibrawl::4miigun::4miisword::4palutena::4pikachu::4rob::4robinm::4samus::4sheik::4shulk::4wiifit::4zelda:

The characters not on that list:
:4falcon::4darkpit::4diddy::4greninja::4jigglypuff::4link::4luigi::4mario::4megaman::4metaknight::4mewtwo::4ness::4olimar::4pacman::4peach::4pit::4sonic::4tlink::4villager::4wario::4yoshi::4zss:

Not only is list A bigger, but it's overwhelmingly weaker overall than list B--even people with sharply different opinions should be able to agree to that.
 

Raijinken

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In a series that's never before officially included balance patches, it's interesting that we're now using said patches, which at the very least a vocal minority of players are opposed to simply because they undo a small subset of learning done for a character, as an attempted method of supporting or defying customs in competition.

By your own admission, your Customs On tier list isn't vastly different from your Customs Off, in particular most of the best characters are still at the top while the weaker characters are held back by the top tiers.
I believe this very statement rather emphasizes the point that a character is primarily defined not by their specials, but by their normals and innate properties (weight, height, etc). The customs-on metagame decidedly was unable to make a significant impact in 1.02U because the top picks were there because of normals, and no amount of salt about Kong Cyclone or Timber Counter ever actually led to them overthrowing Diddy and Sheik.

The difference is that now with Diddy Kong not being as much of a threat, some bad characters have a chance to move up in Customs Off, but Customs Rosalina will likely continue to hold them back in Customs On.
Worth noting that Mewtwo himself, and numerous observed changes in this patch, is (are) geared strongly towards horizontal knockback power, which extends the availability of that one successful hit required to significantly cut Rosalina's power. Not that her aerials aren't insane, but she has a significantly harder time being a huge threat without Luma (who also took a small HP cut this patch). She's got pretty okay customs (Shooting Star Bit is alright, and Luma Warp has very real drawbacks despite its strengths), but again, it's the strength of her normals, particularly her aerials, that keeps her ahead of the competition. If Palutena needs Superspeed and Lightweight in order to enter the threshold in which a weaker character can still win by the player's superior application of skill, strategy, and technique, then by all means, Palutena should be allowed that. Even if Zelda's changes don't bring her within a feasible reach of top-level viability, she should still be given access to the options the rest of the roster has.
 

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Not only is list A bigger, but it's overwhelmingly weaker overall than list B--even people with sharply different opinions should be able to agree to that.
I feel that the bolded part is quite important. Sure, bad characters get a bit of help, but which of them would you say actually WIN that matchup? Meanwhile, the good characters get worse matchups against Rosa, further pushing her into a clear #1 spot.

Many have suggested that Customs Rosa has no losing matchups now that Diddy is nerfed, and I can quite
see it.

(Also, Miis and Mewtwo shouldn't really be listed, since they're the same in Customs On and Customs Off).


I believe this very statement rather emphasizes the point that a character is primarily defined not by their specials, but by their normals and innate properties
On a broad level perhaps, but there are definitely specials that are vital to certain characters. Monkey Flip, Needles, Bouncing Fish, Spin Dash, whatever ZSS's upB is called, Egg Toss, Fireball, Force Palm, etc. Changes to these moves have non-trivial impact to those characters.



Worth noting that Mewtwo himself, and numerous observed changes in this patch, is (are) geared strongly towards horizontal knockback power, which extends the availability of that one successful hit required to significantly cut Rosalina's power.
The problem is that Rosalina generally has to make a mistake to leave Luma vulnerable. Going for a hard hit vs Luma with Rosalina at neutral usually results in a punish.
 
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Raijinken

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I feel that the bolded part is quite important. Sure, bad characters get a bit of help, but which of them would you say actually WIN that matchup? Meanwhile, the good characters get worse matchups against Rosa, further pushing her into a clear #1 spot.

Many have suggested that Customs Rosa has no losing matchups now that Diddy is nerfed, and I can quite
see it.

(Also, Miis and Mewtwo shouldn't really be listed, since they're the same in Customs On and Customs Off).



