History GameBreaker / SuperSmashBros

29th Dec '16 6:50:05 AM Midna
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** Marth's Crescent Slash custom up special. In exchange for less vertical distance, Crescent Slash not only rids Marth of his slightly-stilted horizontal recovery and comes out lightning quick, but gives him an enhanced combo game, better movement and spacing options, and is an excellent tool for edgeguarding, stage-spiking, and [=K.Oing=] at the top of the stage. At low to mid percents, it also gives him a true combo if used immediately after forward throw, hitting at the tipper, and is very good when distancing opponents from the ledge, as it comes out almost immediately and is very easy to tip with.

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** Marth's Marth and Lucina's Crescent Slash custom up special. In exchange for less vertical distance, Crescent Slash not only rids Marth them of his their slightly-stilted horizontal recovery and comes out lightning quick, but gives him them an enhanced combo game, better movement and spacing options, and is an excellent tool for edgeguarding, stage-spiking, and [=K.Oing=] at the top of the stage. At low to mid percents, it also gives him Marth a true combo if used immediately after forward throw, hitting at the tipper, and is very good when distancing opponents from the ledge, as it comes out almost immediately and is very easy to tip with.
16th Dec '16 1:47:42 PM Luigifan
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* Ness's Neutral Special will OHKO if held long enough. (This is a case of FridgeBrilliance, as in ''VideoGame/EarthBound'' PK Flash has a small chance of [=OHKOing=] enemies as well.) However, Ness has to be staying perfectly still to pull this off--one attack by any character immediately cancels the attack.

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* Ness's Neutral Special will OHKO if held long enough. (This is a case of FridgeBrilliance, as in ''VideoGame/EarthBound'' PK Flash has a small chance of [=OHKOing=] enemies as well.) However, Ness has to be staying perfectly still to pull this off--one off -- one attack by any character immediately cancels the attack.



** Even before pre-patch Diddy, Rosalina and Luma were widely viewed as this during the 3DS days before Wii U patch came out. Her attacks, notably up smash and neutral aerial, K.O'd earlier, Luma had more HP, she couldn't be grabbed because Luma would simply hit you before you could even throw Rosalina. Even if you got rid of Luma, it took only 8 seconds for another Luma to respawn. After a massive nerf, and pre-patch Diddy keeping her in check, it was commonly agreed she was still a TOP TEN character in the tiers and after nerf Diddy she is often considered one of the top 5 characters in the game despite her nerfs. Some defenders claim that Rosalina was so dominant early on because how different she was compared to say, Ice Climbers. Even Dabuz, the best Rosalina in the world, thinks that Rosalina would eventually become much worse in the tier list once everybody learns how to play against her.

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** Even before pre-patch Diddy, Rosalina and Luma were widely viewed as this during the 3DS days before the Wii U patch came out. Her attacks, notably up smash and neutral aerial, K.O'd earlier, Luma had more HP, she couldn't be grabbed because Luma would simply hit you before you could even throw Rosalina. Even if you got rid of Luma, it took only 8 seconds for another Luma to respawn. After a massive nerf, and pre-patch Diddy keeping her in check, it was commonly agreed she was still a TOP TEN character in the tiers and after nerf Diddy she is often considered one of the top 5 characters in the game despite her nerfs. Some defenders claim that Rosalina was so dominant early on because how different she was compared to say, Ice Climbers. Even Dabuz, the best Rosalina in the world, thinks that Rosalina would eventually become much worse in the tier list once everybody learns how to play against her.



* Anyone has the potential to be a GameBreaker now thanks to the customization system. Want Bowser, only faster, with a better recovery, ''and'' a projectile move? Done! How about jump boosts that eliminate Little Mac's poor recovery? That's easy! Or how about a light, agile character like Pikachu who hits like a tank and has even stronger moves? Say you want a character who's skilled in all areas? By selecting the best potential moves and giving them a balance of high-powered and/or super-power granting equipment, you can make a fighter who has powerful attacks, a superb recovery, and nothing but pluses to their stats. The most brutal one must be the "Perfect Shield Minus" equipement. Powershielding normally is done by pure luck than other thing, and because the Perfect Shield gets disabled entirely with the first one, and they have no other effect when stacked, if you equip three of those, you get the typically huge stat bonuses of equipement with negative effects FREELY.
* Heavy characters in general are fantastic in All-Star mode, due to the ConservationOfNinjitsu making all of your opponents [[ArtificialStupidity dumb]] and rather weak. Characters like Ike and Bowser can easily send anyone flying with a single smash attack, especially in the early stages.

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* Anyone has the potential to be a GameBreaker now thanks to the customization system. Want Bowser, only faster, with a better recovery, ''and'' a projectile move? Done! How about jump boosts that eliminate Little Mac's poor recovery? That's easy! Or how about a light, agile character like Pikachu who hits like a tank and has even stronger moves? Say you want a character who's skilled in all areas? By selecting the best potential moves and giving them a balance of high-powered and/or super-power granting equipment, you can make a fighter who has powerful attacks, a superb recovery, and nothing but pluses to their stats. The most brutal one must be the "Perfect Shield Minus" equipement. equipment. Powershielding normally is done by pure luck than other thing, luck, and because the Perfect Shield gets disabled entirely with the first one, and they have no other effect when stacked, if you equip three of those, you get the typically huge stat bonuses of equipement equipment with negative effects FREELY.
FREELY. Risky Respawner is similar, shutting off respawn invincibility (and therefore not stacking).
* Heavy characters in general are fantastic in All-Star mode, due to the ConservationOfNinjitsu making all of your opponents [[ArtificialStupidity dumb]] and rather weak. Characters like Ike and Bowser can easily send anyone flying with a single smash attack, especially in the early stages.



** Wanna take the trolling to a new level? Then make use of item trapping/locking. If you pocket Wario's bike, Bowser Jr's mecha-Koopa, Pac-Man's fruit, R.O.B.'s gyro, Wii Fit Trainer's header ball, or Diddy's banana, then they cannot spawn the item again unless you get K.O'd. This can be bad if a player relies on their special item a lot. There is, however, a 30-second time limit, so if you take longer than that, their item will return to them. To avoid this, simply take it out after a few seconds and put it back in to refresh the time limit, which doubles as UnsportsmanlikeGloating about the whole thing ("You wanted this? Nope!").

