Saikyoshi
Smash Master
While I do strongly support a customs-allowed meta, I do acknowledge the problems associated with it, especially with the customless DLC characters around. Yes, with a completely unrestricted custom environment, the seven characters without customs are doomed to stagnation as new combinations are repeatedly found with the default characters.
So, while using Smash Tour to grind for items and moves, I made a realization;
The game itself treats 2222 and 3333 as other default sets. The 2 and 3 character panels never deviate from 2222 and 3333.
So, if setups were to just allow these two custom movesets, universally across every character, I see a number of benefits that a totally unrestricted customs meta would not have;
There are also general benefits to saving a 2222/3333 set outside of tournaments, but as this thread deals with competitive speculation, I won't get into those right now.
So, while using Smash Tour to grind for items and moves, I made a realization;
The game itself treats 2222 and 3333 as other default sets. The 2 and 3 character panels never deviate from 2222 and 3333.
So, if setups were to just allow these two custom movesets, universally across every character, I see a number of benefits that a totally unrestricted customs meta would not have;
- There is a fixed and manageable number of characters.
- In a traditional Customs On setup, every non-DLC character has 81 possible combinations of moves. That means, counting the seven DLC characters, there are functionally 4,138 characters in total. This isn't something that can be managed. In a 1111/2222/3333 setup, the number is a much smaller 160.
- Instead of having to debate which combinations to install on a given console, a 1111/2222/3333 setup would be compact, and could easily be set up on a console even with someone's personal customizations already on it. This means that potential competitors will be able to study at home without having to sacrifice their own save data.
- Matchups between individual characters will be less of a nightmare as well. For example, the the vs. matchup; even if the matchup was to Bayonetta's advantage (just being hypothetical here with a first vs. last scenario), the Bayonetta player would still have considerable trouble because they would have to potentially study against 81 possible Marios. With only 3 Marios, the differences between them are more slight; there are no unexpected nasty surprises with combinations that the Bayo player couldn't have possibly thought of. The Bayo player can now adequately prepare.
- If tied to fixed sets, disproportionately powerful moves are counteracted. No more Minmaxing sets.
- 's Timber Counter spelled the death of the Customs meta for quite a few people. I've also heard 's Extreme Judge and 's Hyper Monado Arts cited a few times. Well, if tied to other moves, a player using Timber Counter will have to be saddled with Liftoff Lloid, greatly suppressing a TC Villager's dreaded camping ability. An Extreme Judge user will have to sacrifice their approach game with XXL Chef. A Hyper Monado Arts user will have to deal with the Ganondorf-esque problem of Back Slash Charge, Mighty Air Slash, and Power Vision.
- On a related note, if lesser-used moves are forced into play by being tied to more common ones, then they, too, can be studied when before they've remained completely in the dark.
There are also general benefits to saving a 2222/3333 set outside of tournaments, but as this thread deals with competitive speculation, I won't get into those right now.
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