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Samus Gets Some Upgrades! Creating New Custom Specials
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- Опубликовано: 14 авг 2024
- Super Smash Bros. Ultimate and its menagerie of characters have come a long way since launch, with many varied movesets and abilities available...but it hasn't stopped some from feeling like they just don't click anymore. Whether from dated-ness or from leaning too hard on older appearances or for other reasons, some characters' movesets don't work as well as they did when they first joined the fight. While overhauling movesets has been a rarity in Smash, there is another way to add more to these concepts, and it relies on an old mechanic from Smash 4 where every fighter had unlockable alternate versions of their specials that mixed up how they played!
While the Custom Specials mechanic didn't return in Ultimate, what if it did come around again in a future installment? What form could customs take to improve on the concept and expand each character's moveset to pay more tribute to their source material while also being balanced competitively? Let's take a look at how a reimagined take on Custom Specials might work for four specific fighters: Three who were around during Smash 4 and one who was not.
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What I love about this series is that you why the character is the way they are, and do more with it. I've seen so many fan redesigns that just forget what the point of the character is and just focus on making a bunch on refences. But you try take what the character has, and make it better! Making the mains of the character proud!
Whenever I see someone requesting DK to get the coconut gun and barrels all I can think is "bruh he's a grappler not a zoner".
@@somekinnn yeah but it'd be cool
I always wished they took some of the custom moves from Smash Wii U and applied them to Echo Fighters in Ultimate. Unrealistic, yes, but one of Sonic's alt neutral B would have worked perfectly for Mighty the armadillo (the ground smash he has in Mania Plus).
Mighty's "ground smash" is called the Hammer Drop, though you can call it whatever you want.
Mighty the Armadillo getting in at all os far more unrealistic than the idea of giving Smash 4 custom specials to an echo fighter.
I wouldn't mind Mighty, but there's no reason for Sega to want him in place of more relevant and popular choices.
I could feel the frustration when he was talking about R.O.B Side-B. Well deserved frustration mind you.
I'm biased because R.O.B was my beginner character.
I came up with a few ideas for Steve's alternate special moves
Neutral special - I have honestly no idea, Steve's Neutral Special is so unique and integral to his gameplay that I have no idea how to change it while still keeping it working for his playstyle.
Side special - *Furnace Minecart* - Places a minecart with a furnace inside of it in front of himself, and applies fuel to it to make it travel continuously straight forward along the ground. Removes the command grab and burst movement option from Steve's kit, replacing it with a more conventional projectile.
Up special - *Burst Rocket* - Flies a greater distance with the elytra, before exploding in colorful sparkles soon after. Recovers more initially and has a hitbox at the end of the move, but removes the gliding aspect.
Down special (Idea 1) - *End Crystal* - Places an otherworldly contraption on the ground, the end crystal. The crystal floats in place rather than being gravity-effected, and has a larger explosion radius and deals more damage. However, it cannot be activated with redstone, and its explosion is unbiased towards who triggered it as a result.
Down special (Idea 2) - *Dispenser* - Places a dispenser at his feet, which shoots arrows straight forward when attacked or activated with redstone. Trades the TNT's large, immediate damage output for more stage coverage.
For his Neutral Special you can try different mining effects!!
Imagine an alternate move called “Haste” that allows him to mine and build faster at the cost of it taking longer to gain diamonds or gold
OOO or even one called “Fortune” that grants more resources somehow…
I wonder...since you can do custom moves, could you also do revamped movesets and Final Smashes in a video one day?🤔 Seems like a good idea.
Also, could you do ones for Marth/Lucina, Yoshi, Incineroar, and Bayonetta?
The entire point of customs is to not need to overhaul movesets lmao
@@erickmaverick3128 I feel like Bayo isn’t that bad as it’s mostly represented
This is a comment I made on the last customs video, but anyways:
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 him 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.
I like theses customs. what about these?
Zelda:
Neutral b: Nayru’s wild love. Based on the nayru dragon from botw, Zelda shoots two slow moving ice orbs on both sides of her that automatically freeze opponents, and are invincible to other projectiles and attacks, but can be shielded, and Zelda can’t reflect projectiles or even attack by herself at all
Side b: din’s wild fire. Based on the din dragon from botw, this move has Zelda conger a scary fire ball the size of a medium charged charge beam, this move has a long startup, but much less endlang, and the fire ball is invincible, but can be shielded or reflected.
