Why do none of ZSS's sets have Plasma Dash? Am I the only one that likes that move?
1211 is a set for ZSS though? Plasma Dash is clearly pretty marginal compared to the other options, but we felt it did warrant a spot and gave it one (congruent with the discussion on the ZSS board that seemed to suggest this).
This is a question from the reddit thread, *quote about Miis*
You'll have to talk to @
John12346
about the custom Miis; he handled that. I believe the reasoning is that locking those Miis will make it harder for people to subtly cheat by tweaking them, but again, he can offer much better explanation than I can.
Bit of a silly question, but you do plan to contact Mr. Wizard directly with this stuff, right? I doubt he reads Smashboards.
I'm going to hit him up on twitter about it.
Yes, it's finally here! Thank you to AA and everyone involved for helping to shape the future of competitive Smash 4. You've all done a great community service by participating in the discussion.
@
Amazing Ampharos
What is the reason for replacing two of Wario's sets with Inhaling Chomp? I'd love to know what your council sees in it that the Wario boards didn't.
In the Wario discussion, Reflex who is a top Wario posted in support of Inhaling Chomp. Reflex was, of course, also on the panel and insisted that Inhaling Chomp, while worse overall than standard Chomp, was useful to include I believe mostly for its range. He also insisted that Widescrew was not useful due to the slow start-up, but we did not have other pressing needs in those two slots, you guys discussed how you liked it in your discussion, and one of the people SamuraiPanda talked to was Wafty who wanted 1122. It seemed as though we could reach a gameplay optimum for Wario and simultaneously include the sets that everyone would be likely to use with this approach.
So I'm making the sets on my Wii U as I type this (huzzah for having all customs unlocked) and it's interesting how it's possible to sort of piece together your logic in choosing the sets that you did. Luigi, for instance:
1311
1211
3311
3211
3111
That's basic iteration of all combinations of Fireball/Iceball and the 3 Missile types. 1111 is default and doesn't need an explicit set. From this I infer that Iceball is useful but not superior to Fireball and the Missiles all have a purpose.
1312
3312
3212
Down 2 is Mach Cyclone. I'm not sure exactly what synergies exist between the specials but these seem to be recovery-focused sets.
2311
3231
Bouncing Fireball and Burial Header sets for reasons.
And now a direct question to satisfy my idle curiosity: Was Samus's Turbo Missile (Side 3) ever in consideration?
Also a second question, either for AA or anyone else who may know the answer: What is the downside to ZSS's Lateral Kick custom? (Up 3) From my initial testing it seems to go just as high, moves much further horizontally, and does just as much damage. Is the knockback angle different or something?
Serial edit: Is there a reason all of Robin's Distant Nosferatu sets are paired with Gliding Elwind? That struck me as a bit odd since I thought most Robin players didn't like Gliding Elwind.
Samus's Turbo Missiles were dismissed pretty quickly in the discussion on the Samus boards. Internally we revisited that to make sure they weren't overlooking anything like niche match-up utility, and we concluded they were pretty much correct (this happened a lot where a board would conclude something, we'd investigate on our own, and we'd realize the board was right all along). It's simply the case that Relentless Missiles are a dominating option; they're one of the main reasons at a competitive level someone might want to use Samus. They set up her entire game and in every last match-up are more difficult for the opponent to resolve than both other Missile variants. Even against someone like Rosalina, you might think that the slow speed of Relentless would make them Gravitational Pull bait which is kinda true, but they force Rosalina to Gravitational Pull later and honestly the other two variants are not a threat to her at all either so giving Samus more time to move in and punish the Grav Pull is still the most utility she'll get out of side special (related, 3211 is designed as an anti-Rosa set). Samus was very space limited otherwise since honestly every one of her non-side customs is pretty useful so we were happy that Relentless Missiles made that decision so easy.
Zero Suit Samus's Lateral Kick is often suicide to use on-stage. This is true from a wide variety of stage positions and severely hampers the utility of the move. A Zero Suit Samus who cannot Boost Kick people whenever she wants is an unhappy Zero Suit Samus. It does improve her recovery and let her go really, really deep with Shooting Star Flip Kick which is pretty cool though.
The logic with Robin is that you set up for both of them in fairly similar ways and that we were a bit space limited for supporting two moves that most Robins are pretty unlikely to pick (both Gliding Elwind and Distant Nosferatu are similarly niche). I believe our Robin sets were agreed upon by the Robin boards, and Numbers was pretty confident in the quality of the work (Robin was a character he did more of the work watching than I did; you can ask him if you want elaboration beyond this).
So what colors should I use on the custom sets? I asked this in the previous thread, but I'm asking again to see if it changed at all.
Also, why limit the prefix to three letters? Counting the Mii's one-letter suffix, there's enough space for 5 letters. (To be honest, I only care because my Mii's name on my 3ds fits in the 5 letter limit, but not the 3 letter limit.
)
You can set the colors however you want. It doesn't really affect players. I just cycle colors for slots (like slot 1 is default color, slot 2 is color 2, etc.). If you would prefer to do something else, you're free to do so. This project does not take a position on the cosmetic settings for characters; it is player/TO preference.
If you want a five character prefix, be my guest. 2-3 is just shorter and simpler, but this will have no gameplay effect.
