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If you could create a custom move...

MarioMeteor

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If you could create a custom move for a character, what would it be? I know a lot of the custom moves in this game are underwhelming.
 

CyberHyperPhoenix

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Reposting Ryu stuff from ages ago:


1. Hadouken: Fires a blue Ki fireball. Tap special for lighter version.*


2. Denjin Hadouken: Fires a yellow tinted Ki fireball which stuns opponents for a short time. Hits twice and is effective against shields and breaks Heavy Armour and some Super Armour.


3. Gou Hadouken: Fires a Dark Purple Ki Blast that is stronger than normal, but has shorter range. Fires diagonally in mid-air and two smaller fireballs can be thrown while in midair.


*Applies for all versions of the move.


1. Shoryuken: A strong rising uppercut that can be cancelled for a few normal moves. Tap special for lighter version.*


2. Flame Shoryuken: A shorter Flaming Shoryuken that does more hits based on the lighter or heavy versions.


3. Dragon Smash: Slightly weaker than the normal Shoryuken, but with a meteor attack at the apex of the attack.


*Applies for all moves.


1. Tatsumaki Senpukyaku: A hurricane kick that strikes once, but hard. Tap special for lighter version.*


2. Tatsumaki Gorasen: A multi-hit hurricane kick that spins upwards and end in a swift, but powerful kick that is also a meteor smash. Spins across like normal in the air.


3. Shunpukyaku: A twirling kick that rises and floats back down while spinning that also ends in a launcher kick for follow up combos. Also good against shields.


*Applies for all moves.


1. Focus Attack: Ryu gets into a stance and unleashes a powerful punch forward punch. Super Armour last for one hit the during charge, can tap forward or back to dash in respective direction (FADC) and can be reversed.


2. Red Focus: A Focus Attack that flashes Red and will take damage upon activation and more will be taken the more it is used. During the start up it has unlimited Super armour during the entire charge. Any damage taken will be halved. FADC possible.


3. Counter Focus: A focus attack that acts as a normal counter. Any damage taken will be halved and will slowly deplete back too original %. FADC possible.

 

MarioMeteor

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Shield Breaker - Works just like the Hero-Kings' neutral special. Weaker, but can break shields.
Boom Blade - You can't charge it, you'll get the almost fully charged version no matter what, along with 15% recoil instead of none, but obviously it's incredibly strong.

Two-Step Dance - You only get two opportunities to swing, the opening strike and the final hit, but the effects are more accentuated. Forward has powerful knockback, down deals heavy damage, and up has decreased knockback and little ending lag.
Wind Dance - All hits do minimal damage and knockback, regardless of whether or not you hilt it or what combination you use, but all hits produce windboxes, with the last hits being the most powerful. Using combinations won't augment the power of the windbox, but rather the direction.

Precise Counter - Increased starting frames and decreased active window, but the counter is very powerful.
Swift Counter - The counter is lighting-fast, and so is the hit. It knocks opponents towards you, which allows you combo them from the counter.

Comet - More startup than Blazer, and less directional control, and it only hits twice, but the last hit spikes opponents powerfully.
Hot Air - You get a larger jump and more control, but you can only hit opponents once. Knockback depends on when you hit them, hitting at the start will send them sideways, and hitting towards the end will knock them up.
From another thread.
 

Buffoon

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[Neutral B] Melee Shield Breaker (:4marth:/:4lucina:) - An overhead slash with more attack range and KO power than the default. Does not grant any momentum when used midair.

[Neutral B] Sonic Wave (:4sonic:) - Fires a shockwave that travels a fair distance. Projectile shoots diagonally when used midair.

[Side B] Axe Kick/Sonic Eagle (:4sonic:) - A leaping somersault into a powerful overhead kick. Hold Special button for further jump distance.

[Down B] Ordinary Book (:4robinf::4robinm:) - Drops a book at Robin's leisure; does not effect the durability of other tomes. Has significantly less launching power than a tome that's run out of uses.
 
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Indefinite Minimum

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I'd give Dark Pit the Black Club as a Side Special.



Imagine him swinging this massive thing overhead with super armor to bury his opponents.

