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The Unreached Potential of Smash Customization

D

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As the Smash ballot has ended and the final DLC has been announced, I know there are many happy people with the results, but I also know that there has been some disappointment. Most of the disappointment revolves around certain characters not getting into the game (occasionally that certain characters did make it in), and the fact of the matter is: there are far too many characters and fans of them for everyone to be completely satisfied! The game can only feasibly have so many characters, stages, and combinations of abilities. Or can it?

One of the biggest new features of Smash 4 was customization of fighters, and I was so excited for the prospects of this. However, it has been heinously underutilized, and basically discontinued. Which is a shame, because I believe it could have solved so many problems and satisfied so many players.

The main problem with customization in Smash 4 is that you can't always do it. It's banned online except for with friends or in tournaments, and can't be used in some offline modes. So...that severely limits the opportunities for people to use customized fighters in most cases. And if players can't use a feature, it won't stick. Not only that, but the new DLC fighters don't have any custom moves, basically sending the message that "Yeah, we aren't supporting custom moves anymore." Each fighter was supposed to have 4 variants of each special move and this was reduced to 3. Why has DLC not added any more custom moves? Or costumes? Or stage creation elements? Fighters and stages and Mii outfits are nice, but they're not the only things I think people would buy.

The other problem is that custom moves sometimes had care and thought put into them, and sometimes not. Palutena and Mega Man are great examples of what custome moves should look like. Especially with the former, it allows a player to keep using the same character but in drastically new and varied ways. It really shakes things up and keeps things fresh. Unfortunately, like I said above, you can't always do that and so most people are just used to Palutena's standard special moves.
Where are Samus's Ice Missiles or Wave Beam, or Toon Link's Deku Leaf? Why couldn't Ganondorf actually get a full-fledged magic/sword getup with custom special moves, including a projectile? Why couldn't there have been Wario Land-inspired moves for Wario as custom specials? No Rock Pikmin as custom specials? Etc. etc. Most of the special moves just aren't compelling enough for people to want to use them consistently, and again, even if they did, they can't always do so.


Mii fighters are conceptually a great idea, as it allows for extended customization of a fighter and can basically fulfill the desires of many fans for certain characters to appear in the game without actually being their own fighter on the CSS. Again, they can't always be used however, which really kills the excitement. And apart from that, they're still pretty limited. Why do we even need classes? I think there should have been templates to start from as a base, but that you could alter any special or standard move to make your mii fighter truly unique and fitting to your playstyle. Why can't a Mii fighter throw a shuriken, perform a head-pound into the ground, and launch a missile? Why NOT??
Also, Mii fighter hats of characters' faces should not be hats. I don't want to wear Fox's skinned face as a hat. A K. Rool Mii costume could have been so much more compelling if the "hat" were more like a "helmet" and granted the appearance that I was actually playing as K. Rool. Wouldn't that have been so much better? Additionally, if the heads of Mii fighters (and maybe body proportions too) could have been scaled according to taste, players could have created custom fighters that aren't all chibi, meaning that a custom fighter with a Chrom costume might actually blend in with the rest of the fighters and the character could have kinda legitimately been added to the game. But instead we must have chibi Chrom, if you want him at all.


Eventually, Smash Bros. can't just keep adding in more and more characters until the end of time. I believe the answer to this is giving players the tools to create any fighter they wish, along with the recurring cast of full-fledged characters of course. Smash 4 kinda dipped its toes in this idea but then backed out. And that's a shame, because fully embracing customizable fighters in a fighting game that demands ever more characters to be added really seems like the only way to go.

But that's just a theory--a GAME THEORY! Thanks for reading.
 

Xandercosm

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Interesting idea. I do wish that they did more with customs. Plus, they really need to have a whole online mode for customs. So yeah, I'm with ya on this.
 

GooberGaming

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Eventually, Smash Bros. can't just keep adding in more and more characters until the end of time. I believe the answer to this is giving players the tools to create any fighter they wish, along with the recurring cast of full-fledged characters of course. Smash 4 kinda dipped its toes in this idea but then backed out. And that's a shame, because fully embracing customizable fighters in a fighting game that demands ever more characters to be added really seems like the only way to go.

But that's just a theory--a GAME THEORY! Thanks for reading.
When I first read about Smash 4 incorporating custom moves, I felt like this added feature had such a huge potential! It's something that can be built on and become a core aspect in competitive gameplay.

