So, if someone sets a custom neutral B, does Kirby get that custom neutral B or the default one?
I can actually go try this tomorrow if no one knows the answer.
Side 3 also seems to eat through shields and smash attacks. Up 2's great because I don't think Ganondorf's Up B has enough knockback or does enough damage in this game to be a good option like it kinda was in Melee/PM, so I think Up 3 is good. It's very situational, but it's really useful if it connects. I just don't think there's any reason to have Up 1 if you have Side 3, because in just about every situation you can use Up 1, you can also use Side 3, and Side 3 will be better.
That being said, I haven't really used Up 3 much, so I donno if there's a good way to use that that i'm unaware of.
Side note, considering you seem to keep getting customs for the same characters I have all the customs for (Ganon, DK), I'm gonna guess your next ones will be Duck Hunt and Wii Fit Trainer .
Thanks, Ganon's specials seem decent. Definitely looking forward to playing as him. The sword move sounds too slow though, I'd rather have the fast neutral B on paper.
I just play as I feel, and as soon as it says the message that i've unlocked everything... i work on them. 3 so far that joe hasn't done.
Stealing your format again
Disclaimer: I can't read Japanese, so I may have missed certain effects that are hard to test (such as shieldbreaker properties) and I don't know the names of the custom moves so I've completely made them up.
This time it's the Gerudo King, Ganondorf
Who would dare to take up arms against the king of light and shadow...?
Neutral Special 1 (Warlock Punch)
One of the strongest specials in the game, if not THE strongest. Packs a wallop! Now with super armor!
Neutral Special 2 (Execution Sword)
Like the warlock punch, but it sacrifices damage and knockback for range. It's very similar to falcon punch in power. Also, he uses the sword (albeit awkwardly).
Neutral Special 3 (Fast Warlock Punch)
Much much faster chargeup, with an AOE blast in front of him that does less damage and less knockback. Great for racking up damage, but not great for KOing your enemies.
Side Special 1 (Flame Choke)
The famous chokeslam from brawl. Dashes to the side, grabs your opponent by the neck/face, and them slams them to the ground without ground bounce. Your opponents can tech-roll out of it, but if they don't know better, you can follow up with a down tilt for decent knockback. If you can predict which way they'll roll, you can usually follow up with something else. If you use it in the air, it spikes them all the way to the ground. If you use it off stage, you both KO (them first!)
Side Special 2 (Explosive Choke)
Same as the normal one, but instead of slamming them to the ground, it know causes upward knockback. Can be used as a KO move at roughly 120%+ on some characters. If you use it in the air, it also spikes to the ground, but with MUCH more KO power, since they hit the floor, too.
Side Special 3 (Flame Tackle)
Instead of grabbing the opponent, it now dashes THROUGH the opponent causing multiple hits and next to no knockback. It's really good at piling on damage, so if you don't mean to use the chokeslam as a mechanism to combo into a KO move, then this is a great substitute for % building.
Up Special 1 (Dark Dive)
Same as brawl, similar to captain falcon's. This special move has you leap into the air, grabbing any opponent you come into contact with. Once you grab them, you deal extra damage and knock them away a little bit. I'm not particularly a fan of this move, but it's a decent way of racking up percent on your opponent.
Up Special 2 (Dark Upper)
This one loses its ability to grab your opponent, but it knocks the opponent upward at the start into (hopefully) a second 'shoryuken' punch at the apex of the move. It has decent knockback, but does less damage than the default. Yes, it's actually connecting in that second picture. That's how large the hitbox is for it.
Up Special 3 (Double Dive)
This one is weird, it's like the first one, but it stops 1/4 of the way up to do a second jump w/ the same effects. This means that you can't grab your opponent at any point other than at the beginning and the end, but you seem to go higher up. I believe it deals slightly less damage as well, in exchange for the greater height. I need to play around with it more to figure out what other differences there are. Hard to show in pictures, but imagine him doing his up special twice in a row, with the first one only going about 6 feet high. The pictures show the apex of each one, if used from the ground.
Down Special 1 (Wizard's Foot)
Ganondorf's version of the falcon kick. Slower startup, but more damage and knockback. Can be used as a KO move at higher percentages. If used on the ground it goes about halfway across the stage, horizontally. If used in the air, it comes down diagonally. It does an extra hit once ganondorf lands, in case you miss the kick part in the air. Causes about 12% damage and can KO at above 150% usually. Ganondorf's position does not indicate the trajectory. The visual effects (at an angle) indicate the trajectory.
Down Special 2 (Wizard's Wave)
Blue-er flames! If used on the ground, it forces Ganondorf into the air and he comes down at a diagonal. If used in the air, it moves at a wider angle than the default and covers more horizontal distance. Once he lands (even after the kick animation/hitbox is over) the force causes damage and knockback. Does less damage and less knockback, but the incoming angle tends to make it harder to avoid. It also seems to execute a bit faster. Using it in the air seems to have more knockback than on the ground. Again, the visual effects note the trajectory, if it's too hard to see in pictures.
