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Well, when i'll have more time for myself i'll unlock all custom moves and prove my point with exemples. Keep ignoring me until then.
Honestly, I do think all tournaments will ban all of them in like, one year. So, I don't think it's really important to discuss it, just wanted to point that out.
@ everyone with some sense: I think if we want any sort of standard picking a random character has to be outright banned to avoid equipment boosts (although random-only tournaments would be a hype mini event).
"The majority of the community is in favour of customs."
Of casual gamers, yes, but every competitive players are against customs. Or at least, 95% of them.
"Picking random character has to be banned at custom tourneys, right?"
Nope, cause it's not random at all while the match played.
Customs are a little bit randoms cause it adds randomness to the first match, as they improve how a MU is favorable to a character or on another.
In My Opinion, the ideal rules would be like that:
-A list of banned custom moves (Some on top tiers like Diddy, Ness or even some on Link are completely broken, I can't make a perfect list by myself as it would ask something like 100 hours of testings and my list wouldn't even be widely accepted.
-A number of custom moves allowed depending on the character. For example: Palutena can have 4 custom moves, Diddy can have only one.
Allowing all the custom moves is a ******** thing to do, I honestly think it's just a way Melee players have found to kill smash 4 on the competitive scene. Making "fun" rules that aren't competitive just to make the competitive scene die. But hey, it won't happen, in mst countries custom are simply banned, and if you don't stop to say that all the customs are balanced, custom will NEVER happen.
Ness and Diddy are notorious for having some of the absolute worst custom moves in the game. Diddy has 1 good custom, and it's arguably a downgrade from his default moveset. Prove me wrong with hard evidence, data, specific examples. Until then, be quiet.
Proof you need to provide:
Randomness - How do custom moves make the first match random? If you cared to read a little you'd see that with proposed rulesets both players will have access to their opponents moves beforehand and will know exactly which moves they are using in the match and what they do.
"Completely Broken" custom moves - You haven't even unlocked them and you're unable to provide a single example of a move that is overpowered, game-breaking or incredibly glitchy.
I am a competitive player, most of us here are, and we do not have time for your nonsense about things you are both uninformed and ignorant about. If you are open minded and willing to learn, or you have genuine concerns that are backed up with examples then you are welcome to continue posting here. "Customs will be banned so this thread doesn't matter" is not a constructive post. Goodbye.
"The majority of the community is in favour of customs."
Of casual gamers, yes, but every competitive players are against customs. Or at least, 95% of them.
Customs are a little bit randoms cause it adds randomness to the first match, as they improve how a MU is favorable to a character or on another.
I honestly do not know where you are getting this information from. 95% of competitive players are against custom moves? Really? Last I checked many are for custom movesets, and Amazing Ampharos solves the logistic issue by providing TOs the ability to load custom sets ahead of time.
Customs are not random, and can be unlocked by anyone who's willing to put in the time (hint: you only really need to unlock customs for characters that you play or characters that are getting the most attention). Customs give characters a better option than their default special, this in turn lessens the gap among the top/high tiers and low tiers becase the low tiers receive much more benefit from customs than the top/high tiers.
In My Opinion, the ideal rules would be like that:
-A list of banned custom moves (Some on top tiers like Diddy, Ness or even some on Link are completely broken, I can't make a perfect list by myself as it would ask something like 100 hours of testings and my list wouldn't even be widely accepted.
-A number of custom moves allowed depending on the character. For example: Palutena can have 4 custom moves, Diddy can have only one.
Allowing all the custom moves is a ******** thing to do, I honestly think it's just a way Melee players have found to kill smash 4 on the competitive scene. Making "fun" rules that aren't competitive just to make the competitive scene die. But hey, it won't happen, in mst countries custom are simply banned, and if you don't stop to say that all the customs are balanced, custom will NEVER happen.
There is no evidence about broken customs (other than suspected Piston punch and order tackle), and even so, those customs you stated make the characters more usable correct? Diddy does not need customs at all to still be at the top, while a character like Link greatly benefits through better projectiles. Why should characters be limited to their default when Sakurai gave Smash 4 a chance to be unique through custom moves?
In no way are Melee players trying to kill smash 4 through custom moves (really though think about this). The argument you are trying to make about competitive aspects of the game are not well-supported, and I think you're just putting customs down because you don't want to learn to play against them. So please, keep this thread on topic.
Ignore my earlier submitted duck hunt sets, recently discovered a rather polarizing combo with zigzag.
