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What Custom Moves do you think are "Direct Upgrades"?

And which ones do you think of these are way better than normal options?


  • Total voters
    13

warriorman222

Smash Ace
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Oct 24, 2014
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As in those with negligible or nonexistent weaknesses i.e Gust Cape's already low damage being lower in exchange for wind sourspots and sweetspots. Or Ride The Wind having no sweetspot in exchange for massive recovery and control.

Also the poll options are slightly random and just examples of some really good customs in my opinion. All of them have visible drawbacks, but i can't find a drawback for Koopa Drift.
 

PeachPlumPear

Smash Cadet
Joined
Oct 24, 2014
Messages
34
I like Falco's fox-laser but that's probably just personal preference. Default recovery just makes me sad.
 

warriorman222

Smash Ace
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I forgot the name of the one that charges longer but hurts more and goes farther. It takes like half a second more of charging which isn't much.
 

PeachPlumPear

Smash Cadet
Joined
Oct 24, 2014
Messages
34
I forgot the name of the one that charges longer but hurts more and goes farther. It takes like half a second more of charging which isn't much.
Falco's default laser goes the farthest of all 3 but takes longer to come out and has disgusting recovery on it.
 

warriorman222

Smash Ace
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Falco's default laser goes the farthest of all 3 but takes longer to come out and has disgusting recovery on it.
OH whoops. I thought you meant recovery as in Up-B. It's called Explosive Bird. Where it charges longer and doesn't damage while charging, and goes slower. But it goes farther, and has one strong damaging hit.

Anyways I don't use Falco much, but i know those shots are not strong enough to make up for a lack of speed.
 

PeachPlumPear

Smash Cadet
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Oct 24, 2014
Messages
34
OH whoops. I thought you meant recovery as in Up-B. It's called Explosive Bird. Where it charges longer and doesn't damage while charging, and goes slower. But it goes farther, and has one strong damaging hit.

Anyways I don't use Falco much, but i know those shots are not strong enough to make up for a lack of speed.
That's my fault! I forgot that recovery means both the ending frames and the up-B :p

Yeah, mostly I just use his nB to build damage after I knock them to the opposite side of the stage. The hit stun it gives isn't really enough to do anything but cancel any start-up frames/recovery options they have.
 

HeavyLobster

Smash Champion
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Dark Fists is about as much of a direct upgrade over Dark Dive as you can get in terms of actual utility. More power, better recovery distance, armor, and all you have to give up is the command grab aspect which was never really all that valuable for Ganon on that move anyways.
 

Volt@ge

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Selybe
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As far as Pikachu is concerned I feel that Heavy Skull Bash is an all-round upgrade also. The recovery options that it offers are just as good if not better than default Skull Bash. The damage is a decent improvement, unless you perhaps fully charge the default one which just doesn't happen, and the knockback, at close quarters especially, offers another viable KO option at higher percents.
 

warriorman222

Smash Ace
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Apparently in the patch Gust Cape got nerfed to like half the knockback on the sweetspot. It's still fine.

I put Guardian Luma there because it improves your Luma, and makes it better and a projectile soaker at the cost of having one more useless special if it gets killed.
 

Jae

You're outta luck, buddy
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Enduring Back Slash / Back Slash Charge (Side B 3)

That super armor is amazing
 

JKarmageddon

Smash Rookie
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Oct 8, 2014
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You can't do certain combos like clown kart -> uair with Koopa Drift.
 

Jigglymaster

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Dapuffster
Here are some Customs I think are straight up grades

Greninja
Shifting Shuriken - Can't fully charge it up but shots will send opponents towards greninja leading into a perfectly charged upsmash combo. It turns Greninja's Shuriken into a kill move.

Bowser
Fire Roar - It's stronger than the fire breath and has more range, but it only lasts for a few moments, but seriously, who uses this move for more than a few moments?

Dash Slash - Practically gives Bowser the ability to wavedash, it has superb mobility and he can combo it into kill moves.
Dash Slam - Does less damage but grabbing with it is easier and can lead to easier Bowsersides, pair this with the Flying Fortress and its a deadly combination

Shulk
Hyper Monado Arts - Arts are much stronger and don't last as long, I counted at its 10 seconds shorter, however, the Monado is only really good if used at the right time, and that right time doesn't last very long. Shulk usually cancels out of his Arts early due to the "right time" passing so this basically means he gets more power for specific situations and it goes away before the opponent gets the chance to take advantage of it as well.

Jigglypuff
Sideways Pound and Pound Blitz - Both of these moves are pretty much flat out better than the original. None of them help you recover better so thats out the window. Sideways pound can semi spike and Pound Blitz sends them straight up for a Leaping Rest combo. Regular pound does neither of these things.

Mr. G&W
Heavy Trampoline - This move gives G&W an Up B out of shield that can kill. Its very powerful and all you sacrifice is a tiny bit of vertical height, which doesn't really matter so much for him.

Thats all I can think of right now.
 

Donkeykong98123

Smash Apprentice
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Kong Cyclone. Has faster recovery and actually rewards you for landing perfectly(almost no ending lag). And it still does the same damage as well as having a vacuum effect.
 

Raijinken

Smash Master
Joined
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Durham, NC
Lucario has massive recovery already, and it goes faster and can actually kill people at high damage by default, so I don't really agree on that one.

As for others, Skull Barrier is actually useful, thus I always use it over the Leaf Shield. Shadow Blade can't be caught and used against me/disabled, so I prefer it over the Metal Blade. Warlock Blade has far more reach and still plenty of kill power, so I prefer it over Warlock Punch. I prefer Arcfire+ and Thunder+, since Arcfire+ hits harder (and knocks them away, helping make up for the terrible endlag), and there's no point in spamming Thunder anyways, so you may as well make it count.

Plenty of others, but those are the big ones that spring to mind.
 

warriorman222

Smash Ace
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Twisting Fox: No relevant decrease in recovery, multi hit, does way more damage.

Amplifying Reflector: Negligible startup, more power.

Accele-Reflector: Only reflects on way forward, but it was nearly impossible to reflect on the way back anyways. It now comes back to Falco faster, meaning less "endlag".

Distant Fire Bird: This one is complicated. Has maybe too many drawbacks, but it has a longer charge and no damage while charging in exchange for a stronger hit when you start it, multi hit during the rest, faster speed and more range.
 
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