Down Special 3 (Wizard's Strong Foot)
This one has a longer startup but it covers more distance. The best part about this one, however, is that if you use it in the air, it spikes straight down, rather than at an angle. The longer startup means it does more knockback than the others. It also covers more distance. Once again, the visual effects indicate trajectory. Ganondorf may be in the same position as he is in the normal one, but if you look at the VFX, you can see it's clearly going more perpendicular to the stage than the normal one.
Final Thoughts
Well, I'm going to use the sword out of principle. It still has the super armor, and it seems easier to hit with. I like all of his side specials, honestly, they each have their place. I think i'll also pick his 3rd up special, as it seems to have better recovery, which is all that matters to me from his up special. His down specials all seem really good, but I like his 3rd one since it allows me to kick straight down. It also covers more ground when used on the ground.
My loadout is probably 2233. Mainly because the normal flame choke is too hard to follow online, so using the one w/ KO potential might be really good.
I don't understand the obsession some competitive players have with combos in Smash. Some combos are pretty cool but many of the typical ones (like doing consecutive Up tilts) are super boring and lame looking. The fun in Smash battling to me is in all the reads, the chasing and other movement stuff, so I can't understand why the community complains so much about "no combos in Smash 4".
really like the effort you 2 have shown so far, also amazingly you guys happened to not unlock all of them for a single one of my mains yet, but it's bound to happen eventually
I mean the sword one sounds too slow in general, just like the standard warlock punch. I think I'd rather have the speedier neutral 3I just play as I feel, and as soon as it says the message that i've unlocked everything... i work on them. 3 so far that joe hasn't done.
Sword is the same speed, as far as I know. It just has increased range at the cost of damage/KO. Unless you mean speed of the overall match.
I mean the sword one sounds too slow in general, just like the standard warlock punch. I think I'd rather have the speedier neutral 3
Anyone have a spoiler-free character unlock requirement list?
So Ganondorf effectively has a dive kick.
Amazing.
Yeah, exactlyThey have super armor to make up for how slow they are, but yeah. 3 can really only be used to build up damage. You'd have to be at a pretty high percent to ko with it.
Which is fine, since ganondorf has tons of KO moves.
I got my own bowling ball reflected back at me with Mario's cape one time... that was rough
I'm patiently waiting for Sonic's custom moves...
Someone should do Ike's or Robin's custom moves
If Ike has a shockwave I will be so happy...
Anyone have a spoiler-free character unlock requirement list?
Anyone have the link to that Smash 130 man tournament archive?
I would rather not push you since it will happen eventually, and I'm in no hurry, but I guess my most known is my PikaName one, i'll work on it tonight (collecting the custom moves, that is)
NINE DAAAAAAAAAAAAAYS!!!!!!!!!!!!!
I don't have the cool graphic, so caps will have to do.
Cool
I'm still waiting for a new page so I can post 9 days gif.
He does for Up+B variant 3.
I'd do them but I don't have all of them yet.
I could make some video clips of the customs I do have and then compile them when a character's done.
NINE DAAAAAAAAAAAAAYS!!!!!!!!!!!!!
I don't have the cool graphic, so caps will have to do.
Oh god do it! do it! please LOL
throw more characters if you like, what other spells does Robin has?
Robin has a normal Fire Emblem esque "Fire" spell, with the fireball with no activation like PK Fire. Can't recall the others off the top of my head.
http://www.twitch.tv/fslink/b/569465422
Also, they reused the "I fight for my friends" line for Ike's victory pose. It sounds even less fitting than it did before, now that Ike looks even more intense.
Dang it, why couldn't they have used something closer to the original line? Oh well, I'm sure most of you will enjoy this, lol.
I'm patiently waiting for Sonic's custom moves...
That's interesting. I can't wait to tinkering around with customization movesets. it will be so much fun!
Let me help us along then
NINE
DAYS
I went ahead and counted.Nine days? Only if you do some sketchy counting. 9/24 has only just begun; there are still 23 hours and 40 minutes of it left. So when you're counting how many days are left until the 3rd, you have to count the 24th, too. You can't just skip to the 25th and start counting there, because the whole of the 24th still lies ahead. It's 10 days, not nine.
Not to dampen anyone's hype or anything, but ya gotta respect the numbers
Play:
10 VS Matches
20 VS Matches
30 VS Matches
40 VS Matches
50 VS Matches
60 VS Matches
70 VS Matches
80 VS Matches
90 VS Matches
100 VS Matches
110 VS Matches
120 VS Matches
Someone should do Ike's or Robin's custom moves
If Ike has a shockwave I will be so happy...
Yeah where's the quicker list.
I'm still wondering if I should get it digital or physical.
I don't believe the save carries over even with a cart though, because of having to install some data on the SD card. At least this is what happens when I use my cart version of Smash 3DS on a different 3DS.
Nine days? Only if you do some sketchy counting. 9/24 has only just begun; there are still 23 hours and 40 minutes of it left. So when you're counting how many days are left until the 3rd, you have to count the 24th, too. You can't just skip to the 25th and start counting there, because the whole of the 24th still lies ahead. It's 10 days, not nine.
Not to dampen anyone's hype or anything, but ya gotta respect the numbers