Essentially, if you have an opponent in/near the zigzag can while grabbed (absurdly easy since the move itself is a frame trap for grabs) if you mash the special button instead of, or before fully throwing an opponent, you can get an auto-combo with the can. Which will easy combo into itself, or depending on their DI hit them in to follow up for an aerial, or if they're lucky get out while only taking about 10-20%
Generally though, the combo can do up to 40% or kill. As such, I think it's necessary to use it more before we consider sets too seriously, but I will say I wonder if even the default trick shot even has a place now with how powerful zigzag is..
Are we going to ignore Kenjin thinks diddy has broken customs or nah?
Also, I dunno about other competitive communities, but md/va's is definitely not 95% against customs. They're not in unanimous approval, but the majority love customs.
Are we going to ignore Kenjin thinks diddy has broken customs or nah?
Also, I dunno about other competitive communities, but md/va's is definitely not 95% against customs. They're not in unanimous approval, but the majority love customs.
I'm becoming more and more convinced the only reasons someone could dislike customs are that they're ignorant, have legitimate logistics concerns (which we're kindly solving without their help or thanks), or they play Diddy and don't want their throne threatened.
Any other concerns should certainly step forward so we can debunk them soundly with logic and evidence, but that seems to cover most of what I've seen.
Anyways, with regards to Kenjin's belief that all tournaments will ban them in a year or so, that's a valid (if somewhat unfounded) prediction. However, all the more reason to try them now before everyone gets locked into default-only mode. All that about "You never know unless you try".
If nobody responded, I'll give my two cents. Although I'm not "outstanding" at the game, so I'm not sure about high-level play...
Shadow Blade does some neat things:
It juggles opponents at mid-range
It forces them to shield for a long time
It forces them to jump over it
I'm a big fan of 3322 as well, partly because Shadow Blade forces the opponent to react in such a way that you can follow-up.
If they get juggled at long-range, you can follow up with some lemons.
If they get juggled at mid-range, you can follow it up with a grab.
If they get juggled at close-range, you can follow it up with a Danger Wrap.
If they get juggled at super-close range (low%), you can follow it up with a Tornado Hold
If they get juggled at super-close range (High%), you can follow it up with a Shoryuken.
If they block, they leave themself open to a grab at mid and close range.
If they jump over it, they leave themself open to a Danger Wrap
If they block and grab at close range, the Shadow Blade will break the grab unless they throw you immediately
Elsewhere, I've been having a lot of fun with Samus's Melee Charge Shot. It seems like it shouldn't work, but it has a ton of kill power behind it, and you can use missiles for ranged coverage anyway. Pretty great punish if they miss a grab in front of you.
-A list of banned custom moves (Some on top tiers like Diddy, Ness or even some on Link are completely broken, I can't make a perfect list by myself as it would ask something like 100 hours of testings and my list wouldn't even be widely accepted.
-A number of custom moves allowed depending on the character. For example: Palutena can have 4 custom moves, Diddy can have only one.
Not really. Only just started playing as Samus to try out the melee charge shot, and I made the 3123 set based off of the existing sets not running Melee Charge, and figured regular missiles could use some love. I'm sure whichever missiles you want would work.
Are persistent missiles better in every way? Or are they slower?
Not really. Only just started playing as Samus to try out the melee charge shot, and I made the 3123 set based off of the existing sets not running Melee Charge, and figured regular missiles could use some love. I'm sure whichever missiles you want would work.
Are persistent missiles better in every way? Or are they slower?
Relentless missiles are slower and do a bit less damage but their turning radius is much sharper and the homing ones stay out for much longer. You have to get behind them in order to shake them off, basically. (Or hope the stage has some geometry that gets in their way.)
Also slow projectiles are sometimes favorable since they can provide cover for your non-projectile actions.
Well, here it is. This is the first release of a community wide project to make custom moves logistically practical for tournament play. To make it short, all you have to do is get one 3ds with everything unlocked (unlocking via PowerSaves Action Replay codes is fine), set up these movesets on that 3ds, and use that one 3ds to import these to every set-up you'll be using in the tournament. You do it once, it's done, and 99% of players will be able to quickly (as in "takes ~1 second") pick their moves in tournament. The remaining less than 1% of players can just 3ds import themselves on tournament day into the intentionally left open slots 9 and 10; players with specific, unusual preferences are almost guaranteed to either have a 3ds or at least know someone who does. Here's a video explaing the system in action:
Of course, this does rest on the premise of knowing the best builds for every character. I consulted with every last character board and got the top 6 builds per character. These are divided between "critical sets" which represent the important, super-necessary options that 90% of players will use and "supplemental sets" that are more for counterpicking or to suit less common preferences. Slots 7 and 8 are reserved for 2222 and 3333 to allow for players to take these set-ups home, hit the lab, and really figure out how a lot of these less popular moves work. This project will be revised in the future as custom preferences evolve, and allowing players in this early stage of the metagame to explore those moves is important. Without further adieu, here's the list of the top six sets per character that are suggested to be set up on each Wii U:
Format: Custom moves are numbered 1-3 as named by the game and are in the order neutral, side, up, down. For Rosalina, 2313 refers to Neutral-2 (Luma Warp), Side-3 (Shooting Star Bit), Up-1 (Launch Star), and Down-2 (Guardian Luma). Mii Fighters have a size indicator. Small indicates the smallest possible Mii, wide indicates a Mii of minimum height but maximum width, and normal indicates a Mii of even parameters on both (the system Miis named Guest A-F are this type of Mii).