Pit could so something similar with the Atlas Tower.



Only his would be more of a jab that launches people horizontally.
 

David Wonn

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A couple options come to mind off the top of my head:

Samus's existing (almost useless) custom Melee Charge Shot should have been replaced with a beam from the Super Metroid era, such as the Spazer or Wave Beams. Imagine having the ability to hold B to charge it while walking / running as she could in the Super NES classic. The drawback of course would be decreased power / knockback over the fully charged standard default charge beam to compensate.

I also wish Wario had a custom bike option that would mimic the physics of his Brawl version. That is, he could more quickly dismount the bike as he could in Brawl and attack with the tires from a broken bike, but increase the time it would take to spawn a new bike, and lose the ability for a moving riderless bike to damage opponents.
 

ZenJestr

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Ganon's Neutral B should have a variant that shoots out a slow moving projectile the size of that purple magic flame thing that appears during the "punch" portion of Warlock Punch (so there's Warlock Punch, Warlock Blade, Warlock Wave?). the DownB variant that isn't the Dropkick (aka what his standard should be tbh) should have him jumping up similar to the Dropkick but doing an aerial kick downwards so we get that landing animation that looks like he punched the ground. this will cause a shockwave that breaks shields and sends people straight up. total range of the shockwave should be the same as a standard Wizkick but put Ganon in the center of that so basically half of a Wizkick length on either side. either make Dark Fists his standard UpB or make Dark Dive a damage dealer, racking up to 25% or something like that on the grab.

Samus needs to be completely reworked to be more in line with her actual games.

B1 - standard - if you have a full charge, performing a DownB expends the charge but you drop like 6 bombs and if you double jump you do a Screw Attack (item version not her UpB) but it won't expend the charge.
B2 - Wave Beam (shoots a wavy beam similar to (Dark)Pit's arrows. can pass through walls and foes and travels 2/3 the length of Final Destination. the length of the beam itself is increased the more charge you give it. does not flinch opponents unless it has full charge, at which point it will have the same hitstun and knockback as Falco's lasers)
B3 - Spazer (cannot charge but can shoot at a similar rate as MegaMan's jab. shoots 3 projectiles ("stacked" vertically) each doing 1.5%. can aim diagonally)

UpB1 - standard
UpB2 - this variant of Screw Attack works similarly to her games. you get 2 "jumps" that require manual inputs of the B button. travels horizontally. each spin is a single hit, not a multi-hit like her standard Screw Attack, but does a lot of %
UpB3 - ok this has nothing to do with her games but I think it'd be cool. ok you know how Duck Hunt has that one custom that shoots the can back and forth in a zigzag pattern? ok like that but for the Screw Attack. you get 5 "jumps" with the final hit being a meteor.

SideB1 - standard - less endlag on standard missiles. super missiles do more % and shield damage
SideB2 - Ice Missile (basically works like Lucas' PK Freeze in Project M, a super missile can freeze them, which is the only difference between a soft hit and a strong hit. they both travel in a straight line)
SideB3 - keep that missile that hovers a bit before darting forward really fast

DownB1 - standard
DownB2 - keep the one that trips I guess or change it to Boost Ball that's basically Sonic's Spin Dash 2.0. or give her mines idk
DownB3 - Power Bomb - drops one big bomb that erupts with a similar animation as the Smart Bomb item (but isn't as ridiculous when it comes to damage and knockback).


Mewtwo:

B1 - standard
B2 - Aura Sphere (actually works similarly to an in-game Aura Sphere. you can't charge it but it homes in on the nearest target. travels and executes quickly. endlag is significant enough so you can't spam it)
B3 - Fire Blast (does a lot of damage but has less range. does a big burst of damage while it's traveling but at its max travel distance it will "dissipate". this dissipation animation is multihit but ends up doing the same damage)

UpB1 - standard (no longer enters freefall. so basically PM Teleport)
UpB2 - this version of teleport takes the opponent with you but has less range. no freefall
UpB3 - whoever is in the area where Mewtwo will teleport to will switch places with M2 and will be pushed downwards. only travels straight up. does have freefall.