On a broad level perhaps, but there are definitely specials that are vital to certain characters. Monkey Flip, Needles, Bouncing Fish, Spin Dash, whatever ZSS's upB is called, Egg Toss, Fireball, Force Palm, etc. Changes to these moves have non-trivial impact to those characters.




The problem is that Rosalina generally has to make a mistake to leave Luma vulnerable. Going for a hard hit vs Luma with Rosalina at neutral usually results in a punish.
Boost Kick. And yes, I agree completely. Changing to the Monkey Flip that goes backwards is almost entirely incomprehensible, but in most cases, the special still fulfils essentially the same role in a different way (for instance, fireballs rack damage at a distance, fast does it with less stun and damage but more speed, and Fire Orb is... not worth using according to the EVO sets). It's very rare, Palutena and Miis aside by design, for a player to prefer a custom that has an entirely different function on a character. And in most cases, unless there's an extremely clear-cut optimum (something I don't even think Kong Cyclone offers, though things like Power Vision and Falcon Dash Punch make good examples), it boils down to player preference and matchup after that. But the argument that always made the most sense to me was (rather in the same vein as what makes a stage fair for game 2 and on but not stage 1) "why should Character X get their best B move while Character Y gets their worst?" Since, when you look at them without the logistical issues attached, that's really what the customs boil down to: Similar moves that, especially on newcomers, could have just as easily been the default without anyone knowing, caring, or complaining.

And unfortunately I don't regularly (or for that matter, ever) play with Rosalina players more competent than myself (and that's not saying much), so I guess I rather strongly over-estimate the amount of locking-in she has to do to make use of any of her zoning options, and thus over-estimate the simplicity of hitting Luma with a strong tilt.
 
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I feel that the bolded part is quite important. Sure, bad characters get a bit of help, but which of them would you say actually WIN that matchup? Meanwhile, the good characters get worse matchups against Rosa, further pushing her into a clear #1 spot.
So which is worse - a character with no bad matchups but not a whole lot of really dominating matchups, or a character with a handful of bad matchups and a whole lot of really, really overwhelming matchups? Well, the latter, obviously. The former is obnoxious; the latter is a scourge on the metagame. It's the difference between Melee Shiek (who basically said to most of the characters below top 10 "If you come to this tournament I will beat you for free but lost a few matchups) and AE Akuma (who was considerably better than most of the cast but very rarely qualified as someone's "worst matchup" - just a bunch of 5:5s and 6:4s). If you ran into a Shiek and you had a bad matchup, your tournament was over. That's pretty bad.

That said, I think you're really sleeping on Shiek, because custom Shiek gets some needles that kinda wreck Luma.
 

Terotrous

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So which is worse - a character with no bad matchups but not a whole lot of really dominating matchups, or a character with a handful of bad matchups and a whole lot of really, really overwhelming matchups?
The thing is, I think Customs Rosa may actually be both. She beats pretty much everyone, and some characters really, really bad. This is actually true of most characters who have favourable matchups vs most of the cast in any game.


That said, I think you're really sleeping on Shiek, because custom Shiek gets some needles that kinda wreck Luma.
I know that Sheik gets some good stuff, but the consensus seems to be that she doesn't get quite as much as those 3 and I didn't feel like contesting it here.


Incidentally, I was looking at Thinkaman's tier list again, and I think it's quite possible we may have a situation that looks something like this as far as tiers are concerned.

(Note that these are mostly made-up numbers to illustrate the point)

Customs On:
3 extremely good characters
30 pretty good characters
20 not so good characters


Customs Off:

20 pretty good characters
15 okay characters
15 not so good characters



Basically, you'll note that the "pretty good tier" in Customs On is actually bigger, because some characters get buffs! Unfortunately, there are some already great characters who are elevated beyond this level, whereas in the Customs Off metagame they remain more fair. It's somewhat debatable as to which is better, but the latter is definitely my preference if that is the way it shakes out.
 
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BestTeaMaker

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Incidentally, I was looking at Thinkaman's tier list again, and I think it's quite possible we may have a situation that looks something like this as far as tiers are concerned.