Mario
2333
1313
2313
1333
2223
2323
Luigi
1211
1312
1311
1231
2311
3311
Peach
2212
2312
3212
3312
2211
2311
Bowser
1211
1311
3311
1213
1331
3211
Yoshi
3111
3312
1112
2311
2312
1131
Rosalina & Luma
2311
2313
1311
1313
2211
2213
Bowser Jr. and Koopalings
2211
2123
2121
2113
2223
2213
Wario
1113
1211
1313
2311
1311
1121
Donkey Kong
1131
1133
1231
1331
2131
3131
Diddy Kong
1123
3123
1311
1113
3111
1131
Mr. Game & Watch
3321
3331
1331
1321
3311
1311
Little Mac
2111
2311
2113
2313
2211
2212
Link
1213
2213
1211
1113
2233
2313
Zelda
1212
1211
1213
1311
1312
3212
Sheik
1211
2211
1221
2221
3211
1213
Ganondorf
2322
2122
2121
2332
2132
2321
Toon Link
2133
2131
1131
2113
2123
2132
Samus
2232
1212
1232
2212
2233
1213
Zero Suit Samus
1311
1112
1312
2111
2311
2312
Pit
3111
1113
3113
3112
1112
2111
Palutena
2322
2312
2321
1322
1312
1321
2332
1332
Marth
3111
1113
1133
1121
3133
3131
Ike
2222 (place in slot 1 instead of 7)
3222
2212
2232
3232
3211
2122
Robin
2111
3111
2311
3311
2113
3113
Duck Hunt
1133
1131
1113
3113
3112
1112
Kirby
3231
3233
3221
3132
3311
2231
King Dedede
3112
1122
3122
1312
2112
1322
Meta Knight
1211
1311
3211
1212
3212
3111
Fox
2122
2322
3322
1332
1321
3331
Falco
1123
1122
1133
1132
3133
2133
Pikachu
1311
2311
2312
1312
1321
1331
Charizard
1311
1331
1131
1231
1313
1113
Lucario
2111
3111
2211
1311
1121
1112
Jigglypuff
1321
1322
1122
3121
3321
3131
Greninja
1112
3112
3111
1311
1312
3312
R.O.B.
1132
1122
1112
1133
1123
1222
Ness
1112
1311
1312
1121
1323
1321
Captain Falcon
2111
2113
2121
2112
3123
2122
Villager
1122
1322
2122
2322
1121
1112
Olimar and Alph
1211
1311
1131
1112
1313
2211
Wii Fit Trainer
2321
1321
2121
3121
3322
1121
Shulk
1113
1313
3113
3313
2113
2313
Dr. Mario
2312
1312
2322
2311
1311
2332
Dark Pit
3111
1113
3113
3112
1112
2111
Lucina
3111
1113
1133
1121
3133
3131
Pac-Man
1112
1131
2132
2112
1132
2111
Mega Man
1311
1112
1113
1312
1313
1121
Sonic
1211
1221
1121
1311
2111
2211
Mii Brawler
1122Small
1132Small
1122Normal
1132Normal
Mii Swordfighter
1321Wide
1331Wide
1121Wide
Mii Gunner
3113Wide
3121Wide
3322Wide
3123Wide
3312Wide
This long list was compiled with the help of all of the character boards, but I had to process their thoughts and fill a few gaps. This was my thinking for how I handled each individual character:
Bowser:
I wanted to include a Flying Fortress build but felt it wasn’t very widely supported compared to other options. Would Bowsers prefer a Flying Fortress build over one of these others?
Bowser Jr.:
I didn't get a lot of response on this character. I used most of what I was given and tried to reason it out.
Captain Falcon:
This character's topic was chaos with almost no agreement on anything (and also generally low activity). I consulted a Falcon expert friend for this one who laid out that neutral-2, side-1, up-1 are what's really important with Falcon Kick being really debatable and that made most of these sets clear. I included a basic Falcon Strike set (for better recovery), a set designed to use Heavy Raptor Boost, and an insane Mighty Falcon Punch set predicated on the idea that you're throwing yourself off-stage using Mighty Falcon Punch as often as possible which I'm somehow doubt makes tactical sense but sounds really awesome and manly.
