A New, Wilder Champion! Creating New Custom Specials

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  • เผยแพร่เมื่อ 3 ม.ค. 2025

ความคิดเห็น • 334

  • @ricknaturalls2065
    @ricknaturalls2065 3 ปีที่แล้ว +282

    Here's A Few I made a while ago. (Yes it's long, sorry).
    Bowser:
    Neutral Special: Fireball. Shoots a single blast straight forwards which has surprisingly good kill move for a projectile. But completely lost is its ability to eat through projectiles, meaning Bowser loses his ability to stop opponents from camping him out and being far more susceptible to traditional weavyweight weaknesses.
    Side Special: Flying slam is a great get-of-of-jail free card, allowing a Frame-Six command grab to do a ton of damage. But what if you want something more defensive oriented? Pulling from the intro of Bowser's Inside Story of all things, Bowser would reach forwards with the same command grab, but a wind box would actually appear to pull them in closer. He would immediately throw them away, but he would also heal a little.
    Up Special: Whirling Fortress is a great out of Shield option but overall is pretty weak as kill move. If you want something better for traditional power, I'd recommend the Fury Fortress. When Bowser goes into his Shell, you can see the Black Paint from Bowser's Fury. This would take longer to start up, making it nearly useless out of shield, but it can kill at very early percents.
    Down Special: Shockwave Bomb. Instead of being based on Mario Bros 3's Boss Fight, this instead draws inspiration from Mario 64. He would drop down like normal, but if you hit the ground, two shockwaves will go out on either side for direct pressure to opponents that would do shockingly high shield damage. The Downside? The Ground Pound itself is really, really poor on its own now, being reliant on those shockwaves for being a useful attack.
    Steve:
    Neutral Special: Fortune Pickaxe. Based on the enchantment you can get in Minecraft, this causes Gold and Diamond to appear more often while making the rest of the materials appear less often. This is better if you want to get to higher levels of crafting sooner, but worse for many of his other moves due to the lack of iron and building materials. Craft and Build would work the exact same with this custom special.
    Side Special: Furnace Minecart. Instead of Steve jumping in the Minecraft and riding forwards, this instead acts as a projectile. Only consuming that piece of Iron at the start, the Furnace Minecart would ride forwards, doing big damage to anyone in its way. The damage this deals is about equal to the Powered Rails even if you don't have gold. The downside to this attack is the big commitment that it is. It would automatically travel forwards, burning your materials as it goes. It would only stop burning your materials once it falls of the stage.
    Up Special: Firework Blast. Steve would go into the Elytra like normal, but in exchange for Glide Time, a Firework Blast would appear behind him as it goes. This gives the move a genuine out-of-shield utility and makes it far more useful for offense.
    Down Special: Dispenser. Instead of putting a Block of TNT and a Pressure Plate onstage, Steve would put down a dispenser. Stepping on the Pressure Plate causes the Dispenser to shoot an arrow forwards for some decent stage play. This would synergize well with Steve's blocks, herding opponents into the dispenser to be punished. These arrows lack any and all killpower TNT had though.

    • @dabluepittoo-aqua4213
      @dabluepittoo-aqua4213 3 ปีที่แล้ว +21

      These are excellent moves! Really like the idea of Bowser unleashing shockwaves with Down Special.

    • @stylishgaby
      @stylishgaby 3 ปีที่แล้ว +22

      Fortune pickaxe is really great ! An added perk could be that Steve always uses his pickaxe, no matter the surface - since you normally can't get minerals with tools that aren't pickaxes. This would mean the Shovel gets never used, and the durability of his pickaxe would be in danger.

    • @jellycore1316
      @jellycore1316 3 ปีที่แล้ว +5

      Aww, heck, these are genius ideas!

    • @blaschin16
      @blaschin16 3 ปีที่แล้ว +5

      Doesn’t Steve already used a firework in his up special?

    • @ricknaturalls2065
      @ricknaturalls2065 3 ปีที่แล้ว +8

      @@blaschin16 There isn't a blast, it's just the rocket in his current Up Special.

  • @QuarkYT
    @QuarkYT 3 ปีที่แล้ว +407

    These were really creative! Makes me wish that Smash Ultimate would have Custom Moves haha

    • @themarioking7127
      @themarioking7127 3 ปีที่แล้ว +13

      Most of these were literally "haha have the same thing but broken lol"

    • @captainpryceisright
      @captainpryceisright 3 ปีที่แล้ว +12

      If all 86 characters got a Custom Special moves like SM4SH then we would have to multiply the base 345 specials (for now I will be ignoring things like Jokers upgraded specials and Heros whole moveset and calling them all one move each, terry has 4 specials.) by 3, giving us 1035 different special moves IF we were to get custom moves again in Ultimate, but to show why it is slim to none odds that we will see Custom moves in Ultimate is because of Characters like Pokemon Trainer, Pyra/Mythra, Steve/Alex, Hero, Joker. These characters that have a unique thing that the majority of the roster doesn't have, which is either multiple moves bound to one single special, like Steve/Alex's Neutral B, or Hero's Down B, and I don't mean chargeable moves, because those have always been able to function fine, but it is the characters that have something that makes them unique and hard to change. That is what makes me believe Custom Moves will not be coming back, but that doesn't mean it won't exist, because believe me if people are fully willing to commit time to making a mod for Custom Moves they will. (Side note, I left out the Miis as they already have custom moves, and instead assumed that the 2 next characters will not have a swapping feature, if we throw them all into the mix then it would be 1071 moves. Thanks Terry Bogard for making it weird with an odd number of specials.)

    • @Gamilieee
      @Gamilieee 3 ปีที่แล้ว +1

      No...no no no no no

    • @MiguelMem
      @MiguelMem 3 ปีที่แล้ว +3

      Yeah, If Custom Moves Came Back I Would Choose PK Freeze For Ness

    • @bananaspice1967
      @bananaspice1967 3 ปีที่แล้ว +2

      *no*

  • @jimmyoutlaw9384
    @jimmyoutlaw9384 3 ปีที่แล้ว +68

    Funny how “swift teleport” is slower than the standard

  • @Sean_Bird
    @Sean_Bird 3 ปีที่แล้ว +104

    I’m digging the new editing style for this series, it’s a lot more show then tell, which is neat.
    I still miss Custom Moves, and wish they could be made more unique then just alternative versions of the same moves, but this way still seems more realistic.

    • @presion5628
      @presion5628 3 ปีที่แล้ว +1

      YOu really want Armour is Smash?

  • @metareaper8008
    @metareaper8008 3 ปีที่แล้ว +187

    I always thought of mewtwo being a lightweight in smash being a reference to his defense in the game

    • @OzCroc
      @OzCroc 3 ปีที่แล้ว +39

      Also because he is a psychic type, and the psychic energy allows him to be floatier and lighter.

    • @gligurr
      @gligurr 3 ปีที่แล้ว +20

      his defensive stats are really good too so that doesnt make any sense

    • @stephenfong1144
      @stephenfong1144 3 ปีที่แล้ว +2

      @@gligurr But in comparison to its attacking stats and speed, they're a little lackluster

    • @gligurr
      @gligurr 3 ปีที่แล้ว +16

      @@stephenfong1144 comparing 100 to 150 doesnt make the 100 any less valuable, it just means both stats are high even though one is still a lot higher

    • @pktr3964
      @pktr3964 3 ปีที่แล้ว +9

      It is not, because if that's the case, Charizard would be much lighter

  • @BlastoiseMaster
    @BlastoiseMaster 3 ปีที่แล้ว +47

    I know it’s based on the move, but it’s ironic that a move called “Swift Teleport” is slower than the regular version.

    • @CinnaSwirls
      @CinnaSwirls ปีที่แล้ว

      They really should have given moves their Japanese names. Speed Star sounds a lot more like what the move is.

  • @Crossel187
    @Crossel187 3 ปีที่แล้ว +4

    I feel like Custom Specials could be a great way to help make Echo Fighters more unique from each other. Heck, that's kinda what we were hoping Echoes were gonna be from the start: the same core character, but with differences to make them feel unique, aside from just adjustments to frame data and damage modifiers. I mean, it sure would be nice if Echoes like Daisy and Dark Pit could feel more along the lines of Ken or Chrom, and maybe even push the envelope even further than that.

  • @StickMaster500
    @StickMaster500 3 ปีที่แล้ว +47

    Some other custom move ideas I think would be cool for Mewtwo would be:
    • Neutral B - Psycho Cut
    Spammable fast moving projectile that’s able to cover a wide area where it can easily hit opponents and travels a much farther distance than Shadow Ball, but deals less damage overall (about the same damage as an uncharged Shadow Ball)
    • Side B - Future Sight
    Similar to how Sephiroth’s Shadow Flare works, it places a curse on the target where it looks like nothing has happened when being hit by the attack but then after a few seconds, a glowing Psychic aura appears around the targets and moments after that, deals a good chunk of damage which is able to almost break shields.
    • Up B - Telekinesis
    Upon using the move, you hover in midair similar to Peach’s float where you’re still able to use your basic attacks even while hovering, however the downside to this is that you can still be hit even while using Telekinesis and it will eventually run out of Psychic energy putting you into free fall.
    • Down B - Barrier
    Basically acts as a simple counter that has a damage multiplier of 1.5x, however it only activates if Mewtwo is hit at the front and only stops projectiles rather than reflecting them.

    • @Ivanhoenn
      @Ivanhoenn 3 ปีที่แล้ว +2

      Yours are better lol

    • @anthonyocchiogrosso6763
      @anthonyocchiogrosso6763 3 ปีที่แล้ว

      He should have you male the moves

    • @blaschin16
      @blaschin16 3 ปีที่แล้ว +2

      You basically took Sephiroths side and down specials and gave them to mewtwo haha

    • @slimballs9650
      @slimballs9650 3 ปีที่แล้ว +1

      I would alter Telekinesis so that it works like Palutena's Jump Glide in Smash 4.

    •  3 ปีที่แล้ว

      @@blaschin16 Where did he state that the shield doubles as an edgeguarding attack, regardless of wether or not it counters anything?