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** Wanna take the trolling to a new level? Then make use of item trapping/locking. If you pocket Wario's bike, Bowser Jr's Jr.'s mecha-Koopa, Pac-Man's fruit, R.O.B.'s gyro, Wii Fit Trainer's header ball, or Diddy's banana, then they cannot spawn the item again unless you get K.O'd. This can be bad if a player relies on their special item a lot. There is, however, a 30-second time limit, so if you take longer than that, their item will return to them. To avoid this, simply take it out after a few seconds and put it back in to refresh the time limit, which doubles as UnsportsmanlikeGloating about the whole thing ("You wanted this? Nope!").



** Timber Counter alone for Villager is one of the most annoying custom moves to deal with. The axe and the Tree part of the move become extremely weak and while the Tree does reflect damage like Wobbuffet, it mostly harmless as it's easily destroyed. However the sapling part is where the moves becomes infamous. The sapling now acts as a permanent banana peel, tripping anyone who touches. The trip has high priority and a surprisingly large hitbox that makes rolling through it unreliable. The sapling allows Villager to control a large amount onstage and forces opponents to jump over it, which Villager has very good anti-air options for answering with.

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** Timber Counter alone for Villager is one of the most annoying custom moves to deal with. The axe and the Tree part of the move become extremely weak weak, and while the Tree does reflect damage like Wobbuffet, it it's mostly harmless as it's easily destroyed. However However, the sapling part is where the moves move becomes infamous. The sapling now acts as a permanent long-lasting banana peel, peel that can be activated any number of times, tripping anyone who touches.touches it. The trip has high priority and a surprisingly large hitbox that makes rolling through it unreliable. The sapling allows Villager to control a large amount onstage and forces opponents to jump over it, which Villager has very good anti-air options for answering with.



*** Lucario also has the Snaring Aura Sphere, which makes the Aura Sphere much slower, but makes it draw in nearby enemies and doesn't disappear on a hit. Thing is, the "drawback" of being slower actually makes it ''better''. Still, the Snaring Aura Sphere is actually pretty balanced if you're at low percentages, but it ''skyrockets into insanity'' if your Aura is high. First off, it becomes ''massive'', and that coupled with its slow speed and staying time makes it so that if you fire a fully-charged one you have more than enough time to stay inside of it and use it as a shield to charge another one. Second, it deals huge damage and has high knockback as well, plus it can easily be used for combos. Third, its slow speed and range makes it perfect for edge guarding. Fourth, since it doesn't disappear on a hit and has such great range, it's awesome at crowd control. The only real drawback the move has is its weakness to reflectors and Villager's Pocket special, but even then it retains its usefulness at close quarters and edge guarding. To top it off, it's an absolute monster against the final bosses as well.
** Ganondorf's Flame Wave is slower and moves not as far than his Flame Choke. It is still a Command Grab like Flame Choke is, meaning it can hit shielding and dodging opponents, and what differentiates it from the base move is the fact that instead of forcing a knockdown it actually has knockback like a conventional attack. Really powerful knockback. And yes, it is ''still'' capable of Ganoncides, only with the kicker that if the Ganon misses and hits the stage you might just SD on your own from the KO power the move suddenly has.
*** Ganondorf benefits greatly from two customs moves in particular. Wizard's Dropkick and Dark Fists. While not as gamebreaking as the other examples on the list, these two moves patch up two of Ganondorfs greatest weaknesses, approaching and recovery. Wizard's Dropkick is much less powerful than the standard Wizard's Foot, however the kick sends Ganondorf forward fairly fast and is not as laggy as the regular, making it a much better movement and recovery option. Dark Fists doesn't initiate an electrifying grab but it instead goes higher, has super armor, and is a two hit combo with an extremely powerful finisher that will kill most characters around 70% on the ground and at "what am I even looking at" percentages if it hits in the air.
** Donkey Kong's Storm Punch. He suddenly becomes an [[Franchise/AvatarTheLastAirBender Airbender]] and causes a gust of wind to come out of his punch. An absolutely POWERFUL gust of wind. At full power it is potentially the strongest wind hitbox in the game, killing opponents without actually hitting them. They zip away so fast the opponent might not even be sure what happened.

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*** Lucario also has the Snaring Aura Sphere, which makes the Aura Sphere much slower, but makes it draw in nearby enemies and doesn't disappear on a hit. Thing is, the "drawback" of being slower actually makes it ''better''. Still, the Snaring Aura Sphere is actually pretty balanced if you're at low percentages, but it ''skyrockets into insanity'' if your Aura is high. First off, it becomes ''massive'', and that coupled with its slow speed and staying time makes it so that if you fire a fully-charged one one, you have more than enough time to stay inside of it and use it as a shield to charge another one. Second, it deals huge damage and has high knockback as well, plus it can easily be used for combos. Third, its slow speed and range makes it perfect for edge guarding. Fourth, since it doesn't disappear on a hit and has such great range, it's awesome at crowd control. The only real drawback the move has is its weakness to reflectors and Villager's Pocket special, but even then it retains its usefulness at close quarters and edge guarding. To top it off, it's an absolute monster against the final bosses as well.
** Ganondorf's Flame Wave is slower and moves not as far covers less distance than his Flame Choke. It is still a Command Grab like Flame Choke is, meaning it can hit shielding and dodging opponents, and what differentiates it from the base move is the fact that instead of forcing a knockdown knockdown, it actually has knockback like a conventional attack. Really powerful knockback. And yes, it is ''still'' capable of Ganoncides, only with the kicker that if the Ganon misses and hits the stage stage, you might just SD on your own from the KO power the move suddenly has.
*** Ganondorf benefits greatly from two customs moves in particular. Wizard's Dropkick and Dark Fists. While not as gamebreaking as the other examples on the list, these two moves patch up two of Ganondorfs Ganondorf's greatest weaknesses, approaching and recovery. Wizard's Dropkick is much less powerful than the standard Wizard's Foot, however but the kick sends Ganondorf forward fairly fast and is not as laggy as the regular, making it a much better movement and recovery option. Dark Fists doesn't initiate an electrifying grab but it instead goes higher, has super armor, and is a two hit combo with an extremely powerful finisher that will kill most characters around 70% on the ground and at "what am I even looking at" percentages if it hits in the air.
** Donkey Kong's Storm Punch. He suddenly becomes an [[Franchise/AvatarTheLastAirBender Airbender]] and causes a gust of wind to come out of his punch. An absolutely POWERFUL gust of wind. At full power power, it is potentially the strongest wind hitbox in the game, killing opponents without actually hitting them. They zip away so fast the opponent might not even be sure what happened.



** Bowser's already a LightningBruiser. However he gets an even better movement option in Dash Slash. In exchange for the grab and slam, Bowser now dashes forwards and slashes hard. What makes this so good is the little quirk with the move that allows Bowser to act immediately from the move when using the move in the air, allowing combos and surprise burst mobility from Bowser. Additionally, the momentum of the move can be conserved by crouching with the move from the air, allowing a pseudo-wavedash or "waveslash" as the technique has been called.