If there's going to be another Smash game down the road, it would really separate the it if the core mechanic is the ability to use custom moves right off the bat. It would add a lot of variety to the For Glory modes because people would use customs to adjust characters to their play style!
 

Mario & Sonic Guy

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A couple more bonus effects would've been nice as well, especially if they could affect a fighter's weight value.
 

Mario & Sonic Guy

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Yeah, so you could trade speed for weight, among other things.
I did bring up some examples that could've been used a couple days back, and I did think up some more inputs along the way.

Note: Red text stands for negative bonus effect, and the stat modifier gets subtracted from the equipment's negative value.

Bonus Effect | Description | Details | x1 | x2 | x3 | Stat Modifier | Positive Value Range | Negative Value Range
Weight Booster | Increased weight | 1.5x weight. | 1.5x | 1.75x | 2x | 25 | 5 - 60 | 15 - 59
Weight Dropper | Decreased weight | 0.75x weight. | 0.75x | 0.625x | 0.5x | 40 | 65 - 85 | 5 - 19
Offensive Gambler | All-out offense boost | 2x damage dealt...as well as 2x damage taken. | 2x | 2.5x | 3x | 65 | 5 - 20 | 35 - 59
Defensive Gambler | All-out defense boost | 0.5x damage taken...as well as 0.75x speed. | 0.5x | 0.375x | 0.25x | 40 | 5 - 45 | 22 - 59
Speedy Gambler | All-out speed boost | 1.5x speed...as well as 0.5x damage dealt. | 1.5x | 1.75x | 2x | 15 | 5 - 70 | 10 - 59
Multiplier Notes
  • Weight Booster x1 + Weight Dropper x1: 1.125x
  • Weight Booster x2 + Weight Dropper x1: 1.3125x
  • Weight Booster x1 + Weight Dropper x2: 0.9375x
  • Offensive Gambler x1: 2x damage dealt + 2x damage taken
  • Offensive Gambler x2: 2.5x damage dealt + 2.5x damage taken
  • Offensive Gambler x3: 3x damage dealt + 3x damage taken
  • Defensive Gambler x1: 0.5x damage taken + 0.75x speed
  • Defensive Gambler x2: 0.375x damage taken + 0.625x speed
  • Defensive Gambler x3: 0.25x damage taken + 0.5x speed
  • Speedy Gambler x1: 1.5x speed + 0.5x damage dealt
  • Speedy Gambler x2: 1.75x speed + 0.375x damage dealt
  • Speedy Gambler x3: 2x speed + 0.25x damage dealt
 

Xandercosm

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I did bring up some examples that could've been used a couple days back, and I did think up some more inputs along the way.

Note: Red text stands for negative bonus effect, and the stat modifier gets subtracted from the equipment's negative value.

Bonus Effect | Description | Details | x1 | x2 | x3 | Stat Modifier | Positive Value Range | Negative Value Range
Weight Booster | Increased weight | 1.5x weight. | 1.5x | 1.75x | 2x | 25 | 5 - 60 | 15 - 59
Weight Dropper | Decreased weight | 0.75x weight. | 0.75x | 0.625x | 0.5x | 40 | 65 - 85 | 5 - 19
Offensive Gambler | All-out offense boost | 2x damage dealt...as well as 2x damage taken. | 2x | 2.5x | 3x | 65 | 5 - 20 | 35 - 59
Defensive Gambler | All-out defense boost | 0.5x damage taken...as well as 0.75x speed. | 0.5x | 0.375x | 0.25x | 40 | 5 - 45 | 22 - 59
Speedy Gambler | All-out speed boost | 1.5x speed...as well as 0.5x damage dealt. | 1.5x | 1.75x | 2x | 15 | 5 - 70 | 10 - 59
Multiplier Notes
  • Weight Booster x1 + Weight Dropper x1: 1.125x
  • Weight Booster x2 + Weight Dropper x1: 1.3125x
  • Weight Booster x1 + Weight Dropper x2: 0.9375x
  • Offensive Gambler x1: 2x damage dealt + 2x damage taken
  • Offensive Gambler x2: 2.5x damage dealt + 2.5x damage taken
  • Offensive Gambler x3: 3x damage dealt + 3x damage taken
  • Defensive Gambler x1: 0.5x damage taken + 0.75x speed
  • Defensive Gambler x2: 0.375x damage taken + 0.625x speed
  • Defensive Gambler x3: 0.25x damage taken + 0.5x speed
  • Speedy Gambler x1: 1.5x speed + 0.5x damage dealt
  • Speedy Gambler x2: 1.75x speed + 0.375x damage dealt
  • Speedy Gambler x3: 2x speed + 0.25x damage dealt
I like these ideas, although, the Defensive Gambler one doesn't seem like a fair trade-off. It would be more fair if it was 0.5 damage taken but 0.5 speed.
 