(Note that these are mostly made-up numbers to illustrate the point)

Customs On:
3 extremely good characters
30 pretty good characters
20 not so good characters


Customs Off:

20 pretty good characters
15 okay characters
15 not so good characters



Basically, you'll note that the "pretty good tier" in Customs On is actually bigger, because some characters get buffs! Unfortunately, there are some already great characters who are elevated beyond this level, whereas in the Customs Off metagame they remain more fair. It's somewhat debatable as to which is better, but the latter is definitely my preference if that is the way it shakes out.
If you're seriously going to compare the tier list like this, please 1) make sure the categories on both tiers are the same (you're missing okay characters with Customs on) and 2) don't use made up numbers to arbitrarily illustrate a point.
 

Terotrous

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If you're seriously going to compare the tier list like this, please 1) make sure the categories on both tiers are the same (you're missing okay characters with Customs on) and 2) don't use made up numbers to arbitrarily illustrate a point.
The numbers are unavailable and totally irrelevant to the general argument, which is that in Customs On, you may have more good characters at the expense of having a few broken characters.
 

BestTeaMaker

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The numbers are unavailable and totally irrelevant to the general argument, which is that in Customs On, you may have more good characters at the expense of having a few broken characters.
The "broken" characters you spoke of, :rosalina::4pikachu::4sonic:, were already at the top of many people's tier list pre-patch, both for customs on and off. In fact, for many people pre-patch, the Top 5 for many were considered to be :4diddy::rosalina::4sheik::4sonic::4pikachu:. And while :4diddy::4sheik: may have had some of their options nerfed, it doesn't change the fact that they're still overall dominant. Hell, until we have a big major tournament that shows otherwise, we have no reason to believe that :4diddy::4sheik: are far worse than they were previously. Both characters have strong tools outside of Hoo-Hah and Bair respectively. Banana still trips people, and Bouncing Fish is still a strong recovery and kill move.

And again, Custom Moves were NEVER about balance. They're solely in the game to have MORE OPTIONS to play with. Why is this important? It doesn't mean that they're automatically balanced. The majority of their moveset has not changed. Because it helps change our perceptions on characters. Other than certain character specialists, you'll barely see anyone pull out :4wiifit:or :4dk: because, by many people, they're considered to be mid-tier at best. Now that they have custom options, people are looking at them in a different light. And now with a different Custom Move, people are LOOKING at their movesets differently, movesets that have not changed.

So, characters you perceive as broken? Other people have already found ways around their attacks. It's why having a set tier list based on personal impression is bad because of how subjective it can be. Really, if you want to build a tier list, you have to base it on raw results from competitive environments.

And concerning the lack of custom moves for :4mewtwo:, that doesn't mean Nintendo might not add them in a later patch. We have had only 2 major patches to this game. Please tell me how you can predict how the future of patching will go based on 2 data points. Especially when this is possibly the first competitive game, let alone a Smash game, that Nintendo has decided to look at and patch. Unless Nintendo specifically comes out to say that they won't be balancing Custom Moves, then all you're doing is speculating.
 

LiteralGrill

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And again, Custom Moves were NEVER about balance.
You are simply lying if you say no one has argued for customs being on purely for a balance perspective, there have been more than enough people who have and have even said they'd go back to customs off if it was better balanced.

Also, I seriously recommend people expand their horizons in these and all discussions. I love Smashboards, I write for Smashboards, but I'd be lying if I said all discussion happens here. Plenty of it goes on via Twitter, Facebook regional groups, private Skype chats and TONS more. People tend to only see one opinion, the one they agree with usually too because of this since eventually people from the other side or who are talking about things from other perspectives just stop going there to be ganged up on.
 

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You are simply lying if you say no one has argued for customs being on purely for a balance perspective, there have been more than enough people who have and have even said they'd go back to customs off if it was better balanced.