Up b: faroar’s wild wind. Based on the faroar dragon from botw, it’s like the swift teleport custom, but with a lighting projectile and lightning effects on the teleport, but the teleport can’t launch opponents, just stun and damage them.
Down b: goddesses light. Based on botw Zelda’s light powers, Zelda congers up and shoots a beam of light like robs low charge laser, but it only goes straight, but stuns opponents for really long, but has decently long startup but lesser end lag, but the beam can be shielded and reflected.
Pikachu
Neutral b: electro ball. Basically a low charge charge beam, but yellow, and with more end lag.
Side b: spark. A no charge skull bash with electric affects and goes half the distance of a full charged skull bash, but it stuns opponents for very long instead of launching them.
Up b: wild charge. A one zip quick attack, but with twice the startup, but it goes farther, hits harder, and launches opponents.
Down b: discharge. Basically thunder with no thunderbolt and twice the amount of active frames, but with more endlag.
I’d like to see customs for characters with more gimmicky specials like Cloud, Shulk, or Joker.
I could see Cloud using alternative limits/moves from the Remake, Shulk's arts could have alternate effects, and Joker... I could see alternate persona skills
More Custom Specials! I loved these smaller videos, its fun to image what could've been.
Ever since the first one, I thought about what custom specials would be like for Hero since his down-b, Command Select, is pretty much a custom special with how many different effects can happen. An idea for that would be 'Command Store' which would allow you to pick a spell to save for later use, for an increased MP cost and slightly increased startup for some spells.
For Toon Link, I could imagine the *Deku Leaf* being a good alternate Side Special. With it, Link pulls out a giant, magical leaf from the Great Deku Tree and swings it in front of him like a fan, firing off a powerful gust of air straight forward. The gusts deal no damage, but can push enemies back (going further the higher damage they have) and destroy projectiles with good timing. By holding down the button, the swing can also be charged to fire off bigger gusts after a longer delay; pushing foes farther, and at max charge, reflecting projectiles back.
Much like in _Wind Waker_ itself, Toon Link won't attack with the Deku Leaf in mid-air; instead holding it above him like a parachute to glide through the air, slowly descending before falling (like if you run out of Magic Power) after several seconds. While the glide doesn't have a hitbox and is slow to turn in mid-air, Toon Link can act out of it with his aerials (and mid-air jump, if he still has it), making it a great utility for much greater aerial speed/control, combo potential and recovery from far distances. However, he will be left helpless if the glide time runs out in the air.
Hazzah, more custom moves! I really like this smaller series of yours. It makes use of the wasted potential the mechanic had in Smash 4.
Though, now I have another idea: What if you had the chance to COMPLETELY replace the specials of a fighter? I wonder who could benefit the most...
...How did I never realize R.O.B.'s Neutral B was based off Kirby's Laser ability...
Ganon probably
Maybe the echo fighters/ Dark Pit could use the spare weapons from KIU, Dark Samus could use stuff her Assist trophy does in Smash4 and I agree Ganon should get a complete overhaul.
The reason the potential got wasted was because it became corrupted by the competitive scene.
I always thought Samus in smash was really slow. It makes no since because she can freakin book it at speeds closer to Sonic while doing the speed booster.
I'd like to try applying something similar to a character present on the roster... let's try out Ness, shall we?
PK Flash -> Well, I WOULD go with PK Freeze, but that move is a bit busy on Lucas, so how about PSI Rockin'? It's even stronger and also much faster to start, but it always blows up right where Ness is, has a smaller hitbox, and the endlag is even worse. Effectively it's his answer to Jigglypuff's rest now.
PK Fire -> (PSI) Paralysis. It shoots out the same lightning bolt initial projectile, but instead of being a damage racking tool, it only does a little bit of damage (possibly even none at all) but paralyzes the opponent in place for a bit. Thus, it prioritizes set up over damage.
PK Thunder -> (PSI) Teleport. Ness doesn't do the whole electro ball thing at all and this move is effectively an enhanced variant of PK Thunder 2. Thus, you lose the projectile but you get a much, much better recovery. Combined with his new down special Ness will have much better survivability.
