Luco
Smash Hero
- Joined
- Jan 4, 2011
- Messages
- 9,232
- Location
- The isle of venom, Australia
- NNID
- dracilus
- 3DS FC
- 2638-1462-5558
Hey guys, so @
Amazing Ampharos
has posted on something recent which I feel rather strongly about; and that is the inclusion of customs into tournament level play. I won't go too much into the issue of why I believe customs should be legal myself; but suffice it to say I feel that much of the argument against them is biased and focuses on a logistical issue that we can solve. All of this and more is covered in the thread here, though I have reason to believe most Ness mains already support customs:
http://smashboards.com/threads/project-proposal-we-can-make-custom-moves-fast-easy-and-legal.379555/
So in accordance with this project which whilst it has no official name i'll just refer to it as 'the customs project', i've decided to take this issue to our community. In effect, what needs to happen is we, as Ness mains, need to come up with a bunch of custom sets that can be put on a wii U BEFORE any given tournament and used as the standard Ness custom sets. This could range between say, 4-8 sets* (I understand as we're one of the characters that generally prefers default build we may not have as many sets as other characters) and would be decided on by the community. This information would be sent to the thread above which would ideally then be used as the basis for what custom sets are put on tournament wiiUs. The maximum number of sets we can come up with is 8, with the final 2 slots being left open for people who use custom builds different from the norm. Otherwise, feel free to discuss and come up with it.
I know we don't rely that much on customs, but it's good to try this anyway and see what we can come up with. To be totally honest since they're so rarely used, it could be as simple as a bunch of people agree-ing on a build, though I urge you guys not to take this lightly as the results would ideally be put onto every tournament-used WiiU. So yeah, give it a think about, and reply here when you get a chance.
Again, you may already know them by now, but i'll post all the custom moves here for you to discuss:
Neutral special 1 - PK Flash: A sphere of green light appears above Ness. As the attack button is held, the sphere moves downwards and increases in power, until the attack button is released or until it is fully charged, it explodes.
Neutral special 2 - Rising PK Flash: The attack moves upward with minimal control. It has a larger hitbox at the cost of damage.
Neutral special 3 - PK Freeze: Inflicts less damage, but freezes opponents. Works like Lucas's neutral special.
Side special 1 - PK Fire: Ness fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an enemy or destructible portion of a stage, at which point it explodes into flames.
Side special 2 - PK Bonfire: The lightning-bolt doesn't travel as far, but the flame pillar sticks around longer.
Side special 3 - PK Fire Burst: Releases a single flame when it hits and knocks opponents farther. It will always travel horizontally even when used in the air, similar to Lucas's variant of PK Fire.
Up special 1 - PK Thunder: Ness creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. Aiming the head into Ness himself will launch him in a trajectory opposite to the side he was hit on, which is referred to as PK Thunder 2.
Up special 2 - Lasting PK Thunder: Functions similarly to Lucas's counterpart, with tighter turning and both the projectile and Ness piercing enemies.
Up special 3 - Rolling PK Thunder: Slower yet larger PK Thunder. Both the projectile and Ness do more damage and knockback.
Down special 1 - PSI Magnet: Ness creates a purple energy field around him which allows him to absorb almost any incoming projectile. It can be held in order to use it repeatedly.
Down special 2 - PSI Vacuum: Ness draws opponents in with a Green Magnet and once the move is released, an explosion attack foes around him
Down special 3 - Forward PSI Magnet: Ness draws his Magnet in front of him, just like Lucas's version.
(Taken from SmashWiki)
For the purposes of neatness, Our format will be in numbers, so all default will be 1111, with the order being neutral special, side special, up special and down special. Following this format, Using all default specs except for having forward PSI magnet would be 1113, and having forward PSI Magnet and PK Bonfire would be 1213... etc.
So with that in mind, DISCUSS.
And I will update the post below for builds we've agreed on.
Thanks guys! Even if you're not a Ness main, feel free to contribute towards the discussion!
Also to open things up, I feel a decent build could be 1133. Whilst I normally dislike Lucas' upB on Ness in smash 4, I feel like in select MUs where the opponent has good aerial mobility and will be trying to either jump into the PKT1 bolt or PKT2 to stop it going very far, this could work quite well. Forward-facing PSI Magnet doesn't allow you to turn but if you're good with the directions then it might as well not be a difference and it damages enemies when stopped too, meaning less punishable.
--
*EDIT: Ampharos has clarified exactly what is needed in this regard:
Credits:
@ PSIBoy - gave sources of discussion and kept it moving which was amazing.
@ TheEnderFriend - contributed to discussion and suggested some cool ideas!
@ Noa. - One of the biggest voices in the discussion, someone I was always able to bounce ideas back and forth from and really got on board with it all. =D
@ Ranias - Another major member of the discussion who basically came up with our 4 most critical sets really early on. Best! :D
@Yink - did behind the scenes work related to presentation of the thread and stickied it to showcase it... so so grateful!!