SideB1 - standard
SideB2 - Light Screen (places a wall of light the size of Palutena's Reflect. only 1 per user. lasts for 10 seconds. projectiles that pass through the wall will do no knockback/hitstun.
SideB3 - Psychic (a command grab that does a lot of damage but has set knockback and enough hitstun so you don't get Fair'd in the face once it's over)

DownB1 - standard (quicker on startup but a little more endlag to compensate)
DownB2 - Will-o-Wisp (shoots out a purple flame that causes your opponent to take residual damage for 10 seconds (2 to 2.5% per second). slow on startup but no endlag)
DownB3 - Thunder Wave (shoots out a wave of electricity that causes a grounded target to move slower for 5 seconds (as if a Clock item was activated). aerial targets get paralyzed with the same effect as Zamus' stun gun thing. duration dependent on damage)
 

SimonBarSinister

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Samus's existing (almost useless) custom Melee Charge Shot should have been replaced with a beam from the Super Metroid era, such as the Spazer or Wave Beams. Imagine having the ability to hold B to charge it while walking / running as she could in the Super NES classic. The drawback of course would be decreased power / knockback over the fully charged standard default charge beam to compensate.
I still can't believe that some of her most notable beams were left out of Smash. What was wrong with having her signature Ice Beam or her powerful, short-ranged Plasma Beam? Or any of those you mentioned would've been fine. The stuff we have right now kinda feels like a slap in the face.

Anyway....

Some ideas off the top of my head:

:4tlink:: One of his Up B's could be the Deku Leaf. In air he'd rise up a short distance then start gliding forward. On ground it would launch a gust of air.

A fun Down B would be the Skull Hammer. Flatten(or bury) targets with an overhead swing or blow them away with a side swing.

He should've had an Ice Arrow to compliment the Fire Arrow.

:4mario:: He should be able to toss the high arc hammers from the Hammer Bro suit as a Neutral B.

I know he has the cape as Side B already, but why not use it as an Up B to rise up momentarily then nosedive onto someone for massive damage?

F. L. U. D. D. has more uses than a spray nozzle as well. The Turbo Nozzle as a Side B would help him blast through opponents and anyone behind him gets pushed aside.

:4link:: Wrecking Ball as a Side B. What more needs saying?

The lack of Bomb Arrows disappoints me.

Might post more ideas later.
 

Xandercosm

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I'd like if Mario had an up-special where he would use F.L.U.D.D. like a jetpack just like in Super Mario Sunshine. It could make his recovery much more powerful and maneuverable but he would lose the damage that his normal up-special does. Also, in the air, it would push opponents straight down when above them, meaning you could use it as a spike, as well.
 

MarioMeteor

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It was a dissapointment what they did with Samus. I'd like to see something like this for her Charge Shot.

Neutral 2 - Ice Beam - uncharged it's a quick bolt of energy that does 3% and inflicts minor flinching. Fully charged it's a stream of frost that deals 10% and freezes enemies on contact.
Neutral 3 - Diffusion Beam - Upon pressing the B button, the move will automatically fire a red blast of energy that explodes after either hitting an opponent or traveling a set distance, after which it will release shrapnel that can damage enemies it hits. The explosion does 30% and the shrapnel does 15%.
 

Vapo

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It would be cool for :4jigglypuff: to get a Rest custom (replacing Wakey-Wakey because that move is useless) that heals her a bit, canon to the games. For example something like mediocre knockback, 10% damage but heals 20% if landed.
 

MarioMeteor

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It would be cool for :4jigglypuff: to get a Rest custom (replacing Wakey-Wakey because that move is useless) that heals her a bit, canon to the games. For example something like mediocre knockback, 10% damage but heals 20% if landed.
What are you talking about? Wakey-Wakey is the best move in the game.
But what I want is a Rest counter. She goes to sleep with no hitbox, but if you hit her while she's sleeping, she explodes and does as much damage as Rest with horizontal knockback.
 

Xandercosm

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What are you talking about? Wakey-Wakey is the best move in the game.
But what I want is a Rest counter. She goes to sleep with no hitbox, but if you hit her while she's sleeping, she explodes and does as much damage as Rest with horizontal knockback.
But any competent player would just avoid attacking her while she's asleep.
 