  • @LeafBlade0623
    @LeafBlade0623 3 ปีที่แล้ว +18

    Wario’s Garlic Breath custom in Smash 4 was incredible, it’s such of a creative idea

    • @ZGlove.
      @ZGlove. 3 ปีที่แล้ว

      I thought that said "Garlic Bread" for a moment.

  • @AlakazamMast3r
    @AlakazamMast3r 3 ปีที่แล้ว +143

    I'd love to see you make more of these. Sonic in particular really needs better specials, and it would be cool to see Shulk,use more of his arts from the original game. Maybe Mega Man could use some attacks from Mega Man 11?

    • @GoldStorm07
      @GoldStorm07 3 ปีที่แล้ว +9

      I'd hoped he would have had Stream Edge instead of Back Slash as his Side B, a projectile/shockwave would've been a great addition to his kit.

    • @Magic_Ice
      @Magic_Ice 3 ปีที่แล้ว +2

      @@GoldStorm07 Maybe up special could be Monado Cyclone. It will be a chargeable attack and the more you charge the higher you will go. It would be cool to hear someone else spam that move.

    • @GoldStorm07
      @GoldStorm07 3 ปีที่แล้ว +1

      @@Magic_Ice Monado arts are all kept to the stance system. There isn't a great alternative for Air Slash that I can think of, one of Rex's arts might be used instead.

    • @Magic_Ice
      @Magic_Ice 3 ปีที่แล้ว

      @@GoldStorm07 Maybe anchor shot but where would he get that?

    • @GoldStorm07
      @GoldStorm07 3 ปีที่แล้ว

      @@Magic_Ice Same place Ness got PK Thunder

  • @NightFreeze9128
    @NightFreeze9128 3 ปีที่แล้ว +4

    Just decided to watch this and some of your other videos again and wow the thought put into these is impressive. I've been inspired to think of new custom specials for my main, Piranha Plant, which never had them in the past as a newcomer to Ultimate.
    *Neutral Special - River Ptooie:* Ptooie on its own is probably the majority of the reason Plant is worth talking about. It's able to zone, edgeguard, counter direct hits, and kill all in one move. River Ptooie would use the green-and-yellow spiked balls thrown by River Piranha Plants in New Super Mario Bros. Wii as an alternative to the black metal spike ball the regular move uses. This would make the projectile easier to throw around and able to cover longer distances, giving Plant the ability to threaten a wider area of the stage. However, the complete priority over other hitboxes that the standard Ptooie has doesn't carry over to the River Ptooie, meaning that it has less functionality for cancelling out projectiles and challenging approaches. It also disappears immediately upon hitting the ground, instead of lingering like the standard Ptooie, though this has the silver lining of decreasing the time it takes to pull a new one out. Overall, this custom special trades a few of Ptooie's uses for better zoning capabilities.
    *Side Special - Poison Spit:* Poison Breath, the standard Side B, creates a cloud of smoke that is impossible to see through and does damage, but no knockback, to enemies that step in it. This move is unconventional and lends itself to several uses, many of them fairly situational such as punishing a shield break or keeping your opponent guessing on what attack you're using in there. Poison Spit is similar in concept to Poison Breath, but completely different in functionality. Based on the Poison Piranha Plants from Super Mario Odyssey, Poison Spit wouldn't cause the Plant to change color while charging, but still use the same animation. Once the attack is used, Plant would fire a ball of poison from its mouth that travels in a short-ranged arc to land on the floor in front of it. This causes a puddle of poison to splatter onto the ground. Much like the poisonous puddles from the original game, these would do damage and make opponents flinch if they step or land on them, allowing for setups and combos that Plant couldn't have even dreamed of before. However, these puddles will evaporate after they're used once, if they're attacked, if a new puddle is created by the same Plant, or even if they're left alone on the battlefield for a fairly generous 20 seconds. The longer the move is charged for, the bigger the poison puddle, with a fully charged one able to cover an entire platform of Battlefield. If the poison bubble hits an opponent before hitting the stage, it simply does minor damage and knockback. Furthermore, if the poison bubble fails to hit the stage (such as if it's thrown off the ledge) it'll fizzle out before it can travel much further than it would if it had hit the stage, simply to ensure Plant's offstage projectiles don't get out of hand.
    *Up Special - Piranha Propeller:* Piranhacopter is a recovery with stellar distance that allows plant to go extremely low or far out and still make it back to stage. Unfortunately, traveling through the air with Piranhacopter is slow enough and linear enough that it's fairly easy to edgeguard this plant if you know what you're doing. Piranha Propeller is designed to trade away some of that distance for less susceptibility to edgeguarding attempts. Drawing from the Propeller Piranha from Yoshi's Island, an enemy that conventional means were unable to defeat, this move travels only 60% of the distance of the original Piranhacopter, but has 8% damage-based armor for the majority of the flight, meaning that while using this move, most attacks meant to edgeguard the Plant will just bounce right off. This move also has less ability to steer horizontally than the original Piranhacopter, but can still do so to some extent. The aesthetic difference between Piranhacopter and this new variation is that Plant will take on the color scheme of the Propeller Piranha while the move's armor is active.
    *Down Special - Bungee Stem:* Another infamous move in Piranha Plant's kit, Long-Stem Strike is slow and telegraphed but has massive disjointed range and is able to cover a deceptively large amount of space on account of being able to rotate slightly while charging. Bungee Stem takes these aspects a step further by pulling inspiration from a Yoshi's Island DS enemy, and allows the user to rotate the move even more when used in the air to the point where it can point at some downward diagonal angles. The downsides would be that the move has longer startup, making it even easier to react to, and the armor the Plant gets while charging the move would be decreased when the move is grounded and outright nonexistent if the move is used in the air, making it not as useful to power through opposing attacks as the original Long-Stem Strike can sometimes be. Aesthetically, the Bungee Stem would differ from the Long-Stem Strike by making the Piranha Plant turn purple and gain a spikier stem while the move is in use.
    Overall I think Piranha Plant has gathered most of its fanbase by being interesting and wacky compared to pretty much every other fighter. These custom move concepts would allow players to access different playstyles with the Plant while still having the weirdness that gives it its charm. I hope you enjoyed reading about them and I can't wait to see what other big brain Smash concepts come out of this channel.

  • @GoldStorm07
    @GoldStorm07 3 ปีที่แล้ว +4

    My thoughts on potential custom specials for Mewtwo, since it's my main:
    I would repurpose Psyshock as Mewtwo's standard special - it's the weaker form of its final smash Psystrike, and the anime almost always shows it as a sphere of psionic energy being tossed as a projectile. With its effect letting it hit opponents at their physical defense despite being a non-physical attack, I would see it dealing less damage/knockback than Shadow Ball but doing very high damage to shields like Marth's neutral special, while perhaps being smaller and travelling more quickly.
    For its side special, I would instead use Psychic, a variant that sends anything caught in the psychokinetic field straight up, removing the offensive reflector benefit of Confusion in exchange for being able to juggle opponents with it while still getting rid of problem projectiles.
    The custom up special could be Telekinesis (taken from StickMaster's comment on this video.) This works very similarly to Pit's Wings of Icarus from Brawl, giving free movement and the ability to cancel out of flight with an air attack, but lasting for just under one and a half seconds compared to that move's 3. If the move isn't cancelled and stays active for the full duration, it has heavy landing lag.
    The down special I chose is Miracle Eye, which doesn't require direct eye contact with the opponent but still requires you to look right at them from up close. In the Pokémon games, Miracle Eye removes any increases to the evasion stat, which in Smash could be replicated by lowering the opponent's speed for a period of time. The time spent in slowdown would be determined using the same formula as Disable.
    As a side note, when it was brought back in Smash 4 I was hoping that all of the darkness/energy attacks being based on Shadow Ball, a Ghost-type move, would have been replaced with the same kind of energy as Psystrike. Between that move, Barrier, Psycho Cut and a few other moves, Mewtwo has a unique talent among Psychic Pokémon for manifesting mental energy into physical matter, which could be the means for energy-based attacks like its forward air.

  • @TomTheyy
    @TomTheyy 3 ปีที่แล้ว +20

    11:00 The Corkscrew actually does have some origin in that it's quite similar to Mario's original Tornado down special whilst it rises into the air. This is line with several of Wario's moves being reflections of Mario's, of course the character his name is a portmanteau of.

    • @Parthian6
      @Parthian6 3 ปีที่แล้ว +5

      I'm pretty sure it's actually based off of a funny animation he has when exiting a special room in Wario World. It would make sense if it were based of of mario though.

    • @TomTheyy
      @TomTheyy 3 ปีที่แล้ว +2

      @@Parthian6 kinda, yeah. I should really get out this move origin chart thing I'm working on with Wario in it, part of a bunch of those things.

  • @codystork3008
    @codystork3008 3 ปีที่แล้ว +42

    Psyshock sounds a lot like Lucario's Forcepalm.

    • @KadenzJade6447
      @KadenzJade6447 3 ปีที่แล้ว +5

      read that as facepalm

    • @ZGlove.
      @ZGlove. 3 ปีที่แล้ว +2

      @@KadenzJade6447 Lucario's Custom Side B- Facepalm:
      Lucario damages itself by 10%, and in return, its current aura effect is doubled for 6 seconds. The self damaging helps with aura.

  • @curesaul5749
    @curesaul5749 3 ปีที่แล้ว +34

    If the next Smash Game drastically cuts the roster maybe they could do this to help balance this out.