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** Bowser's already a LightningBruiser. However However, he gets an even better movement option in Dash Slash. In exchange for the grab and slam, Bowser now dashes forwards and slashes hard. What makes this so good is the little quirk with the move that allows Bowser to act immediately from the move when using the move in the air, allowing combos and surprise burst mobility from Bowser. Additionally, the momentum of the move can be conserved by crouching with the move from the air, allowing a pseudo-wavedash or "waveslash" as the technique has been called.



*** Additionally Shulk has the custom move Power Vision. It turns his counter into one of the most absurdly powerful moves in the game, in exchange for the window of the counter becoming extremely small after one use, becoming almost unusable. However, the counter still has the full, extremely long, regular duration of the normal counter on the first use making it almost direct upgrade in most cases. Combine this Hyper Monado Smash and you'll start killing off of countered jabs.
** Pikachu's Heavy Skull Bash. Take a move that is mostly considered worthless beyond recovering and give it a sweetspot at the beginning of the move that hits harder than Ganondorf's smashes. Heavy Skull Bash takes less time to fully charge, goes faster than normal Skull Bash, and allows Pikachu to punish mistakes brutally. It also heavily aids in Pikachu's general difficultly in K.Oing opponents. Thankfully the move is only ridiculously strong at the beginning part of the move but rapidly loses power with distance.

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*** Additionally Shulk has the custom move Power Vision. It turns his counter into one of the most absurdly powerful moves in the game, in exchange for the window of the counter becoming extremely small after one use, becoming almost unusable. However, the counter still has the full, extremely long, regular duration of the normal counter on the first use use, making it an almost direct upgrade in most cases. Combine this with Hyper Monado Smash and you'll start killing off of countered jabs.
''jabs''.
** Pikachu's Heavy Skull Bash. Take a move that is mostly considered worthless beyond recovering and give it a sweetspot at the beginning of the move that hits harder than Ganondorf's smashes. Heavy Skull Bash takes less time to fully charge, goes faster than normal Skull Bash, and allows Pikachu to punish mistakes brutally. It also heavily aids in Pikachu's general difficultly in K.Oing opponents. Thankfully the move is only ridiculously strong at the beginning part of the move move, but rapidly loses power with distance.



** Helicopter Kick for Mii Brawlers. A Mii Brawler with only access to their default specials is only an average character, combo-oriented but with slow KO moves and a lackluster recovery. Feint Jump helps their recovery decently but Helicopter Kick fixes the KO problem EXTREMELY well. A Mii Brawler can combo into the move at low percents from down throws where it can already KO off the side if used at the edge at around 20-50%. Thankfully, the only reliable way for a Mii Brawler to KO with it is at low percents. Above mid percents, Mii Brawlers can no longer combo into it and they're back to having KO problems.

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** Helicopter Kick for Mii Brawlers. A Mii Brawler with only access to their default specials is only an average character, combo-oriented but with slow KO moves and a lackluster recovery. Feint Jump helps their recovery decently decently, but Helicopter Kick fixes the KO problem EXTREMELY well. A Mii Brawler can combo into the move at low percents from down throws where it can already KO off the side if used at the edge at around 20-50%. Thankfully, the only reliable way for a Mii Brawler to KO with it is at low percents. Above mid percents, Mii Brawlers can no longer combo into it and they're back to having KO problems.



** And, finally, Ike's Custom Side Special 3, Unyielding Blade. ''[[UpToEleven Dear god]]''. First, it makes you ImmuneToFlinching while lunging forwards, at the cost of range and speed. This would be a great custom on its own, but what really rockets it into true GameBreaker status is the fact that its knockback is increased substantially; it goes from being able to K.O. Mario from the middle of Final Destination at around 123%, making it a pretty bad finishing move, to being able to knock him out at just ''93%''. This means, at high percents, you can rush forwards, completely unstoppable, with an easy KO. Worse, its weakness does little since the disadvantage you'd gain from being able to be stopped by projectiles during the move is completely reversed by the fact that nothing can stop you. The only real major problem with it is the lack of horizontal distance during recovery...which can be repaired by giving Ike his Custom Up Special 2, Aether Drive, which sends you diagonally forwards instead of just up. So, with Up Special 2 and Side Special 3, you gain offensive sweeping power and defensive tanking power at the cost of only a little distance in your recovery. In fact, almost all of Ike's Customs are arguably overpowered - his Down Special 3, Smash Counter, is slower but far more powerful, meaning if you save it for slower attacks, you'll KO easily without ever feeling the downside. His Neutral Special 3, Furious Eruption, has massively increased range at the cost of slightly higher recoil damage ''only when fully charged,'' so if you use it at mid-charge, again, the downside never applies.

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** And, finally, Ike's Custom Side Special 3, Unyielding Blade. ''[[UpToEleven Dear god]]''. First, it makes you ImmuneToFlinching while lunging forwards, at the cost of range and speed. This would be a great custom on its own, but what really rockets it into true GameBreaker status is the fact that its knockback is increased substantially; it goes from being able to K.O. Mario from the middle of Final Destination at around 123%, making it a pretty bad finishing move, to being able to knock him out at just ''93%''. This means, at high percents, you can rush forwards, completely unstoppable, with an easy KO. Worse, its weakness does little since the disadvantage you'd gain from being able to be stopped by projectiles during the move is completely reversed by the fact that nothing can stop you. The only real major problem with it is the lack of horizontal distance during recovery... which can be repaired by giving Ike his Custom Up Special 2, Aether Drive, which sends you diagonally forwards instead of just up. So, with Up Special 2 and Side Special 3, you gain offensive sweeping power and defensive tanking power at the cost of only a little distance in your recovery. In fact, almost all of Ike's Customs are arguably overpowered - -- his Down Special 3, Smash Counter, is slower but far more powerful, meaning if you save it for slower attacks, you'll KO easily without ever feeling the downside. His Neutral Special 3, Furious Eruption, has massively increased range at the cost of slightly higher recoil damage ''only when fully charged,'' so if you use it at mid-charge, again, the downside never applies.



* Bayonetta's [[TimeStandsStill Witch Time]] Down Special is considered, hands-down, ''the'' best CounterAttack in the game. By default, it [[BulletTime slows down]] an opponent, usually long enough for at least a Smash Attack, if not a fully charged smash. If that wasn't already useful enough, if Bayonetta catches someone close enough to the edge, she can just walk-push them to the lip of the stage, and [[GiantFootOfStomping down smash]] them, meteor smashing them ''through'' the soft edge of the stage! And for players who are bit more courageous about going off stage, Witch Time is also incredible for punishing recovery against any opponent who's Up Special has a hitbox, trapping them right near the stage's edge and allowing Bayonetta to punish them with Madama Butterfly's giant heel.

