Mr.CreamCakes
Smash Cadet
- Joined
- Nov 5, 2014
- Messages
- 42
Hammer bash is actually stronger than an uncharged smash attack, so it's great for reads and great if u can incorperate it in a combos. All so if u get the first hit in the air, then the second is guaranteed. imo it's the best oneAlright guys, if you can think of any uses for the following customs please lemme know. Think outside the box if you have to. I'm basically thinking these customs are crap.
-Wave Cutter. A strong projectile, but it's still telegraphed and slow as far as projectiles go. Also gimps your recovery, not worth it.
-Hammer Bash. Lets you stall in the air when combined with jumps, otherwise it's pretty useless. Slightly faster than the default hammer, but in that case you might as well use a smash.
-Giant Hammer. Can KO even earlier than Hammer Flip when you break someone's shield. Good in doubles for that reason. The slow speed takes away all its viability in the air. Does it actually have super armor during the regular swing, and can anyone provide video evidence of this? Or video evidence of fully charged Hammer Flip's super armor?
-Grounding Stone. Only good on stage, which means it's ridiculously punishable. Takes longer to transform too. You have no way to speed it up. If you manage to bury someone, then you can hammer them or whatever, but buried opponents take less knockback. Not worth it.
-Meteor Stone. Obviously it's a very nice meteor if you can land it offstage, but "it takes longer to transform back" so it's even riskier. I would just stick with regular Stone and Dair to cover meteor options, but I can see this being viable if you're extremely careful.
Also the recovery that goes vertically straight and puts him in free fall is the best because it sweet spots the ledge, has a hitbox, and sometimes and out of shield option. Since it sweet spots the ledge it's more safe and harder to gimp. The fact that it goes higher also helps