    • @SchnookieC
      @SchnookieC 3 ปีที่แล้ว +3

      Honestly just hoping for some good single player content, maybe a campaign with voice acted cutscenes for us to chomp on, ultimate is pretty lacking in the single player department but has the massive roster to help save it, the smash reboot is gonna need more engaging single player content again if it wants to compete with Ultimate or Melee in the fans eyes tbh

  • @gg_novastar8492
    @gg_novastar8492 3 ปีที่แล้ว +19

    I was expecting Byleth’s custom moves to just be the other Relics but I really liked the idea of combat arts

    • @rhettmitchell
      @rhettmitchell 3 ปีที่แล้ว +1

      That’d be interesting too

    • @failure4452
      @failure4452 3 ปีที่แล้ว +1

      Annoyingly you couldn’t do that because Failnaught is the only bow relic

    • @gg_novastar8492
      @gg_novastar8492 3 ปีที่แล้ว +1

      @@failure4452 you could use the sacred weapon The Inexhaustible

    • @failure4452
      @failure4452 3 ปีที่แล้ว +1

      @@gg_novastar8492 true but you couldn’t do it if you wanted to stick to the hero’s relics

    • @brandonneedsanap2937
      @brandonneedsanap2937 3 ปีที่แล้ว +1

      @@failure4452 how about using one of the support relics to do magic? Either white or black

  • @RebelliousTreecko
    @RebelliousTreecko 3 ปีที่แล้ว +3

    They really did have some missed opportunities with the custom moves in Smash 4.
    For Wario, I always wanted him to use his other vehicles for the Wario Bike ones.
    -First custom would be the Wario Car (Wario Land 4). It goes faster, hits harder, and doesn't break apart with attacks like the bike. However Wario doesn't jump nearly as high off it, it can't be grabbed and thrown, you can't do things like wheelies, and it vanishes much faster when not in use.
    -Second custom would be his plane, the Bulldog. (Virtual Boy Wario Land, Mario & Wario, Wario's Woods) It travels in a nearly straight horizontal line for a while before exploding, making it amazing for horizontal recoveries. Wario doesn't jump at all when dismounting and the plane can't turn. If he doesn't dismount the plane in time, he will be damaged in the explosion.
    Corkscrew...Honestly, I never cared for it at first, but since some have claimed that it's like an "anti Mario Tornado" and represents Wario being his doppelganger, I gained a new appreciation for it.

  • @smugpittbull
    @smugpittbull 3 ปีที่แล้ว +3

    A neutral alt special for mario could be throwing a hammer that travels in an arc. It would deal more damage than the fire ball but it would travel a bit slower.

  • @bennie1079
    @bennie1079 3 ปีที่แล้ว +54

    I wanted this so bad in ultimate..
    It was so sad to see it not appear!
    I usually fantasize about custom moves on characters whilst playing them.

    • @jellycore1316
      @jellycore1316 3 ปีที่แล้ว +2

      Aww, I getcha ^^

    • @cat6833
      @cat6833 3 ปีที่แล้ว +3

      I understand your pain, that's the only reason why I play smash 4 rarely, hopefully if they bring back custom moves and have them playtested this time.

  • @yoshiisland8263
    @yoshiisland8263 3 ปีที่แล้ว +3

    Also Wario's chomp is actually from Wario World where he opens his gapping mouth inhaling coins with the Z button, literally had a custom move that made him do the exact thing, sadly didn't made it.

  • @ikatulo_yt
    @ikatulo_yt 3 ปีที่แล้ว +6

    In kirby star allies there are these round axe gordos that roll along the floor, that would be an awesome alternate side b for dedede

  • @arrownaut
    @arrownaut 3 ปีที่แล้ว +15

    With Link's Lynel Bow Idea, It could be cool for it to randomly shoot 5 arrows instead of three with the charge. THis is like how in Botw how you can get 5 shot lynel bows randomly

    • @lval7778
      @lval7778 3 ปีที่แล้ว +1

      I love this and I rember waiting for a lynel to use his arrow attack so I could see if it was a five shot or a 3 shot

  • @erickmaverick3128
    @erickmaverick3128 3 ปีที่แล้ว +41

    I want to see how you're going to tackle Sonic, Ganondorf, and Lucina's movesets.
    Also, didn't Wario already have Hyper Suction from Smash 4?

    • @esrever6948
      @esrever6948 3 ปีที่แล้ว +7

      he already did ganondorf

  • @donovanspencer1707
    @donovanspencer1707 3 ปีที่แล้ว +12

    thanks for doing my main, byleth! 😂 all the concepts look so fun and creative, and i especially like how true to the source material you made them!

  • @filipman
    @filipman 3 ปีที่แล้ว +11

    Customs were one of my favorite parts of sm4sh and I was really disappointed when they were gone

    • @killercore007
      @killercore007 3 ปีที่แล้ว

      You can thank the competitive scene for that, since they didn't give 2 shits because they wern't legal to use. Then we have the one time they were, and it was mostly just Shiek and Villager being degenerate.

  • @Toastman30K
    @Toastman30K 3 ปีที่แล้ว +4

    I really liked the creativity behind these, good work on them, i'd love to try the link ones personally
    being honest, i was reminded about how i used to write smash movesets, the whole 'knightkneeler' and tempest lance reminded me of the dimitri moveset i was working on before the announced byleth

  • @BigBossMan538
    @BigBossMan538 3 ปีที่แล้ว +49

    I was confused. I thought that this was just for Link. But I was pleasantly surprised that you have Byleth among the four covered characters.

    • @EmeraldEleki7
      @EmeraldEleki7 3 ปีที่แล้ว

      @Krish Shah please call down

    • @EmeraldEleki7
      @EmeraldEleki7 3 ปีที่แล้ว

      @Krish Shah AAAAAAHHHHHH

  • @MegaPokefan97
    @MegaPokefan97 3 ปีที่แล้ว +1

    Shulk:
    Neutral Variant: Monado Arts 2, Cyclone (gain an outward going windbox that surrounds him when jumping, in exchange for defense), Jail (Emits a slowing aura, while reducing jump height and increasing damage taken), Armor (Gives all attacks Super Armor, at the cost of Jump Height and Ground Speed, but not as drastic as Shield), Eater (In exchange for Defense, add continual damage over time, and nullify temporary buffs, like Cloud's Limit, or Kazuya's Rage) and Purge (Exchange defense ignore Super Armor, Counters and Special Dodges [Bat Within, and Foresight])
    Side Variant: Steam Edge: A more lunging version of Back Slash, with hitstun as opposed to launching, that has him slash sideways.
    Up Variant: Shaker Edge: Two Upward Slashes, one in front and one behind, that isn't as reliable a kill option as Air Slash, but covers about 20% more distance
    Down Variant: Light Heal, Replace the attack with a dodge followed by a healing technique that is proportionate to the damage of the incoming attack

  • @TheCayDawg
    @TheCayDawg 3 ปีที่แล้ว +5

    Nice to see a take on Byleth customs

  • @zetaarcade8524
    @zetaarcade8524 3 ปีที่แล้ว +2

    (As a Bowser Main)
    I fear no man, but that thing..
    *Mewtwo Guard Swap*
    It scares me

  • @papyrussemi2848
    @papyrussemi2848 3 ปีที่แล้ว +2

    Some customs for various characters:
    Dr. Mario:
    Neutral Special: Vitamin Toss
    Dr. Mario throws a Megavitamin upwards, with it landing a close range in front of him, like he does in the original Dr. Mario. Has good vertical reach, but pathetic horizontally.
    Side Special: Clipboard
    Instead of his sheet, Dr. Mario swings a clipboard. It deals more damage (because it's a clipboard), but destroys projectiles instead of reflecting them and doesn't turn enemies around (because it's a clipboard).
    Up Special: Virus Buster
    Dr. Mario starts floating upwards. The player has good control over where Dr. Mario lands, but it's slower than his normal special and lacks a hurtbox. Despite being named for the mode in Brain Age and Dr. Mario Online Rx, actually closer to Dr. Mario World than anything.
    Down Special: Skill Fill
    Based on Dr. Mario's skill in Dr. Mario World, this move hits an area below Dr. Mario. Deals more damage, and goes faster, but is awkward to hit.
    Yoshi:
    Neutral Special: Spit Take
    After Yoshi eats an enemy, instead of turning them into an egg, he spits them out. This, of course, does more knockback, but completely omits the egg step.
    Side Special: Egg Bounce
    Yoshi rolls forwards in his egg, which now bounces three times like in the actual Yoshi series. The egg moves really fast and does decent damage, but it's hard to control.
    Up Special: High Jump
    Honestly, this move was fine back in SSB4, so I see no reason to change it.
    Down Special: Sandstorm Stomp
    The initial Ground Pound move is the same, but the move now creates a cloud of dust around Yoshi upon impact, with the edges of it dealing more damage. Has more endlag to compensate.

  • @tyranttracergaming
    @tyranttracergaming 3 ปีที่แล้ว +2

    Like this doesn’t really change the moves, but I feel the other champions could have been included. When you use your up b, ravioli would should up and just be a unique effect. When you shield, Daruk could show up, or when you parry, like with Steve and his shield. Whenever you use your f smash, or really any smash attack, Urbosa could appear but, remember, doesn’t do anything. When you jump in water or get hit by a water move, mipha would show up and maybe ask if link was ok. I really feel these aren’t to hard to add and wouldn’t change how link is played.

  • @pksprite6401
    @pksprite6401 3 ปีที่แล้ว +1

    Thought of a more support PSI moveset for Ness.
    Neutral Special: PSI Hypnosis- travels in the same arc as PK Flash, but puts opponents to sleep. Is more mobile than PK Flash, but has more end lag so Ness can’t get free punishes as easily at low percents.
    Side Special: PSI Paralysis- Sticking with PK Fire’s trapping effect, PSI Paralysis will stun opponents for a short time, doing small damage. This will make Paralysis better at trapping, but less effective at racking up so much damage by itself
    Up Special: PSI Brainshock- Taking from Poo, Brainshock will be smaller and a bit slower than PK Thunder, but will flip opponents around similar to Mario’s cape when landing. Furthermore,
    PK Brainshock 2 will spike, but make Ness travel less distance
    Down Special: Shield- Ness sets up a Shield around himself which will knock back anyone a small but that touches it. As a move, Shield will be more powerful than Magnet, but lacks the midair stall and combo potential. Shield also makes projectiles disappear, inflicting a small amount of the projectiles damage back onto the attacker.