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* Bayonetta's [[TimeStandsStill Witch Time]] Down Special is considered, hands-down, ''the'' best CounterAttack in the game. By default, it [[BulletTime slows down]] an opponent, usually long enough for at least a Smash Attack, if not a fully charged smash. If that wasn't already useful enough, if Bayonetta catches someone close enough to the edge, she can just walk-push them to the lip of the stage, and [[GiantFootOfStomping down smash]] them, meteor smashing them ''through'' the soft edge of the stage! And for players who are bit more courageous about going off stage, Witch Time is also incredible for punishing recovery against any opponent who's whose Up Special has a hitbox, trapping them right near the stage's edge and allowing Bayonetta to punish them with Madama Butterfly's giant heel.



** However, in wake of the patch and Game & Watch's release from the Doubles ban, a new Game & Watch team surfaced in Sheik/Game & Watch, specifically the "Vanish Bucket" strategy. Just like the above team, it requires FriendlyFire, but it is arguably considered ''worse'' thanks to Sheik's ability to rack up damage and the moves used for the setup, making it near-impossible to stop. Take a move like Vanish that can fill up Bucket in one or two shots, has high knockback, makes Sheik '''invincible''', has a moderately powerful windbox at the end, and can auto-cancel (meaning they can move ''immediately'' when the move ends). Combine that with a move like Oil Panic, which also makes Mr. Game & Watch '''invincible''' while absorbing an energy-based projectile, such as Vanish's explosion, and has a power relative to the knockback of the move absorbed, and you have a force that can come out on frame 1, can't be reflected, and can '''one-shot nearly anything, even at 0%.''' It says a lot when the only strategy viable to beat the Sheik/Game & Watch team is [[BeatThematTheirOwnGame another Sheik/Game & Watch team.]]

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** However, in wake of the patch and Game & Watch's release from the Doubles ban, a new Game & Watch team surfaced in Sheik/Game & Watch, specifically the "Vanish Bucket" strategy. Just like the above team, it requires FriendlyFire, but it is arguably considered ''worse'' thanks to Sheik's ability to rack up damage and the moves used for the setup, making it near-impossible to stop. Take a move like Vanish that can fill up Bucket in one or two shots, has high knockback, makes Sheik '''invincible''', has a moderately powerful windbox at the end, and can auto-cancel (meaning they can move ''immediately'' when the move ends). Combine that with a move like Oil Panic, which also makes Mr. Game & Watch '''invincible''' while absorbing an energy-based projectile, such as Vanish's explosion, and has a power relative to the knockback of the move absorbed, and you have a force that can come out on frame 1, can't be reflected, and can '''one-shot nearly anything, even at 0%.''' It says a lot when the only strategy viable to beat the Sheik/Game & Watch team is [[BeatThematTheirOwnGame [[BeatThemAtTheirOwnGame another Sheik/Game & Watch team.]]



* A pair of Villagers on the same team is RageQuit worthy, simply because they can Pocket each other's attacks; this leads to situations like carrying each other's Timber trees all over the place, or playing catch with a Pocketed Thoron from both ends of the map. Granted it usually CrossesTheLineTwice, but it stops being funny after the first few times...

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* A pair of Villagers on the same team is RageQuit worthy, simply because they can Pocket each other's attacks; this leads to situations like carrying each other's Timber trees all over the place, or playing catch with a Pocketed Thoron from both ends of the map. Granted Granted, it usually CrossesTheLineTwice, but it stops being funny after the first few times...




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** A later patch neutered a lot of these by halving the power of projectiles caught or absorbed from a teammate.



* If you are Rosalina, Palutena or Falco, the "Climb!" Final Battle is pretty much a lock in your favor considering that they both have ''amazing'' jumping abilities, and as long as you avoid the danger zones and Smart Bombs, you're pretty much set. [[ThereIsNoKillLikeOverkill This is even worse if you managed to build your jump]] [[UpToEleven even further]] during the game.

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* If you are Rosalina, Palutena Palutena, or Falco, the "Climb!" Final Battle is pretty much a lock in your favor considering that they both have ''amazing'' jumping abilities, and as long as you avoid the danger zones and Smart Bombs, you're pretty much set. [[ThereIsNoKillLikeOverkill This is even worse if you managed to build your jump]] [[UpToEleven even further]] during the game.



* Palutena's Custom neutral special: Heavenly Light. It is nigh-useless in a fighting match due to its scratch damage and zero knockback which leaves her wide open to a counterattack but it [[https://www.youtube.com/watch?v=NMY7riMgkPA&t=3m11s destroys Trophy Rush so badly]] that she literally makes it look like ''easy money coming from the sky''.

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* Palutena's Custom neutral special: Heavenly Light. It is nigh-useless in a fighting match due to its scratch damage and zero knockback which leaves her wide open to a counterattack counterattack, but it [[https://www.youtube.com/watch?v=NMY7riMgkPA&t=3m11s destroys Trophy Rush so badly]] that she literally makes it look like ''easy money coming from the sky''.
28th Nov '16 10:41:42 PM mogryo
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** To be fair this is illegal to do in competitive tournaments.
25th Nov '16 1:20:16 PM nombretomado
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** Donkey Kong's Storm Punch. He suddenly becomes an [[AvatarTheLastAirBender Airbender]] and causes a gust of wind to come out of his punch. An absolutely POWERFUL gust of wind. At full power it is potentially the strongest wind hitbox in the game, killing opponents without actually hitting them. They zip away so fast the opponent might not even be sure what happened.