Khao

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I was kinda dissapointed in general by the custom moves to have different stats rather than being new moves as a whole. They don't even have to be completely different in terms of mechanics, but at least make them more interesting visually.

Like...

Mario:
Neutral Special 1 - Fireball: We all know what this thing does already.

Neutral Special 2 - Hammer Throw: Throws a hammer diagonally. Barely moves horizontally, but falls down until it hits something. Should be stupidly strong. Based on the Hammer Suit power up.

Neutral Special 3 - Boomerang: Self explanatory. Based on the Boomerang Flower power up.

Side Special 1 - Cape: Blabla.

Side Special 2 - Raccoon Spin: Performs a nearly-instant, full-body spin with a raccoon tail that's summoned on the spot. The tail slightly damages opponents and causes them to trip. Can't be used as a reflector, but actually helps with recovery like it used to.

Side Special 3 - Cape Jump: Serves as recovery only. Mario holds his cape like a parachute and uses it to propel himself forward, just like in Super Mario World. Doesn't put you in special fall, but you can only do it once before touching the floor once again.

Down Special 1 - F.L.U.D.D.

Down Special 2 - Mario Tornado: Why the heck didn't this happen?

Down Special 3 - Ground Pound: Similar to the Bowser and Yoshi's down specials. Oviously from Mario 64.

Up Special 1 - Jump Punch.

Up Special 2 - Spin Jump: From Super Mario World. This one has a few different mechanics. It causes absolutely no damage unless you actually stomp on someone, but spikes the opponent. Also causes Mario to bounce once again into the air if he stomps anything, including characters, items and projectiles.

Up Special 3 - Wing Cap: Mario's cap grows wings and shoots him into the air. Then he'll slowly glide down and forward.

There's a ton of moves that could be potentially interesting as custom moves. I actually think that what they did was still pretty fun, but man, it could've been so much more.

Also, where's my custom Final Smashes, huh?
 
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BradLeeTee

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I'd love to replace one of Fox's useless shine customs with one that would allow him to jump out of it in exchange for not being able to reflect projectiles.
 

Mad Space

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I'd give Sonic a new down special that acts like Sonic's flame somersault from Sonic Adventure 2.
 

SimonBarSinister

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:4samus::
Neutral 2: Ice Beam. A slower moving variant of the default beam. Can freeze at high charge levels.

Neutral 3: Plasma Beam. The powerful, high-speed, short-ranged fiery beam. Can go through targets with a full charge.

Side 2: Diffusion Missile. Long startup, but more powerful/larger explosions.

Side 3: Seeker Missile. Startup is based on how long the button is held. Longer charge = more missiles.

Up 2: Shinespark. A dash that can blast through targets. Can launch in multiple directions. Hitting a wall would result in a crash landing(think of :4luigi:).

Up 3: Space Jump. No damage, but can jump multiple times.

Down 2: Boost Ball. A dash in Morph Ball form that would impact a target and bounce away from them.

Down 3: Hyper Ball. The Morph Ball unleashes a discharge that can trap targets for a moment then launch them away.

:4lucario::
Neutral 2: Focus Blast. A full-power burst of energy that leaves him quite vulnerable while he's starting it up.

Neutral 3: Dark Pulse. Unleashes a field of dark energy around him. Similar in concept to :4palutena:'s heavenly light, but with less range and actual launching power.

Side 2: Brick Break. A decently powerful chop that has shield-breaking properties.

Side 3: Bone Rush. A combo-type move that requires timed button presses to complete.

Up 2: Hi-jump Kick. A powerful soaring kick. If he hits a wall/ceiling with it, he'll take damage.

Up 3: Sky Uppercut. Sure, why not?:troll:

Down 2: Metal Sound. Emits a close-range sound wave that will stun targets momentarily.

Down 3: Calm Mind. Enters a state of concentration to boost the potency of his special moves while reducing that of incoming specials.

That's all I have for now.

Give Bowser his Klaw back from Melee. That move was awesome!
Isn't that already one of his alt. specials?
 

