L1N3R1D3R
Smash Lord
Are there any custom moves that you think are great but haven't heard anyone else specifically praise?
In my case, it's Marth and Lucina's Dashing Assault (neutral B). It's weaker, but the forward dash it comes with makes it so much more useful. The obvious benefit it brings is that you don't have to fully charge it for it to help your recovery, but there's more. It's one of the best ways to cover a tech situation or ledge get-up because of the disjointed hitbox, and even a semi-charged DA can cover all options. It's also really good because the hitbox lasts a lot longer than it may seem, which means if you hit with the late hits of it, it can also be a combo tool. It's overall usefulness I think makes it a better choice than a situational punisher with only awkward recovery usage.
I'm also going to defend Charizard's Rising Cyclone (up B), but I'll just quote the post I made in the "Official Standard Custom Moveset Project: Charizard" thread:
In my case, it's Marth and Lucina's Dashing Assault (neutral B). It's weaker, but the forward dash it comes with makes it so much more useful. The obvious benefit it brings is that you don't have to fully charge it for it to help your recovery, but there's more. It's one of the best ways to cover a tech situation or ledge get-up because of the disjointed hitbox, and even a semi-charged DA can cover all options. It's also really good because the hitbox lasts a lot longer than it may seem, which means if you hit with the late hits of it, it can also be a combo tool. It's overall usefulness I think makes it a better choice than a situational punisher with only awkward recovery usage.
I'm also going to defend Charizard's Rising Cyclone (up B), but I'll just quote the post I made in the "Official Standard Custom Moveset Project: Charizard" thread:
The description actually lies when it says that it doesn't go as high as normal, when in fact it just has more frames of his previous momentum before the upward rush. Thus, when you jump and then immediately use it, the upward momentum from the jump will continue during the startup, and so he goes just as high as default (like Little Mac's Rising Smash). Granted you need another jump, but that isn't hard to get with Charizard, especially with Dragon Rush enabled as well, and even without a jump it isn't worthless.
It's also a much better kill move than normal Fly. An aerial Rising Cyclone can kill off a down throw as early as 50% against fast-fallers or heavies, and while it may not be a "true" combo, it's very hard to escape due to the magnetic windbox and super armor. Grounded, Rising Cyclone is somewhat situational, as the strong hit at the end is very difficult to land unless your opponent is large. However, it's still pretty good OoS, as the windbox and super armor will still likely take the opponent in, and the hits that combo into the strong blow at the end have base knockback, which can still get opponents away.
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