Post by namelesssseleman on Apr 17, 2016 5:01:07 GMT
(I'm not sure if this is where this thread should go, so move it if necessary.)
Custom moves can add a lot of viability to an Amiibo. For example, Kirby without customs can suffer from using it's neutral special, Inhale, far too often and leave it open to attack. WITH customs, Kirby can instead use the Ice Breath custom, which helps negate the AI's issue, and makes it a generally more effective fighter.
Every character in the game has 3 variations (including their default one) of all of their special moves...well, almost every character. You know where I'm going with this. None of the DLC characters for the game, from Mewtwo to Bayonetta, have any kind of custom moves at their disposal. For most players, this doesn't seem to be that big of a deal, since customs are sorta frowned upon in competitive play, but to amiibo trainers, this limits the customization, and possibly even the viability of DLC characters for them. An example would be Roy, with his constant Up-B issue. While it can be resolved, this process can be tedious just to fix a minor quirk.
So today, I'm listing my ideas for what customs each of the DLC characters could use. Of course, I'd also love to hear what you guys think as well. So, without further ado...
Mewtwo
Neutral Specials
Neutral Special 2: Focus Blast
Mewtwo charges an orange ball of energy, made of pure, concentrated energy. This move is weaker than Shadow Ball and takes longer to charge, but deals heavy shield damage and has better knockback.
Neutral Special 3: Mist
Mewtwo charges a ball of frosty mist. This move does no damage, and has very short range, but creates a small area with similar effect to Swirlix's assist Poke Ball, in that it slows all movement while within the mist. The mist lingers for awhile before vanishing, and only one mist can be on the field at a time.
Side Specials
Side Special 2: Light Screen
Mewtwo creates a wall seemingly made of light. It does no direct damage, but it lingers in place, reflecting any projectiles that come it's way for 1.1x damage. It no longer functions as a command grab or recovery option.
Side Special 3: Psyshock
Mewtwo creates a field of rippling energy. Instead of functioning like a command grab or reflector, it acts as a multi hit move, the last hit always launching horizontally. Used as a recovery move, it sends Mewtwo farther horizontally than vertically.
Up Specials
Up Special 2: Aerial Ace
Mewtwo vanishes for a frame or two before turning into a blue burst of energy, striking in the direction inputted. He then reappears and goes into freefall. The move does 4% damage, and 6% at the tip of the move. The move has less recovery in general.
Up Special 3: Gravity
Mewtwo changes gravity, flinging himself up into the air quickly, before gravity intensifies and brings him quickly back to the ground. The move has greater vertical recovery, but less horizontal recovery. This move also affects any aerial opponents near Mewtwo, putting them into a tumble animation as they rise, and spiking them as they fall.
Down Specials
Down Special 2: Swift
Mewtwo shoots a stream of four, tiny, star projectiles. They're weak and short ranged, but chain together easily. Foes close enough to Mewtwo will be guaranteed to be hit by all four stars. Obviously, this move loses it's ability to put opponents into a broken shield state.
Down Special 3: Miracle Eye
A large purple eye appears in front of Mewtwo before suddenly opening and staring intensely. This move does only light, unflinching damage, but can break even a full shield.
Lucas
W.I.P.
Roy
W.I.P.
Ryu
W.I.P.
Cloud
W.I.P.
Corrin
W.I.P.
Bayonetta
W.I.P.
Custom moves can add a lot of viability to an Amiibo. For example, Kirby without customs can suffer from using it's neutral special, Inhale, far too often and leave it open to attack. WITH customs, Kirby can instead use the Ice Breath custom, which helps negate the AI's issue, and makes it a generally more effective fighter.
Every character in the game has 3 variations (including their default one) of all of their special moves...well, almost every character. You know where I'm going with this. None of the DLC characters for the game, from Mewtwo to Bayonetta, have any kind of custom moves at their disposal. For most players, this doesn't seem to be that big of a deal, since customs are sorta frowned upon in competitive play, but to amiibo trainers, this limits the customization, and possibly even the viability of DLC characters for them. An example would be Roy, with his constant Up-B issue. While it can be resolved, this process can be tedious just to fix a minor quirk.
So today, I'm listing my ideas for what customs each of the DLC characters could use. Of course, I'd also love to hear what you guys think as well. So, without further ado...
Mewtwo
Neutral Specials
Neutral Special 2: Focus Blast
Mewtwo charges an orange ball of energy, made of pure, concentrated energy. This move is weaker than Shadow Ball and takes longer to charge, but deals heavy shield damage and has better knockback.
Neutral Special 3: Mist
Mewtwo charges a ball of frosty mist. This move does no damage, and has very short range, but creates a small area with similar effect to Swirlix's assist Poke Ball, in that it slows all movement while within the mist. The mist lingers for awhile before vanishing, and only one mist can be on the field at a time.
Side Specials
Side Special 2: Light Screen
Mewtwo creates a wall seemingly made of light. It does no direct damage, but it lingers in place, reflecting any projectiles that come it's way for 1.1x damage. It no longer functions as a command grab or recovery option.
Side Special 3: Psyshock
Mewtwo creates a field of rippling energy. Instead of functioning like a command grab or reflector, it acts as a multi hit move, the last hit always launching horizontally. Used as a recovery move, it sends Mewtwo farther horizontally than vertically.
Up Specials
Up Special 2: Aerial Ace
Mewtwo vanishes for a frame or two before turning into a blue burst of energy, striking in the direction inputted. He then reappears and goes into freefall. The move does 4% damage, and 6% at the tip of the move. The move has less recovery in general.
Up Special 3: Gravity
Mewtwo changes gravity, flinging himself up into the air quickly, before gravity intensifies and brings him quickly back to the ground. The move has greater vertical recovery, but less horizontal recovery. This move also affects any aerial opponents near Mewtwo, putting them into a tumble animation as they rise, and spiking them as they fall.
Down Specials
Down Special 2: Swift
Mewtwo shoots a stream of four, tiny, star projectiles. They're weak and short ranged, but chain together easily. Foes close enough to Mewtwo will be guaranteed to be hit by all four stars. Obviously, this move loses it's ability to put opponents into a broken shield state.
Down Special 3: Miracle Eye
A large purple eye appears in front of Mewtwo before suddenly opening and staring intensely. This move does only light, unflinching damage, but can break even a full shield.
Lucas
W.I.P.
Roy
W.I.P.
Ryu
W.I.P.
Cloud
W.I.P.
Corrin
W.I.P.
Bayonetta
W.I.P.