Charizard:
This was a relatively easy one; his topic laid it all out nice and clean.
Dark Pit:
I got very few responses, but I trust LancerStaff's judgment on Pit and clone.
Diddy Kong:
I got very few responses and honestly Diddy's customs seem extremely lackluster. I put the only two suggested sets as criticals and put each of his relatively decent by themselves options along with defaults on everything else as supplemental sets.
Donkey Kong:
Big O knows DK; I trust him here even though as a player I'd run down-2.
Dr.Mario:
This character generated very little discussion. I took away that 1312 and 2312 better be included but worked more with the general ideas I gathered from the Docs instead of specific sets given beyond that.
Duck Hunt:
There wasn't a lot of activity but was enough to work with. It's mostly combos of up-3 and down-3 that are important with n-3 having merit and d-2 apparently being useful in the ditto. I felt like side-3 was being slept on, but then I realized that if I was going to use side-3 I'd use 3333 which is available anyway in slot 8.
Fox:
Two users on the Fox boards had a great and vigorous debate and reached a lot of conclusions reflected here. The only change I made was subbing out their mutual least favorite of the six sets for a power build I believe a certain subset of players might pick and that I believe would probably prove useful in quads.
Falco:
This topic generated literally zero discussion, but my own exploration tells me that Falco's neutral and side customs pretty much suck while his custom versions of up and down are highly subjective but both nearly strict improvements over default. That makes 4/6 sets obvious, and I set him up with his probable general best build combined with the other two laser types to maximize options.
Ganon:
This one is hard because this character transparently has more than six good options. The big debate of the Ganons was Warlock Blade vs Warlock Thrust which seems like a very close decision with both sides having a lot of very reasonable support but democracy favoring Blade but all sides agreeing this is Ganon's least important special either way so sets shouldn't be split on this move. I went with the masses and included Blade, but this will almost definitely see substantial revision down the road.
Greninja:
This seems to be a consensus roughly? The Greninjas had what appeared to be straightforward moveset preferences.
Ike:
.san knows Ike so I'm going with what he said here. I did allow an irregularity since 2222 is Ike's general best set; it's being placed in slot 1 for fast selection as opposed to its usual place of slot 7.
Jigglypuff:
This was a very low discussion topic, but Jigglypuff's Sing variants are somehow even worse than the default so that makes her three parameter. Her two Rollout customs are very, very dubious as well while her side customs are actually meaningful and down-2 has clear use as a hard read in juggle situations. Down-3 seems obviously awful but probably less awful than all other options and thus gets one spot. I suspect in practice 90% of Jigglypuff mains will prefer 1111 and 90% of the remainder will prefer 1311.
King Dedede:
The DDD board made this very, very easy; I just had to copy and paste, and there was no doubt this was correct. Thanks guys.
Kirby:
This was a high activity topic with little agreement. I didn't help by being confused at which special was Hammer Bash and which was Hammer Flip for most of the topic (Flip is the name of default apparently, as non-intuitive as that is, and I'm pretty sure at least one of the Kirby players had this backwards too). Kirby is a rare case where all 12 moves seem to have some real utility and support, and that makes it hard to condense. It is clear a Jumping Inhale/Upper Cutter set needs to be #1 and that Wave Cutter, Ice Breath, and Giant Hammer all need to appear at some point. I tried to make as many Kirby players happy as possible; it was hard, and I expect to be yelled at for doing a bad job and told to change this which is okay (also don't read past the implicit inclusion of 3333, a set of seemingly real merit with Kirby).
Link:
He wasn't too tough; his three criticals were very obvious based on the discussion while a bit of my own ideas had to go into the supplementals but not too much. Basically Meteor Bombs and Boomerang are strongly favored by Links and both neutral-1 and neutral-2 are seen as important. I wanted to make sure to include a Whirling Leap variant as there's always a crowd that values recovery as the top priority. I kinda wanted to include Shocking Spin too, but 2222 exists and honestly Ripping Boomerang is probably more likely to actually get picked than Shocking Spin.
Little Mac:
This discussion did not generate much of anything! Access to side-3 and down-3 are clearly Mac's top priorities; side-3 lets him recover past massive hitboxes which is otherwise impossible for him, and down-3 is an anti-projectile move. All three neutral specials are nearly useless; version 2 seems to have niche recovery utility (like super niche) which is more than the other two provide. Otherwise I tried to include the recovery up special just in case someone wants it. 2111 offers extraordinarily little benefit over 1111, but it is probably Mac's general purpose best set.
