Pro-Customs guy here.
As much as I love customs, I am also aware of the problems that they possess, too. The biggest problem being, of course, the logistics of collecting and setting customs up. But beyond that, I am also aware of the "jank" that certain custom moves provide. That, and how people have a tendency to dislike anything and everything that can promote stalling tactics (and NOT just customs). And for anyone who has a problem with any of those three things,
I actually don't disagree with you.
I understand why Sakurai wanted to give people the option of unlocking Custom Moves. Unlocking something, by extension, is giving people the feeling of being "rewarded". And while this idea is mostly fine in the concept of casual play, it is an absolute nightmare for competitive play purposes. However, this would have been far less of a problem
if you didn't unlock the same custom moves over and over. Because of this, Customs become much more of a hassle for everyone...BOTH for casual players and tournament players. It doesn't benefit anyone, and it doesn't make earning custom moves feel more rewarding. And I cannot fathom why Sakurai did this. On top of this, Palutena and Miis have all of their custom moves already unlocked (although Miis were at one point planned to be unlockable bonuses too). This makes the concept of custom moves, at least in regards to their status about unlocking them, incredibly inconsistent. To the point where unlocking them is a pointless endeavor, and a frustrating game mechanic altogether. And I don't blame ANYBODY for feeling this way. It's an ugly concept that could've been handled a lot more efficiently no matter what angle you look at it from.
Then there's the "jank" custom moves. In my opinion, most custom moves are actually quite fine. But then you have a couple of custom moves that are incredibly degenerate for tournament play...and heck, even casual play as well. HSB and Kong Cyclone are two prime examples that are made that much worse
because their coding is faulty. HSB would have been alright if you didn't have the ability to smash-charge it, and Kong Cyclone would be a lot more tolerable to deal with if you didn't have the ability to cancel almost all lag with it by landing on the ground. These things are
oversights, and make these moves far worse than what they could have been. Even then, there are "jank" customs not because of oversights or faulty coding, but just poor balancing decisions in general. Timber Counter being another example. It seems fine in concept, sure. It nerfs Villager's killing options a fair amount (axe/tree not killing), and all it does is trip people when it is a sapling. But the big issue with Timber Counter is that, not only does it further promote Villager's stalling abilities,
it is a move with little to no counters to help go against it. Compare it to Diddy Kong's bananas, if you will. You can pick up a banana peel and throw it back at Diddy. You can reflect banana peels with Mario's Cape, a Reflector, or even Ness's bat. Or heck, it just straight up disappears the moment you trip on it.
But none of these apply to the Timber Counter sapling. You have to wait it out. And this is just bad gameplay balance even though it is ENTIRELY possible to beat the strategy. Why?
Because all waiting does is waste time, and it is a game mechanic that all game developers should avoid. When a person waits, they aren't really ENGAGED in doing anything. It becomes less about a battle between you and your opponent, and more of a battle with you and the clock. And it's not just Timber Counter that does this. Going back to Kong Cyclone, it also does this (in its current state anyways). One of the few counterplays to Kong Cyclone is to, you guessed it, wait it out. Because not only does it have virtually no landing lag if you land on the ground with it before it is over, but they also thought it was a good idea to give the move SUPER ARMOR. So not only do you have to deal with the wind, which is an endeavor in its own right, but you can do little about it other than waiting it out (for most characters) because of the Super Armor.
Waiting is bad game design in many aspects, because it creates a period of disconnect between the game and its players. Because you aren't really playing the game when you wait.
To add to the above reason in regards to waiting, this also applies to major stalling tactics as well. People don't like heavy stalling tactics, because they employ a lot of what is said above. Sure, they help people win matches,
but in a way that is not truly engaging with the other player. It becomes less about playing a match,
and more about the same series of buttons. They don't HAVE to care much about what the other player is doing, because as long as they keep repeating the same steps, they know that they still have a high probability of succeeding as long as their patience is greater than that of their opponent's. And usually, it is. Because while a person stalling only has to worry about "Oh, that trap is gone. Got to put it back up again.", the other person actually has to DEAL with those things. It creates a huge gap in the difference of pressure being placed upon each of the players respective minds. Player A only has to worry about the same thing he has practiced over and over again. It becomes second nature to him, and should his strategy be broken, he is nowhere as mentally worn out as the other player probably is. Because while Player A is only focusing on the strategies that he already knows like the back of his hand,
Player B has FOUR battles that they must deal with. They have to deal with the strategy, first and foremost. Then, they have to battle the other player. Additionally, they also have to battle the clock because every second is valuable in order to beat the opposing person and their strategy. And on top of all of this?
They also have to battle themselves, so that they don't lose their patience. This becomes a lopsided difference in the amount of effort each player is exerting, because while Player A is only fighting 1 1/2 battles on average (Making sure their strategy continues to work/OCCASIONALLY dealing with the other player), Player B has 4 different battles that he is fighting (The Opponent/Stalling Strategy/The Clock/Their own patience). And nobody in their right mind would rather want to fight 4 battles instead of 1 1/2, especially if this added stress and pressure can affect their performance in future matchups even if they DO win/the matchup is definitely winnable.
