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The Worst Customs for Each Character

Mario & Sonic Guy

Old rivalries live on!
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It is the fact that the second hit of Rising Smash can whiff, even if you hit the opponent with the first hit. Tornado Uppercut gives out better protection for recovery (despite it still being mediocre). Nevertheless, both variations can be considered into Mac's kit.
Yeah, one of the most notable problems with Rising Smash is that the start-up hit doesn't send certain fighters flying high enough to get hit by the second hitbox. It also hurts Little Mac's already abysmal recovery with the shorter travel distance.
 

The_Bookworm

Smash Master
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Jan 10, 2018
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3,234
:4mario:: Super Jump
Mario's custom moves define the fundamentals of customization, with all of them following an "X over Y" pattern. As a result, none of his customs are directly inferior or superior to his default moveset. Super Punch goes almost twice as high as Super Jump Punch, but it lacks any hitboxes, making it easier to intercept and it cannot be used offensively (except for some situational mindgames). However, it is not a bad move, as Mario's customs are balanced.
:4luigi::4drmario:: Clothesline Cyclone / Clothesline Tornado
Despite the slightly altered name of the move, and there are being two different characters, they share the same custom move and it is not good at all. It boasts impressive power, yet hinders their recovery, has a shorter duration, and has slower start-up lag. The strongest point of the move is hard to land as well. The issues of this move is more apparent with Luigi (especially with a much superior default move).
:4peach:: Heavy Veggie
This move, although it has greater power, takes a longer time to pluck and it goes a much less distance, which almost removes her veggie's zoning game. Even Little Mac's f-smash outranges it. This move is not good at all except for maybe some edgeguard situations, although her moveset is already beastly at edgeguarding.
:4bowser:: Fire Roar, Flying Fortress
While Bowser significantly benefits from customs, he has mediocre moves as well. Fire Roar fires a bigger stream of fire, although it wears out quickly and takes longer recharge, which harms Bowser's edgeguarding tools. While Bowser does like the extra distance Flying Fortress provides, it provides no hitbox. This issue is much larger with Bowser's no-hitbox-up B-variation than Mario's, as not only because Bowser's hurtbox is much larger, but it can no longer be used as an OOS option, which harms his already poor defensive game. His down B variations are overall situational as well.
:4yoshi:: Timed Egg Throw
Yoshi's customs in general, aid him the long run. Timed Egg Throw harms it's zoning ability due to being harmless until the end of the move, while it slightly harms his recovery. It is effective if used correctly, but it is overall a situation move, especially since it's other two up B variations grant him better benefits (zoning and recovery, respectively).
:rosalina:: Catch & Release
Although Rosalina gains great benefits from her customs, some of her customs are situational. Both her default variations deals damage both deal damage, but at the severe cost of Gravitational Pull's versatility. While Guardian Luma has some utility has a shield from projectiles (and a potential viable alternative), Catch & Release's doesn't deal much knockback to the oppenents while removing a way to deal with projectiles, making the move largely inferior to her other two down B variations.
:4bowserjr:: Grounding Dash
Bowser Jr. has generally mediocre customs, although none of them are truly terrible. After an increased delay in startup, the kart travels faster and buries anyone who comes in contact on the ground, doing 8% damage. It doesn't do damage in the air, nor is there any damage on the spin out, which instead has a push effect. Bowser Jr. has super armor during the move. However, it's distance is pitiful, so it harms his recovery further despite the armor and speed. You are usually better off with his default side B, which is an amazing move by itself.
:4wario:: Garlic Breath
Wario's customs grant him nice benefits, and has the distinction of being customizable to fit the player's preference. However, one of them is simply inferior to the original move. Garlic Breath is simply a worst version of Mewtwo's Disable. It has a large amount of startup and the breath doesn't cover much range. Giving up Wario's versatile command grab for a move that is extremely situational is very infeasible.
:4dk:: Chopper Kong
DK generally doesn't have bad customs. This one, however, is alright at best. The move has drastically improved vertical distance and ascends much faster. However it comes at the cost of no hitboxes, being unable to use any grounded version, and reduced horizontal distance. Like Bowser's Flying Fortress, DK's large hurtbox makes it not to hard to intercept, but unlike Flying Fortress, Bowser is in more need of a grounded version of up B and Chopper Kong has better speed. It is not too bad a custom move, but Kong Cyclone exists, so choose that one instead.