Frizz

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:4robinm:/:4robinf::

Thunder alts:
  • Katarina's Bolt: Less powerful, but more durable and quicker.
  • Mjölnir: Extremely powerful, but only one durability point and slower.
Arcfire alts:
  • Micaiah's Pyre: Less powerful, but more durable and quicker.
  • Valflame: Extremely powerful and great range, but less durability and slower.
Elwind alts:
  • Celica's Gale: Cannot meteor smash, but higher launching distance.
  • Forseti: Extremely large meteor smash hitbox, but slow activation time and duration time.
Nosferatu alts:
  • Grima's Truth: Does not heal, does not trap, but stronger, with slightly more durability.
  • Mire: Does not heal, does not trap, but EXTREMELY long range.
Bear in mind that they all have different animations and Robin shouts out their respective names too.
 

SimonBarSinister

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Nope. In Melee it basically acted like a normal grab without a pummel that could be used in the air.
To be specific, the Koopa Klaw had two forms of attack. One was a strike that would just slash the target if they weren't in grab range. The other is the grab attack, in which :bowsermelee: could bite the target multiple times and then toss them away.

EDIT: The alt. special he has in Smash 4 is more or less like the first method, just with a dash.
 
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Pixel_

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Kirby with specials based on his powers in the games would be awesome, though I can't think of anything from the top of my head. Same with all the Pokemon.
R.O.B. also needs a side special that's either a reflector that's actually good, or just a side special that does absolutely nothing.
(that would actually be cool with Yoshi, too, reflector included)
 
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MarioMeteor

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Kirby with specials based on his powers in the games would be awesome, though I can't think of anything from the top of my head. Same with all the Pokemon.
R.O.B. also needs a side special that's either a reflector that's actually good, or just a side special that does absolutely nothing.
(that would actually be cool with Yoshi, too, reflector included)
I always wanted Beam and maybe Cutter or Bomb for neutral and Tornado and Hi-Jump for up.
 

Kenith

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:4lucina: - I'd love if Lucina got a 4th variation of each special uniquely hers, tailored around the fact she has no tipper.
Here's my picks:

Neutral :GCB: - Javelin Toss - Same animation as Shield Breaker, but she throws a javelin that flies forward instead. It would be great for a lot of things, mainly approaching.

Side :GCB: - Dashing Dancing Blade - Does next to no damage, but moves Lucina forward both on the ground and in the air as she uses it, and has very little lag.

Up :GCB: - Double Dolphin Slash - Lucina does a shorter Dolphin Slash but then can do a second slash, similar to Shulk's Air Slash. The animation for the second slash is the same as forward air but faster.

Down :GCB: - Gale Counter - A Counter that doesn't do damage, but is easier to activate and pushes opponents away with a gust of wind from either side.
 

LancerStaff

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Kinda wish the different customs on the angels were all different weapons from the same class at least... Although, that might of been where Electroshock came from.

While I'm at it, they could of instead let us choose weapons (or a set if it'd be too much) for characters that use them. For example, Ike could of used the Alondite for more power and less recovery, or Shulk with the junk sword where he'd get a different Nspecial and better frame data at the cost of Monado arts.

Yeah, customs could of been a lot more, but they weren't ever implied to be. Considering they were planning four additional custom specials for each character, it seems that they were thinking more about quantity instead of quality.
 

SimonBarSinister

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Yeah, customs could of been a lot more, but they weren't ever implied to be. Considering they were planning four additional custom specials for each character, it seems that they were thinking more about quantity instead of quality.
If there is a Smash in the future, I hope the team is willing to go deeper with the idea. The characters have so much unused potential as it stands right now.
 
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LunarWingCloud

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For :4mewtwo::

Neutrals
1. Psybeam - also chargeable, but fires a beam similar to R.O.B.'s neutral B, but slower. The beam would get stronger based on the charge, almost like Robin's neutral B.
2. Aura Sphere - like Lucario's, including the damage increased based on your own damage. Has less distance but overall stronger.

Sides
1. Psychic - doesn't push Mewtwo as far forward if used in the air, if used on opponent causes knockback instead of flipping them, can be used as a KO move
2. Kinesis - lasts longer but has slightly longer endlag. If it catches the opponent acts similar to Robin's Nosferatu, but doesn't heal Mewtwo. If used in the air will push Mewtwo a considerable distance forward, longer than Confusion.