  • @LelouchOnTwi
    @LelouchOnTwi 3 ปีที่แล้ว +1

    I thought of custom moves for Joker:
    gun -> marking shot: Joker uses his gun to lock on to opponents, it deals just as much damage as the normal gun but flinches the opponent who gets hit. If it hits the closest opponent, Joker will lock on to them and go to them to deal another attack. The downside is that you can't use it in succession, or all of Joker's movement with it besides the airdodge. The Arsene form becomes Phantom Barrage, which spins Joker, attacking from both sides 3 times, closing in on the closest opponent.
    It deals slightly more shield damage.
    Eiha -> Maeiha: 3 shots of Eiha all angled differently. Has wider spread and deals slightly more damage. At the cost of the curse/poison effect. Same with Eigaon.
    Grappling Hook -> Phantom Jump: Joker gets rid of his grappling hook and uses his ability to sneak and ambush enemies to recover and attack. The move acts like Fox's recovery except quicker, carries momentum, deals 1 hit, less damage, and he can act out of it. The Arsene version allows him to use it twice.
    Rebel's Guard -> Rebel's Charge: it's what it says it is. Joker loses his defense with Rebel's guard in exchange to charge his Rebellion Gauge at anytime. Tetrakarn and Makarakarn are still in the moveset with this move, when using Arsene.

  • @spamtong.spamton8416
    @spamtong.spamton8416 3 ปีที่แล้ว +1

    I always felt like Link should've had the Champion powers as part of his moveset. Revali's Gale would replace Spin Attack as his up special, and Remote Bomb would be replaced with Urbosa's Fury, which would act as a counter. Mipha's Grace would be a built-in gimmick like Sephiroth's wing and Joker's Arsene, and it would heal him at high percents and make him invincible for ten seconds. Daruk's Protection would be his shield, but it would be purely cosmetic like Yoshi's egg shield and not have any special effects.

  • @hysterix5543
    @hysterix5543 3 ปีที่แล้ว +5

    NEW SERIES?! I love this video format I'd love to see you cover other fighters like Cloud and Mario

  • @magmichellee
    @magmichellee 3 ปีที่แล้ว +2

    These were super awesome (and way more creative than the smash 4 customs) I really hope you make more of these. I want to see Joker, Incineroar and Pyra and Mythra! Awesome content keep up the great work

  • @murphmariotwopointoh7714
    @murphmariotwopointoh7714 3 ปีที่แล้ว +1

    And some stuff for Mario:
    Neutral: Fire Spin - Based on how Mario uses the Fire Flower in the Galaxy games. Mario spins around with his hands on fire, before stopping and shooting a fireball like normal. The fireballs are faster, but only bounce about twice, but are otherwise the same. The major difference involves Mario's spin, as that has a rapid-hitting hitbox that launches foes a decent distance if they get caught in it.
    Side: Hammer Slam - Mario takes out a black hammer and after a short delay, slams it into the ground. This move is pretty decent when it normally hits, but it has a sweet spot that not only does more damage, but buries grounded opponents and meteor smashes aerial opponents. The aerial version of this move is lacking the sweet spot, but is a bit faster and does less damage.
    Up: Long Jump - Mario performs the long jump from his 3D adventures. Getting hit by the soles of his shoes during this move deals damage and launches foes away from the portly plumber. In terms of recovery, this move has a longer horizontal range, but a way shorter vertical range.
    Down: Rocket Nozzle - Mario charges up F.L.U.D.D like normal, who is now using the Rocket Nozzle mode from Sunshine. The fully charged version of this move shoots Mario high into the sky, launching any foes that get in the way of his ascent. The move will then lead to Mario going into a freefall state when used in the air, so you can't chain this move into another recovery move.

    • @littleanvil2164
      @littleanvil2164 3 ปีที่แล้ว +1

      Some more move ideas for mario:
      Neutral 1: Ice Ball - Ice Ball is basically fireball that deals ice damage, freezes at high percents, is faster, and can be deployed more quickly. The downsides? The ice balls deal significantly less damage and cannot flinch. The ice balls also disappear when touching a fire move.
      Neutral 2: Cappy - After a short startup, Mario throws Cappy out a decently far range. Cappy acts like a boomerang. If Cappy hits somebody, you can control them for half of a second.
      Side 1: Penguin Slide - Mario equips the penguin suit and slides similarly to squirtle's side special. Unlike squirtle's side special, Penguin Slide does not have the top weakness and can only hit once. This move also has a chance to freeze.
      Side 2: Cape Spin - After a short startup, Mario equips the cape and spins. It loses the reflecting of the normal cape move, but gains a multihit aspect. Your movement speed and jump power is also boosted while spinning.
      Up 1 (Also activated if you jump after the second jump while having this equipped): Cape Float - Mario floats up slightly with the cape on. This counts as a jump, and now mario can jump 5 times, the last 3 being forced to be Cape Float jumps.
      Up 2: Propeller Suit - Mario spins upward with a multihit attack which CANNOT kill. After the multihit, Mario floats. If you press down when mario is done with the multihit, mario performs a downward spin attack which brings opponents with you and can only be stopped by the ground. If mario touches the ground with the downward spin attack, he deals a kinda strong hit.
      Down 1: Turbo Nozzle - Mario charges up F.L.U.D.D but not in the normal way. Turbo Nozzle acts like Egg Roll or Rollout, but it can travel across water. Turbo Nozzle is weaker but has a bigger hitbox than Egg Roll or Rollout. You can also cancel Turbo Nozzle by jumping.
      Down 2: Statue - Mario transforms into a statue and slams down. This move acts like Kirby's down special.

  • @makoferretcarpicapybara5539
    @makoferretcarpicapybara5539 3 ปีที่แล้ว +10

    I love these ideas! specially the Mewtwo Down Special one.
    However, I have one concern with that move; what about characters that are already really light? like Pichu and Jigglypuff (and funnily enough, Mewtwo himself). Making them even lighter would be overkill

    • @Limayde
      @Limayde 3 ปีที่แล้ว +8

      Considering he's only heavier than like three characters, I think it'd be funny for the move to backfire if he was fighting one of them. It'd be a nice "checkmate" kinda thing to prevent mindless or absent-minded play.

  • @Ivanhoenn
    @Ivanhoenn 3 ปีที่แล้ว +12

    I know we want these customs to be semi related to the moves theyre changing, but Wario just needs the super shoulder bash from project m for his side special.

    • @LostSoulSilver
      @LostSoulSilver 3 ปีที่แล้ว

      Project M Wario is the only good version of his character I've ever seen in any Smash game ever

    •  3 ปีที่แล้ว

      @@LostSoulSilver have you ever fought an aggressive Wario in ultimate?

    • @LostSoulSilver
      @LostSoulSilver 3 ปีที่แล้ว

      @ Every time i see a Wario i quit

    • @LostSoulSilver
      @LostSoulSilver 3 ปีที่แล้ว

      @ Have you ever seen Project M's Wario??

  • @blackghostcat
    @blackghostcat 3 ปีที่แล้ว +4

    I was totally down for mewtwos' changes, except for down b. That sounds busted as hell. Definitely needs a timer of x seconds

  • @TEBArceus
    @TEBArceus 3 ปีที่แล้ว +1

    I made a couple of custom ideas
    Bowser (Down Special) is replaced with *Brick Breaker*. It gives him the ability to pass through platforms, in exchange for a bit more end lag. It’s much more of a threat, but opponents can work around it, just like in SMB3.
    Ice Climbers (Neutral Special) is now *Glacier Shot*. They work together to hit one chunk of ice, but it’s MUCH larger. Like, almost as tall as a Battlefield platform. However, it gradually shrinks as it moves, getting weaker. It completely disappears roughly 3/4s across FD.
    Lucina (Up Special) is *New Moon*, from one of her skills in FE Heroes. It’s a more crescent-shaped slash which goes further horizontally, but not as far vertically. It also has a bit of startup at the beginning, which makes it easier to shield, but trickier to dodge.
    Toon Link (Neutral & Up Specials) are *Light Arrow* and *Hurricane Spin* respectively. Light Arrows aren’t gravity-affected, and they pierce through opponents. However, they only launch opponents upwards, so it’s not useful for edgeguarding. The Hurricane Spin can move horizontally on the ground, and works like DK’s Up B in the air, carrying opponents horizontally.
    Simon and Richter (Down Special) is *Holy Flare* or *Holy Ruin* respectively. Simon’s Holy Flare lacks the lingering properties, simply exploding for upwards knockback. It’s flames are bright red. Richter instead has Holy Ruin, whose flames aren’t as tall, but they travel forwards when they explode. It has green fire.
    Sephiroth (Side Special) is *Doom*. Instead of creating orbs that encircle the foe, it instead surrounds them with purple rings, which do not affect other fighters who touch them. After the time is up, the rings close in on the fighter, and they CANNOT BE SHIELDED. Luckily for his opponents, the move only deals damage, not knockback or even hitstun.
    Finally, Charizard (Side Special) becomes Fire Spin. It doesn’t travel as far as Flare Blitz, and it doesn’t kill as early. Instead, it’s a multi-hit, with weak knockback but decent hitstun and surprisingly low end lag. You can even combo out of it. It also doesn’t deal recoil damage.

  • @inarjollyhound
    @inarjollyhound 3 ปีที่แล้ว +1

    I’m immediately looking forward to seeing what you have in mind for Steve/Alex.
    A riptide enchanted trident would be a good candidate for an alt special.

  • @amoura39
    @amoura39 3 ปีที่แล้ว +1

    I sure hope you make this a series. I love it.

  • @dhisufiroafrozenseraphimdragon
    @dhisufiroafrozenseraphimdragon 3 ปีที่แล้ว +2

    I think the devs could've found a way to implement Byleth's Crest of Flames into his gameplay.

