Sure thing! There's not much info there right now because I haven't updated in aeons, but you can find a lot of specific data about some of the custom moves in the Opening Post of this thread.I understand why, but can someone test her most useless Farores custom?(forgot name)
I mean, yes just by the description it's easy to tell its kinda crap, but maybe there is more about it we don't know?
I mean is the distance larger then Normal? Is it an extremely powerful meteor that hits anywhere once she reappears? Does it Sweetspot the ledge or whatever?
You know it wouldn't hurt to make sure that we aren't overlooking it too much.
Now that people mention it........I think the phantom that travels low distance but has more power(is this the one people are mentioning?) Seems good. I thought breaker could be extremely helpful, but....... People just have to not shield and it's really not too deadly, but it's set distance is nice. Maybe in a way, people could kinda have trouble figuring out the difference between the 3? You know, it could fake me out.
I always thought blaze was the best, I mean flare is fast but it can't really be angled?(I'm VERY inexperienced with customs)
It has the same power throughout the move, so mabey that's actually good?
Idk about Neutral, I thought Rejection was cool, it can turn people around and reflect projectiles. But yea the fact it is slower is a little.....risky in a way to avoid combos and pressure because Love is great at that even if I don't use it often.
Passion.....Idk it seems very weird. If only I could play with people while having customs on
That's what I know of....sorta, I just hope someone can explain them a little better?
Now to make a quick summary of strengths and advantages:
Up-B Customs:
Farore's Squall: This is the long distance version, it doesn't become invisible, and has no active hitboxes, only windboxes. This means that the move pushes enemies away instead of hitting. This custom in general is very situational because the windboxes come out in frame 1, which means people get pushed back immediately after you hit Up-B. Apart from the "improved" recovering ability, the best use we've found for this is to escape combos, pressure and juggles. It can interrupt rapid jabs, mess up some multi-hit attacks like ZSS's Up-B, and do some other annoying shenanigans to disrupt opponents' chains of attacks.
Farore's Windfall: This is the one that is a powerful meteor when it reappears. Basically you give up your ability to recover in order to get a deadly meteor. It can't be angled anywhere but up, but it's the fastest of the three I think. Also, one thing to note is that Zelda can control her movement as soon as she reappears, whereas with Wind and Squall she's locked into falling in a straight line for about two seconds. Tbh this is garbage.
Side-B Customs:
Din's Flare: The one that is quick and powerful but lacks any vertical distance. I think this is the best one of the three because of the speed and the power, but people are still debating over its possible uses. Din's Fire was already terrible enough anyways, so...
Din's Blaze: Slow, powerful, and takes a while to explode after being "set." It make take some people by surprise like one time, but it will probably be useless after that. It might have some use in doubles because the Din's grenade will still be set even if Zelda is hit, so you can have your partner hit you with low KB attacks in order to plant up to three mines on the stage. This is really hard to pull-off, though, since it requires both you and your partner to be in the same place and that's unlikely to happen in a real doubles match.
Neutral B Customs:
Nayru's Rejection: It's the one that flips them around. It has some interesting properties but we haven't really found an exact use for it other than flipping people, which still sucks because the hitboxes hit them and give them their Up-Bs back. It also has some interesting invinicibility properties but nothing we've found to be very abusable.
Nayru's Passion: Has windboxes that pull opponents into an explosion. It's weird at best. Some people think the windboxes can mess up approaches and do a good job at edgeguarding, but I'm honestly skeptical. I dunno if I'd give up Love over any of these two.
Down-B Customs:
Phantom Breaker: Takes forever to charge, but always goes the max distance regardless of charge time. Does massive shield damage on a full hit, but lol good luck pulling that off on a shielding opponent. The only good thing about this move is that the min charge will still go the full distance, but it's still debatable if this is useful because Phantom Slash is already pretty bad by itself anyways.
Phantom Strike: This is agreed to be the best Phantom. Despite not going any extra distance, this actually fixes the issue of Phantom's blindspot and makes it safer for Zelda. It also fully charges in a second, and deals some massive damage on full charge. The best part about this one, though, is that it semispikes opponents real hard, meaning they get knocked back VERY horizontally. This completely destroys certain recoveries, despite Strike having set knockback (meaning it can't kill untile like 900%).