Ups
1. Double Teleport - similar to Pikachu's Quick Attack, can be used in two different directions, but there's slightly longer startup, and the two Teleports must be angled at least 38 degrees differently
2. Shadow Teleport - doesn't travel as far, but has a shadowy hitbox both at the start and end. If the opponent is hit by the initial hitbox and is in the air they're spiked downward. Higher endlag than Teleport.

Downs
1. Future Sight - Acts like a Counter, but instead dazes the opponent and doesn't deal knockback or damage on its own. Longer endlag than Disable.
2. Calm Mind - Instead of dazing the opponent at all, acts like Wii Fit Trainer's Deep Breathing, and will buff Mewtwo's knockback and causes the knockback received to be decreased for 10-15 seconds, but effectiveness will be decreased based on the stale-move negation formula.
 
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Wintropy

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:4ganondorf:

Neutral-b - Warlock Volley: A faster thrust that releases a projectile of pure darkness. It's powerful, travels fast and can be reflected back and forth between Ganondorf and his opponent(s).

:4falcon:

Neutral-b - Falcon Blast: A faster punch that releases a fiery projectile. The projectile is powerful, but has short range.

Side-b - Raptor Assault: A dashing uppercut that hits multiple times before sending the opponent upwards. Its knockback is much weaker, but it does more damage overall.

Up-b - Burning Dive: Releases a pair of fiery wings upon jumping that damage nearby opponents. It travels quickly and defends Falcon from harm, but it has short range and doesn't grab.

Down-b - Slip Kick: A kick that can be canceled into a vanish by pressing B. Falcon is intangible when vanished, and pressing B again will cause him to reappear and finish the kick.

:4peach:

Down-b - Veggie Surprise: 10% chance of producing a random item (in order of rarity: POW Block, Beam Sword, Mr Saturn, Bob-omb), but it's slower to pluck and otherwise produces nothing.

:4dedede:

Side-b - Waddle Dee Toss: Only throws Waddle Dees, which do minor damage, can be used as mobile shields and can't be reflected. It stands totally still and only one per Dedede can be on-screen at a time.

:4samus:

Side-b - Ice Missile: Fires a missile that does minor damage and freezes the opponent instantly on contact. Its effect is the same no matter what input is used.

:4sonic:

Neutral-b - Bounce Attack: Shoots straight down instead of dashing, bouncing back up when it connects. Pressing B will cancel the momentum.
 
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D

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:4bowser:

Koopa Klaw - Would function between a mix of Melee and Project M. When someone is grabbed, you can do bites on them that do great amounts of damage. when you make the control stick go in any direction, they will be thrown dealing high damage and knockback. The down throw when done offstage or near a ledge would be a meteor smash.

:4pit:

Side special variants - Most of his arms from Uprising would be awesome to compliment Upperdash Arm, particularly Taurus Arm, Kraken Arm and Phoenix Arm.

:4darkpit:

Dark Pit Staff - It's his Final Smash already, but I don't even currrrr. It'd be a custom for his neutral special, and function like it does in Uprising. Homes on opponents and does much more damage at long range, weaker at close range and the B button can be held for continuous fire while causing no hitstun and doing less damage.


that's all I can think of right now... I'm lame lol
 

MarioMeteor

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:4dedede:

Side-b - Waddle Dee Toss: Only throws Waddle Dees, which do minor damage, can be used as mobile shields and can't be reflected. It stands totally still and only one per Dedede can be on-screen at a time.
I always did want Waddle Dee Toss back, but more like it is in Brawl-.

Doing a side special will send out either a Waddle Dee or a Waddle Doo. Two Dees or Doos can be out at one time. Simply tapping side and B will throw one, while holding it will make it attack. If two are out, both will attack, Waddle Dees with a large hop that does 2% but large knockback, and Waddle Doos with their beam attack that hits six times for a total of 12% and minimal knockback. If a thrown Dee smacks an opponent, they'll receive 5% and small knockback. If a Doo hits them, they'll receive 3% and smaller knockback, but it does massive shield damage. Dedede has a 1/4 chance of throwing a Waddle Doo and 3/4 chance of throwing a Waddle Dee. Trying to throw a third minion will erase the oldest minion and throw a new one.
 