  • @JohnDoe-wl6qe
    @JohnDoe-wl6qe 3 ปีที่แล้ว +3

    Cool concept, i would love to see smash having variations like in Mortal Kombat X and 11, or something of the like

  • @fan.of.nintendo
    @fan.of.nintendo 3 ปีที่แล้ว +1

    Guard Swap is such an amazing idea, I want that on a fighter now

  • @gap4150
    @gap4150 3 ปีที่แล้ว +1

    I wanna see more videos like this, I'd love to see the custom moves for other characters

  • @NostalgiaConnoisseur
    @NostalgiaConnoisseur 3 ปีที่แล้ว +2

    I made some custom moves for Marth:
    Neutral Special - Luna:
    Treats foe's def/res as if reduced by 50% during combat
    Side Special - Flashing Blade:
    If unit's spd > foe's spd, grants special cooldown charge +1 and deals +5 damage per unit's attack (only highest value applied, does not stack)
    Up Special - Lunge:
    If unit initiates combat, unit and target foe swap spaces after combat
    Down Special - Distant Counter:
    Unit can counter attack regardless of foe's range

    • @dhisufiroafrozenseraphimdragon
      @dhisufiroafrozenseraphimdragon 3 ปีที่แล้ว

      Distant Counter would be pretty good. For example, you could counter Link's arrow from across the stage and still hit him.

    • @NostalgiaConnoisseur
      @NostalgiaConnoisseur 3 ปีที่แล้ว

      @@dhisufiroafrozenseraphimdragon I don't think we need another character with Arsene's down b

    • @dhisufiroafrozenseraphimdragon
      @dhisufiroafrozenseraphimdragon 3 ปีที่แล้ว

      @@NostalgiaConnoisseur Lol. Maybe when countering at long range it's weaker?

    • @NostalgiaConnoisseur
      @NostalgiaConnoisseur 3 ปีที่แล้ว

      @@dhisufiroafrozenseraphimdragon Considering Marth's tipper mechanic, it would probably be stronger at far range

    • @dhisufiroafrozenseraphimdragon
      @dhisufiroafrozenseraphimdragon 3 ปีที่แล้ว

      @@NostalgiaConnoisseur Yeah, you're probably right. Well I guess we'll just have to deal with another Arsene Down B.

  • @nick-cepticon782
    @nick-cepticon782 3 ปีที่แล้ว

    Ur suggestions are rlly thought out and fun! Superb vid!

  • @JohnDoe-wl6qe
    @JohnDoe-wl6qe 3 ปีที่แล้ว +5

    Great video men, i was thinking, would you be interested about reading on "new" concepts that smash could implement and that also are not that much of a pain while using most of the things in the game? I wanted to make a vídeo on these concepts, but i don't know anything on video editing, but i really want to see these concepts in discussion in the community.

  • @anguscrane5201
    @anguscrane5201 3 ปีที่แล้ว +1

    THAT GUARD SWAP IDEA FOR MEWTWO IS ACTUALLY AWESOME! REALLY NEAT!

  • @thepastaprogenitor851
    @thepastaprogenitor851 3 ปีที่แล้ว

    I've got customs for dark pit:
    Neutral special: staff. It can hold a charge like samus's charge shot but deals 15 damage on full charge and is able to be move more in midair (movement is somewhere between dark pit's bow and pit's bow)
    Side b: claw dash. Instead of dash forward for a single attack, you dash at a faster speed for a multi-hit slash attack. Knocks opponents horizontally with similar power to the regular and has a dark aura effect on hit instead of an electric one.
    Up special: cannon launch. Similar to robin's and mii gunner's up special in that a projectile comes out when you do it. This one shoots three medium-small sized cannonballs at a k rool speed and you can use it to go in any direction.
    Down special: trade the guadian orbitars for new orbitars that are made to Block physical attacks instead. When an opponent hits them, their hitlag is increased by 1.5x (something that was -10 becomes -15) but they can't be held out forever (only as long as joker's rebel's guard). You fall slower in the air.
    Edit: if you use the staff neutral special, all of his sword attacks are replaced with staff attacks.

  • @jellyyy318
    @jellyyy318 3 ปีที่แล้ว +2

    Yo dude I love the videos you pump out! You got amazing ideas for smash characters and movesets! Keep up the good work, and I cant wait for the next episode of this series and all the others

  • @amoura39
    @amoura39 3 ปีที่แล้ว

    This is absolutely brilliant.
    The idea of Guard Swap was probably the most genius, I think.

  • @grunkleg.2934
    @grunkleg.2934 3 ปีที่แล้ว +10

    Hmm. Here are some ideas I have:
    Bowser Jr.:
    - Neutral Custom: Clown Fire. Based on the Fire Koopa Clown Car from Super Mario Maker, the Junior Clown Car gains a fiery paintjob and shoots a fireball instead of a cannonball. The chargable fireball flies faster and has less lag overall, but has less range, is never affected by gravity, and is notably weaker. The fireball only reaches the size of the regular cannonballs at full charge, starting out abount the size of an uncharged Samus Charge Shot. As an added reference, if Junior is holding a fire-based item (Fire Flower, Fire Bar, Gooey Bomb, Holy Water, etc.) as he uses this move, two more fireballs will be fired, one angled up and the other angled down.
    -Side Custom: Slick Kart Dash. The Junior Clown Car now has the Slick Tires from Mario Kart 7 / 8, causing it to drive faster and farther, hit harder, and tank more damage, to the point of being able to armor through something like a full power Charge Shot. Unfortunately this increases the move's lag all around, with the car struggling to get moving and taking longer to recover after jumping or spinning out. A great anti-zoning tool all around.
    -Up Custom: Spring Ship. When jumping out of his ride, Bowser Jr. is bounced out by a spring present in the cockpit (think the orange ones present in NSMB games), which makes him fly faster and gives him a weak hitbox that surrounds his body. However, the Junior Clown Car does not have any hitboxes, and Jr. is unable to use his hammer or air dodge.
    -Down Custom: Zappa Mechakoopa. The blue Mechakoopa variant from SMM2, this little guy doesn't explode, but instead fires a powerful, non-projectile laser beam from its mouth, with range equal to half of FD, before poofing out of existance. The laser moves somewhat slow all things considered, and it must walk for two seconds before it is allowed to open fire. However, it doesn't walk nearly as fast as the original, and has no hitbox while walking, though it does have a hitbox if picked up and thrown as a projectile. If a player picks it up and tosses it, the Mechakoopa will cease all walking, firing its laser after two seconds in the direction the tosser was facing.
    Simon / Richter:
    -Simon's Neutral Custom: Twin Axes. Loosly based on the ability to have more than one projectile on screen thanks to upgrades, this move enables Simon to throw two axes at once instead of one, and can throw them with suprisingly little startup. To balance this, these axes are smaller and weaker than normal, can't have their angles adjusted, don't go as high, and the Belmont player has to wait longer to use the move again.
    -Richter Neutral Custom: Rebound Stone. An odd little subweapon, Richter tosses a small, weak gemstone forward. As the name implies, once the gem hits any stage surface, even the bottom of soft platfroms, the gem will rebound off of it. This enables all sorts of crazy setups, provided you remember that the gem isn't exactly fast. The toss defaults to up-front, but can be altered to down-front by holding down on the control stick. Only one gem is allowed on screen per use.
    -Simon Side Custom: Dagger. The Belmont throws a daggar straight forward, just like you would in your average Vania game. This weapon flies significantly faster than the cross, but knocks opponents away instead of up, and obviously lacks any sort of boomerang effect, making it very similar to Lucas's PK Fire in function. Makes neutral far easier but takes away a lot of trapping potential.
    -Richter Side Custom: Agunea. A subweapon from SotN, Richter throws a very small blue laser beam. After hitting the foe, a strong bolt of lightning appears in front of him. If the Richter player wants, they can actually mash the special button after the bolt activates to cause two more bolts to appear in quick succession. The move's end lag after choosing to do this is very significant, however. No moving around with this one either
    -Simon Up Custom: Stopping Uppercut. Simon decides to bust out another iconic subweapon to help out his recovery: the stopwatch. Getting hit by Simon's uppercut, which is now a single hit, will actually stun opponents in place before knocking them away. It even travels a bit higher than a standard Uppercut. However, the move has far more startup and less range, meaning OOS use is gone, and the move only travels straight up.
    -Richter Up Custom: Double Uppercut. Making the technique function more in line to how it did in SotN, Richter is able to use the Uppercut twice in midair before actually going into freefall, enabling them to potentially get a sneaky double jump or attack in. However, the move lacks the multihit, is notably weaker than the original, has less range, and each individual Uppercut doesn't travel as high as a single default Uppercut (let's say 75% of the original height).
    -Simon Down Custom: Bible. Based on a subweapon present in later Castlevania games, Simon is protected by a Bible that acts as a sort of shield before disappearing, flying erratically all around the Belmont with a hitbox to boot. The move's hitbox is constant, completely blocks any attack that hits it, can hit below the ledge, and can potentially start a combo if you time it right. However, they aren't completely protected at all times, can't use any other attacks as long as the Bible is on screen, and the move's knockback makes comboing with it far more difficult than Holy Water.
    -Richter Down Custom: Advancing Flame. Based on how Richter used Holy Water in his games, the blue aura pillar doesn't trap foes, instead knocking them away. However, the pillar actually travels forward along the ground, albeit slowly, making the move an interesting option to approach or defend with.

  • @papertiger4525
    @papertiger4525 3 ปีที่แล้ว +1

    I can tell you right now, Windsweep as a Byleth Up B would be SO much of an improvement over default Sword of the Creator. The spike is hardly what any Byleth really wants to go for nine times out of ten, and can just be a handy tool for interrupting an edgeguard attempt. If the opponent was stunned, Byleth would have even crazier followups from a grounded up B hit, even possibly into things like Wild Abandon.