Mario & Sonic Guy

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I like these ideas, although, the Defensive Gambler one doesn't seem like a fair trade-off. It would be more fair if it was 0.5 damage taken but 0.5 speed.
If you look at the stat modifier, you can see that the stat penalty for the Defensive Gambler is less severe when compared to the Offensive Gambler. Also, the speed reduction applies to "all" forms of mobility, so your air mobility would be hindered as well. For an example, using Yoshi...

Defensive Gambler x1
Walk speed: 1.15 -> 0.8625
Run speed: 1.86 -> 1.395
Air speed: 1.28 -> 0.96

Defensive Gambler x2
Walk speed: 1.15 -> 0.71875
Run speed: 1.86 -> 1.1625
Air speed: 1.28 -> 0.8

Defensive Gambler x3
Walk speed: 1.15 -> 0.575
Run speed: 1.86 -> 0.93
Air speed: 1.28 -> 0.64

Likewise, the Speedy Gambler's speed boost applies to all forms of mobility, but the boost had to be 1.5x, since setting the multiplier too high for just one Speedy Gambler would end up making the fighter feel virtually uncontrollable.
 

Xandercosm

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If you look at the stat modifier, you can see that the stat penalty for the Defensive Gambler is less severe when compared to the Offensive Gambler. Also, the speed reduction applies to "all" forms of mobility, so your air mobility would be hindered as well. For an example, using Yoshi...

Defensive Gambler x1
Walk speed: 1.15 -> 0.8625
Run speed: 1.86 -> 1.395
Air speed: 1.28 -> 0.96

Defensive Gambler x2
Walk speed: 1.15 -> 0.71875
Run speed: 1.86 -> 1.1625
Air speed: 1.28 -> 0.8

Defensive Gambler x3
Walk speed: 1.15 -> 0.575
Run speed: 1.86 -> 0.93
Air speed: 1.28 -> 0.64

Likewise, the Speedy Gambler's speed boost applies to all forms of mobility, but the boost had to be 1.5x, since setting the multiplier too high for just one Speedy Gambler would end up making the fighter feel virtually uncontrollable.
I see. I guess I assumed it was only for ground speed. Dunno why...
 

Mario & Sonic Guy

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I see. I guess I assumed it was only for ground speed. Dunno why...
To be fair, certain speed bonus effects, such as the Unharmed Speedster and Trade-Off Speedster, affect all forms of mobility. Sometimes it pays to read the bonus effect details.
 

dusty22

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The other problem is that custom moves sometimes had care and thought put into them, and sometimes not. Palutena and Mega Man are great examples of what custome moves should look like. Especially with the former, it allows a player to keep using the same character but in drastically new and varied ways. It really shakes things up and keeps things fresh. Unfortunately, like I said above, you can't always do that and so most people are just used to Palutena's standard special moves.
Where are Samus's Ice Missiles or Wave Beam, or Toon Link's Deku Leaf? Why couldn't Ganondorf actually get a full-fledged magic/sword getup with custom special moves, including a projectile? Why couldn't there have been Wario Land-inspired moves for Wario as custom specials? No Rock Pikmin as custom specials? Etc. etc. Most of the special moves just aren't compelling enough for people to want to use them consistently, and again, even if they did, they can't always do so.
I totally agree. The custom moves were a great idea and I would have liked to see more of them. Me personally I think the custom moves we do have are good but that they're should be many more for some characters, with some characters even having standard custom moves.

Of course they must have been thinking "oh there has to be the same amount for everyone" but I think that's total BS. Some characters have much more inspiration for custom moves, like the ones you mentioned: Samus' different weapons, Ganondorf using more sword and magic attacks, Mario using hammer attacks and ground-pounds (to name another).

