The_Bookworm
Smash Master
- Joined
- Jan 10, 2018
- Messages
- 3,229
I have been reminiscing on the old SSB4 custom moves craziness. During my days of playing SSB4 3DS, I have been fooling around with custom moves for a long time, trying out different combinations. It was pretty fun to play with, although it is obvious on why they are banned after the first year of the game (pain of unlocking them, too much variance, & some absurd moves).
At the same time, for the past year, I have been watching a lot of other FGC games go around. Something that interests me is the MKX/MK11 variation system: the ability to have most of the character's base moves, but also change around special moves in order for a very different gameplay experience with the same character.
This is where I wonder: what if SSB4 had the variation system, using the custom moves already in the game?
Below here are three different examples I like to show to give off a good idea of what I am thinking:
Variation 1: "Protector of the Jungle" -------> Giant Punch (1), Headbutt (1), Spinning Kong (1), Hand Slap (1)
Variation 2: "Flying Monkey" ----------------> Storm Punch (3), Jumping Headbutt (2), Kong Cyclone (3), Hot Slap (3)
Variation 3: "Kong of Thunder" --------------> Lightning Punch (2), Stubborn Headbutt (3), Chopper Kong (2), Focused Slap (2)
As you can see here, I try to group each custom move with eachother in a way that is thematically correct.
Variation 2 involves DK's mobility in the air, using the wind based neutral B and up B, while using the side B and down B that has the power to catch opponents in the air.
Variation 3 involves the use of lightning and power, using the thunder based neutral B and down B, while using the stronger side B. I also threw in the second up B, as it is the only one left, but it doesn't technically interfere with the theme of the variation.
I am also assuming that with the focus on variations, each custom move would be rebalanced. Without the rebalancing, variation 2 would be the obvious choice everytime for DK.
Variation 1: "Space Mercenary" -------------> Blaster (1), Fox Illusion (1), Fire Fox (1), Reflector (1)
Variation 2: "Slippy's New Toys" ------------> Impact Blaster (2), Fox Burst (2), Flying Fox (2), Big Reflector (2)
Variation 3: "Wild Instincts" -----------------> Charge Blaster (3), Wolf Flash (3), Twisting Fox (3), Amplifying Reflector (3)
Variation 2 involves using a modified version of his default moveset, including his Smash 64 Blaster.
Variation 3 is the obvious Wolf variation, as Wolf is not the game so they gave of version of Wolf's special moveset to Fox.
Variation 1: "Boy from Onett" ---------------> PK Flash (1), PK Fire (1), PK Thunder (1), PSI Magnet (1)
Variation 2: "The Mind Unleashed" ---------> Rising PK Flash (2), PK Bonfire (2), Rolling PK Thunder (3), PSI Vacuum (2)
Variation 3: "Feeling of Love" ---------------> PK Freeze (3), PK Fire Burst (3), Lasting PK Thunder (2), Forward PSI Magnet (3)
Variation 2 involves Ness using the strongest, in terms of power, version of each of his moves, or different versions of his default moveset.
Variation 3 is the obvious Lucas variation, as Lucas wasn't in the game initially so they gave of version of Lucas' special moveset to Ness.
Custom moves as a whole, in SSB4, had huge missed potential. It could've been something big for the evolution of Smash Bros as a whole, but they missed the mark. They could've potentially capitalized on it in Ultimate, by fixing a lot of aforementioned issues with it, but instead it is only relegated to the Mii Fighters, which is fine since it is just three characters and the moves are all given from the start.
I will continue providing variations like this, but I like to see how you guys can do it as well, as well as suggestions. I will also do as well, both in SSB4 and Ultimate.
At the same time, for the past year, I have been watching a lot of other FGC games go around. Something that interests me is the MKX/MK11 variation system: the ability to have most of the character's base moves, but also change around special moves in order for a very different gameplay experience with the same character.
This is where I wonder: what if SSB4 had the variation system, using the custom moves already in the game?
- It would be three variations, the first one being all the default moves, and the 2nd & 3rd ones be filled in by the other custom moves.
- If this was a thing, there would theoretically be no need to unlock them, as they would be unlocked from the start. Having each individual variations locked away will be like straight up locking away characters, but to a significantly larger and more annoying scale.
- This would also fix the variance issue, as there would be only three moveset sets to worry about per character.
Below here are three different examples I like to show to give off a good idea of what I am thinking:
Variation 1: "Protector of the Jungle" -------> Giant Punch (1), Headbutt (1), Spinning Kong (1), Hand Slap (1)
Variation 2: "Flying Monkey" ----------------> Storm Punch (3), Jumping Headbutt (2), Kong Cyclone (3), Hot Slap (3)
Variation 3: "Kong of Thunder" --------------> Lightning Punch (2), Stubborn Headbutt (3), Chopper Kong (2), Focused Slap (2)
As you can see here, I try to group each custom move with eachother in a way that is thematically correct.
Variation 2 involves DK's mobility in the air, using the wind based neutral B and up B, while using the side B and down B that has the power to catch opponents in the air.
Variation 3 involves the use of lightning and power, using the thunder based neutral B and down B, while using the stronger side B. I also threw in the second up B, as it is the only one left, but it doesn't technically interfere with the theme of the variation.
I am also assuming that with the focus on variations, each custom move would be rebalanced. Without the rebalancing, variation 2 would be the obvious choice everytime for DK.
Variation 1: "Space Mercenary" -------------> Blaster (1), Fox Illusion (1), Fire Fox (1), Reflector (1)
Variation 2: "Slippy's New Toys" ------------> Impact Blaster (2), Fox Burst (2), Flying Fox (2), Big Reflector (2)
Variation 3: "Wild Instincts" -----------------> Charge Blaster (3), Wolf Flash (3), Twisting Fox (3), Amplifying Reflector (3)
Variation 2 involves using a modified version of his default moveset, including his Smash 64 Blaster.
Variation 3 is the obvious Wolf variation, as Wolf is not the game so they gave of version of Wolf's special moveset to Fox.
Variation 1: "Boy from Onett" ---------------> PK Flash (1), PK Fire (1), PK Thunder (1), PSI Magnet (1)
Variation 2: "The Mind Unleashed" ---------> Rising PK Flash (2), PK Bonfire (2), Rolling PK Thunder (3), PSI Vacuum (2)
Variation 3: "Feeling of Love" ---------------> PK Freeze (3), PK Fire Burst (3), Lasting PK Thunder (2), Forward PSI Magnet (3)
Variation 2 involves Ness using the strongest, in terms of power, version of each of his moves, or different versions of his default moveset.
Variation 3 is the obvious Lucas variation, as Lucas wasn't in the game initially so they gave of version of Lucas' special moveset to Ness.
Custom moves as a whole, in SSB4, had huge missed potential. It could've been something big for the evolution of Smash Bros as a whole, but they missed the mark. They could've potentially capitalized on it in Ultimate, by fixing a lot of aforementioned issues with it, but instead it is only relegated to the Mii Fighters, which is fine since it is just three characters and the moves are all given from the start.
I will continue providing variations like this, but I like to see how you guys can do it as well, as well as suggestions. I will also do as well, both in SSB4 and Ultimate.