Maple42
Smash Apprentice
- Joined
- Oct 4, 2014
- Messages
- 150
With all the hubbub on custom moves, I thought now would be an excellent time to address our process of selecting the combinations we deem worthy of our elusive 10 spots.
When we look at custom moves, we first look for upgrades; what is better than the original? An example of this is Robin; the first set is 2111, with Thunder+ being the top choice. While I do believe Thunder+ is better than both Thunder and Speed Thunder, therefore making it the best choice, I do not think it is the correct choice.
Wait, what?
What may be the best move may not be the correct move for that character. Thunder+ provides boosts to all of Thunder’s attributes, requiring a measly increase in loading time. It lends all variants of the Thunder tomes extra damage, and renders Thoron a great killing move. However, perhaps it is not necessary for Robin to achieve this, despite the obvious improvements.
Obviously, Robin is a zoner; at first, one might think that a zoner’s goal is to inflict damage via projectiles. As such, Thunder+ would most definitely be the most correct choice for Robin. I suggest that the entire notion of zoners doing damage via projectiles is incorrect; I hold that projectiles are only tools to make your opponent predictable. Your goal as the zoner is to make your opponent only have one possible move left, and to punish that move as hard as possible.
Why do I bring this up? If our definition of the role of a character is incorrect, and we decide which customs to use on those false notions, then we are not using that character to their full potential.
If we are using Robin’s projectiles to actually damage the opponent rather than trying to force them into a checkmate (haha) position, then Thunder+ is the correct decision. If I am correct in thinking that we are not using Thunder or its variations to do damage, then Speed Thunder or Thunder is correct. My argument may be faulty on the use of Thunder+, but my point still stands: as a community looking to optimize a character, we look only at the “best” variation of a move, without regard to the role of the character. We should look for the “correct” choice instead, the one at which lends itself to furthering that character’s goal.
When we look at custom moves, we first look for upgrades; what is better than the original? An example of this is Robin; the first set is 2111, with Thunder+ being the top choice. While I do believe Thunder+ is better than both Thunder and Speed Thunder, therefore making it the best choice, I do not think it is the correct choice.
Wait, what?
What may be the best move may not be the correct move for that character. Thunder+ provides boosts to all of Thunder’s attributes, requiring a measly increase in loading time. It lends all variants of the Thunder tomes extra damage, and renders Thoron a great killing move. However, perhaps it is not necessary for Robin to achieve this, despite the obvious improvements.
Obviously, Robin is a zoner; at first, one might think that a zoner’s goal is to inflict damage via projectiles. As such, Thunder+ would most definitely be the most correct choice for Robin. I suggest that the entire notion of zoners doing damage via projectiles is incorrect; I hold that projectiles are only tools to make your opponent predictable. Your goal as the zoner is to make your opponent only have one possible move left, and to punish that move as hard as possible.
Why do I bring this up? If our definition of the role of a character is incorrect, and we decide which customs to use on those false notions, then we are not using that character to their full potential.
If we are using Robin’s projectiles to actually damage the opponent rather than trying to force them into a checkmate (haha) position, then Thunder+ is the correct decision. If I am correct in thinking that we are not using Thunder or its variations to do damage, then Speed Thunder or Thunder is correct. My argument may be faulty on the use of Thunder+, but my point still stands: as a community looking to optimize a character, we look only at the “best” variation of a move, without regard to the role of the character. We should look for the “correct” choice instead, the one at which lends itself to furthering that character’s goal.