:4diddy:: Exploding Popgun
He only two customs that really benefit him (as explained in the best custom moves article). The rest of his custom moves have disadvantages that noticeably outweigh their advantages, with Exploding Popgun being particularly notorious. He doesn't fire peanuts, but the move's sole purpose is exploding. Despite the reduced charge time, it takes a little while for it to be fully charged, the precharge states are almost useless, and the actual explosion doesn't cover much range. These cons, while removing one of Diddy's ledge covering projectiles, makes it not worth using at all in competitive play.
:4gaw:: Extreme Judge
His custom moves overall grant him benefits. however, while Extreme Judge is not terrible, but it very situational, especially in comparison to normal judge and especially Chain Judge. The move only chooses numbers 1 and 9, though with less extreme effects for each. Getting a slightly nerfed nine is easier, but repeatedly getting ones rack up damage on Game and Watch himself, while getting a nine is less worth it. It also has the distinction of losing all the benefits of the 2-8 judges due to them being nonexistent.
:4littlemac:: Guard Breaker, Rising Smash
Mac's customs are generally balanced, so these two are picked on due to it's comparisons to his other customs moves, similar to Mario. Deals more damage, grants super armor, and is unblockable. However, it travels slower, cannot be used instantly upon pressing the special button, and does not cover any distance if used immediately out of hitstun. In other words, it is easier to gimp Mac. Rising Smash KO's stupid early, however it comes with a marginally nerfed recovery distance, and since it only consists of two hits, it could sometimes be difficult to connect those hits. It has more ending lag. Despite this, those two moves can be considered into Mac's kit.
:4link:: Power Bow
Again, the Smashwiki's lack of custom move data on Link made it difficult to pinpoint the good custom moves from the bad. Power Bow cannot really be used as a zoning tool due to it's longer charge time and lack of range, with uncharged arrows being almost useless. It is a good KO tool that could insert pressure, but Link's own moveset has enough power as well.
:4zelda:: Farore's Windfall, Nayru's Rejection
Her customs.... suck. Only two moves in her arsenal overall outweigh their normal variations (see more at the best customs article). Farore's Windfall is bad: it only sends Zelda up, and the fact that it meteor smashes significally hinders it's KO potential. The meteor smash can be used at the side of the stage so the opponent would get spiked, but the move is extremely situational and not worth using. However, Nayru's Rejection is arguably even worse, for it has more startup, has a lower reflection multiplier, and less damage. The move is designed to reverse oppenent's direction like Mario's cape, but the startup, combined with the fact that the move flinches the oppenent, makes it mediocre on doing that. Not worth using at all.
:4sheik:: Skimming Grenade
Sheik's customs are generally good. Skimming Grenade, however, struggles to outweight the strengths of her other two variations. The grenade bounces on the ground away from Sheik with a controllable timed delay before exploding. The explosion deals less damage, but the bounces can deal up to triple the damage of the regular version's hit and pull. You are hardly going to use the bounce's damage anyways (except for maybe specific matchups), so there isn't too much point. According to the in-game description, the move is supposed to adjust damage depending on how long it is out, but it deals the same damage nevertheless. Strange.
:4ganondorf:: Warlock Thrust, Dark Vault
While Ganon drastically benefits from customs, two of them does not have strengths that outweigh the default's strengths. With Warlock Thrust, the backfist is faster and produces a large explosion of dark magical energy, giving it more vertical range, transcendent priority, and less ending lag. The explosion, however, is a large sourspot, with Ganondorf's fist being the only sweetspot in the move. As a result, it deals extremely weak knockback that does not KO until past 300%. This, combined with the move still having a large amount of ending lag, makes the move even more unfeasible, making it heavily inferior to his other neutral B variations. Dark Vault does not give a noticeable amount of increased distance, and can only grab during the beginning of either vault, and has no ending uppercut. Has less horizontal distance, the electrocution ends faster but deals drastically less damage and the explosion has less knockback power that KOs at 400% instead. There also is some lag between the two vaults, making it much easier to edge-guard. Dark Fists is a significantly better option so use that instead.
:4tlink:: Piercing Bow, High-Speed Boomerang