  • @noahines5990
    @noahines5990 3 ปีที่แล้ว +1

    as a dedicated Mewtwo main, I super appreciate the attempt at custom specials... but to be honest none of them quite sound like moves I would use in my kit. The only exception to this would potentially be the side special change, if it gave you a similar horizontal momentum boost as it used to in Smash 4.
    Don’t get me wrong, I don’t have better moves off the top of my head, but a lot of these ideas feel a little too wild.
    Psybeam in particular is a pretty big offender here. Losing the consistency of Shadow Ball would gut Mewtwo’s entire kit. Having the move do random damage and/or knockback would seriously mess with combo and follow up game, and the ‘non-projectile’ aspect doesn’t help enough across the board to justify it.
    The only other ‘obvious’ change I would have suggested is just giving Mewtwo his PM teleport; sacrifice range for the ability to cancel endlag into an aerial.
    Guard Swap is a cool idea but it seems nearly impossible to balance, especially considering that Mewtwo could potentially make himself even LIGHTER if fighting a character like Pichu, I was honestly expecting the move to just temporarily swap the user and target’s percents for a couple seconds or something.
    tl;dr cool ideas, but not quite my style. The rest of the video was quite nice and edited well as always. I’ll be keeping my eye on this channel!

  • @NikkiHedge
    @NikkiHedge 3 ปีที่แล้ว

    Came up with a few ideas for specials:
    Joker:
    Neutral Special: Gun --> One-Shot Kill
    A Late game gun skill that does a load of damage. I imagine it would act as a much stronger version of gun with a charge-up period. Works especially well as a punish, but is also a projectile as opposed to the usual long hitbox, meaning it could be reflected if you're too cocky. The buffed Arsene version doesn't add any damage, but reduces charge time by about 20%.
    Pit:
    Side Special: Upperdash Arm --> Compact Arm
    The Compact Arm is a particularly lightweight arm that doesn't do a whole lot of damage. In Smash, It'd offer a much greater horizontal recovery with less endlag in air, but with a much, much weaker hit box that doesn't uppercut like the Upperdash arm, only as it passes by.
    Inkling:
    Down Special: Splat Bomb --> Curler Bomb
    The Curler Bomb is a type of subweapon in Splatoon 2 that rolls across the ground, spreading ink as it goes, as opposed to landing and exploding like the Splat Bomb. In Smash, it'd roll forward a set distance and explode, offering less damage dealt, but automatically inking the floor as well as offering added stage control options.

  • @dextra_24703
    @dextra_24703 3 ปีที่แล้ว +2

    I think for some characters you should look at more animations they have from other moves like link has a gliding animation so he could just have a better recovery.

  • @InuYashaboy707
    @InuYashaboy707 3 ปีที่แล้ว

    These are all REALLY cool! The only thing I would say is maybe Byleth's Side+B could be retooled as the lance art for Vengeance from Three Houses if it's going to do more damage after getting hit? But this was a very fun video! I'm definitely subscribing

  • @NexeL_NKC
    @NexeL_NKC 3 ปีที่แล้ว +1

    I wonder, could Greninja be given a custom move video treatment? He's my main, and I think there's some cool potential customs you could give the ninja froggo.

  • @tehquiper6796
    @tehquiper6796 3 ปีที่แล้ว +1

    Those Byleth mains who excel more at lower percent SotC combos will love windsweep

  • @stylishgaby
    @stylishgaby 3 ปีที่แล้ว +3

    I've actually made some for Pikachu, lmk your opinion ! :
    Neutral B :
    - His neutral B 2 was called "Thunder Wave" in Smash 4 originally. It was basically Thunderjolt that didn't travel as far, but paralysed the fow. The idea is great ! Might just change the projectile effect to be more of a "wave" but that's it.
    - Neutral B 3 was "Thundershock". A small ball of electricity that explodes on contact. Missed opportunity to call it Electro Ball. Not bad, but I feel they could have went further on the idea of a ball of electricity exploding on contact. I would change it to be named "Electro Ball" and make it a projectile that accelerates quickly and goes in a straight line. Think Samus Super Missiles
    Side B :
    - Side B 2 was "Shocking Skull Bash", and now we're getting into the unoriginal stuff, especially when it comes to the names. It's a multi-hit move with a launcher hit. Wild Charge or Spark would have made for better names. Naming it Wild Charge would be an excuse for it to be a stronger move that also deals some damage to the user, just like Charizard's Flare Blitz. A stronger move with multi hit, but putting you at more risk with self damage and more endlag.
    - Side B 3 was "Heavy Skull Bash" and was a better, faster and stronger Skull Bash. Really don't get the point of that one. I'm going to completely rework it. I want the move to be a move with a bigger hitbox. It has some particle effects / small projectiles around Pikachu to make the hitbox larger. The moves goes through opponents, deals less damage but paralyses on contact, and it's pretty easy to do so thanks to the bigger hitbox. The move's name would be "Nuzzle", as a reference to the attack of the same in Pokemon - a weak physical attack that always paralyses the opponent.
    Down B :
    - Down B 2 was "Thunder Burst". Really bad move in practice because of how slow and laggy it was, but not the worst idea. Instead of making a lightning bolt fall onto him, Pikachu generates an electricity field around him. If we make the range bigger, the move less laggy, and maybe make it a combo tool we have a nice move. The name would be "Discharge", I wonder why it wasn't the original name.
    - Down B 3 was "Distant Thunder", and it might as well not be there. It's slow, and it's basically a worse version of Pikachu's original Down B. We need a complete rework of that one. Instead of making a projectile fall onto him, he could throw a projectile up! "Zap Cannon" would send a large ball of lightning upwards, that explodes into a powerful blast once it reaches its apex. It would be a very strong kill move with vertical knockback, but all spike setups or combos from up airs would be basically gone. Up throw down B would probably still work at some percents though.
    Up B :
    -Up B 2 : "Meteor Quick Attack", while a fun move, isn't really an interesting attack. I do like the idea of the up B being a spike though... How about "Flying Press" ? (Yes, he does learn it) This could work in a similar way as Meteor Quick Attack, but instead of chosing your trajectory, the move always goes diagonally up, then diagonally down. As Pikachu flies downwards, the move spikes. This worsens the recovery by making it more predictible, and sort of a suicide move, but it's a better kill move by far.
    - Up B 3 was "Quick Feet". It's a quick attack in a single direction but longer. It's kinda uninteresting, even if it's good. I like the idea though. Let's name the move "Feint", as it's also a priority move in the main series games, and this allows me to give the move a perk : this move will hit through shield, and will always do damage. This reflects Feint's ability to bypass Protect in the main series games. It's more predictible than regular Quick attack though, as you can't change directions, as you only move once.
    Thanks for reading all this, lmk what you think ^^

    • @thepastaprogenitor851
      @thepastaprogenitor851 3 ปีที่แล้ว

      That thunderwave neutral b would be broken. Tjolt Camping already forces opponent into shield and stuns people it long enough to be grabbed for a combo or kill. Giving it intentional stun time would make pk fire look like link's arrows

    • @stylishgaby
      @stylishgaby 3 ปีที่แล้ว

      @@thepastaprogenitor851 could make the wave travel slowly, or almost stay in place as a stationnary sort of "trap". In Smash 4, the move was balanced by the lack of speed and range, no reason not to do it again.

  • @estebanramirez1178
    @estebanramirez1178 3 ปีที่แล้ว +2

    Just saying, some of the ones that were already in Smash four that weren’t inspired by the original source material were very fun. Do you have any idea how much my friends wanted to kill me for using the flying rest jigglypuff. Sure, it has less kill power, but getting thrown to the top and being hit with a weaker rest already balances that out. That, and it was a really good move in doubles since this rest has a sweet and sour spot, so if a partner were to set up a throw, it wouldnt hurt them severely while triggering the opponents to an unholy degree.