For 5/6 of the characters I use, it seems like you guys did a very good job choosing which moves to represent. However, I feel Bowser Jr. and Koopalings could've been better. To be fair, picking only ten configurations for this character is a nightmare that's impossible to please everyone. All three of his side specials are very good for very different reasons and since his play style is practically defined by his kart and mechakoopas, this makes coming up with the best play style very difficult. However, I absolutely do not understand why up special 2 is paired with side special 1 instead of 2. X12X makes his recovery options lousy, while X22X makes him good at horizontal recoveries. Also, I'm very glad you changed the neutral specials. 2 is easily his worst neutral special. Projectiles like that only work well when the frame data is good and lack is minimal, which is not the case for Bowser Jr.'s neutral special. As for setups involving giant mechakoopas and side special 3, I haven't experimented with them enough to give decent feedback. I highly recommend changing 1121 and 1123 to 1221 and 1223. I see absolutely no reason why up special 2 should be paired with side special 1 over side special 2.
Indeed Bowser Jr. was a huge challenge. I do think you're somewhat overstating how much up-2 gimps his recovery; even with side-1 and up-2, he still has about average recovery options when compared to the cast as a whole. Koopa Drift got relatively minimal support from the Bowser Jr. boards which resulted in us giving it relatively few sets on a crowded character, and since up-1 is more general purpose, the limited sets it got were up-1 sets. I am admittedly less familiar with Bowser Jr. than a few of the others; Ninjalink and Thinkaman were the two who seemed to understand Jr. the best and who were mostly leaders in our internal discussion on him.
I feel as though I should explain things in more detail about how they went down with Jr. Grab your popcorn as this one will be long.
His board's discussion was fairly chaotic with a lot of "these customs are bad!!!" which is something we saw on a few boards and honestly was usually not very helpful (it in no way helps us put together sets even if it is true, and in Jr.'s case we're pretty sure it's not true). In the other cases though it was usually characters like Lucario who are easy to put together sets for; on Jr. who is hard it created the greatest possible challenge. People were not sticking up for car variants but were mostly all about Air Cannon and Giant Mechakoopas with some niche Meteor Ejection support (up-2). We did have to respect that as much as we could since we needed to respect the actual desires of the mains of every character as much as possible; this is just as much about putting in the sets people who main those characters say they will use than the sets we think are best. Jr. just made it really hard so we went through everything:
The first thing we noted is that there's really no reason to use Koopa Meteor (up-3) or Piercing Cannon (neutral-2). We went over the mechanics of all three neutral specials and I was made to feel bad about Piercing Cannon being on every set in the previous release. I'm sorry; I did my best. Either way, those two specials were out. We also concluded that, while both Clown Cannon and Air Cannon are valid choices, when in doubt Clown Cannon is mostly better and it's the least important special so when it comes time to make the hard decisions Air Cannon sets will be the ones cut. This didn't come up in earnest until the end but it was something we decided at this point.
We were aware of Impatient Mechakoopa's advantage. The super fast explosion timing means that, unconditionally, if Rosalina uses Gravitational Pull on it she'll get hit by the explosion (Ninjalink pointed out that cooking giants is also pretty good against Rosa; you just really, really don't want defaults). Likewise, if Villager pockets an Impatient Mechakoopa, he cannot pull it out without it blowing up in his hand which actually severely diminishes Villager's ability to just negate Mechas entirely. These are two generally poor match-ups for Jr. that this move addresses even though that move is otherwise pretty poor so it needs precisely one set (no more, no less). Neither are really inhibited by wind at all so we have 1XX2 that needs a set. Side-1 and up-1 are the most general purpose and probably best suited to those MUs anyway so 1112 is in.
We went into Grounding Dash a bit. We confirmed that side-3 to up-2 does not combo and thus those moves should never be used together (the hitbox from Meteor Ejection's car doesn't break opponents at reasonable percentages out of the grounded state, totally preventing a combo into the hammer). Further discussion suggested it has better synergy with Giant Mechas since it leads to more damaging combos and seriously Grounding Dash has over 30 frames of start-up which is about the same as Ike's forward smash it's way too slow to use as a chase something and pressure move so it synergizes poorly with default Mechakoopas. We had X313 in and limited side-3 to that.
At this point our sets are:
X111
X113
X121
X123
X211
X213
X221
X223
X313
1112
That is 19 sets. We saw it was only 18 since X111 can only become 3111 (1111 is default and available regardless) and 3111 was pretty requested so it had to be in. We had to cull from here. We decided that, in general, default Mechakoopa and default Clown Cannon have good synergy (they do, Clown Cannon can be used to prevent someone from picking up a Mechakoopa if you fire them with the right timing pattern) so any set remaining with XXX1 became 1XX1. We also decided that Koopa Drift was more niche than side-1 and that when we needed to give options Mechakoopa options were more important than up special options so, in the interest of space, the doubly more niche X22X options went. That put us at:
3111
X113
1121
X123
1211
X213
X313
1112
That is 12 sets; two have to go still and there's no easy choice to make. We decided that X113 was going to be pretty popular and mainstream so we needed both 1113 and 3113. We also decided that, overall, X313 was narrowly purposed enough that 1313 would probably serve it well enough (it was the easiest remaining sacrifice). Between sacrificing 3123 and 3213 it was a close, difficult decision, but we settled on leaving out 3123 so Koopa Drift and Air Cannon would be possible to use together which is a combo that makes some sense.
The sets for any character will never be 100% perfect, but we put in a ton of time doing our due diligence to give Jr. the best sets we possibly could with our knowledge and using the product of the Bowser Jr. discussion as much as we possibly could. The above represents my understanding of all discussions both on the Bowser Jr. board and internally; Thinkaman and Ninjalink know the character better than I do and are the people to talk to if there is more to ask. I apologize to anyone who feels their preferred set was left out, but this was the best we could do. Also, I am extremely, extremely reluctant to change any sets for any reason at this time other than perhaps to fix typographical errors if any exist (but we were careful; I don't think there are any); now that it is a public list, people have begun implementing it on their local consoles and it creates an unfair burden on those players and TOs to keep changing things. I would like to thank everyone for their understanding on that issue.