Toon Link has very few customs moves that are overall inferior to his default special moveset. Both of these moves sacrifice some utility (with Piercing Bow having less range and deals noticeably less damage, and High-Speed Boomerang dealing less damage and is tilted only horizontally during its flight and return, which results in its hitbox being consistently smaller than Boomerang's, and having slightly more start up) for the ability to pierce the opponent, with High-Speed Boomerang travelling faster. If customs are allowed in doubles, these two moves would become especially useful there.
:4samus:: Screw Rush
Samus's customs grant her benefits, and her worst custom moves are not terrible at all. Screw Rush is effectively her worst out of them. It deals more damage and knockback, which grants it better KO potential. However, because it launches opponents horizontally, it only KOs reliably near the edge instead of near the upper blast line. It also covers more horizontal distance, but covers significantly less vertical distance, making it less effective for recovery. Considering that Apex Screw Attack is much more reliable in terms of up B KO moves, it makes this move seem less effective in comparison.
:4zss:: Shooting Star Flip Kick, Low Flip, Impact Kick
As mentioned before: Zero Suit Samus' customs are among the most polarized in the game. New advantages are gained from using them, but each one has a noticeable disadvantage to go alongside them, to the point that some are inferior to her default specials because of their disadvantages outweighing their advantages. Shooting Star Flip Kick and Low Flip have much less utility overall: the former is difficult to hit with, whereas the latter is less reliable for both recovering and KOing. Impact Kick is much slower, which removes its status as a follow-up entirely and often makes it unable to connecting with itself.
:4pit::4darkpit:: Impact Orbitars
The Pits doesn't entirely have a custom move that is directly inferior the default moveset. Impact Orbitars are offensive variations that generate two semi-spike hitboxes on each side of Pit. They also grant super armor. However, they have a much shorter duration, and are unable to reflect projectiles or block melee attacks. Considering his other variations pushback and projectile reflection, this move seems unwelcoming, although it could an optimal choice against no projectile opponents and isn't the PK Kids (he can use the other two orbitar variations to gimp both of their recoveries).
:4palutena:: Explosive Flame, Heavenly Light, Rocket Jump
Palutena gains drastic benefits from customs, and turns into a virtually different character. However, some of her moves is not that good at all. Explosive Flame is a pinpoint explosion that is just as slow as Autoreticle, although its limited range makes it even more difficult to land than Autoreticle, as well as being easily punishable if the opponent is in the middle of her and the explosion. It would've been a potential viable alternative to Autoreticle, if it wasn't for the nerf at 1.1.1. Heavenly Light has very minimal use in singles play because of its inability to KO or even flinch. However, these traits also make it invaluable in Team Attack-based doubles play as a method to supplement Ness, Lucas, Mr. Game & Watch, and Mii Gunner's absorption-based moves. Rocket Jump has a meteor smash hitbox below her in midair and a strong hitbox that notably improves her out of shield game, yet is inferior to both Warp and Jump Glide in every other way.
:4marth::4lucina:: Effortless Blade, Dolphin Jump
Marcina has some customs that isn't truly terrible, but is mediocre overall. Effortless Blade is essentially a poor man's Dancing Blade: it makes the hits easier to link, but only allows forward (red) swings. Since Marcina swings with less vigor, the attack is also much weaker. Dolphin Jump is purely vertical and gains more height, although it can provide more horizontal momentum after the move's conclusion. However, landing lag is significantly increased, and the jump deals no damage, making it easier to intercept.
:4myfriends:: Unyielding Blade
He doesn't really have bad custom moves, with Aether Drive being arguably situational. Unyielding Blade is generally situational in that regard. Deals more damage, to the point that when fully charged, it KOs middleweights at 93% while near the edge of Final Destination in the 3DS version. It also grants super armor for the duration of its charge and lunge. However, it is much slower and has less range, which make it virtually unusable for recovery.
:4robinm:: Soaring Elwind, Distant Nosferatu
Robin's custom are generally mediocre. Soaring Elwind alters the lifting power of each gust. The first hit has less recovery potential and deals less damage, but the second hit has much more recovery potential. But because the first Elwind going less distance makes the move more vulnerable for the tome to run out putting Robin in a bad position. Each gust takes significantly longer to cast, which makes it easier to intercept. Distant Nosferatu grabs opponents farther away instead of at close range, but deals less damage, heals less and is slower. I don't really see the point of using it over Nosferatu, but it be used to surprise unwary opponents.