Also, I seriously recommend people expand their horizons in these and all discussions. I love Smashboards, I write for Smashboards, but I'd be lying if I said all discussion happens here. Plenty of it goes on via Twitter, Facebook regional groups, private Skype chats and TONS more. People tend to only see one opinion, the one they agree with usually too because of this since eventually people from the other side or who are talking about things from other perspectives just stop going there to be ganged up on.

My point about balance was that Custom Moves were not implemented into the game for the sake of character balance. They were implemented to provide even more options when playing this game.
 
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Incidentally, I was looking at Thinkaman's tier list again, and I think it's quite possible we may have a situation that looks something like this as far as tiers are concerned.

(Note that these are mostly made-up numbers to illustrate the point)

Customs On:
3 extremely good characters
30 pretty good characters
20 not so good characters


Customs Off:

20 pretty good characters
15 okay characters
15 not so good characters



Basically, you'll note that the "pretty good tier" in Customs On is actually bigger, because some characters get buffs! Unfortunately, there are some already great characters who are elevated beyond this level, whereas in the Customs Off metagame they remain more fair. It's somewhat debatable as to which is better, but the latter is definitely my preference if that is the way it shakes out.
See, I reject the premise that this is what happens. I'm not convinced that customs somehow push Rosalina from "in line with the rest of the cast" to "way above the rest of the cast". Or anyone else.
 

Thinkaman

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Also, I seriously recommend people expand their horizons in these and all discussions. I love Smashboards, I write for Smashboards, but I'd be lying if I said all discussion happens here. Plenty of it goes on via Twitter, Facebook regional groups, private Skype chats and TONS more. People tend to only see one opinion, the one they agree with usually too because of this since eventually people from the other side or who are talking about things from other perspectives just stop going there to be ganged up on.
This is a good point, and yet...

I have never had a good discussion about policy of any subject on Facebook or, God save us all, 140-character Twitter.

I prefer to talk in a format where discussion is remotely possible, and not just one side calling the other cancer. Look at this current disagreement between me and Treotrous--it's very informative, constructive, and civilized. I'm respecting his side (even if I do whip out words like "crazy" or "madness", as people do) and him as a person and player, while also feeling respected by him. I do not feel this is the case on Facebook or Twitter. At all.

See, I reject the premise that this is what happens. I'm not convinced that customs somehow push Rosalina from "in line with the rest of the cast" to "way above the rest of the cast". Or anyone else.
The idea that Rosalina becomes an unstoppable juggernaut when a majority of the cast gets better matchups against her by sheer inspection is crazy.

It requires adopting Terotrous's attitude that "Oh, well those character don't actually matter", which is really circular and dismissive. "You play WFT John Numbers? Well, screw you buddy."
 

Terotrous

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The "broken" characters you spoke of, :rosalina::4pikachu::4sonic:, were already at the top of many people's tier list pre-patch, both for customs on and off.
True, but Sonic got nerfs, and some other characters got buffs, indirect or otherwise, which should bring them more in line with the rest of the cast. Except probably in Customs On, where a number of the buffs and nerfs don't matter because they occur to substandard custom options that no one will be using anyway.


And again, Custom Moves were NEVER about balance. They're solely in the game to have MORE OPTIONS to play with.
This is what I've been saying - it doesn't look like the developers intend for the Customs On metagame to be balanced, they're focusing on balancing the Customs Off metagame. This raises serious questions about making Customs On our primary focus for competitive events.


So, characters you perceive as broken? Other people have already found ways around their attacks
No they haven't. Rosa, Pika, and Sonic are still dominating. Pika alone changed many people's opinions on Customs On.

And concerning the lack of custom moves for :4mewtwo:, that doesn't mean Nintendo might not add them in a later patch
I think it's quite clear that it's very unlikely. Mewtwo is already for sale. Nintendo probably isn't suddenly going to give you more premium content for free later on to "sweeten the deal", they already have your money and they're moving on to making other premium characters.


We have had only 2 major patches to this game. Please tell me how you can predict how the future of patching will go based on 2 data points.
It's actually about 200 data points because there are hundreds of changes in each patch. So far, there have been virtually no hitbox / timing adjustments to custom moves, but at least 30+ to default specials. This is a significant difference that lets us make certain inferences about Nintendo's patching priorities.