Lucario:
Well, the only two critical sets are 2111 and 3111 and that's pretty clear. I included four more that I believe have the highest probability of being picked by someone; the consensus on the Lucario boards seems to be that as long as 2111 and 3111 are included the rest doesn't matter.
Lucina:
While the up-2 grab release stuff is not quite worthless, it's probably not enough to justify packing what is otherwise her clearly worst up special. The main three knobs here are 1 vs 3 on neutral, up, and down which is seven options which means we need to lose precisely one. I'm thinking 1131 is the least likely to be chosen; most people who want Dolphin Jump probably also want at least one of Dashing Assault or Iai Counter.
Luigi:
This is mostly what seemed to be preferred by the board and includes all of Luigi's notable options as far as I can tell.
Mario:
This mostly matches what the board was saying. I didn't end up having room for as Scalding FLUDD set, but I think more people will be happy with some form of a Shocking Cape edgeguarding set instead?
Marth:
This is a very identical choice to Lucina.
Mega Man:
1311 is the clear winner as Danger Wrap is well liked by many Mega Man players. I pretty much just copied Yink's set except replaced 3112 with 1211 as there were a lot of MMs who seemed to like Ice Slasher and usually preferred it without other customs. They seem to be doing this democratically and just weren't done though so this will be updated in the future with their results whenever that concludes.
Meta Knight:
Well, MKs don't like their customs other than side so 1211 and 1311 it is. I filled in the rest with stuff that seemed relatively useful to me. If anyone has anything better, feel free to suggest it.
Mii Brawler:
Miis are weird. I think it's clear that 1122 and 1132 are the favored ones here and then you have size. I think smallest is generally considered best but I think a lot of users of this character favor average size so why not both?
Mii Gunner:
This character is tricky since while the "wide" build is generally considered best on some stages adding a small amount of height to achieve a custom height lets you hit Battlefield's platforms. That custom height is stage specific and likely not universally favored so I'm just going to go pure wide here. He also has a lot of good moves for specials; I just ran with what Big O posted since it seemed to match the rest of the discussion nicely.
Mii Swordfighter:
Definitely the least loved Mii, Wide is also just obviously correct for it. 13X1 seems like the general best with up 1 not getting much love (I kinda like it, but I'm not going to push people to make Mii Swordfighters for my preference). I include a 1121 variant since that's maximum recovery which is an important option to present.
Mr. Game & Watch:
This topic generated very little discussion. I just went with my own well-honed G&W instincts but dropped the Judge 1 set (which is a pure gambling set) for another Trampoline Launch set since that custom is well loved.
Ness:
The Ness boards did this one for me; I respected their result.
Olimar:
This was not much of a discussion. It seems like the two side variants are overall the most important and most viable while up-1 vs up-3 seems like preference to me. I think down-1 is overall best but a reasonable case could be made for down-2 (it's a little disruption versus a little faster whistle recovery); I can't imagine taking down-3. Both neutral variations seem like huge risks, either removing your ability to safely pluck or destroying your pikmin's health. With these principles in mind, I've constructed this set of defaults for Olimar.
Pac-Man:
The choices here seem to be default fruit vs freaky fruit, default trampoline vs meteor trampoline (I thought the third choice here seemed good but no one suggested it), and default hydrant vs on-fire hydrant. As with Marth/Lucina, this ends up leaving Pac-Man with 7 choices and six slots. I'm going to leave out 2131 as it just seems unlikely someone will want both Freaky Fruit and Meteor Trampoline but not On-Fire Hydrant all at the same time compared to every other iteration I could leave out.
Palutena:
Ms. Custom Move herself has naturally a ton of possible variety. Since 2222 and 3333 are about enabling exploration which is distinctly not necessary on Palutena who has all specials unlocked by default, those (which are bad combos for her) will not be included giving her 8 sets. I tried to incorporate the feelings of the Palutena board; it wasn't the easiest thing.
Peach:
This didn't get a ton of discussion but 2212 was strongly supported. Variations with side-3 and neutral-3 seem like the most important branches, and that leaves two slots to be used on default down special variants which will definitely suit the fancy of certain Peach players.
Pikachu:
This didn't get much discussion, but it's obvious that 1311 is the main thing Pikachu players are going to want as most Pikachus seem to view side-3 as just obviously correct. Several other options, especially neutral-2 and down-2, are pretty nice though.
Pit:
As with Dark Pit, I trust LancerStaff with Pit... which is good as no one else responded to this topic.