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** Donkey Kong's Storm Punch. He suddenly becomes an [[AvatarTheLastAirBender [[Franchise/AvatarTheLastAirBender Airbender]] and causes a gust of wind to come out of his punch. An absolutely POWERFUL gust of wind. At full power it is potentially the strongest wind hitbox in the game, killing opponents without actually hitting them. They zip away so fast the opponent might not even be sure what happened.
1st Nov '16 11:56:34 AM SJMistery
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* Anyone has the potential to be a GameBreaker now thanks to the customization system. Want Bowser, only faster, with a better recovery, ''and'' a projectile move? Done! How about jump boosts that eliminate Little Mac's poor recovery? That's easy! Or how about a light, agile character like Pikachu who hits like a tank and has even stronger moves? Say you want a character who's skilled in all areas? By selecting the best potential moves and giving them a balance of high-powered and/or super-power granting equipment, you can make a fighter who has powerful attacks, a superb recovery, and nothing but pluses to their stats.

to:

* Anyone has the potential to be a GameBreaker now thanks to the customization system. Want Bowser, only faster, with a better recovery, ''and'' a projectile move? Done! How about jump boosts that eliminate Little Mac's poor recovery? That's easy! Or how about a light, agile character like Pikachu who hits like a tank and has even stronger moves? Say you want a character who's skilled in all areas? By selecting the best potential moves and giving them a balance of high-powered and/or super-power granting equipment, you can make a fighter who has powerful attacks, a superb recovery, and nothing but pluses to their stats. The most brutal one must be the "Perfect Shield Minus" equipement. Powershielding normally is done by pure luck than other thing, and because the Perfect Shield gets disabled entirely with the first one, and they have no other effect when stacked, if you equip three of those, you get the typically huge stat bonuses of equipement with negative effects FREELY.



* If you are Bowser Jr., Shulk, Sonic, or Wario, the "Run!" Final Battle becomes a complete joke. Shulk's Monado Speed (B twice) and Bowser Jr's Clown Kart Dash (side special) speeds them up. Shulk goes extremely fast while Bowser Jr.'s unstoppable in the move, making the Danger Zones the only worry, and even then, they don't mess them up that much. Shulk also has the Monado Jump in case you need to go airborne to take a shortcut (and this also makes the above-mentioned "Climb!" Final Battle a cinch).

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* If you are Bowser Jr., Shulk, Sonic, or Wario, the "Run!" Final Battle becomes a complete joke. Shulk's Monado Speed (B twice) and Bowser Jr's Clown Kart Dash (side special) speeds them up. Shulk goes extremely fast while Bowser Jr.'s unstoppable in the move, making the Danger Zones the only worry, and even then, they don't mess them up that much. Shulk also has the Monado Jump in case you need to go airborne to take a shortcut (and this also makes the above-mentioned "Climb!" Final Battle a cinch). Similarly, Greninja's impressive mobility and jumping, combined with the possibility of teleporting through the danger zones with Shadow Sneak and the massive vertical distance granted by Hydro Pump, makes those two challenges a joke.
13th Aug '16 4:53:32 PM DivineFlame100
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* [[VideoGame/DonkeyKong The Hammer.]] Not only does it produce instant KO's 65+% of the time, it causes tremendous damage and causes horrible recovery times to happen. It was made less overpowered in the later games since some Hammers had their heads fall off, leaving the user wildly swinging a stick that did '''absolutely nothing'''. Other players could also pick up the hammer head and toss it at the helpless player; ''[[KarmicDeath it hits just as hard as if it were still attached to the shaft]]''. There's also a ''very'' brief moment where the head stays on however, wherein the hammer works normally. Though it is a bit of a double edged sword; once you pick the hammer up, you can't double-jump, use special moves, or drop the hammer manually. It's rare that you'll get hit while holding it, but if you do, and you get blown off the stage, '''''you're screwed'''''. Though, a bigger problem is that, depending on the stage layout and the height of your character's ground jump, you may find yourself completely unable to reach your opponents.

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* [[VideoGame/DonkeyKong The Hammer.]] Not only does it produce instant KO's 65+% of the time, it causes tremendous damage and causes horrible recovery times to happen. It was made less overpowered in the later games since some Hammers had their heads fall off, leaving the user wildly swinging a stick that did '''absolutely nothing'''. Other players could also pick up the hammer head and toss it at the helpless player; ''[[KarmicDeath it hits just as hard as if it were still attached to the shaft]]''. There's also a ''very'' brief moment where the head stays on however, wherein the hammer works normally. Though it is a bit of a double edged sword; once you pick the hammer up, you can't double-jump, use special moves, or drop the hammer manually. It's rare that you'll get hit while holding it, but if you do, and you get blown off the stage, '''''you're screwed'''''. Though, a bigger problem is that, depending on the stage layout and the height of your character's ground jump, you may find yourself completely unable to reach your opponents.
opponents. Not to mention that certain characters with a Counter move can effectively [[HoistByHisOwnPetard return the same hammer damage output and knockback right back at the hammer user]].
3rd Aug '16 1:07:51 AM SneaselSawashiro
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* If you are Bowser Jr., Shulk, Sonic, or Wario, the "Run!" Final Battle becomes a complete joke. Shulk's Monado Speed (B twice) and Bowser Jr's Clown Kart Dash (side special) speeds them up. Shulk goes extremely fast while Bowser Jr.'s unstoppable in the move, making the Danger Zones the only worry, and even then, they don't mess them up that much. Shulk also has the Monado Jump in case you need to go airborne to take a shortcut (and this also makes the above-mentioned "Climb!" Final Battle a cinch). Sonic, being the fastest character in the game if none of the characters enhance themselves with items, badges, and buffing moves, can easily outrun the other characters, and if his Speed stat is heightened enough using both badges and power ups, [[http://youtu.be/CnSfWk_oaDM?t=7m he can zip around so fast it's as if you've used the fast forward button on your DVD remote to skip to the ending.]] Finally, Wario can use his bike and outrun the others, damaging them in the process. He can even ride over Danger floors without consequence!