:4duckhunt:: Rising Clay
This the only move in Duck Hunt's custom arsenal that is overall too situational for practical use. Rising Clay's clay pigeon slowly rises into the air and deals more damage the farther it travels. However, it is thrown slower and cannot be shot at. It retains Clay Shooting's trajectory influence. Not much to say, as his other customs have more practical use.
:4kirby:: Ice Breath
All of Kirby's customs grant him benefits. The one that does that the least is Ice Breath. It is a short-ranged projectile that can freeze opponents for a time and function as a great edge-guarding option, but removes all of Inhale's benefits of being able to use copy abilities and Kirbycide. The actual breath itself is, again, short-ranged, and Kirby already has reliable edgeguarding tools in his disposal. It is a custom move you should consider though.
:4dedede:: Dedede Storm, Taste Test, Armored Jet Hammer
His customs suck (which explains why two inhale versions are here lol). Sharing the worst set of custom moves alongside Zelda and Jigglypuff, he has three customs that is not a very good idea of bringing with him. Dedede Storm has much slower start-up and ending lag than Inhale, removes Dededecide, is a multiple hitting move that cannot connect after 100%, and lacks strong hitboxes, preventing it from KOing even well beyond 200%. Taste Test spits opponents out instantly, preventing Dedede from sending the opponent off-stage, which allows them to exploit his vulnerability. Armored Jet Hammer offers super armor on charge, but causes recoil damage faster, is drastically weaker to the point where a fully charged blow is weaker than an uncharged hit by the default, and has severe ending lag to the point where one can jump from the top of Battlefield and use it and then be unable to move until Dedede lands on the main platform. Having armor is nice, but everything else sucks.
:4metaknight:: Shieldbreaker Drill, Lazy Shuttle Loop, Shield Piercer
Similar to ZSS, MK's custom moves bring out advantages to the character, but at the cost of giving him new weaknesses. None of his customs are really terrible. His more situational ones are Sheildbreaker Drill, Lazy Shuttle Loop, and Shield Piercer. Shieldbreaker Drill can break shields very reliably, but cannot be used to attack or recover effectively. Lazy Shuttle Loop hits even harder and covers much more distance than the default, but is very slow, making it difficult to hit the opponent. Although the buff to his already great recovery is welcoming, the lack of speed effectively removes his latter combos. If you got a airdodge read, however, it hits the opponent hard. With Shield Piercer, the slash penetrates shields and covers a bit more vertical distance, but at the cost of lower damage outputs and covering less horizontal distance, as well has having worse frame data.
:4fox:: Charge Blaster
Fox's customs are generally good, and Charge Blaster is a move that you should consider, despite Impact Blaster existing. He fires a single, powerful laser. It has a slower start-up time, but has considerable hitstun and good knockback, although it struggles to have KO power. It less start-up time if used while airborne.
:4falco:: Accele-Reflector, Falco Charge
Falco has some good customs, but has very situational ones as well. His worse is Accele-Reflector and Falco Charge. The only benefits that Accele-Reflector has over his normal one is that the reflected projectile is faster, and reflecting it no longer dmaages Falco. That is it. It can only reflect if Falco is moving forward, the reflector itself deals less damage, and the reflected projectile has a damage multiplier of x1, rather than x1.2. The reflector itself ends after it is fully reached. Truly not worth using over the other two variations. Falco Charge nearly halves the distance of the move and travels slower, but increases the damage and knockback, especially at the beginning. The move sends opponents diagonally and only has slight KO potential at very high percentages.
:4pikachu:: Thunder Shock, Shocking Skull Bash
None of Pikachu's customs are too bad, nor too good either. Thunder Shock is a horizontal projectile and disappears upon hitting the ground without bouncing. Initially weaker than the regular variant, but unleashes a powerful blast at the end. However, it covers less range. Shocking Skull Bash has an electric effect and hits multiple times, with the last hit dealing more knockback. However, it is weaker and has more ending lag. Not bad moves however.
:4charizard:: Fireball Cannon
While Charizard receives a lot of benefits form customs, a few is very situational. Fireball Cannon is essentially a worse version of Bowser's Fire Shot. It shoots fireballs that travel further. Although the description suggests that this attack deals less damage than Flamethrower, each flame deals 3% damage at close range, and 2% damage at a distance. It doesn't hit opponents as frequently as Flamethrower, however. Charizard has to fire at least three fireballs before it can end this attack. Additionally, the fireballs have normal priority, so stronger hitboxes can neutralize them.
