The_Bookworm
Smash Master
- Joined
- Jan 10, 2018
- Messages
- 3,195
Custom moves are pretty tedious to unlock, especially if you are playing the Wii U version. However, if Smash Switch makes customs return, they should balance them out. If you don't know about my best/worst custom move threads, you would know how imbalanced this game could be with customs turned off. This thread 1) is not talking about easier ways to unlock them and 2) is assuming that all SSB4 characters will return. It will be stylized kinda like Smashwiki's notes on character changes (like the plus/minus/notes bullets).
This is also my personal thoughts on how each move should be buffed / nerfed / revamped, so it is very much open to discussion.
I decided to get creative with the DLC characters.
First set of characters are coming soon.
Here is a key:
Buff.
Nerf.
Note.
Bug fix.
Fire Orb has slightly less ending lag. (applies to , whose version is named: Mega Capsule)
Super Jump covers slightly more distance. (applies to )
Scalding F.L.U.D.D. covers marginally more distance.
Bouncing Fireball now has Mario's Fireballs ending lag, which is significantly less. It is still slower than Luigi's default Fireballs.
Floating Missile deals slightly less damage.
Fiery Jump Punch has slightly less landing lag.
Mach Cyclone has launches opponents in a slightly upward angle, which slightly harms it's KO potential. (applies to , whose version is named: Soaring Tornado)
-------------However it is easier to button mash to reach the maximum height. (applies to )
Clothesline Cyclone's initial hits are stronger semi-spikes, in addition of having less ending lag and slightly less start-up. Slightly easier to button mash. (applies to )
Toad's appearance now accurately matches the counter frames to Sleepy Toad.
Grumpy Toad deals more knockback and damage (8% -> 11%), and covers more range. It now has the other variations ability to drift in midair.
Flower Bomber's hip bash deals noticeably more damage (4% -> 14%), now making the move's damage output accurately outweigh the default's.
Parasol High Jump transitions faster, as well as having the default's startup and landing lag.
Heavy Veggie travels slightly farther, which means that it can function as a "proper projectile". It takes marginally less time to pluck.
Fire Shot is no longer transcendent.
-------------However, it now beats out weaker projectiles like an uncharged Charge Shot and Sheik's Needles.
Fire Roar's sourspots now flinch the opponent, as well as the move itself dealing slightly more damage.
Dash Slash and Dash Slam no longer has the default's autocancel windows.
-------------However, the landing lag for both is minimal.
Flying Fortress's single hit has more knockback, improving it's safety. (FYI: the move has a hitbox despite the description saying otherwise)
-------------The move now properly rises in the air while Bowser sustains knockback.
Sliding Fortress has the default's startup, giving it the default's OOS shield capabilities.
Turbulent Bomb has the default's startup on the ground, as well as larger windboxes upon landing.
Lick has marginally less KO power.
High Jump has slightly more horizontal momentum, though not as much as the default.
Timed Egg Throw's egg now has a travelling hitbox (deals 2% and merely flinches), although it still passes through opponents and has a timed pattern. The explosion has a larger hitbox, as well as more damage (9% -> 12%).
Star Bomb's star appear sooner, improving the move's safety.
Crushing Bomb has slightly less startup, as well as the grounded variation being able to break shields in one hit like the default.
Luma's reappearing hitbox in Luma Warp is removed.
-------------The move now transitions even faster.
Power Luma Shot has more knockback, now KO'ing in respectable percents if fully charged.
Shooting Star Bit travels slightly less distance.
Launch Star Plus has slightly less ending lag (not landing lag, as there is a brief delay before Rosa can move freely after the ascent).
Launch Star Attack covers slightly more distance, with it's hitboxes adjusted so that it will still connect reliably.
Catch & Release has a much larger/stronger pullbox and more knockback, making it a very practical move for specifically edgeguarding.
Piercing Cannon has slightly less startup, with significantly less endlag (which is now faster than the default's, although not as fast as Air Cannon), as well as slightly more shield pressure (although not as much as the default's).
Koopa Drift now has the default's KO power.
Grounding Dash now has less startup and the default's ending lag, the former improves it's recovery potential (although still inferior to the default's) while the latter properly gives Jr. followup potential if the move lands a bury.
Koopa Meteor can now snag the ledge upon ascent.
Impatient Mechakoopa grabs and explodes on the opponent midair, repurposing it to be a proper projectile. (Note: it doesn't attach to shielded opponents.)