R.O.B.:
Wow, this was almost a zero discussion one from which I gathered we don't like neutral variants and do like down variants. From toying around, I can really see the appeal in the up variants (including default for slower match-ups) but honestly don't see any appeal at all in the side variants. The default is a good reflector and good attacking move, and the customs that allegedly specialize in both seem worse at both and also lose the footsies benefit of being able to move around while doing them at will? I went with both custom gyros mixed with all three up specials to fill six slots all while knowing slip gyro is probably more niche than fire gyro so the fire gyro sets are the criticals.
Robin:
2111 and 3111 are obviously the criticals and tacking Fire Wall to both is pretty much universally agreed upon for two more sets. Nosferatu variants seem like the least dubious alterations (I do imagine some players will want Gliding Elwind, but most Robin players seem to agree that move is bad). There's some disagreement over how to handle it with the Thunder variants, but from what I can tell, Goetia is considerably more popular than Distant Nosferatu so I think I can please the most people by including 2113 and 3113 in the last two slots.
Rosalina & Luma:
The main two important parameters on her are Shooting Star Bit and Luma Warp. We have a vigorous discussion here and a lot of different views I tried to average. I feel honestly bad about having to handle this because I main Rosalina and thus have a big stake in the game here. I'm going to make sure to branch everything with both Gravitational Pull and Guardian Luma (this is purely match-up based which one you want), complete that matrix with the popular default Luma Shot, and add in Floaty Star Bit sets using the rest of the general goodstuff (I don't see any reasonable case not to use Luma Warp alongside Floaty Star Bit).
Samus:
The main set seems to be 2232 with default Charge Shot and Screw Attack as the main variants. That gives us four with the most supported remaining option (only supported remaining option?) being Mega Bomb which gets two sets to round Samus out.
Sheik:
1211 is a well supported set that definitely gets top nods and in fact the Sheiks seem in universal agreement on Gravity Grenade while *mostly* preferring defaults otherwise. I've done my best to encapsulate the popular variations on this within six sets.
Shulk:
The Shulk boards saw many interesting uses for all of Shulk's customs but ultimately decided mainstream was always default Air Slash and down-3 (Power Vision) while Back Slash Leap was the relatively least popular of the 3x3 matrix of interesting options on the other two specials.
Sonic:
This topic was slightly irritating, much like playing against Sonic. Either way, once we get past the fact that default Sonic is a thing people can select, the two customs that I think draw most people are Hammer Spin Dash and Double Spring with Burning Spin Dash and Stomp having the most love otherwise. I did my best to represent those options.
Toon Link:
I'm mostly trusting TLMSheikant, but I'm including one set with Short-Fuse Bombs and default Spin Attack for maximum recovery even if very, very risky recovery due to the raw power of Short-Fuse Bombs. I'm not sure if 2331 would be picked very often anyway?
Villager:
Extreme Balloon Trip and Timber Counter mostly dominate his options for those two moves and Villager further has a basic binary choice on the other two specials (Pocket vs Garden and Lloid Rocket vs Pushy Lloid) so only four configurations truly matter for him. I filled in the bottom two with single custom variations for people who like one of Villager's massive upgrade specials but not the other for some reason.
Wario:
This topic got zero responses so here I go off on my own in a dangerous sort of way. I'm pretty sure with Wario that Speeding Bike is mostly an upgrade over default and that default Corkscrew versus Corkscrew Leap is going to be the major choice with Inhaling Chomp versus default Chomp as another choice. I see no use in picking any Waft variants other than the smile it must bring to your face to select anything with the name "Rose Scented Waft". I filled in the last two slots with Burying Bike variants as, even if those aren't exactly great, they're better than anything else that would realistically go in those slots.
Wii Fit Trainer:
This one is tough. For the most part, Jumbo Hoop seems best (default doesn't suck and is good in a distinctly different way though!), and you have breathing type as a huge choice to make for which I ended up standardizing on 3 since I feel like breathing is a move you'll use very rarely since WFT has a neutral special almost always worth charging so you want to use this one rarely and get a lot out of it (this is me just guessing this will prove the most popular WFT down special in the long run). Then you have three very good and very unique neutral specials and an interesting three point choice on side special as well. There's just no way I'm going to fit all of this into six slots so, uh, I did my best?
Yoshi:
This was tough. There was clear demand for 3111 so it can't be ignored. In general Yoshi side-1 vs side-3 seems totally arbitrary as just about everyone agrees both are similarly garbage and almost never useful but somehow still better than side-2. I ended up leaving out Crushing Bomb because I just don't forsee it being taken very often in the end whereas I imagine the Lick variants will find a niche. I was sure to include a Timed Egg Throw variation as it has enough love, but I'm not sure if the variation I picked for Timed Egg Throw is going to be the most popular possible combination but I went with such a basic one mostly so any Yoshis who prefer default (and there are many) can pick this if they want just that move for a counterpick or something.