:4lucario:: Advancing Force Palm, Extreme Speed Attack
While Lucario's customs give him notable benefits, some are generally situational. Advancing Force Palm moves Lucario forward, but deals slightly less damage and has more start-up lag. It will leave the player open if it misses. Extreme Speed Attack removes the sweetspot and large knockback of the move, and is instead a multi-hit attack that is easier to connect with. Slightly less distance gained, however, and you are still able to predict it.
:4jigglypuff:: Spinphony
It is finally time to talk about Jigglypuff. She possesses some of the worst custom movesets in the entire game. Spinphony is, in particular, considered to be its worst custom move (and arguably the worst custom special move in the game), as it has very slow start-up, a very long interval between its active hitboxes and very long ending lag, to the point one could use it from the upper blast zone of the stage, and be dragged down to the lower blast zone by the ending of the move. It can reverse opponent's direction, but like Zelda's Nayru's Rejection, it causes flinching, granting opponents the ability to reuse any of their recovery moves. A dishonorable mention is Wakie Wakie. When Jigglypuff falls asleep, it emits a pushing vortex, which can make the move harder to land, but can also protect Jigglypuff by pushing foes away. Jigglypuff stays asleep for just half the amount of time, then Jigglypuff will wake up with an explosion larger than the vortex, take 5% recoil damage, and inflict 15% flame damage to nearby opponents. The move has more startup (although it does have less ending lag), which can make it easy to punish Jigglypuff from using the move despite the vortex. It can also be easily avoided.
:4greninja:: Shadow Strike, Single-Shot Pump
Greninja's worst customs are pretty bad. Shadow Dash is also somewhat inferior to Shadow Sneak, but Shadow Strike is even worse. Both the shadow, and Greninja's startup and ending lag are much slower, removing any reliable followups the move has, much outweights the power buff given to the move. The only benefit that Single Shot Pump has is that it is more powerful. That is it. It is very linear and lacking any edgeguarding potential due to it only propelling Greninja straight up. It is a significantly inferior to the other two variations, and not worth using at all.
The final part:
:4rob:: Robo Rocket
This custom move, despite being on the list, can be considered in a custom moveset: Robo Rocket. It functions like a traditional recovery move, as R.O.B. simply ascends quickly and deals damage. It grants outstanding vertical recovery after a jump, does not cause helplessness, can be followed up with any aerial, and can meteor smash if it hits the opponent precisely. However, it grants very minimal horizontal recovery distance and R.O.B. cannot fast fall, air dodge, or use his other specials as follow-ups. Additionally, its meteor smash has below average power.
:4ness:: Rising PK Flash, PK Bonfire
While Ness gains great benefits from customs, he has generally mediocre customs as well. Rising PK Flash allows Ness to rise of PK Flash into the air. The explosion is a larger hitbox. However, it lacks control and it is noticeably weaker, and the fact the it rises removes an edge pressuring move. With PK Bonfire, the lightning-bolt doesn't travel as far, but the flame pillar is stronger and it sticks around longer. Has much less combo potential due to its increased ending lag and knockback.
:4falcon:: Mighty Falcon Punch
While Falcon generally benefits from his custom, he has situational ones as well (such as Explosive Falcon Dive). But one move in particular is noticeably inferior to the default. The only benefit Mightly Falcon Punch has is an increase in duration and range. That is it. Alongside Dedede's Armored Jet Hammer, it is a move that is intended to be stronger than the default, but it ended up having less power, in addition of having longer startup lag. It's late hits do much lower knockback. not worth using over the other two versions.
:4villager:: Balloon High Jump
Villager has rather infamous customs to his kit. One of them is somewhat situational. It is a big jump with significant vertical recovery. The balloons vanish after use and cannot be used for flight, while damages foes on the way up. While more linear than the other versions, it is faster and can be used repeatedly without losing range. It is a move that can be considered though.
:4olimar:: Explosive Pluck, Winged Pikmin Jump