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Joined
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NNID
Ridleylash
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:4charizard:
Neutral B: Fire Blast (replaces Fire Fang) - A more powerful version of Flamethrower that has a shorter range, but causes flinch and can combo effectively.
Up B: Dragon Ascent (replaces Fly High) - Goes the same height as Fly High, but still does damage like normal Fly and has super armor.
Side B: Head Smash (replaces Blast Burn) - Has no fire elements, but is more powerful than normal Flare Blitz; though it still deals damage, which is half of what Flare Blitz does.
Down B: Eruption (replaces Sinking Skull) - Smashes a volcanic rock, which causes it to erupt with magma and shatter, dealing fire damage on top of normal damage. Is slower than Rock Smash.
 

Uncle Tonkle

Smash Cadet
Joined
Oct 7, 2015
Messages
26
If this counts as a custom I'd give Jigglypuff an entirely new neutral B: Jiggly throws her microphone that stays as an item. Seriously, Jiggly would be so much better with an item. Maybe z drop into Pound could be a shield break (unless power shields) and it could generally just make her game a lot safer and actually sort of reliable. Maybe it could also increase Sing range when she has it so that move isn't as terrible as it is now. I don't care for rollout in this game anyways, so yeah.
 

Kaladin

Stormblessed
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Dec 27, 2014
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1,167
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Earth
NNID
Toobu_me
Disclaimer: these aren't based on canon/what I think would fit the character as a character, so much as they are me thinking about how a character would work with a given move. It's interesting.

:4bowserjr:The "I can now control neutral by punishing every option but jump with only projectiles, thus allowing me to setup into reads/landing traps! Yay!"

Neutral B: 15 frames startup, 30 frames of end lag. Fires a net-like thing that moves a bit faster than Falco's laser. Except... The projectile is a command grab. On-hit it does 6%, and has a wrap-up effect that is functionally identical to stun, but visually different. This, plus Mecha Koopa would make the character so interesting and scary. (I only dabble in the character. The frame data is intended to be so that it's unsafe on whiff at close and mid range [mid range moreso against fast characters] if you don't have something like a MK out, but on hit you should still be able to get there and follow up with clown car.)

:4megaman: The "Kaladin is amusing himself and procrastinating by thinking of silly ways to over centralize various characters around one or two moves, and pondering how the interesting non-broken customs he dreams up would impact the character competitively."

Up B: Frame 1. Invincible. Does 5%, never kills. The hit box is out for 3 frames. Invincibility lasts until frame 3. Knock back angle like Jiggly downsmash. The hit box is a sphere around megaman, comparable in range to Mario's downsmash/about half of lemon range. If used grounded, like Link's up special, it won't send Mega Man anywhere, rather, it will leave him grounded with 10 frames of ending lag. If used in the air, invincibility lasts only for the first frame, the move gets slightly less distance than Luigi's up B. If you hit with the "sweetspot", that is only active for 3 frames regardless of whether or not it was used in the air, hit characters will be reversed as if they were hit with Mario's cape. It has 30 frames of landing lag, and heavy RCO lag. This move, barring using it out of a short hop and landing into the character you hit, will be safe-ish on hit past 30%, actually safe on hit past 60%, barring someone like Pikachu with good bust movement, or someone like Samus with a fast projectile having the presence of mind to punish you. Hmm... This move'd be super interesting. It'd give MM a good OoS and CQC option, in exchange for gimpable recovery.

Neutral B: Picture a fully charged Greninja neutral B. Now picture it doing 7% (Ish? idk. I don't play megaman), having knock back scaling comparable to needles, and going as far as/having the hit box of metal blade. That is the attack. Multi-hit metal blade the carries you. It would also be slightly laggier than normal metal blade, and can be SDI'd out of, but only past ~60%.