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* If you are Bowser Jr., Shulk, Sonic, or Wario, the "Run!" Final Battle becomes a complete joke. Shulk's Monado Speed (B twice) and Bowser Jr's Clown Kart Dash (side special) speeds them up. Shulk goes extremely fast while Bowser Jr.'s unstoppable in the move, making the Danger Zones the only worry, and even then, they don't mess them up that much. Shulk also has the Monado Jump in case you need to go airborne to take a shortcut (and this also makes the above-mentioned "Climb!" Final Battle a cinch). Sonic, cinch).
** In the mention of Sonic however, with him
being the fastest character in the game if none of the characters enhance themselves with items, badges, and buffing moves, can easily outrun the other characters, and if his Speed stat is heightened enough using both badges and power ups, [[http://youtu.be/CnSfWk_oaDM?t=7m he can zip around so fast it's as if you've used the fast forward button on your DVD remote to skip to the ending.]] Finally, Wario can use his bike and outrun the others, damaging them in the process. He can even ride over Danger floors without consequence!
3rd Aug '16 1:06:23 AM SneaselSawashiro
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* When he first came out, Corrin had several properties that made him this to some. He has some of the longest disjointed hitboxes in the game, with his Forward Smash beating out ''both the Mii Gunner and Shulk'' in terms of range along with having a sweetspot at the tip, his neutral special is a paralyzing shot followed by an attack from his dragon claw, which can deal massive damage, and he has a counter that, with no rage, can KO Captain Falcon from a countered Falcon Punch at around 30%. Fortunately, he has been toned down significantly thanks to the 1.1.5 patch, but it still doesn't lessen his viability.
* Bayonetta's [[TimeStandsStill Witch Time]] Down Special is considered, hands-down, ''the'' best CounterAttack in the game. By default, it [[BulletTime slows down]] an opponent, usually long enough for at least a Smash Attack, if not a fully charged Smash. If that wasn't already useful enough, if Bayonetta catches someone close enough to the edge, she can just walk-push them to the lip of the stage, and [[GiantFootOfStomping Down Smash]] them, Meteor Smashing them ''through'' the soft edge of the stage! And for players who are bit more courageous about going off stage, Witch Time is also incredible for punishing recovery against any opponent who's Up Special has a hit box, trapping them right near the stage's edge and allowing Bayonetta to punish them with Madama Butterfly's giant heel.
* According to the competitive community, Bayonetta's aerial combo game in general is considered completely overwhelming, since it seems incredibly easy for her to catch opponents in the air and juggle, so far that the term "0-to-death combo" has basically become synonymous with her name. Many cite the fact there's very little most characters can do when trapped in a combo, and that even directional influence (known as DI) is not only incredibly unreliable, but can be read by a decent Bayonetta player, making her "low risk, high reward". This has caused such an uproar in the competitive Smash community that many events outright ban her from use, or at least seriously consider a ban. It became such a complaint that Smash Bros. released a patch well after they claimed no new content would be released for the game with its sole contents being a heavy {{Nerf}} towards the knock-back and damage of her aerial combos.

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* When he first came out, Corrin had several properties that made him this to some. He has some of the longest disjointed hitboxes in the game, with his Forward Smash side smash beating out ''both the Mii Gunner and Shulk'' in terms of range along with having a sweetspot at the tip, his neutral special is a paralyzing shot followed by an attack from his dragon claw, which can deal massive damage, and he has a counter that, with no rage, can KO Captain Falcon from a countered Falcon Punch at around 30%. Fortunately, he has been toned down significantly thanks to the 1.1.5 patch, but it still doesn't lessen his viability.
* Bayonetta's [[TimeStandsStill Witch Time]] Down Special is considered, hands-down, ''the'' best CounterAttack in the game. By default, it [[BulletTime slows down]] an opponent, usually long enough for at least a Smash Attack, if not a fully charged Smash. smash. If that wasn't already useful enough, if Bayonetta catches someone close enough to the edge, she can just walk-push them to the lip of the stage, and [[GiantFootOfStomping Down Smash]] down smash]] them, Meteor Smashing meteor smashing them ''through'' the soft edge of the stage! And for players who are bit more courageous about going off stage, Witch Time is also incredible for punishing recovery against any opponent who's Up Special has a hit box, hitbox, trapping them right near the stage's edge and allowing Bayonetta to punish them with Madama Butterfly's giant heel.
* ** According to the competitive community, Bayonetta's aerial combo game in general is considered completely overwhelming, since it seems incredibly easy for her to catch opponents in the air and juggle, so far that the term "0-to-death combo" has basically become synonymous with her name. Many cite the fact there's very little most characters can do when trapped in a combo, and that even directional influence (known as DI) is not only incredibly unreliable, but can be read by a decent Bayonetta player, making her "low risk, high reward". This has caused such an uproar in the competitive Smash community that many events outright ban her from use, or at least seriously consider a ban. It became such a complaint that Smash Bros. released a patch well after they claimed no new content would be released for the game with its sole contents being a heavy {{Nerf}} towards the knock-back knockback and damage of her aerial combos.
combos.



* A pair of Villagers on the same team is RageQuit worthy, simply because they can Pocket each other's attacks; this leads to situations like carrying each other's Timber! trees all over the place, or playing catch with a Pocketed Thoron from both ends of the map. Granted it usually CrossesTheLineTwice, but it stops being funny after the first few times…

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* A pair of Villagers on the same team is RageQuit worthy, simply because they can Pocket each other's attacks; this leads to situations like carrying each other's Timber! Timber trees all over the place, or playing catch with a Pocketed Thoron from both ends of the map. Granted it usually CrossesTheLineTwice, but it stops being funny after the first few times…times...



* For Cruel Smash, most characters with a Counter-esque move are almost a requirement to survive due to the smarter AI. Notable ones are Marth and Palutena, whose Counters also return the knockback that the attack would've done[[note]]which is ''really damn far'' with how hard the Cruel-level Miis' smash attacks hit, and enough to KO them after three countered smashes, sometimes two[[/note]], and Little Mac, whose Counter simply hits very hard. Mac gets special mention for filling the K.O. meter by doing this ([[HoistByTheirOwnPetard since he's countering the Miis' overpowered attacks]]), letting him quickly KO a Mii that has a decent amount of damage. Shulk is another nice choice since Vision has an initially forgiving activation time, and has a very wide range compared to other counterattacks.

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* For Cruel Smash, most characters with a Counter-esque move are almost a requirement to survive due to the smarter AI. Notable ones are Marth and Palutena, whose Counters also return the knockback that the attack would've done[[note]]which is ''really damn far'' with how hard the Cruel-level Miis' smash attacks hit, and enough to KO them after three countered smashes, sometimes two[[/note]], and Little Mac, whose Counter simply hits very hard. Mac gets special mention for filling the K.O. meter by doing this ([[HoistByTheirOwnPetard since he's countering the Miis' overpowered attacks]]), letting him quickly KO a Mii that has a decent amount of damage. Shulk is another nice choice since Vision has an initially forgiving activation time, and has a very wide range compared to other counterattacks. The recent Corrin is also a great edition thanks to his already strong counter, while the possibilities are not yet explored with Bayonetta's Witch Time.



* If you are Rosalina or Palutena, the "Climb!" Final Battle is pretty much a lock in your favor considering that they both have ''amazing'' jumping abilities, and as long as you avoid the danger zones and Smart Bombs, you're pretty much set. [[ThereIsNoKillLikeOverkill This is even worse if you managed to build your jump]] [[UpToEleven even further]] during the game.
* If you are Bowser Jr., Shulk, Sonic, or Wario, the "Run!" Final Battle becomes a complete joke. Shulk's Monado Speed (B twice) and Bowser Jr's Clown Kart Dash (side special) speeds them up. Shulk goes extremely fast while Bowser Jr.'s unstoppable in the move, making the Danger Zones the only worry, and even then, they don't mess them up that much. Shulk also has Monado Jump in case you need to go airborne to take a shortcut (and this also makes the above-mentioned "Climb!" Final Battle a cinch). Sonic, being the fastest character in the game if none of the characters enhance themselves with items, badges, and buffing moves, can easily outrun the other characters, and if his Speed stat is heightened enough using both badges and power ups, [[http://youtu.be/CnSfWk_oaDM?t=7m he can zip around so fast it's as if you've used the fast forward button on your DVD remote to skip to the ending.]] Finally, Wario can use his bike and outrun the others, damaging them in the process. He can even ride over Danger floors without consequence!