Olimar's customs are a mix between beneficial, semi-viable, or very situational. The Pikmin in Explosive Pluck, will create a small explosion upon being plucked, and travel in a high arc before landing. However, the Pikmin die much more easily. Additionally, the Pikmin appear to die on their own of no apparent cause, either after a certain amount of time or dealing a certain amount of damage, forcing Olimar to pluck more Pikmin. It takes longer to pluck them (though not as long as Hardy Pikmin Pluck) and the explosion is only on front of Olimar. The damage of the explosion caused by the Pikmin vary depending on the type of Pikmin being plucked. Considering that Winged Pikmin Jump quickly travel upwards, adding increased vertical recovery. However, Olimar immediately falls into his helpless state. The amount of vertical distance recovered lessens with each consecutive use. This distance recovers by letting the move cool down. It has a push effect on any nearby opponents upon startup though.
:4wiifit:: Volatile Breathing
None of Wii Fit's customs are particularly bad. Volatile Breathing is a forbidden breathing method that causes an explosion. does 15% damage at close range, or 8% at long range. This variation does not heal or power up Wii Fit Trainer's stats. During the initial frames of the startup, the Wii Fit Trainer has super armor. The loss of her temporarily buff hurts Wii Fit in the long run though.
:4shulk:: Back Slash Charge
Another character with not too bad customs. With Back Slash Charge, Shulk leaps forward, gaining super armor for the slash. This move has increased horizontal movement, but has harshly reduced damage and knockback if not striking the back, making it imperative to hit an opponent's back to do any good damage. Ending lag is heavily increased, making this version highly punishable if missed. This makes the move more dangerous to start near ledges, but it can be used as a rather risky recovery move due to it providing decent horizontal distance, but the move cannot auto-sweetspot ledges.
:4pacman:: Enticing Power Pellet, Dire Hydrant
While Pac Man lacks any horrible customs, two of them are generally situational. With Enticing Power Pellet, the trail is extremely short, and takes longer to deploy (which harms it's followup potential). The Power Pellet that is summoned is slow, and is surrounded by a vortex that has a strong pull effect. It is followed by only two Pac-Dots. This move only travels less than half of Final Destination's length, which harms it's recovery. The vortex will drag nearby opponents directly into the move's sweet spot, making it a strong attack. It deals good damage, however, and can KO at 80%. The fire hydrant, in Dire Hydrant, explodes on impact with an opponent, surface, or after a set distance. The explosion does not harm Pac-Man, but it has low knockback and lacks Fire Hydrant's versatility
:4megaman:: Hyper Bomb
Mega Man's customs lack any noticeable debuffs. This move causes Mega Man to pull out and throw a large spherical bomb, which will explode upon contact with a surface or opponent. This does more damage than the other two choices, but has less range behind it, and it removes Mega Man's Z-Drop combos. It can also be grabbed if caught in midair. Doing so reveals that it never explodes while held, and if thrown it will follow the same arcing trajectory as it being used as a special. It should be move to consider though, especially if the matchup involves a lot of ledge pressuring.
:4sonic:: Gravitational Charge
Sonic possesses some customs that generally situational, but can be considered. The move pulls opponents in front of Sonic towards him, then pushes them behind and away from him. This improves it's safety. However, it makes followups more difficult, and it requires more button presses to power up.
:4miibrawl:: Exploding Side Kick, Foot Flurry
All of Brawler's customs give out benefits over their default move, and all should be considered. Exploding Side Kick is simply a faster version of Falcon Punch. While it is generally for punishes and/or reads, the Brawler could creatively make use of it in more practical ways. Foot Flurry is similar to Falcon's Falcon Kick Fury. It has a high damage output, but the kicks can be easily DI'd out of.
:4miisword:: Power Thrust
Same thing applies with Swordfighter: all custom moves brings out benefits over the default. Power Thrust is a faster version of Falcon Kick, with the tip of the blade dealing the most damage. It is a good move, but comparing it the utility Reversal Slash brings to the swordfighter, and the fact that Falcon Kick is a rather situational move for Falcon in the first place....
:4miigun:: Stealth Burst
Again: customs bring out nothing but benefits, although it has a few more situational ones. This move is similar to Zelda's side B variant "Din's Flare". However, the Gunner does not float while controlling the burst (instead, they'll stop falling for a moment before descending at a slower rate), nor can the move be controlled at all, as it always goes straight forward at a steady rate and explodes when the button is release or reaches max range. Due to the slight unpredictability of the move, and the ability to control how far it travels, the Stealth Burst is a very good method for onstage edgeguarding, though it may prove to be somewhat difficult against characters who can reuse their recoveries after getting hit.