Big Mechakoopa cannot be grabbed and it's hitpoints have increased. This makes the move function more like a shield, improving his nuetral game.
-------------However, Bowser Jr. cannot use it a flung projectile either.
Inhaling Chomp has marginally more range.
All of Garlic Breath's hitboxes now stuns opponents on the ground, and now launches airborne opponents (although it has weak set knockback and is a single hitbox). The move now has the default's ending lag, offering easier setups, as well as ignoring shields if the opponent is close to Wario (it has no effect on shielded opponents away from Wario, which is where he can get punished the hardest). The move now has Inhaling Chomp's range.
Widescrew now has the default's travel distance, while still being horizontal.
Corkscrew Leap travels slightly farther and has increased speed (although startup remains the same).
Chopper Kong has slightly improved horizontal distance, as well as moving ascending slightly faster.
Kong Cyclone has less KO power in the air and it's soft landing (where it receives minimal ending lag) has slightly increased ending lag. Both variations has slightly less frames of super armor (particularly towards the end).
Both variations of Hand Slap deals slightly less knockback.
Exploding Popgun's explosion has covers noticeably more range up-close, and charges up slightly faster. Uncharged hits deal more damage (1% -> 4%).
Jumbo Peanuts now cap at 21% fully charged, rather than 11%.
Back Flip's kick deals more knockback in order to most effectively force edgeguarding situations.
Flying Monkey Flip transitions slightly faster.
Rocketbarrel Attack deals slightly less knockback.
Rocketbarrel Kaboom now travels farther than the default.
--------------However, collision with him as he travels deals less damage (6-8% -> 2-4%).
Instead of being launched, getting hit by Battering Banana Peel now puts you in a short tumble, allowing for better followups.
--------------To compensate, it has somewhat slightly more startup.
XXL Chef's food deals slightly more damage, with the actual pan being stronger (making it a somewhat situational, but deadly edgeguarding tool beyond merely gimping short ranged recoveries like the default).
Extreme Judge's ones doesn't deal recoil to Game & Watch if the move whiffs. Nines now have the defaut's shield damage.
-------------However, ones still does recoil if it hits the opponent's shield (or a hurtbox like SV's balloon).
Trampoline Launch deals less knockback at the apex.
Efficient Panic has marginally more range.
Guard Breaker now properly travels it's distance if used out-of-knockback.
Tornado Uppercut travels even farther.
Rising Smash's two hits connect to each eachother much more reliably.
Dash Counter can now hit opponents in front of Mac, as a result of it's windbox being removed.
This is also my personal thoughts on how each move should be buffed / nerfed / revamped, so it is very much open to discussion.
I decided to get creative with the DLC characters.
First set of characters are coming soon.
Here is a key:
Buff.
Nerf.
Note.
Bug fix.
Fire Orb has slightly less ending lag. (applies to , whose version is named: Mega Capsule)
Super Jump covers slightly more distance. (applies to )
Scalding F.L.U.D.D. covers marginally more distance.
Bouncing Fireball now has Mario's Fireballs ending lag, which is significantly less. It is still slower than Luigi's default Fireballs.
Floating Missile deals slightly less damage.
Fiery Jump Punch has slightly less landing lag.
Mach Cyclone has launches opponents in a slightly upward angle, which slightly harms it's KO potential. (applies to , whose version is named: Soaring Tornado)
-------------However it is easier to button mash to reach the maximum height. (applies to )
Clothesline Cyclone's initial hits are stronger semi-spikes, in addition of having less ending lag and slightly less start-up. Slightly easier to button mash. (applies to )
Toad's appearance now accurately matches the counter frames to Sleepy Toad.
Grumpy Toad deals more knockback and damage (8% -> 11%), and covers more range. It now has the other variations ability to drift in midair.
Flower Bomber's hip bash deals noticeably more damage (4% -> 14%), now making the move's damage output accurately outweigh the default's.
Parasol High Jump transitions faster, as well as having the default's startup and landing lag.
Heavy Veggie travels slightly farther, which means that it can function as a "proper projectile". It takes marginally less time to pluck.
Fire Shot is no longer transcendent.
-------------However, it now beats out weaker projectiles like an uncharged Charge Shot and Sheik's Needles.
Fire Roar's sourspots now flinch the opponent, as well as the move itself dealing slightly more damage.
Dash Slash and Dash Slam no longer has the default's autocancel windows.
-------------However, the landing lag for both is minimal.