See, I reject the premise that this is what happens. I'm not convinced that customs somehow push Rosalina from "in line with the rest of the cast" to "way above the rest of the cast". Or anyone else.
You're free to disagree with the basis of my argument, further testing will prove that one way or the other soon enough. What I think is more relevant is the impact it would have on the metagame if that basis is shown to be correct.


This is a good point, and yet...

I have never had a good discussion about policy of any subject on Facebook or, God save us all, 140-character Twitter.

I prefer to talk in a format where discussion is remotely possible, and not just one side calling the other cancer. Look at this current disagreement between me and Treotrous--it's very informative, constructive, and civilized. I'm respecting his side (even if I do whip out words like "crazy" or "madness", as people do) and him as a person and player, while also feeling respected by him. I do not feel this is the case on Facebook or Twitter. At all.
I mostly agree, I feel that Twitter is generally a place for people to post flippant, off-the-cuff remarks, which don't really create meaningful discussion. It's useful as a barometer for the community feeling towards custom moves (which is definitely a bit more negative than it is here), but that's about it.

If you want a discussion about the relative merits of Customs On vs Customs Off that isn't just "OMG Heavy Skull Bash so Jank!" this is generally the best place to have it.


The idea that Rosalina becomes an unstoppable juggernaut when a majority of the cast gets better matchups against her by sheer inspection is crazy.

It requires adopting Terotrous's attitude that "Oh, well those character don't actually matter", which is really circular and dismissive. "You play WFT John Numbers? Well, screw you buddy."
This is not what I'm saying at all. What you're saying is that some characters got better tools to fight Rosalina and thus have better matchups against her, but what I want to know is which of these characters actually win the matchup. If there are very few characters who actually beat Rosalina, she is very likely to dominate the metagame.

I am also somewhat sceptical that all of those characters necessarily perform better against Rosalina in Customs On. Yes, they gain new tools to hurt Luma, but Rosalina also gains new tools to protect Luma, and Luma also becomes more potent. The net matchup impact is ambiguous and depends on the strength of their new tools.
 
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Raijinken

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Lack of custom moves for :4mewtwo:, that doesn't mean Nintendo might not add them in a later patch. We have had only 2 major patches to this game. Please tell me how you can predict how the future of patching will go based on 2 data points. Especially when this is possibly the first competitive game, let alone a Smash game, that Nintendo has decided to look at and patch. Unless Nintendo specifically comes out to say that they won't be balancing Custom Moves, then all you're doing is speculating.
Speaking of that...


Customs inbound in the future?

I am also somewhat sceptical that all of those characters necessarily perform better against Rosalina in Customs On. Yes, they gain new tools to hurt Luma, but Rosalina also gains new tools to protect Luma, and Luma also becomes more potent. The net matchup impact is ambiguous and depends on the strength of their new tools.
Rosalina, in the most-used sets, doesn't get anything new to protect Luma, unless you call being able to warp her defender away instantly useful (in which case great, she's vulnerable). Luma's potency comes at tradeoffs, and as not-at-all-a-Rosalina-specialist, I'd say they're pretty potent. Shooting Star Bits is effectively a worse (and harder to aim in midair) Falco laser, and Luma Warp removes a potent mid-range kill-capable move in regular Luma Shoot (or whatever it's called). It's a standard speed-power tradeoff, and the power tradeoff is pretty real. You also lose control, as it then becomes far trickier to get Luma into a mid-range position where both he and Rosalina are relatively defended by each other.
 
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Raijinken

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It seems fairly clear that those are all the products of the game attempting to read data that doesn't exist.
Maybe I have too much faith in coding standards and robust testing, but I feel like they'd have either put the same move in each custom slot, or told the game specifically that the moves don't exist there and shouldn't be read from there, if there wasn't some plan to use the data later.

But I could be wrong. I'll wait and see.
 

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Rosalina vs Duck Hunt is wayyyy better with customs. None of the customs she gets really help her here whereas the ones DHD gets all help.