Another point I would like to add about stalling tactics is that, for us at home who DIDN'T go to EVO, we were probably more "okay" with these things. Sure, we might have disliked seeing Stalledger and other similar tactics, but for the people who stayed home, these people were probably far less affected by watching these matches as opposed to the people who ACTUALLY went to EVO (even if they didn't participate in the tournament). People at home had the leisure of saying/thinking "Oh, a Villager that likes to stall. I guess that I'll just go get something to eat from my fridge and switch over to the Melee stream until that match is over.", or things of that nature. But for the people who went to EVO, they were probably more annoyed about seeing these kind of tactics, because almost everyone at the event had to drive or even fly in order to get there. So even if they could've done something else while at the event, they didn't have the same leisure that people watching at home did. And this probably affected people who wanted to watch SPECIFICALLY Smash 4 at EVO in particular. Think about it: You pay a good amount of money to afford plane tickets to go to EVO to watch the Smash 4 tournament (or even participate in it), and you're hyped to see what kind of exciting matches there will be, and then there's a match with a Stalledger.
And no, none of what I am saying is trying to make any disrespect or trying to point any fingers at Captain Awesum or any other players (he was just doing what he could to win just like any other player), but if you look at what I have said from these perspectives, you can understand why a lot of players were frustrated with these kinds of things. Especially if they actually went to EVO instead of just watching from home. Because they took a lot of time, effort, and money out of their pockets to go to/participate in this event...
and then certain matchups had a lot of waiting involved in them as opposed to the players actively engaging eachother. And as much as I love customs, I completely understand a lot of people's frustrations when it came to these matches. Sure, there are other potential issues with custom moves, but stalling/waiting is the one that struck a chord with most people.
In my own personal opinion, in the event that Custom Moves are NOT balanced by patches (I think that some will be in the future though), we as the community have to do something about this.
Whether you are pro-customs or not, we have to do things in order to keep player and viewer interest in Smash 4 alive. We, as a community, have to keep our scene growing. Don't think just about the custom moves meta, and don't just think about the non-custom moves meta.
Do something to help both grow and prosper, because both of them are Smash 4.
And with that out of the way, where do we go with custom moves from here? A lot of people want certain custom moves banned. HSB, Thunder Wave, Kong Cyclone, Timber Counter, Explosive Balloon Trip, Hammer Spin Dash, and Double Spring just to name some of the few more controversial ones. Other people don't want ANY of these banned. So, as of right now, it is creating quite a divide in the community. Some people employ an "all or nothing" sentiment in regards to custom moves, while others think it would be more beneficial to ban some custom moves for the overall sake of balance. And while I am more likely to side with the later, I will say that there is a possible solution that can
at least make the majority of people somewhat happy (I think/hope), and that is by
banning certain custom move sets.
This wouldn't actually ban any custom moves. Rather, just banning specific custom sets that seem to be more problematic than other sets. And sure, while this will still spark controversy with some people, I think that this would be the best way for everyone to handle custom moves as of right now, and help reduce friction between both sides of the argument. We can't do nothing with custom moves, as this will just cause growing unrest between players/posters on both sides. And we can't immediately outright ban any custom moves either, because that would just cause a wildfire of arguments to erupt immediately.
However, we still have to do something. In my belief, anyways. So, in my opinion, banning problematic custom move sets would be a way to not only allow both sides to slowly adjust, but also allow us to come to conclusions that both sides can at least find
some appeasement/satisfaction from. And yeah, I know that this won't make everyone happy. But I do think it will help reduce at least some friction between both sides.
Especially if we tackle problems that BOTH SIDES dislike, such as stalling.
Anyways, that's enough flavor-text for now. Let's talk about a few custom move sets that I find to be overly "toxic"/problematic in the custom moves metagame:
Double Spring + Hammer Spin Dash: Sets with both of these customs need to go. As Static Manny demonstrated against Ally, a ton of people hate watching this set. Both custom moves promote stalling, and on a character such as Sonic whom is already considered "annoying" by most people, this is a set that is going to extremely hurt viewership in the long run. Sure, while Double Spring hurts Sonic's recovery and limits his vertical killing options a little bit, Hammer Spin Dash helps to compliment these losses. Not only that, but this means that Sonic now has TWO additional options to add to his landing options and help him escape pressure. Double Spring gives Sonic two "get out of jail free" cards on its own, since he can attack/airdodge after either spring. And Hammer Spin Dash is not only near-instantaneous, but it allows Sonic to ascend extremely quickly AND he can double jump out of it. This doesn't even account for the other slew of benefits Hammer Spin Dash gives Sonic, such as the ability to ground/plant people. Overall, this set promotes illaWAY too much stalling, and Sonic doesn't really have to commit to anything in neutral with this set. Therefore, I think that it needs to be banned.