PSI Magnet -> PSI Shield. Ness forms a red barrier around himself (the bubble from Magnet, but red), giving him infinite super armor and reducing all incoming damage by half. It doesn't last forever (give or take 2 seconds, the shield automatically breaks) and it has greater end lag. However, he's still taking damage, this move can be broken by grabbing and it does not absorb energy projectiles (which can now hit him). This move can be used to punish poorly timed finishing moves in neutral, but loses a bit of the anti-projectile for a riskier, all or nothing survival option.
I'll show this love to Lucario as well.
Aura Sphere -> Focus Blast. The charge time is much longer, and the orb gets nowhere near as big. But this move makes Samus's Charge Shot go home and cry in terms of power. It's also a tad faster. It loses the aura benefit, but the max charge FB is stronger than max charge max aura AS.
Force Palm -> Dragon Pulse. Lucario shoots out a stronger blast of energy than Force Palm, but loses out on the command grab. Thus, it becomes a stronger damage racking and kill tool but a weaker shield pressure tool. It also does not benefit from Aura.
Extreme Speed -> Zen Headbutt. The move is slower and weaker, but a protective barrier from the top of Lucario's head protects it and gives it far enhanced power at that specific sweetspot. However, it too does not benefit from Aura in any way, including recovery distance (going about as far as a moderate Aura ES).
Double Team -> Calm Mind (or perhaps Work Up). This uses the same animation, but is effectively an entirely new move. Lucario's aura for its next attack is treated as two steps higher than it currently is. However, the move can only be used up to 3 times per stock, as afterwards it won't benefit anymore. So you can go for the all or nothing big hitter or moderately boost attacks each. It's a powerful offensive option but replaces a defensive one that can get you out of sticky situations.
Unfortunately for Samus, the biggest problem with her is her physics, which cannot be remedied by Custom Specials...
Agreed. I wish they would do more with the Haft zoner, Haft rushdown thing.
She needs tweeks all around. When you get in on a zoner, the zoner should be disadvantaged, but Screw Attack is an excellent out of shield option. Nerfing this and giving her greater air speed and other buffs would be a healthier balance between her zoning side and, you know, the more bruiser side of her.
Dude, Sonic, Megaman, Joker, Hero, Cloud, Bayonetta? Or maybe pikachu?
I definitely agree about samus needing a remade moveset. I came up w/ some ideas myself
New Neutral special: plasma shot - you have to hold down the special button to charge it but can still move around like normal although you can't you any other special buttons or maybe zair while using it. It's less like a ranged tool and more like ryu's shakenatsu and can be auto-cancelled from other moves. It kills later and trades horizontal distance for increased spread at full charge.
New down b: energy tank swap - in exchange for tons of decreased (maybe midweight or less) weight, you can get two sets of percent. If you one of the tank's percent get hit to 80%, you're locked into the tank for the rest of the stock. Can be swapped in hitstun.
"More thought out than most of Smash 4's customs."
On screen: Sliding Spin Attack, which is pretty much how the upgraded version of Wind Waker's Spin Attack works.
These videos are criminally underrated
I had a few ideas for Marth's customs. These can also be applied to Lucina if desired.
Side: Precision Dance: Trades the versatility of his original into the rapid stab variation of the move, which has since gone on to influence his future appearances such as in Fire Emblem Fates and Warriors. This has less startup as the move immediately starts the flurry, but the amount of stabs is influenced similarly to Samus' Missile. The longer variation causes more endlag, but overall more damage. Tippers still apply.
Down: Falchion Heal: Inspired by its healing ability, Marth replaces the counter with the ability to heal small amounts of damage. The animation is longer than counter and there's a significant cooldown before he can attempt to heal again.
Not very good at making movesets so these are up to your discretion.
I have an idea for a custom element for Olimar. I’d call it a special, but it kind of affects his moveset as a whole.
Basically, he would be able to add Rock and Winged Pikmin into his squad at the exchange of purple and white.
Rock Pikmin would have similar physics to the purple ones, but with a one key difference: They trade natural damage and launch power in exchange for big shield damage.
Winged Pikmin are physically weak, but have a homing effect when thrown and their ability to fly allows them to hover over water when following Olimar. They can also be whistled back to Olimar while they’re in the process of being thrown. Lastly, they actually improve Olimar’s up special by joining the Pikmin Olimar summons exclusively for that move.