Zelda:
This one is easy. Almost all Zeldas agree that you don't take custom Nayru's or Farore's, that Din's is kinda bad but Flare seems overall relatively less awful than the other two, and that Phantom choice is totally arbitrary. With those three sets made, the rest don't really matter, but I threw in a Din's Blaze set and two Nayru's Passion sets since Nayru's Passion is a meaningful choice to make unlike the Din's choice.
Zero Suit Samus:
Last character! Freedom! Anyway, ZSS's main interesting custom is definitely side-3 but down-2 and neutral-2 get some love in the not very active ZSS discussion. I did my best to get this one right even as I was very eager just to be done.
This represents release 1.0, Winter/Spring 2015 edition. The next update will be in the summer. For those who used previous versions and want to update, a changelog is included below:
Change List:
Luigi:
Set 3 1112 -> 1311
Bowser Jr.:
Set 1: 1211 -> 2211
Set 2: 1213 -> 2123
Set 3: 1113 -> 2121
Set 5: 1221 -> 2223
Wario:
Set 1 1231 -> 1113
Set 3 2231 -> 1313
Set 4 2211 -> 2311
Set 6 1331 -> 1121
Mr. Game & Watch:
Set 5 3323 -> 3311
Little Mac:
Set 5 2123 -> 2211
Set 6 2121 -> 2212
Zelda:
Set 5 3111 -> 1312
Sheik:
Set 5 1212 -> 3211
Toon Link:
Set 5 2233 -> 2123
Set 6 2333 -> 2132
Marth:
Set 4 3113 -> 1121
Ike:
Set 6 3212 -> 3211
Duck Hunt:
Set 4 3131 -> 3113
Set 5 3133 -> 3112
Set 6 1132 -> 1112
Meta Knight:
Set 6 1221 -> 3111
Fox:
Set 4 1121 -> 1332
Falco:
Set 5 3123 -> 3133
Set 6 2123 -> 2133
Charizard:
Set 3 1112 -> 1131
Set 4 1312 -> 1231
Set 5 1332 -> 1313
Set 6 2311 -> 1113
Jigglypuff:
Set 1 1311 -> 1321
Set 2 1312 -> 1322
Set 3 1211 -> 1122
Set 4 1112 -> 3121
Set 5 1212 -> 3321
Set 6 1113 -> 3131
Captain Falcon:
Set 6 2211 -> 2122
Olimar:
Set 5 1312 -> 1313
Lucina:
Set 4 3113 -> 1121
Mega Man:
Set 5 3111 -> 1313
Set 6 1211 -> 1121
I'll end with major thanks to everyone who contributed. I can't individaully thank all of you because it was so many; there had to be over 100 people working on this which I believe shows the community's seriousness about custom moves and also the community's ability to come together and get stuff done when stuff needs done. I'm honored to have been able to head this kind of community effort, and out of respect for the work you've all done, I'll continue to work my hardest to make this the best, most useful system it can be.
This is awesome. Great work! As a Greninja main, and a player of quite a few different characters, this is a great reference to have when deciding what custom moves to use.
Also, I was concerned about how we could load custom moves into the game efficiently, but the 3DS seems like the best route. This is fantastic.
It has a much larger hit box than either of the other Falcon Punches, at the cost of some speed and power. It has proved to be useful in some edgeguarding situations.
Since all of the key sets are already put together using Falcon Dash Punch, there is no reason Mighty Falcon Punch can't get a few sets.
This is awesome. Great work! As a Greninja main, and a player of quite a few different characters, this is a great reference to have when deciding what custom moves to use.
@Amazing Ampharos
This is another thing i wanted to bring up: A good thing about having this list system is that anyone trying to pick up a character post-custom move legalization is going to refer to these lists for the optimal sets. For example, I gave Palutena a try, and due to me not knowing the optimal customs for her, I referred to the list as a guideline, as the list was made with the knowledge of skilled Palutena mains who would know what to do with her more than me.
Does anyone have any strong feelings about Whirling Leap for Link? Seeing as he can't bomb jump with Meteor Bombs and Spin Attack is barely useful to begin with, considering trying it out.
@ everyone with some sense: I think if we want any sort of standard picking a random character has to be outright banned to avoid equipment boosts (although random-only tournaments would be a hype mini event).
Couldn't you pick random, find out what character you are w/what specials, and then restart the match?
And typing that I realize that some of the sets may not be loaded... Carry on.
Couldn't you pick random, find out what character you are w/what specials, and then restart the match?
And typing that I realize that some of the sets may not be loaded... Carry on.