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* If you are Rosalina Rosalina, Palutena or Palutena, Falco, the "Climb!" Final Battle is pretty much a lock in your favor considering that they both have ''amazing'' jumping abilities, and as long as you avoid the danger zones and Smart Bombs, you're pretty much set. [[ThereIsNoKillLikeOverkill This is even worse if you managed to build your jump]] [[UpToEleven even further]] during the game.
* If you are Bowser Jr., Shulk, Sonic, or Wario, the "Run!" Final Battle becomes a complete joke. Shulk's Monado Speed (B twice) and Bowser Jr's Clown Kart Dash (side special) speeds them up. Shulk goes extremely fast while Bowser Jr.'s unstoppable in the move, making the Danger Zones the only worry, and even then, they don't mess them up that much. Shulk also has the Monado Jump in case you need to go airborne to take a shortcut (and this also makes the above-mentioned "Climb!" Final Battle a cinch). Sonic, being the fastest character in the game if none of the characters enhance themselves with items, badges, and buffing moves, can easily outrun the other characters, and if his Speed stat is heightened enough using both badges and power ups, [[http://youtu.be/CnSfWk_oaDM?t=7m he can zip around so fast it's as if you've used the fast forward button on your DVD remote to skip to the ending.]] Finally, Wario can use his bike and outrun the others, damaging them in the process. He can even ride over Danger floors without consequence!



* Bayonetta's aerial up-A with its Bullet Arts. Essentially, by holding down A after performing her up-A, she spins 360 degrees, firing from all four of her guns while doing so, shredding every crate to come near. And that electrical sphere meant to keep the player from standing still? Well, Bayonetta's jumping to perform the attack, and ergo technically not standing still.

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* Bayonetta's up aerial up-A with its Bullet Arts. Essentially, by holding down A after performing her up-A, the said aerial, she spins 360 degrees, firing from all four of her guns while doing so, shredding every crate to come near. And that electrical sphere meant to keep the player from standing still? Well, Bayonetta's jumping to perform the attack, and ergo technically not standing still.
3rd Aug '16 12:56:14 AM SneaselSawashiro
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** Want to be an [[OverlyLongGag even bigger troll]] with considerable control over the battlefield? Unlock two of his custom moves, Counter Timber and Extreme Balloons, and watch the hate fly. Along with his Pocket move, all three go a long way in giving you control over any part of the ground you want. Counter Timber is most useful as a sapling; any enemy who walks over it will trip, so you just wait around for an enemy to either trip and leave themselves open or make a predictable jump and respond accordingly. And yes, it can still be grown into a tree and chopped down to damage opponents. Extreme Balloons functions similar to the original, but they explode when hit and deal damage. This allows you to recover with relative safety as the fear of getting hit with an exploding balloon can keep away attackers who might be near the edge.

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** Want to be an [[OverlyLongGag even bigger troll]] with considerable control over the battlefield? Unlock two of his custom moves, Counter Timber and Extreme Balloons, and watch the hate fly. Along with his Pocket move, all three go a long way in giving you control over any part of the ground you want. Timber Counter Timber is most useful as a sapling; any enemy who walks over it will trip, so you just wait around for an enemy to either trip and leave themselves open or make a predictable jump and respond accordingly. And yes, it can still be grown into a tree and chopped down to damage opponents. Extreme Balloons functions similar to the original, but they explode when hit and deal damage. This allows you to recover with relative safety as the fear of getting hit with an exploding balloon can keep away attackers who might be near the edge.edge.
** Timber Counter alone for Villager is one of the most annoying custom moves to deal with. The axe and the Tree part of the move become extremely weak and while the Tree does reflect damage like Wobbuffet, it mostly harmless as it's easily destroyed. However the sapling part is where the moves becomes infamous. The sapling now acts as a permanent banana peel, tripping anyone who touches. The trip has high priority and a surprisingly large hitbox that makes rolling through it unreliable. The sapling allows Villager to control a large amount onstage and forces opponents to jump over it, which Villager has very good anti-air options for answering with.



** His Fire Shot is an incredibly useful move, giving a ast and powerful fighter a decent spacing projectile to amp up his already-impressive arsenal. Combining it with the aforemtnioned Dash Slash and perhaps the Slip Bomb as well allows you to really put on the pressure.
** Shulk's Hyper Monado Arts. Sure, the drawbacks of each mode are greater, but who cares when you're zipping around the stage in the blink of an eye with Monado Speed and getting early K.Os with Monado Smash? Even better, the even lower knockback of Buster is a blessing in disguise, because lower knockback makes it EASIER to combo and follow up, and since that mode is for racking up damage and does it even moreso now, you can build up to killing potentials extremely early.

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** *** His Fire Shot is an incredibly useful move, giving a ast fast and powerful fighter a decent spacing projectile to amp up his already-impressive arsenal. Combining it with the aforemtnioned aforementioned Dash Slash and perhaps the Slip Bomb as well allows you to really put on the pressure.
** Shulk's Hyper Monado Arts. Sure, the drawbacks of each mode are greater, but who cares when you're zipping around the stage in the blink of an eye with Monado Speed and getting early K.Os with Monado Smash? Even better, the even lower knockback of Buster is a blessing in disguise, because lower knockback makes it EASIER to combo and follow up, and since that mode is for racking up damage and does it even moreso more so now, you can build up to killing potentials extremely early.



** Marth's Crescent Slash custom up special. In exchange for less vertical distance, Crescent Slash not only rids Marth of his slightly-stilted horizontal recovery and comes out lightning quick, but gives him an enhanced combo game, better movement and spacing options, and is an excellent tool for edgeguarding, stage-spiking, and K.Oing at the top of the stage. At low to mid percents, it also gives him a true combo if used immediately after forward throw, hitting at the tipper, and is very good when distancing opponents from the ledge, as it comes out almost immediately and is very easy to tip with.