A simple objective fact about R.O.B., his Famicom Colors looks better than his NES Colors.
"I'm not salty, you're salty"
'CHYEAH, YOU'RE RIGHT. I AM SALTY. SO WHAT?
"Boomerang of The Winds"
Somewhere, Twilight Link is crying.
It would be fun to cut down in the roster but give every character actually 1 different move like you have in the vid. Super fun to make a game way more deep
Another excellent custom ideas for characters in Smash Ultimate! I really enjoy these videos on hearing your ideas on how customs could work had they return in Ultimate! Maybe for a future video you could give ideas for Terry Bogard, Little Mac, Solid Snake, and Ice Climbers! :) Look forward to the next video! :D
Thanks for doing Rob
Inkling would be perfect for this - different versions of weapon classes (Roller to Dynamo Roller, Splattershot to Splattershot Pro, etc.)
I would have had the smash input for the Ice Missiles be the Diffusion Missile, where it explodes with a larger radius and freezes more but is weaker
I'd like to see you tackle Mega Man and Sonic
For a second I thought this was a Bloodborne moveset because of "Old Hunter" lol
I wish Solid Snake can switch up his Nikita for the M9 tranquilizer gun.
9:10 Nice Pikmin 2 reference!
Whenever I think about designing 8 new moves for each of the 80 characters, I feel like custom moves will never come back unless the roster for the next game is cut to 30.
Very cool ideas! Personally I'd like to see characters that have clones/echos alongside their clones/echos to see how you would differentiate the two. I wished they would've done it in Smash 4 to add a bit more variety to the clone/echo characters.
I can't wait for more of these
Hiii :) Never sad to see a Delzethin video
The truth is that not all characters have plausible alternate moves, Smash 4 had to make up something to fill out all 3 alternatives for each move and just kept to the usual theme of
Weak and faster, utility, stronger but harder to land
3:01 Samus as DLC
The Metroid Prime version of the Plasma Beam is a flamethrower that can be utilized as a welder.
Honestly? I feel like custom specials would've been alot more beloved if they had unique animations and references much more commonly. Palutena has the best custom specials, because unlike the cast they're ACTUAL custom specials and not what I'd call "alternate specials"
Nice series man, but I kinda wonder if you'd be open to thinking up of more unique specials referencing things? As another option with the alternate specials you make
If only we could make our own characters like the fan made characters like shadow, waluigi, Rayman, crash, etc..
rly cool ideas tbh idk y samus doesnt use her ice missiles already
If you ever do one of these again, can you do Sora, Sonic, Marth/Lucina and Incineroar?
Interesting ideas
This is a great idea
My girl and main Samus finally getting some love! Get your Dread hype tickets here!
Dark samus could use more unique specials.
As a Plant main. I'm really like your Ideas.
the light zapper is auready part of duck hunt :( why are we just stealing moves for rob???
I seriously think Samus should use the Space Jump as her recovery
Some ideas for Steve Custom Specials
Neutral: Wrong Tools, Steve uses the shovel on all surfaces. The shovel breaks faster and Steve gets items at a decreased rate on non-dirt surfaces
Side: TNT Minecart, Steve places a Minecart and immediately jumps out, replacing himself with TNT which costs additional resources
Up: Pattern Firework, Steve attempts to use the Elytra, but uses a firework that makes a pattern which explodes him upwards
Down: Double TNT, Steve places 2 TNT blocks, but can’t use Redstone and pressure plates, it also requires more materials
I think this should be called instead of custom specials, it think it should be called variant specials since the moves you created are completely different than the Smash 4 custom specials for each move.
And besides you didnt even bother adding more new custom moves at all.
Could you do sonic next
The changes for Samus seem tacky in the sense that you thought of them just to represent games.
The number one change she should receive is to be able to shoot her Charge shot in any of the 8 directions. Input the direction in the delay before the shot comes out.
And probably the screw attack to be 4 or 5 jump like Kirby's second jump.
You know what, make her second jump just like Kirby's, she can multiple jump, but instead of being the screw attack, it is just the Space Jump so it's not broken. And Up special could still be the screw attack she already has or change it to Shinespark but instead of traveling till she hits a wall or ceiling it travels a set distance and stops like in Super Metroid when you ran out of energy.
maybe remove samus' ranged moves and make them respectable to play??
Tell nintendo this
Nice clickbait