@ Uffe - Gave good early analysis of moves and presented some new vantage points and ideas on how to use certain customs (and thanks for verifying the use of FPSIM, I thought it might never get taken! :O ). =D
@ Tikao - for another awesome analysis of moves which fueled and propelled the discussion. <3
http://smashboards.com/threads/project-proposal-we-can-make-custom-moves-fast-easy-and-legal.379555/
So in accordance with this project which whilst it has no official name i'll just refer to it as 'the customs project', i've decided to take this issue to our community. In effect, what needs to happen is we, as Ness mains, need to come up with a bunch of custom sets that can be put on a wii U BEFORE any given tournament and used as the standard Ness custom sets. This could range between say, 4-8 sets* (I understand as we're one of the characters that generally prefers default build we may not have as many sets as other characters) and would be decided on by the community. This information would be sent to the thread above which would ideally then be used as the basis for what custom sets are put on tournament wiiUs. The maximum number of sets we can come up with is 8, with the final 2 slots being left open for people who use custom builds different from the norm. Otherwise, feel free to discuss and come up with it.
I know we don't rely that much on customs, but it's good to try this anyway and see what we can come up with. To be totally honest since they're so rarely used, it could be as simple as a bunch of people agree-ing on a build, though I urge you guys not to take this lightly as the results would ideally be put onto every tournament-used WiiU. So yeah, give it a think about, and reply here when you get a chance.
Again, you may already know them by now, but i'll post all the custom moves here for you to discuss:
Neutral special 1 - PK Flash: A sphere of green light appears above Ness. As the attack button is held, the sphere moves downwards and increases in power, until the attack button is released or until it is fully charged, it explodes.
Neutral special 2 - Rising PK Flash: The attack moves upward with minimal control. It has a larger hitbox at the cost of damage.
Neutral special 3 - PK Freeze: Inflicts less damage, but freezes opponents. Works like Lucas's neutral special.
Side special 1 - PK Fire: Ness fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an enemy or destructible portion of a stage, at which point it explodes into flames.
Side special 2 - PK Bonfire: The lightning-bolt doesn't travel as far, but the flame pillar sticks around longer.
Side special 3 - PK Fire Burst: Releases a single flame when it hits and knocks opponents farther. It will always travel horizontally even when used in the air, similar to Lucas's variant of PK Fire.
Up special 1 - PK Thunder: Ness creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. Aiming the head into Ness himself will launch him in a trajectory opposite to the side he was hit on, which is referred to as PK Thunder 2.
Up special 2 - Lasting PK Thunder: Functions similarly to Lucas's counterpart, with tighter turning and both the projectile and Ness piercing enemies.
Up special 3 - Rolling PK Thunder: Slower yet larger PK Thunder. Both the projectile and Ness do more damage and knockback.
Down special 1 - PSI Magnet: Ness creates a purple energy field around him which allows him to absorb almost any incoming projectile. It can be held in order to use it repeatedly.
Down special 2 - PSI Vacuum: Ness draws opponents in with a Green Magnet and once the move is released, an explosion attack foes around him
Down special 3 - Forward PSI Magnet: Ness draws his Magnet in front of him, just like Lucas's version.
(Taken from SmashWiki)
For the purposes of neatness, Our format will be in numbers, so all default will be 1111, with the order being neutral special, side special, up special and down special. Following this format, Using all default specs except for having forward PSI magnet would be 1113, and having forward PSI Magnet and PK Bonfire would be 1213... etc.
So with that in mind, DISCUSS.
And I will update the post below for builds we've agreed on.
Thanks guys! Even if you're not a Ness main, feel free to contribute towards the discussion!
Also to open things up, I feel a decent build could be 1133. Whilst I normally dislike Lucas' upB on Ness in smash 4, I feel like in select MUs where the opponent has good aerial mobility and will be trying to either jump into the PKT1 bolt or PKT2 to stop it going very far, this could work quite well. Forward-facing PSI Magnet doesn't allow you to turn but if you're good with the directions then it might as well not be a difference and it damages enemies when stopped too, meaning less punishable.
--
*EDIT: Ampharos has clarified exactly what is needed in this regard:
EDIT2: So our list has been compiled with the others and made into a list that can now be accessed by TOs worldwide. You guys have been awesome.It looks like Ness and his friends are already pretty far along on this adventure and that you guys are sorting most of this out pretty efficiently. I would like to clarify exactly what we're looking for. We want up to three critical sets that represent Ness's best options across match-ups (excluding 1111 which is always available, though I know that's a fully viable set for Ness). After we get those up to three critical sets, we want to fill the rest of the slots up to slot six with supplemental sets that may be more niche either in representing less popular opinions, match-up specific stuff, or perhaps team-centric options. For instance, I know that most Ness players are very fond of default Pk Thunder, but at least one set including Lucas's Pk Thunder would probably be a good idea since there is a subset of player that, well advised or not, definitely wants the recovery security that move offers. Slots 7 and 8 are reserved for 2222 and 3333 so these options can be explored more in depth by all players, and of course, 9 and 10 are left open for 3ds import on tournament day.
Credits:
@ PSIBoy - gave sources of discussion and kept it moving which was amazing.
@ TheEnderFriend - contributed to discussion and suggested some cool ideas!
@ Noa. - One of the biggest voices in the discussion, someone I was always able to bounce ideas back and forth from and really got on board with it all. =D
@ Ranias - Another major member of the discussion who basically came up with our 4 most critical sets really early on. Best! :D
@Yink - did behind the scenes work related to presentation of the thread and stickied it to showcase it... so so grateful!!
@ Uffe - Gave good early analysis of moves and presented some new vantage points and ideas on how to use certain customs (and thanks for verifying the use of FPSIM, I thought it might never get taken! :O ). =D
@ Tikao - for another awesome analysis of moves which fueled and propelled the discussion. <3
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