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** Marth's Crescent Slash custom up special. In exchange for less vertical distance, Crescent Slash not only rids Marth of his slightly-stilted horizontal recovery and comes out lightning quick, but gives him an enhanced combo game, better movement and spacing options, and is an excellent tool for edgeguarding, stage-spiking, and K.Oing [=K.Oing=] at the top of the stage. At low to mid percents, it also gives him a true combo if used immediately after forward throw, hitting at the tipper, and is very good when distancing opponents from the ledge, as it comes out almost immediately and is very easy to tip with.



** Helicopter Kick for Mii Brawlers. A Mii Brawler with only access to their default specials is only an average character, combo-oriented but with slow KO moves and a lackluster recovery. Back Flip helps their recovery decently but Helicopter Kick fixes the KO problem EXTREMELY well. A Mii Brawler can combo into the move at low percents from down throws where it can already KO off the side if used at the edge at around 20-50%. Thankfully, the only reliable way for a Mii Brawler to KO with it is at low percents. Above mid percents, Mii Brawlers can no longer combo into it and they're back to having KO problems.
** Timber Counter for Villager is one of the most annoying custom move to deal with. The axe and the Tree part of the move become extremely weak and while the Tree does reflect damage like Wobbuffet, it mostly harmless as it's easily destroyed. However the sapling part is where the moves becomes infamous. The sapling now acts as a permanent banana peel, tripping anyone who touches. The trip has high priority and a surprisingly large hitbox that makes rolling through it unreliable. The sapling allows Villager to control a large amount onstage and forces opponents to jump over it, which Villager has very good anti-air options for answering with.

to:

** Helicopter Kick for Mii Brawlers. A Mii Brawler with only access to their default specials is only an average character, combo-oriented but with slow KO moves and a lackluster recovery. Back Flip Feint Jump helps their recovery decently but Helicopter Kick fixes the KO problem EXTREMELY well. A Mii Brawler can combo into the move at low percents from down throws where it can already KO off the side if used at the edge at around 20-50%. Thankfully, the only reliable way for a Mii Brawler to KO with it is at low percents. Above mid percents, Mii Brawlers can no longer combo into it and they're back to having KO problems.
** Timber Counter for Villager is one of the most annoying custom move to deal with. The axe and the Tree part of the move become extremely weak and while the Tree does reflect damage like Wobbuffet, it mostly harmless as it's easily destroyed. However the sapling part is where the moves becomes infamous. The sapling now acts as a permanent banana peel, tripping anyone who touches. The trip has high priority and a surprisingly large hitbox that makes rolling through it unreliable. The sapling allows Villager to control a large amount onstage and forces opponents to jump over it, which Villager has very good anti-air options for answering with.
problems.



** And, finally, Ike's Custom Side Special 3, Unyielding Blade. ''[[UpToEleven Dear god]]''. First, it makes you ImmuneToFlinching while lunging forwards, at the cost of range and speed. This would be a great custom on its own, but what really rockets it into true GameBreaker status is the fact that its knockback is increased substantially- It goes from being able to K.O. Mario from the middle of Final Destination at around 123%, making it a pretty bad finishing move, to being able to knock him out at just ''93%''. This means, at high percents, you can rush forwards, completely unstoppable, with an easy KO. Worse, its weakness does little since the disadvantage you'd gain from being able to be stopped by projectiles during the move is completely reversed by the fact that nothing can stop you. The only real major problem with it is the lack of horizontal distance during recovery…which can be repaired by giving Ike his Custom Up Special 2, Aether Drive, which sends you diagonally forwards instead of just up. So, with Up Special 2 and Side Special 3, you gain offensive sweeping power and defensive tanking power at the cost of only a little distance in your recovery. In fact, almost all of Ike's Customs are arguably overpowered - his Down Special 3, Smash Counter, is slower but far more powerful, meaning if you save it for slower attacks, you'll KO easily without ever feeling the downside. His Neutral Special 3, Furious Eruption, has massively increased range at the cost of slightly higher recoil damage ''only when fully charged,'' so if you use it at mid-charge, again, the downside never applies.

to:

** And, finally, Ike's Custom Side Special 3, Unyielding Blade. ''[[UpToEleven Dear god]]''. First, it makes you ImmuneToFlinching while lunging forwards, at the cost of range and speed. This would be a great custom on its own, but what really rockets it into true GameBreaker status is the fact that its knockback is increased substantially- It substantially; it goes from being able to K.O. Mario from the middle of Final Destination at around 123%, making it a pretty bad finishing move, to being able to knock him out at just ''93%''. This means, at high percents, you can rush forwards, completely unstoppable, with an easy KO. Worse, its weakness does little since the disadvantage you'd gain from being able to be stopped by projectiles during the move is completely reversed by the fact that nothing can stop you. The only real major problem with it is the lack of horizontal distance during recovery…which recovery...which can be repaired by giving Ike his Custom Up Special 2, Aether Drive, which sends you diagonally forwards instead of just up. So, with Up Special 2 and Side Special 3, you gain offensive sweeping power and defensive tanking power at the cost of only a little distance in your recovery. In fact, almost all of Ike's Customs are arguably overpowered - his Down Special 3, Smash Counter, is slower but far more powerful, meaning if you save it for slower attacks, you'll KO easily without ever feeling the downside. His Neutral Special 3, Furious Eruption, has massively increased range at the cost of slightly higher recoil damage ''only when fully charged,'' so if you use it at mid-charge, again, the downside never applies.
3rd Aug '16 12:49:43 AM SneaselSawashiro
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*** Ganondorf benefits greatly from two customs moves in particular. Wizard's Dropkick and Dark Fists. While not as gamebreaking as the other examples on the list, these two moves patch up two of Ganondorfs greatest weaknesses, approaching and recovery. Wizard's Dropkick is much less powerful than the standard Wizard's Foot, however the kick sends Ganondorf forward fairly fast and is not as laggy as the regular, making it a much better movement and recovery option. Dark Fists doesn't initiate a GlompAttack but it instead goes higher, has super armor, and is a two hit combo with an extremely powerful finisher that will kill most characters around 70% on the ground and at "what am I even looking at" percentages if it hits in the air.

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*** Ganondorf benefits greatly from two customs moves in particular. Wizard's Dropkick and Dark Fists. While not as gamebreaking as the other examples on the list, these two moves patch up two of Ganondorfs greatest weaknesses, approaching and recovery. Wizard's Dropkick is much less powerful than the standard Wizard's Foot, however the kick sends Ganondorf forward fairly fast and is not as laggy as the regular, making it a much better movement and recovery option. Dark Fists doesn't initiate a GlompAttack an electrifying grab but it instead goes higher, has super armor, and is a two hit combo with an extremely powerful finisher that will kill most characters around 70% on the ground and at "what am I even looking at" percentages if it hits in the air.
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