  • @raincastmusic
    @raincastmusic 3 ปีที่แล้ว +2

    I love the concept of this series

  • @ShursGarden
    @ShursGarden 3 ปีที่แล้ว

    Ideas for my own group here!
    Mega Man
    Neutral Special: Block Dropper. Mega Man drops four cubes in front of him, and they crash to the ground, dealing a respectable amount of damage as they crash, and the blocks can split apart and deal chip damage (Inspired by the properties of Super Arm from Mega Man 1). However, they wouldn't be able to be picked up, and the end lag would be higher. This is meant to be more of a range denier than a combo tool, as the four blocks are spaced far enough that they'll reach the end of the stage from middle. They can be reflected via Shine, though they just go straight up, so why?
    Neutral Special 2: Spark Shock. This travels quickly and stuns opponents, though it deals no damage at all, and can't be angled like Metal Blade. In Multiplayer matches, only one can be active, and if an enemy runs into the electric field it emits, the trapped player will go free, and they'll be trapped instead, like a shocking twist on Atlas holding up the sky. Meant for a more trap-heavy playstyle, you could use a Spark Shock to stall an enemy so they can get hit by a Crash Bomb explosive, or use my Side Special replacement instead.
    Neutral Special 3: Mega Arm. This works like a horizontal Hard Knuckle, with a boomerang effect, but while it's active, you can't use your Buster, like Pyra's Side Special.
    Side Special: Search Snake. This acts like a Bombchu, though instead of it being explosive, it acts like a Pikmin and latches onto enemies. 3 can exist at a time, and they'll go until they hit an upward wall or for about 3 seconds.
    Side Special 2: Ice Wall. This spawns an Ice Wall from Mega Man & Bass that you can push at your enemy. It loses durability as it speeds up, but if it hits an enemy, it pushes them for as long as they're on the same path. Synergizes well with Spark Shock, as you can just... push them off the edge and set up for a Hard Knuckle.
    Side Special 3: Chain Blast. This one's *actually* an explosive! They move *much* slower than the Crash Bomb, but they can be chained together. Four can be on screen at a time, and the area they surround will be caught in an explosion up to a certain range.
    Down Special: Star Crash. This Barrier is weaker than Leaf Shield, but you can move around while it's held up even without using it while moving already. Your jumps are floatier while using it, but it vanishes if it collides with an enemy, meaning it's best used as a recovery for a second jump.
    Down Special 2: Tundra Storm. This acts kind of like Palutena's Beam of Light Up Smash, but it does less damage, and Mega Man is at the center rather than the bottom. At the top and bottom, it *just* has a Windbox. However, if you're right on top of him, you're frozen. As a trade off, this is a one use at a time move, and can't be held.
    Down Special 3: Junk Shield. The shield is stronger, but it doesn't go straight when fired, instead bursting off into three smaller clusters of junk that go up, left, and right when fired. A good "Get off me" tool.
    Up Special: Thunder Claw. A Tether recovery, if used on the ground it fires straight ahead, and has a similar effect to Pac Man's Bell. If used in the air, it goes diagonally up, though it's not the best at actually recovering, it forces Mega Man to more rely on not getting thrown in the first place.
    Up Special 2: Jet Adapter. Similar to the Jetpack item, but not nearly as long lasting, Mega Man has free flight for a short amount of time. It takes a bit to slow down, though, and you have to come to a stop before you start flying upward again.
    Up Special 3: Carry. This acts like a singular Steve Block. It lasts for a few seconds (You can tell how long it lasts by the propeller on the bottom) before poofing out of existence. It allows for Mega Man to jump and double jump again when used, but only one can be used at a time.
    Simon/Richter
    Neutral Special: Diamond. Instead of firing in an arc, this projectile bounces off of walls and enemies, and can be redirected by attacking it. It stays onscreen for 5 seconds before disappearing, or if it goes into a blast zone.
    Neutral Special 2: Dynamite. This one is an explosive, but it sacrifices the wider range it has when it explodes for damage.
    Neutral Special 3: Javelin. This acts exactly like the axe, though it has a longer range, sticks into the ground, and more startup lag.
    Side Special: Dagger. This moves much faster than the Iron Cross, and pierces defenses, but doesn't deal as much base damage, and doesn't boomerang back.
    Side Special 2: Agunea. A small projectile fires from the Belmont. If it hits, the Belmont can repeatedly press the button for sustained damage up to about 30% before launching the foe.
    Side Special 3: Saint Soul. Travels faster than the Cross, but doesn't deal as much damage.
    Down Special: Valmanway. This acts similar to Lightning Buster. It has a pretty wide reach, and can hit up to three times, but it doesn't allow for the combo potential of Holy Water, it's a burst damage tool. It can't be charged once started, it's just press up to 4 times to deal a fair amount of damage.
    Down Special 2: Magic Book (Or Bible, if you prefer). This surrounds Simon/Richter with a book that flies around them, acting as a reflector and a damaging hitbox, for about a second. The Belmont can't move while this is up, though, and it has a ton of endlag if it doesn't actually hit anything.
    Down Special 3: Vibhuti. A pile of ash is thrown at the ground, acting like a Remote Mine.
    Up Special: Wind Soul. The Belmont uses the Wind Soul weapon used by Sonia Belmont to launch themselves into the air. Obviously has more reach than the Belmont Uppercut they use, but only hits enemies at the bottom level.
    Up Special 2: Cardinal. Two Cardinals drag the Belmont upward with a rope, flinging them up. This does like, maybe 2% damage if you hit the bird, and the Belmont doesn't do any collision damage.
    Up Special 3: Knee Strike. The Belmont leaps upward before crashing down with their knee in front. This does a *lot* more damage, but it comes at the downside of being a terrible excuse for a recovery, in a similar vein to Incineroar's.

  • @zachbaker7752
    @zachbaker7752 3 ปีที่แล้ว

    I would LOVE if custom moves came back with only one new one per special but have them be based off of the character's source instead of just being slight alterations. Might be a bit too much work but it'd be so cool.
    Here's what I'd do for my boy Shulk:
    Up-Special: Airslash -> Purge
    A slower and more powerful recovery with less height that shoots out a large green projectile. If hit by the projectile it has a short stun effect similar to Corrin's neutral special. If used in the air, the projectile goes straight forward. If used on the ground the projectile goes at a 45 degree angle downwards.
    Side-Special: Backslash -> Eater
    A very slow straightforward attack that has very long range but can be pointed in many directions depending the direction of the stick during startup. It can be used unpredictably due to this.
    Neutral Special: Monado Arts -> Monado Enchant
    Removes the ability to use regular Monado Arts, but instead you gain the ability to use EXCLUSIVELY Enchant. Enchant gives a small boost to damage and knockback (similar to Buster and Smash, but much weaker) however it does not have any drawbacks to using it. Instead, since it is your only Art, it is a less-strategic Art that depends more-so on saving it for favorable circumstances.
    Down Special: Vision -> Shadow Eye
    Functions similar to Incineroar's 'counter.' Instead of doing an counterattack when you counter an enemy's attack, it instead just gives you a glow effect that greatly boosts the damage of your next attack. Simple, but nice.

  • @taiphonix9232
    @taiphonix9232 3 ปีที่แล้ว

    Lucario Custom Moves
    B : Focus Blast
    Focus Blast is way more harder to hit like in the games (Yes ,the meme many "competitive" players use)
    It charges faster , does more damage and is WAY more faster. Non charged also does above avarage damage ,but Charged does around 35%. The charge can't be stored ,the projectile is smaller and slightly more end lag.
    Side B : Bone Rush
    Lucario Materializes a bone out of aura that it can use to attack opponents. Acts like a mixture of Pit's Brawl Side Special and Mythra's Photon Edge. You can also angle it entirely throughout the move.
    It becomes more awesome with aura ,with more damage and blue aura trails.
    Up B : Power Up Punch
    Power Up Punch ,is a much more quicker Up B ,being useful out of shield. Its damage is also good.
    Hitting it buffs lucario for some time.
    Normally ,it travels an average distance (Mario Jump Punch) ,but with aura it goes WAY more higher.
    When Aura is high ,it not only goes considerably higher and has higher damage ,but makes a pillar of aura similar to Ken's Close Range Final Smash.
    Down Special : Close Combat
    Close Combat would be more of a final resort risk-reward move. If it hits ,it does great damage and launch power ,but if it misses you get debuffed for some time.
    It starts with a big punch in front (with a design similar to gen 4's animation) ,which traps you in a big multihit semi-cutscene.
    It also isn't spammable ,need a cooldown of ( ) seconds every time it is used.
    Could also be an alternate final smash
    Speaking of Alternate Final Smashes ,it has a lot of potential
    Fightinum-Z
    Steelium-Z
    (A reference to pokken tournament?)
    Mega Evolution Close Combat
    Mega Evolution Focus Punch

  • @Nosretep
    @Nosretep 3 ปีที่แล้ว +1

    Dark Pit and Lucina. Had good custome moves.
    Reverse Counter and Cresecent Slash
    Impact Orbitars

  • @mrHowlll
    @mrHowlll 3 ปีที่แล้ว

    Please continue these custom special videos. They are really neat.

  • @dabluepittoo-aqua4213
    @dabluepittoo-aqua4213 3 ปีที่แล้ว +2

    These are great! I might as well join in the fun and create some customs for Sonic.
    Neutral Special: Sonic Shot
    Coming from Sonic Battle, the hedgehog flips backwards, using his momentum to shoot a projectile shockwave. While unable to home on enemies, it now gives Sonic a projectile that functions akin to Cloud's Neutral Special
    Side Special: Light Speed Dash
    Instead of yet another Spin Dash, Sonic throws a ring in the air. The ring has a similar flight path to the Belmont's Neutral Special but lacks a hit box. Doing another Side Special while the ring is out results in Sonic dashing towards the ring at light speed, damaging anyone in his way. If the ring hits the ground, it'll slowly travel across it before vanishing.
    Up Special: Blue Tornado
    Coming from Sonic Heroes, the blue blur spins around in a circle, gaining height. After a second, he launches himself into the air, leaving a...blue tornado behind. While somewhat similar to Hero's Up Special, Sonic's is not as strong but the tornado stays out for longer. Also this move makes Sonic go into free fall.
    Down Special: Rev Up
    A Spin Dash that charges akin to Sonic's normal Side Special, but lacks any hitbox and he won't actually release the charge. Instead Sonic will cancel out of the spin once fully charged and glow blue, shouting "Ready!" to indicate the move's ready to use. Pressing the B button again makes Sonic dash forward a set distance with a blue glow, however with massive endlag. Sonic can cancel his charge before fully charging with a jump or shielding. This is based off of the Light Speed Attack in SA2.

  • @BestgirlJordanfish
    @BestgirlJordanfish 2 ปีที่แล้ว

    I think one way custom moves could maybe be reintroduced is if they were prepared loadouts altogether, to represent whole iterations or close characters a bit closer. Maybe even give them different properties or alts to let them be like echoes, but for the same existing characters.
    Could be a way to feel really deep and full of characters without pushing near 100 fighters.
    Like, a "Champion Link" feel that has the alts inspired by the four powers in BotW. Or a Pikachu with Pichu-like specials, etc. Could be a good way to represent cut characters.

  • @AarturoSc
    @AarturoSc 3 ปีที่แล้ว +1

    To add to Wario's Down Special, every time he does it now he would have and RNG chance of crapping his pants, leaving him immobile for a while until he gets hit.

    •  3 ปีที่แล้ว

      Or the flames damage him?

  • @anoriginalusername1088
    @anoriginalusername1088 3 ปีที่แล้ว +1

    I always thought that if K.Rool got Customs for his neutral special the obvious choice would be his other ammo types, the spike ball and the...blobs? gas clouds? whatever they are.
    The Spikey Blunderbuss would obviously have the cannon ball hurt a heck of a lot more but fall to the ground after a short distance where they become stuck becoming more of a trap then a projectile. This would grant K.Rool even MORE ledge pressure and/or area denial at the cost of the range his usual blunderbuss has.
    The...??? Blunderbuss would fire out the cloud blob things which would inflict various effects at the cost of not dealing any damage or knockback and the cloud itself being a much slower projectile, maybe throw in the more erratic movement of the projectiles from the source fight too. This gives K.Rool a down right dirty option that can turn the tide of battle in his favor but only IF he can land it making it a very high risk high reward type of custom.