-She can't gravity pull zigzag unless DHD pretty much just lets her
-Can't gravity pull mega gunmen unless DHD leaves her alone to just get the super strict timing down
-Mega gunmen block laser bits for days, and zigzag will punish the living hell out of a tall character trying to camp him with zigzag.
-Zigzag can pressure her while DHD sits in shield, so luma vs zigzag distances DHD wins. Even with warp

Pisces and penetrating needles (+setups into pisces with the bair "nerf") also makes the sheik matchup very scary for Rosalina. In fact, in a meta with tons more kill power and movement options in general, I'd be pretty scared to use a frail character like rosalina whose main claim to fame was walling and consistency.
 
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Blobface

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I would like to say that a common thing I notice when people make arguments for customs off is that they don't account for how every character gets customs. It seems they're always arguing from a "Custom character vs Vanilla character" perspective instead of a "Custom character vs Custom character" perspective. It's not even something that you need to go out of your way/deliberately ignore something to do. When talking about a particular character, you automatically focus on that character and thus only focus on their customs. It's why I think Custom Rosalina is drastically overestimated; in all the vanilla matchups she does very well in, the other character gets way more beneficial customs than she does.

I've even done it before! Ganon already beats Kirby pretty hard in customs off, so I figured that the addition of a powerful vertical killer with Dark Fists would make it even worse, maybe even worse than 3:7. What I didn't account for was that Kirby gets customs too, and really good ones. Jumping Inhale, Upper Cutter, Giant Hammer, and Meteor stone among all his other good customs make the matchup better for Kirby than it is in customs off despite Dark Fists.

Note: None of this applies to oddballs like Zelda and Dedede who have problems that specials alone can't fix.
 
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Thinkaman

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Note: None of this applies to oddballs like Zelda and Dedede who have problems that specials alone can't fix.
Just gonna point out that Zelda has more benefit from customs than about half the cast; no where near the top, but her defaults are that bad. Din's Flare is a 14% away-roll punish on a character who otherwise has none. Din's Blaze is actually a great-edgeguard tool, and hard-counters Villager stall. Phantom Strike (fast-charging melee phantom) is one of the most underrated customs, and makes Zelda a non-trivially better character by giving her a safe, high-reward air-dodge punish--something her aerial game badly needs.

I believe Zelda is the worst character in the game both with and without customs, but I'd prefer to play her in a customs environment.

The only "bottom" character I would not prefer in a customs environment is DDD.
 

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I would like to say that a common thing I notice when people make arguments for customs off is that they don't account for how every character gets customs.
This was the basis for my statement about Customs Rosalina. Yes, other characters gain stuff that helps them fight Rosalina, but she gains stuff too.

The most alarming thing about Customs On is that a lot of characters who are already really good get even better.
 
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This was the basis for my statement about Customs Rosalina. Yes, other characters gain stuff that helps them fight Rosalina, but she gains stuff too.

The most alarming thing about Customs On is that a lot of characters who are already really good get even better.
Not only is it often not by very much (out of the contenders for "top 10" right now, ZSS, Shiek, Diddy, Yoshi, CF, and probably a few others get damn near nothing from customs) but we expected that. What we also expected (and which has come to pass) is that low tiers, on average, get way more.
 

Cool

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Not only is it often not by very much (out of the contenders for "top 10" right now, ZSS, Shiek, Diddy, Yoshi, CF, and probably a few others get damn near nothing from customs) but we expected that. What we also expected (and which has come to pass) is that low tiers, on average, get way more.
Sheik gets Gravity Grenade, which leads very well into her upsmash. All of her other special moves are already good, but that really completes her as a character.
 

Raijinken

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Sheik gets Gravity Grenade, which leads very well into her upsmash. All of her other special moves are already good, but that really completes her as a character.
It sacrifices duration due to the lack of windbox, which results in a bit of a lack of pressure. A missed grenade is far more punishing for Sheik with Gravinades on.

They're great, but the odds of an opponent really running into them in a 1v1 is far lower with gravity than normal.
 
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