Flying Fortress's single hit has more knockback, improving it's safety. (FYI: the move has a hitbox despite the description saying otherwise)
-------------The move now properly rises in the air while Bowser sustains knockback.
Sliding Fortress has the default's startup, giving it the default's OOS shield capabilities.
Turbulent Bomb has the default's startup on the ground, as well as larger windboxes upon landing.
Lick has marginally less KO power.
High Jump has slightly more horizontal momentum, though not as much as the default.
Timed Egg Throw's egg now has a travelling hitbox (deals 2% and merely flinches), although it still passes through opponents and has a timed pattern. The explosion has a larger hitbox, as well as more damage (9% -> 12%).
Star Bomb's star appear sooner, improving the move's safety.
Crushing Bomb has slightly less startup, as well as the grounded variation being able to break shields in one hit like the default.
Luma's reappearing hitbox in Luma Warp is removed.
-------------The move now transitions even faster.
Power Luma Shot has more knockback, now KO'ing in respectable percents if fully charged.
Shooting Star Bit travels slightly less distance.
Launch Star Plus has slightly less ending lag (not landing lag, as there is a brief delay before Rosa can move freely after the ascent).
Launch Star Attack covers slightly more distance, with it's hitboxes adjusted so that it will still connect reliably.
Catch & Release has a much larger/stronger pullbox and more knockback, making it a very practical move for specifically edgeguarding.
Piercing Cannon has slightly less startup, with significantly less endlag (which is now faster than the default's, although not as fast as Air Cannon), as well as slightly more shield pressure (although not as much as the default's).
Koopa Drift now has the default's KO power.
Grounding Dash now has less startup and the default's ending lag, the former improves it's recovery potential (although still inferior to the default's) while the latter properly gives Jr. followup potential if the move lands a bury.
Koopa Meteor can now snag the ledge upon ascent.
Impatient Mechakoopa grabs and explodes on the opponent midair, repurposing it to be a proper projectile. (Note: it doesn't attach to shielded opponents.)
Big Mechakoopa cannot be grabbed and it's hitpoints have increased. This makes the move function more like a shield, improving his nuetral game.
-------------However, Bowser Jr. cannot use it a flung projectile either.
Inhaling Chomp has marginally more range.
All of Garlic Breath's hitboxes now stuns opponents on the ground, and now launches airborne opponents (although it has weak set knockback and is a single hitbox). The move now has the default's ending lag, offering easier setups, as well as ignoring shields if the opponent is close to Wario (it has no effect on shielded opponents away from Wario, which is where he can get punished the hardest). The move now has Inhaling Chomp's range.
Widescrew now has the default's travel distance, while still being horizontal.
Corkscrew Leap travels slightly farther and has increased speed (although startup remains the same).
Chopper Kong has slightly improved horizontal distance, as well as moving ascending slightly faster.
Kong Cyclone has less KO power in the air and it's soft landing (where it receives minimal ending lag) has slightly increased ending lag. Both variations has slightly less frames of super armor (particularly towards the end).
Both variations of Hand Slap deals slightly less knockback.
Exploding Popgun's explosion has covers noticeably more range up-close, and charges up slightly faster. Uncharged hits deal more damage (1% -> 4%).
Jumbo Peanuts now cap at 21% fully charged, rather than 11%.
Back Flip's kick deals more knockback in order to most effectively force edgeguarding situations.
Flying Monkey Flip transitions slightly faster.
Rocketbarrel Attack deals slightly less knockback.
Rocketbarrel Kaboom now travels farther than the default.
--------------However, collision with him as he travels deals less damage (6-8% -> 2-4%).
Instead of being launched, getting hit by Battering Banana Peel now puts you in a short tumble, allowing for better followups.
--------------To compensate, it has somewhat slightly more startup.
XXL Chef's food deals slightly more damage, with the actual pan being stronger (making it a somewhat situational, but deadly edgeguarding tool beyond merely gimping short ranged recoveries like the default).
Extreme Judge's ones doesn't deal recoil to Game & Watch if the move whiffs. Nines now have the defaut's shield damage.
-------------However, ones still does recoil if it hits the opponent's shield (or a hurtbox like SV's balloon).
Trampoline Launch deals less knockback at the apex.
Efficient Panic has marginally more range.
Guard Breaker now properly travels it's distance if used out-of-knockback.
Tornado Uppercut travels even farther.
Rising Smash's two hits connect to each eachother much more reliably.
Dash Counter can now hit opponents in front of Mac, as a result of it's windbox being removed.
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