And that is it!
 

Hotcakes

Smash Rookie
Joined
Mar 20, 2016
Messages
20
:4robinm:: Soaring Elwind, Distant Nosferatu
Robin's custom are generally mediocre. Soaring Elwind alters the lifting power of each gust. The first hit has less recovery potential and deals less damage, but the second hit has much more recovery potential. But because the first Elwind going less distance makes the move more vulnerable for the tome to run out putting Robin in a bad position. Each gust takes significantly longer to cast, which makes it easier to intercept. Distant Nosferatu grabs opponents farther away instead of at close range, but deals less damage, heals less and is slower. I don't really see the point of using it over Nosferatu, but it be used to surprise unwary opponents.
I think you're underestimating Distant Nosferatu. Having a long ranged tool that beats shield is extremely powerful. Being able to control that much space from such a range really makes your opponent think twice before committing to an approach. With shield being much less safe to approach with you're left with either committing to a jump, rolling, or baiting it out. You mentioned how Explosive Flame was a lot better when it was unblockable; that's because it too was a long ranged option that beat shield.[/spoiler]
 
Last edited:

The_Bookworm

Smash Master
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Jan 10, 2018
Messages
3,234
I think you're underestimating Distant Nosferatu. Having a long ranged tool that beats shield is extremely powerful. Being able to control that much space from such a range really makes your opponent think twice before committing to an approach. With shield being much less safe to approach with you're left with either committing to a jump, rolling, or baiting it out. You mentioned how Explosive Flame was a lot better when it was unblockable; that's because it too was a long ranged option that beat shield.[/spoiler]
Very valid points, but the move is slower (which makes him more vulnerable if whiffed, especially if someone is standing in-between), and grants Robin less reward if he does hit someone. Explosive Flame's hitboxes starts much earlier, putting pressure on the shield before hitting them with the unblockable hit (before it was patched).
 

Rizen

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For :4link: they're:
Big bombs. These don't explode on contact so Link loses his best combo starter for stage control with no direct pressure. Either throw them into an active hitbox or wait 8 seconds for them to explode.
Shocking Spin, I think it's called. Supposedly more power for less recovery distance but the standard spin attack was patched to be as powerful. So it's a strait nerf with no advantages.
Power bow. It's like warlock punch, very powerful but extremely slow. This could be good in casual FFAs and banned big stages but has no use in the competitive format.
Ripping boomerang. It hits multiple times at the cost of less range. The problem is it launches outward with no extra damage and has no combo potential. Even the galerang is more handy for positioning and threatening opponents with free fall causing specials, like Ness and MK.
 

The_Bookworm

Smash Master
Joined
Jan 10, 2018
Messages
3,234
For :4link: they're:
Big bombs. These don't explode on contact so Link loses his best combo starter for stage control with no direct pressure. Either throw them into an active hitbox or wait 8 seconds for them to explode.
Shocking Spin, I think it's called. Supposedly more power for less recovery distance but the standard spin attack was patched to be as powerful. So it's a strait nerf with no advantages.
Power bow. It's like warlock punch, very powerful but extremely slow. This could be good in casual FFAs and banned big stages but has no use in the competitive format.
Ripping boomerang. It hits multiple times at the cost of less range. The problem is it launches outward with no extra damage and has no combo potential. Even the galerang is more handy for positioning and threatening opponents with free fall causing specials, like Ness and MK.
Big Bomb is redesigned to be more of a stage control move, although it does seem a little bit more situational than the other two variations. However, it is not his worst.

Shocking Spin still causes more knockback, damage, and hitstun. The power gap is between them is smaller after the patches, but the move was also buffed in patches. The electric effect can also cause more damage on shields. The move does have more ending lag, and its use as a recovery is almost as mediocre as Spin Attack's Brawl and SSB version. This move isn't too bad, but not too good either.

Power Bow does harm his zoning game, which is why I think it is his worse.

Rippling Boomerang does have much shorter range and deals less damage, but hits multiple times and stuns the opponent, which makes it ideal for set-ups. It turns the move into a setup move, rather than a gimping tool.
 
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Rizen

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Big Bomb is redesigned to be more of a stage control move, although it does seem a little bit more situational than the other two variations. However, it is not his worst.

Shocking Spin still causes more knockback, damage, and hitstun. The power gap is between them is smaller after the patches, but the move was also buffed in patches. The electric effect can also cause more damage on shields. The move does have more ending lag, and its use as a recovery is almost as mediocre as Spin Attack's Brawl and SSB version. This move isn't too bad, but not too good either.

Power Bow does harm his zoning game, which is why I think it is his worse.

Rippling Boomerang does have much shorter range and deals less damage, but hits multiple times and stuns the opponent, which makes it ideal for set-ups. It turns the move into a setup move, rather than a gimping tool.
Big bombs are inferior to the other variants in every way. Link's normal bombs are one of the best moves in the game, extremely versatile and true combo starters into kill moves. Bomb>Fair 2 hits is a 30% true combo at low %s. You can't throw big bombs at the opponent because they don't explode. The extended timer also makes them worse for recoveries and easier to use against Link.