Side B: It's the crash bomb, but it fires at an angle like Robin's arc fire. It sticks to the ground. Explodes upon contact with an enemy, or after 12 seconds, which ever comes first. Explosion hit box comes out on frame 10, with frame 1 being the frame of contact with enemy/the frame 12 seconds runs out on. It does 10% damage, and never kills. Knock back scaling/angle comparable to TL bombs. The relatively slow hit box, at frame 10, means this would be used primarily for mind games/covering your unsafe option/general shenanigans, rather than actually hitting with it often. (Obviously, most characters could dash over it safely.)

This is fun.

(I wouldn't actually want the MM ones in the game. Just an interesting thought.)
 

Conn1496

Smash Ace
Joined
Jan 5, 2015
Messages
692
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Sheffield, UK
3DS FC
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(Wow, it's hard to come up with these.)

:4roy:
- Neutral-B, Scalding Cannon - Not chargeable, fires a blast of water that lingers at roughly 1/4 FD distance for a short while, pushing foes back and dealing up to 5% damage.

:4robinf:
- Up-B, Arcwind - Fires 1 projectile downwards, but can be used up to 3 times in the air. Each hit spikes, though each hit does not gain much height, and uses up 1 charge of the tome. Each use is similar to that of the first hit of regular up-B 1 (Elwind).

:4ganondorf:
- Neutral-B, Warlock Orb - Charges up, taking a similar time to Warlock Punch, then punches dealing around 10% damage and releasing a dark, slow moving, powerful projectile that ensnares and carries foes slowly backwards over around 1/3 FD distance, dealing around 20% max.
- Down-B, Warlock Lunge - The move always kicks forward, regardless of position, can be used multiple times in air, does not travel as far. Reduced damage, start-up and endlag, hits opponents horizontally.

:4olimar:
- Neutral-B, Surprise Pluck - Pikmin are plucked at random.
- Neutral-B, Hammerspace Pluck - Pikmin can be plucked anywhere, but slowly and they are notably easier to kill, similar to both Explosive Pluck and Hardy Pluck.

:4dedede:
- Side-B, Waddle Doo Toss - Always throws a Waddle Doo. They act identically to how they do in Smash Run. Only two can be active at a time. (I just miss throwing Waddle Doos. T-T)

:4gaw:
- Side-B Counting Judge - Game & Watch holds up his hammer and sign, then strikes - unlike regular judge attacks, the effect is determined by how long the attack was charged for, counting up until reaching [9] every 7 frames, where it can be held at [9].

(I'm awful at designing these things. :'v)
 

L1N3R1D3R

Smash Lord
Joined
Aug 4, 2015
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On my Switch
Switch FC
SW-3822-0133-6917
:4gaw: Side B: Order Judge

Every time you use it, you get the next number up (goes back to 1 after 9). The 9 isn't as devastating as usual.
 
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Furret24

Smash Master
Joined
Feb 28, 2015
Messages
3,576
:4gaw:
Neutral Special: Parachute (replaces XXL Chef)
Basically his or nair from Melee but mapped to his nair. He loses his projectile, but gains a powerful aerial kill option.

Side Special: Hammer (replaces Extreme Judge)
Inspired by the way Judge acts in Home Run Contest, this variation of Judge only displays 6. However, the move is faster, has more range, and 6 in particular is stronger (12% -> 14%). It's a far more consistent move in it's reward, but it also loses the bonus effects of the other numbers, such as the apple-producing 7 and the incredibly powerful 9.

Up Special: Fast Fire (replaces Heavy Trampoline)
This version of Fire is similar to Melee Fire while also having changes unique to itself. As the name would suggest, Fast Fire sends Game and Watch up noticeably faster than standard Fire. It also gets more height. The hitbox starts on frame 1 and has invincibility frames from frames 3-10, making it an effective combo breaker. It also does more damage than standard Fire (6% -> 10%, which is still less than Heavy Trampoline) and sends opponents at an upward angle, making it an effective kill move near the upper blastline. However, like in Melee, it lacks a parachute and leaves him in a helpless state afterward, making him vulnerable if it misses.

Down Special: Stalling Bucket (replaces Efficient Panic)
This version of Oil Panic cancels all momentum in the air, essentially bringing back Bucket Braking. The bucket's attack is slightly weaker though.
 
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