Eventually, Smash Bros. can't just keep adding in more and more characters until the end of time. I believe the answer to this is giving players the tools to create any fighter they wish, along with the recurring cast of full-fledged characters of course. Smash 4 kinda dipped its toes in this idea but then backed out. And that's a shame, because fully embracing customizable fighters in a fighting game that demands ever more characters to be added really seems like the only way to go.
I think Nintendo should expand the existing set of custom moves a bit, then maybe make it possible either for players, or at least modders in the future, to make their own customs... On a side note, I remember the stickers from Subspace Emissary in Brawl, I thought they were kind of a cool idea, too bad we can't get them back haha...

Interesting idea. I do wish that they did more with customs. Plus, they really need to have a whole online mode for customs. So yeah, I'm with ya on this.
This! Making sure custom characters/moves are perfectly balanced is obviously impossible which must be why Nintendo doesn't allow them in online play... so just it it's own mode for pete's sake.


Side Note: Is it still ridiculously hard to unlock custom moves on the Wii U version? I haven't played Smash 4 in a while but I remember I used to be able to play Single Player for hours and get only 1 - 2 custom moves per session if I was lucky...
 

Xandercosm

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Side Note: Is it still ridiculously hard to unlock custom moves on the Wii U version? I haven't played Smash 4 in a while but I remember I used to be able to play Single Player for hours and get only 1 - 2 custom moves per session if I was lucky...
If there is a specific character that you want custom moves for, I find that playing crazy orders with that character works the best. It gets you most of their custom moves each time you play (depending on how many rounds you go before finishing). So, I would recommend trying that.
 

Mario & Sonic Guy

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If there is a specific character that you want custom moves for, I find that playing crazy orders with that character works the best. It gets you most of their custom moves each time you play (depending on how many rounds you go before finishing). So, I would recommend trying that.
Even Crazy Orders will eventually stop giving you new custom special moves once you're nearing the 376 mark. I do know a trick that involves Target Blast, which could help, but it does require a lot of patience.

If anyone is wondering about the Target Blast trick, it basically goes as follows...
  1. Do one full game of Target Blast with character #1.
  2. Return to the character select screen and choose character #2.
  3. On your next Target Blast session, you'll have increased odds of acquiring character #1's custom special moves whenever you hit a target with the wrench icon, until you return back to the character select screen.
    • If you do return to the character select screen, then on your next Target Blast session, your odds of acquiring character #2's custom special moves will increase. This will, however, decrease your odds of acquiring character #1's custom special moves until you use him/her again in Target Blast.
Keep note that this will NOT work on Palutena and the Miis, since their custom special moves are available right off the bat. Likewise, this trick won't do anything for the DLC characters, since they don't have any custom special moves at all.
 

Xandercosm

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Even Crazy Orders will eventually stop giving you new custom special moves once you're nearing the 376 mark. I do know a trick that involves Target Blast, which could help, but it does require a lot of patience.

If anyone is wondering about the Target Blast trick, it basically goes as follows...
  1. Do one full game of Target Blast with character #1.
  2. Return to the character select screen and choose character #2.
  3. On your next Target Blast session, you'll have increased odds of acquiring character #1's custom special moves whenever you hit a target with the wrench icon, until you return back to the character select screen.
    • If you do return to the character select screen, then on your next Target Blast session, your odds of acquiring character #2's custom special moves will increase. This will, however, decrease your odds of acquiring character #1's custom special moves until you use him/her again in Target Blast.
Keep note that this will NOT work on Palutena and the Miis, since their custom special moves are available right off the bat. Likewise, this trick won't do anything for the DLC characters, since they don't have any custom special moves at all.
Why are Palutena's customs available right off the bat?
 

Mario & Sonic Guy

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Why are Palutena's customs available right off the bat?
Unlike most other fighters, the custom special moves for Palutena and the Miis are actually completely different from the defaults; the game even brings up tips for Palutena's custom special moves, which doesn't happen for anyone else. All the other custom special moves are simply different variations of the default special moves.
 

Xandercosm

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Unlike most other fighters, the custom special moves for Palutena and the Miis are actually completely different from the defaults; the game even brings up tips for Palutena's custom special moves, which doesn't happen for anyone else. All the other custom special moves are simply different variations of the default special moves.
Maybe that's how all characters should be...
 
D

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Sorry I was gone for so long, but thanks for the replies everyone! It's nice to know I'm not alone in my thoughts on this.
 
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