Have you tested this in game? I'm not home atm but seem to remember Link's normal spin buff made shocking spin completely pointless.

The only use for PB is to launch an opponent on FD and charge it then snipe their landing lag when they come for Link from across the stage.

No, ripping boomerang pushes opponents away from Link and is terrible for setups.

Edit, okay I tested it and shocking spin was indeed buffed but the extra 2% isn't worth the recovery loss, especially considering how good Link's intercepting game is.

Ripping boomerang is still terrible. It has little hitstun, is easy to SDI and even the returning his push the opponent away from Link.
 
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The_Bookworm

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Big bombs are inferior to the other variants in every way. Link's normal bombs are one of the best moves in the game, extremely versatile and true combo starters into kill moves. Bomb>Fair 2 hits is a 30% true combo at low %s. You can't throw big bombs at the opponent because they don't explode. The extended timer also makes them worse for recoveries and easier to use against Link.

Have you tested this in game? I'm not home atm but seem to remember Link's normal spin buff made shocking spin completely pointless.

The only use for PB is to launch an opponent on FD and charge it then snipe their landing lag when they come for Link from across the stage.

No, ripping boomerang pushes opponents away from Link and is terrible for setups.
"Link's normal bombs are one of the best moves in the game..." That is literally the first time I heard that in my life lol. When throwing bombs, you aren't always close to the opponent to pull off these combos. TLink's bombs reliably lead into KO moves. Link's... not so much, especially since they have a short timer to perform an action with. The point of Big Bombs is not for setups or zoning, but for ledge trapping and pressuring the opponent, especially thanks to the moves larger explosion and stronger power.

Even if normal Spin Attack had equal power (I tested it, and SSA still has more power), SSA the move deals more damage and shield damage. The custom is purely offensive. The aerial version can semi-spike, but cannot hit backward.

The spots on when Rippling Boomerang set ups is kinda specific (I managed to find it easier doing it during it's returning path). The move doesn't push opponents away (don't know what you are talking about), but getting the opponent repeatedly hit with the boomerang can be tricky. The move isn't as good as I originally thought, but it has it's uses, especially in comparison to how disturbingly situational Power Bow is. Normal Boomerang is honestly a better alternative to both, in terms of utility.
 
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Rizen

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"Link's normal bombs are one of the best moves in the game..." That is literally the first time I heard that in my life lol. When throwing bombs, you aren't always close to the opponent to pull off these combos. TLink's bombs reliably lead into KO moves. Link's... not so much, especially since they have a short timer to perform an action with. The point of Big Bombs is not for setups or zoning, but for ledge trapping and pressuring the opponent, especially thanks to the moves larger explosion and stronger power.

Even if normal Spin Attack had equal power (I tested it, and SSA still has more power), SSA the move deals more damage and shield damage. The custom is purely offensive. The aerial version can semi-spike, but cannot hit backward.

The spots on when Rippling Boomerang set ups is kinda specific (I managed to find it easier doing it during it's returning path). The move doesn't push opponents away (don't know what you are talking about), but getting the opponent repeatedly hit with the boomerang can be tricky. The move isn't as good as I originally thought, but it has it's uses, especially in comparison to how disturbingly situational Power Bow is. Normal Boomerang is honestly a better alternative to both, in terms of utility.
Link's bombs consistently combo into Fair at kill %s. TL's bombs are a worse version of Link's. Link's forward bomb throw deals 5%, TL's 4% so Link's have more hitstun. Link's bombs can be C4ed, TL's can't. The 220 frames (3 and 2/3rds seconds) until Link's bombs explode is plenty of time while still being short enough to explode for recoveries.
TL's shorter jumpsquat, higher jumps and faster air speed are what help him combo better.

I edited my post about that. Spin still isn't worth the trade off for a worse recovery.

Ripping boomerang always pushes opponents outward each hit; I just tested it earlier. It has so little hitstun that opponents can act almost immediately after being hit. There's no reason to use it over the other 2, except maybe in doubles.
 

pupNapoleon

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I think it's terrible that not all the characters have customs.
Nothing screams "I made a mistake including this" like dropping the idea from DLC content to make it unbalanced.
Ugh.
 
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