Thunder Wave + Heavy Skull Bash: Ignoring the infinites that Thunder Wave can create for a moment, this set is too good even without that, because Thunder Wave just creates way too many opportunities to seal a free KO with Heavy Skull Bash due to the raw amount of power that move has. While ESAM wasn't really able to pull off any infinites with the combo at EVO, he DID manage to take a lot of stocks by hit-confirming a successful Thunder Wave into Heavy Skull Bash. This greatly makes Pikachu, a character that is already top tier, far more deadly in neutral. Because you are always under the constant threat of Heavy Skull Bash thanks to Thunder Wave. If any single one of those Thunder Waves hit you, you can pretty much kiss your ***, and your stock goodbye. And in a way, sets like this promote a little bit of stalling, because why approach when you can just fish for one of the Thunder Waves to hit so you can win with HSB? And even if you DON'T kill with HSB, do take note that Pikachu is still one of the best characters in the game in regards to edgeguarding, and HSB will lead to much more instances of this happening. Overall, this set is far too potent for its own good, and I think it would be best if sets with both of these custom moves are banned. (Oh, and people still have to deal with Quick Attack regardless, too)
Timber Counter + Explosive Balloon Trip: Ah yes, the classic Stalledger combo. This one is infamous, so I don't need to go over it much. Timber Counter's sapling is pretty much a banana peel that stays on the field for 20 seconds, and you cannot pick it up or even reflect it. And Explosive Balloon Trip gives Villager two exploding hitboxes above him that he can detonate at his own leisure. Combined, this makes Villager's ledge-stalling tactics astronomically both annoying to deal with, and boring to watch for many players and people. This makes it to where if he EVER has the stock lead, he can just camp behind his fortress of projectiles until the timer runs out. And sure, while it has been proven that it can be beaten by people turning the tables on Villager and camping HIM out, all this does is cause more waiting and stalling from both players. At any point during the match, in favor of EITHER CHARACTER/PLAYER, it usually involves some form of stalling. And the players, especially the Villager, aren't really trying to engage with the other player, because they are afraid of losing the stock lead. That is why I feel as though it would be best for everyone if this set was banned. Because although it won't get rid everything that Villager can do to stall his opponents, it will promote both players to be more actively involved in the match as opposed to going through a series of mindless button presses and running away in an incredibly dull game of tag.
Shooting Star Bit + Luma Warp: This set is just far, far too powerful in neutral. Especially for a character that is already dominant in the vanilla metagame. Shooting Star Bit, on top of being incredibly fast and covering a lot of ground, just deals way too much damage (4-5%). It is essentially the nightmare child of Fast Fireball and Falco Laser. The shots halt the opponent's progress because they deal considerable hitstun, and this is especially bad on a character like Rosalina whom already shuts out a lot of characters thanks to her Luma meatshield. But since this is compounded by Luma Warp, which can hit-confirm into a kill move
ACROSS HALF OF THE STAGE, she becomes an absolute monster to deal with in neutral for most characters. Not only is she safely building up damage with her Shoot Star Bits, but every single one that hits, it is going to put you closer and closer to a Luma Warp -> Death combo in the blink of an eye. Even then, Luma Warp gives her tons of stage control with no consequences, and makes her extremely unpredictable and even more frustrating to deal with. Therefore, I believe that this particular set needs to be banned, so that her neutral game isn't as overbearingly potent.
Anyways, those are the four main sets that I feel as though are the most problematic in the Customs-On metagame (currently), and need to be dealt with to help promote both player and viewer enjoyment of Smash 4.
In conclusion, I still love custom moves. And I am still very optimistic for their future, especially since they got a lot of exposure at EVO. I feel as though that custom moves still have a ton of potential in regards to making people hype, and be an interesting scene for Smash 4 along with the default metagame. I want to see both grow and develop side-by-side with eachother. And although some custom moves ruin the experience for many, I feel as though there are things that we can do as a community to help prevent these things from happening, even if custom moves don't get patched (I still believe that they will though thanks to EVO).
BUT
We have to do something as a community to make this happen. Otherwise, it never will. And if we don't do anything, this is something that will hurt
everyone in regards to Smash 4. Not only will it cause viewership to diminish, but also players' wills to continue playing Smash 4. And this includes competitive players.
For my fellow Pro-Customs advocates, ask yourselves this: Which would you rather protect more? Every single custom move/custom move set, even if some in particular are seen as "jank" by almost everybody? Or the Smash 4 scene in its entirety, and the people who love to watch and play it? Which one is more valuable not just to you, but everyone else? Weigh your thoughts, and options carefully. But do so quickly, because something needs to be done about this. People like @
Amazing Ampharos
have worked really hard to even make something like this happen. Don't let their efforts go to waste by clinging on your ideals too tightly. Don't let one or a few "jank" custom moves/custom move sets ruin the experience for most people. Because all that would do is hurt the entirety of the Smash 4 competitive scene. And I don't think anybody wants that. Because deep down, we all want to have fun. Both Customs-On and Customs-Off. So let's do everything that we can in order to keep having fun, and keeping that spirit alive for both players and viewers of Smash 4.
Anyways, that's enough ranting from me for now. Apologies to those who read the entirety of my thoughts, but I also thank you for being patient with me. I will be wishing the best of luck for Smash 4 and its community, no matter what side you are on!