I was looking at the villager builds and I didn't see mine.
1312
I've been running this build and can say it's really good. He keeps his regular pocket. He changes to push rocket which is great for combo starters. That's a trait that is being vastly overlooked. He keeps his default balloons. It allows him to gimp people off all day and still returning to the stage safely. You can't sweatspot the ledge with explosive balloons. Not in free falling animation if you get to low. Villager has one of the best up specials in the game. I don't see why so many builds have explosive balloons. Very overrated. Tree tripper is such a god like move. Talk about stage control. Plant one seed and have diddys banana stuck in the ground. He commands space or get hurt. Allows for a lot of traps.
Somebody should change the listing for villager. Add the 1312 build. It's the best build for off stage and stage control.
I was looking at the villager builds and I didn't see mine.
1312
I've been running this build and can say it's really good. He keeps his regular pocket. He changes to push rocket which is great for combo starters. That's a trait that is being vastly overlooked. He keeps his default balloons. It allows him to gimp people off all day and still returning to the stage safely. You can't sweatspot the ledge with explosive balloons. Not in free falling animation if you get to low. Villager has one of the best up specials in the game. I don't see why so many builds have explosive balloons. Very overrated. Tree tripper is such a god like move. Talk about stage control. Plant one seed and have diddys banana stuck in the ground. He commands space or get hurt. Allows for a lot of traps.
Somebody should change the listing for villager. Add the 1312 build. It's the best build for off stage and stage control.
Unless I'm misinterpreting what you mean by "sweetspotting" the ledge, you can most definitely sweetspot with Extreme Balloon Trip. I'm not as sold on its global adoption as some are, but that's almost certainly not one of the shortcomings.
Unless I'm misinterpreting what you mean by "sweetspotting" the ledge, you can most definitely sweetspot with Extreme Balloon Trip. I'm not as sold on its global adoption as some are, but that's almost certainly not one of the shortcomings.
If you gimp somebody down low, you can pop yourself up by exploding your balloons. It's not till you start coming down in the falling animation when you can grab the ledge. Not when your moving upwards. I value grabbing the ledge from underneath the catching it on the way down when I Gimp somebody. You lose a lot of control. Mobility > an avoidable offensive move.
For the number of times random is actually chosen, I'm not sure time would be that big of an issue. Even in a large scale event like EVO or APEX, I doubt random was chosen frequently. Especially in Smash 4 with 52 characters, I can't see someone seriously choosing random throughout a tournament. For the rare occasion it happens, I think an extra 45 seconds (estimate) wouldn't be too bad.
For the number of times random is actually chosen, I'm not sure time would be that big of an issue. Even in a large scale event like EVO or APEX, I doubt random was chosen frequently. Especially in Smash 4 with 52 characters, I can't see someone seriously choosing random throughout a tournament. For the rare occasion it happens, I think an extra 45 seconds (estimate) wouldn't be too bad.
If you gimp somebody down low, you can pop yourself up by exploding your balloons. It's not till you start coming down in the falling animation when you can grab the ledge. Not when your moving upwards. I value grabbing the ledge from underneath the catching it on the way down when I Gimp somebody. You lose a lot of control. Mobility > an avoidable offensive move.
Ah, you meant after popping. That makes sense, I thought you just meant when you run into the edge with the balloons deployed, because you certainly snap when that happens. I can understand wanting the pop-snap though.
Okay so I finally got all of the sets on the front page to my 3ds and Wii U. When you update this list will you make a post saying which ones you updated or will you just update the first page? I just want to know so I can update my customs as well. I want to help participate as much as possible.
Okay so I finally got all of the sets on the front page to my 3ds and Wii U. When you update this list will you make a post saying which ones you updated or will you just update the first page? I just want to know so I can update my customs as well. I want to help participate as much as possible.
If this custom move system were to be the standard, would I still be able to play default fox? I personally prefer default to all of the "best custom fox" setups.
If this custom move system were to be the standard, would I still be able to play default fox? I personally prefer default to all of the "best custom fox" setups.
Of course. No one would stop you from playing a default 1111 set. I think most people agree Diddy's default set is his most viable. I think a few default sets are like that.
If this custom move system were to be the standard, would I still be able to play default fox? I personally prefer default to all of the "best custom fox" setups.
If this custom move system were to be the standard, would I still be able to play default fox? I personally prefer default to all of the "best custom fox" setups.
Yup the ruleset isn't forcing you to play with all customs. You still have the ability to play default 1111 fox and I'd guess many people will still stick with their default moveset, or may only change one or two specials to fit their needs.
If this custom move system were to be the standard, would I still be able to play default fox? I personally prefer default to all of the "best custom fox" setups.