  • @kenobieost5476
    @kenobieost5476 2 ปีที่แล้ว

    For Link, I've thought of several ideas for changes/additions. One of them being that if you hold a bomb in hand and fully charge the bow, you spend the bomb to shoot an ancient arrow

  • @ScreamSodaInc
    @ScreamSodaInc 3 ปีที่แล้ว

    I made some for Greninja.
    In the tips section it says Greninja uses moves like Spikes and Double Team. So I thought more ninja moves could be implemented.
    - Double Team could be a down special that makes a clone or two of Greninja that will move around to confuse the opponent that disappears after 5 hits or something.
    - Spikes could be for Neutral B, Greninja would throw some spikes on the ground and they would hurt anyone who walks over them, but they disappear after 15 seconds.
    - Greninja could also use Bounce for an Up special, basically an attack that goes pretty high into the air and then he can come back down much like Cloud's up b.
    - And a new side B could be Lick, a command grab that would involve Greninja sticking out his tongue and grabbing an opponent and throwing them.

  • @tonyapizza7959
    @tonyapizza7959 3 ปีที่แล้ว

    Ok. Samus time.
    Neutral special:
    -Ice Beam: the shot is weaker and takes longer to charge, but at full charge will freeze enemies.
    -Plasma Beam: Much slower version of the normal charge, but the damage is waay higher, and burns foes after.

  • @Avriel_Mimiga
    @Avriel_Mimiga 3 ปีที่แล้ว +1

    would love to see the final update bring custom moves, i highly doubt it though

  • @MrSupersmash93
    @MrSupersmash93 3 ปีที่แล้ว +6

    I also think there is some potential for a back special like with Terry. Also I would have like to see Sonic use some wisp powers and Megaman use block dropper.

  • @imhaddanitattaxx4172
    @imhaddanitattaxx4172 3 ปีที่แล้ว

    Guard swap for mewtwo is by far the coolest custom on this video, jeez I want it

  • @HoytTheMage
    @HoytTheMage 3 ปีที่แล้ว

    Yo is this a series? I'm subbing definitely this was so fun

  • @Geneolgia
    @Geneolgia 3 ปีที่แล้ว

    I regretted not caring that much for custom moves until the last year of Smash 4, then i played a lot of Smash Run with some friends who are not that good at the game against other people, but the best part of that mode was experimenting with custom moves and equipments, it's such a shame they're not in Ultimate, and while its fun to collect Spirits it isn't the same.

  • @murphmariotwopointoh7714
    @murphmariotwopointoh7714 3 ปีที่แล้ว

    Some basic ideas for Samus:
    Neutral: Plasma Beam - Based off the beams from Metroid 2 and Metroid Prime. It's similar to before, but Samus charges up a fiery projectile that takes more time to charge than the regular Charge Shot. The shot itself goes less distance, but deals more damage and pierces through foes and projectiles. It also deals fire damage instead of electric damage obviously.
    Edit:
    Neutral 2: Power Beam - Based on Samus' beam without any upgrades, Samus shoots a small beam of orange-yellow energy forwards, which deals about the same amount of damage as an uncharged Charge Beam shot and does fire damage. This sounds bad on paper, but the beam's speed is a bit slower than a fully charged Charge Beam shot, and it's general purpose is more akin to Mario's fireballs.
    Down: Boost Ball - Based on an upgrade from Metroid Prime. Samus goes into her Morph Ball like normal, but instead of laying down a bomb, she boosts forwards accompanied by a blue glow. Getting hit while the Morph Ball is glowing deals some damage with weak knockback, and in general this move would be useful as a combo tool.
    Edit:
    Down 2: Power Bomb - Similar to the original move, but Samus lays a power bomb instead of a regular bomb. The power bomb takes longer to blow up, but it's explosion is like a miniature Smart Bomb explosion, and it deals more damage and knockback.
    And one for Sonic:
    Side - Super-Peel Out - Similar to it's iteration in Sonic CD. Sonic starts running in place, charging up speed. The charge takes less time to max out than the Spin Dash, and the resulting speed is also faster and can be attacked out of. However, this move comes with two downsides; the first is that since Sonic isn't rolling, he can't run into foes to damage them directly. The second is that due to the increased speed, Sonic has a harder time stopping than he can with the Spin Dash.

  • @yoshiisland8263
    @yoshiisland8263 3 ปีที่แล้ว

    For Mewtwo custom moves:
    Neutral B- Psywave
    does infrequently random damage around 3-11% with little hit stun with less charge time
    Side B- Psystrike
    has super armor while user dealing 14% with a relatively high launch with more end lag and be more of a combo finisher move than starter
    Up B- Gravity
    Has a lingering hit box with the initial start up having a meteor effect and dealing 7% with a little more start up lag than usual
    Down B- Psychic
    Holds the opponent longer and does 2% with the first hit and sends them farther with a stack of 9% can cancel out attack with the initial but has quite a bit start up lag and the hit box is slightly shorter than normal
    Now some of them can be alter or be entirely different moves but that's my custom move list for Mewtwo.

  • @Tormaline
    @Tormaline 3 ปีที่แล้ว

    I would have chosen for Mewtwo’s custom Up B to be something like Extreme Speed. Pikachu’s Up B is Quick Attack so I think having Mewtwo having the big boy version of the move would be quite fitting.

  • @supremechaosbeing2696
    @supremechaosbeing2696 3 ปีที่แล้ว +1

    for that link up b i’m assuming the recovery is similar to hero up b?

  • @saikog.
    @saikog. 3 ปีที่แล้ว +1

    I hope this becomes a reoccurring series

  • @zenjen3328
    @zenjen3328 3 ปีที่แล้ว

    These are pretty cool concepts, and I'm glad to see Byleth in there for the fire emblem rep. Although I have a slight disagreement on the inspiration behind Byleth's down special- I don't think it was inspired from the diamond axe combat art because Edelgard doesn't learn that if I remember correctly. I think it was more inspired by flickering flower, which is a class exclusive art to the emperor class (and by extension, exclusive to Edelgard). It has a similar animation as what was used in smash as well. Although, I really liked your concepts for the custom specials and liked how you thought of downsides to each of the moves so thst they wouldn't be outright broken like I've heard how they were in smash 4

  • @junglejuicejuno
    @junglejuicejuno 3 ปีที่แล้ว

    The guard swap idea for mewtwo is good
    One Idea I have for it is for it to stun grounded opponents for 1 frame while swapping their weight and then they go into the recovery animation

  • @hampterland
    @hampterland 3 ปีที่แล้ว

    I'm not sure if you're still reading the comments, but I got some moves for Steve
    Neutral Special: Durability
    The move would mostly function the same, but your tools now last longer and don't take away any damage or speed. The downside is that you can't mine diamonds anymore, and your highest tiers are now only iron and gold
    Side Special: Hopper Minecart
    This minecart loses its ability to act as a command grab and requires a bit more iron, but it now has the ability to absorb projectiles and not break, and since it has more iron in it (and is thus heavier), it deals more damage when ramming into opponents
    Up Special: Firework Elytra
    Steve still launches up with a firework, but it now explodes when you launch (ik they don't explode instantly, but this'll make it more useful), giving Steve an OOS option at the cost of some recoil damage and slightly less distance
    Down Special: Beehive
    This wouldn't really work as an alternative to TNT, but I thought it'd be funny if Steve had a move that would periodically send homing bees towards the closest opponent :v

  • @Moss_Dude
    @Moss_Dude 3 ปีที่แล้ว +9

    Suction was already a custom move for Wario

  • @amoura39
    @amoura39 3 ปีที่แล้ว

    Byleth's up-b range but even better?
    Whaaaat!?

  • @blazingaether5315
    @blazingaether5315 2 ปีที่แล้ว

    I loved this video! But I feel like the vehicle for Wario’s Custom Side-B should be his car featured in Wario Land 4 and other games, as it feels more recognizable than any other vehicle he’d use. Hell, it even made an appearance in Mario Kart Double Dash

    • @Delzethin
      @Delzethin  2 ปีที่แล้ว

      I wanted to keep the concepts doable without requiring a massive amount of extra work. A re-textured bike would be much easier to pull off than building a whole new model that'd need to have its own physics, hitboxes, etc.

  • @PKFALLS
    @PKFALLS 3 ปีที่แล้ว

    my fist smash game was the 3DS one and when i saw the feature, i had loads of fun and i would always use a custom in smash run

  • @JustAPaperface
    @JustAPaperface 3 ปีที่แล้ว +1

    God i really hope these come back...

  • @darc5925
    @darc5925 3 ปีที่แล้ว

    I have some ideas for Bayonetta
    Neutral Special: Moonlight Massacre. When tapping B bayo will perform a slash with a sword. When holding B she will charge up and draw a circle. At half circle, she will unleash a slash projectile that can travel at fast speeds but little knockback. At full charge, she will unleash a full laser beam with incredible range and insane kill power but it takes about 5-6 seconds to charge.
    Side Special: Alruna. Bayo can grab an enemy with her whip and either thrust them into the ground or throw them away depending if she's on stage or in the air. It's a command grab that has more kill power on stage when she slams them into the ground
    Up Special: Umbran Spear. Bayo turns into a crow and flies towards whatever direction you hold at quick pace. It works pretty much like Sephiroth's up b without the charge
    Down Special: Moon of Mahaa Kalaa. It's simply just a counter+reflector functions exactly like Palutena's

  • @Nightshade-Aurora
    @Nightshade-Aurora 3 ปีที่แล้ว +1

    I was a bit upset when Smash Run didn't make it lol

  • @ten2knock
    @ten2knock 3 ปีที่แล้ว

    I'd be into seeing you do Custom Specials for Hero. To start you off here's an idea for his neutral special: Quadraslash. By simply tapping the button, he sends a single energy sword ahead of him in a single stabbing motion. By holding down the button a little to charge the attack, he's able to send four energy swords ahead of him in slashing motions. By charging fully, he's able to summon a giant energy sword twice his size to smash into the part of the stage directly in front of him to deal major damage. This only appears in Dragon Quest XI, rather than III, IV, or VIII, so I hope you don't mind.

  • @francoperalta5986
    @francoperalta5986 3 ปีที่แล้ว

    Spirit Board is our event matches. Just the posed character match instead of a themed match.