Ninj4pikachu
Smash Journeyman
Warning Received
I don't understand this. Why/how would this mid tier character allow worse players to win? I see no reason as to what possible characteristic that this character has that would allow this to happen. There are no RNG attacks like game and watch, no overwhelming power in general, average recovery, average combo potential, and average MU. Since Mii's are so closely tied to the customs argument I feel you should explain your reasoning here.I don't like Mii Brawler and feel like the character allows worse players to win over stronger ones.
I can't agree with this, while it's true that many characters in the high tiers are good all around, many have 1 or 2 things that make them high tier. Look at jiggly puff from melee. Her "space animal killer combo" is the best reason to use her against fox, Falco, and caption falcon. The only other place she is better than average is her areal game. Other than that she is light, slow, and easy to edgeguard herself.The issue I have with customs buffing bad characters to viable levels is that said characters tend to become one-dimensional/uninteresting in the process. Take a look at any top or high tier characters. These characters tend to be good as a sum of their parts with great all-around normals, specials, and other relevant fighter specs. These characters have a whole kit of tools that contribute to their top or high tier characters. To make a low tier character viable in a special move or two, that move has to be stupid good, enough to compensate for an overall lackluster character. Usually, it's just not enough. There's pretty much two relevant characters that exhibit this though. Donkey Kong with Kong Cyclone is a good example. Kong Cyclone essentially replaces DK's neutral game with a move that does it all out-of-shield and in general; range, damage, knockback, super armor, windboxes that can suck characters in or send them at really weird angles, and negligible lag so long as you autocancel it correctly (which is easy). This is why you'll often see people, instead of calling Kong Cyclone "broken" or "janky" (I swear some people ignore posts and just see this when it doesn't exist), say that Kong Cyclone simplifies DK's gameplay/neutral. You get this character that is utterly dull in all aspects, centralized around spamming one move -- hence the one-dimensional label. The best example of polarizing is Palutena. Infinite Lightweight makes Lightweight a move with no counterplay outside of the trivial requirement to position yourself to use Lightweight again (easy and not punishable at all. Palutena becomes A character with the best mobility in the game and throw kill setups that begin as early as 50-60% (dthrow -> nair -> uair at this percent), with essentially no drawbacks. Her entire kit becomes centralized around this one move (glitches move at that). These characters, due to their flawed normal kits, become excessively centralized around one option, one custom move that is their ticket to viability. For low tiers that don't get this kind of move, they still aren't good enough and therefore the buffs are irrelevant. This trend actually tends to follow for mid tiers and even certain high/top tiers that benefit from customs. Are there technically more viable characters? Maybe, let's run with that. The thing is that these characters are not made better as a sum of their parts but rather one specific move, which simplifies their gameplay and makes them overall less interesting/deep as characters. This is why people have a problem with Kong Cyclone DK, not because the character becomes overpowered or unbeatable with the move.
Dedede in brawl LITERALY just did his chain grab, the easiest chain grab in the game because it didn't even need to be buffered. Without that he is a fat, slow penguin.
Also to a lesser extant falco's game in brawl also heavily revolved around that amazing down air of his that spiked so fast.
Gannon on the other hand (ssb 4 version) mearly gains a better approach that synergyzes with the rest of his moveset. He gets new combos, better recovery and is all around better for the customs.
EDIT: I cant deny that the overcentralization thin is true to an extent. But any dong player (I main DK) would know that to maximize your potential you would want to also use DK's edgeguard game which is where he shines in the first place and is still needed to succeed even with the custom.
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