History GameBreaker / SuperSmashBros

29th Jul '17 9:26:10 PM Midna
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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. 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]].

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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 have their heads fall off, leaving the user wildly swinging a stick that did does '''absolutely nothing'''. Other players could can 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. 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]].



* ''Brawl'' introduced the much meaner ''[[BlingOfWar Golden]]'' [[VideoGame/WreckingCrew Hammer]], which appears on a fancy green, glowing pedestal with its own appearance jingle to notify everyone present that it has spawned. It swings ''twice as fast'' as the original hammer and allows the user to '''hover in mid-air''' a la Princess Peach until the power-up runs out. Mitigated slightly in that some Golden Hammers are just inflatable replicas that are completely harmless and thus the user is totally helpless, although there's no clear indication of this until the harmless squeak toy makes contact with the other players. [[WhoWillBellTheCat You can bet none of them will check for this willingly.]]

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* ''Brawl'' introduced the much meaner ''[[BlingOfWar Golden]]'' [[VideoGame/WreckingCrew Hammer]], which appears on a fancy green, glowing pedestal with its own appearance jingle to notify everyone present that it has spawned. It swings ''twice as fast'' as the original hammer and allows the user to '''hover in mid-air''' a la Princess Peach until the power-up runs out. Mitigated slightly in that some Golden Hammers are just inflatable replicas that are completely harmless and thus the user is totally helpless, although there's no clear indication of this until the harmless squeak squeaky toy makes contact with the other players. [[WhoWillBellTheCat You can bet none of them will check for this willingly.]]



* Both the Beetle and Boss Galaga guarantee a Star KO at higher damage when they capture an opponent. ''Especially'' the beetle.
* The drill is like the above, only worse. Even at lower percents, it can easily KO an opponent by pushing them off the screen, and unlike the above, it's much, much harder to get free as the damn thing keeps hitting you.

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* Both the Beetle and Boss Galaga guarantee a Star KO at higher damage when they capture an opponent. ''Especially'' the beetle.
Beetle.
* The drill Drill is like the above, only worse. Even at lower percents, it can easily KO an opponent by pushing them off the screen, and unlike the above, it's much, much harder to get free as the damn thing keeps hitting you.



* The Special Flag which when held long enough by one person gives them an instant point (or an extra stock in stock battles), and is ridiculously easy to activate on big stages, drawing out games for much longer than necessary.
* The Blue Shell (yes, the same one from ''VideoGame/MarioKart''). It works much like it does in its origin series, except it will target second place if first place uses it, or randomly if players are tied for first. However, it's slightly mitigated if someone manages to see it coming and air dodges through the explosion....

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* The Special Flag which Flag, which, when held long enough by one person person, gives them an instant point (or an extra stock in stock battles), and is battles). It's ridiculously easy to activate on big stages, drawing out games for much longer than necessary.
* The Blue Spiny Shell (yes, the same one from ''VideoGame/MarioKart''). It works much like it does in its origin series, except it will target second place if first place uses it, or randomly if players are tied for first. However, it's slightly mitigated if someone manages to see it coming and air dodges through the explosion....explosion...



** Keep in mind, though, that Fox is very difficult to play well with, as he requires very fast fingers due to leaving the ground so quick with his ground jump, and his fast falling speed. He also was despite being a lightweight, the fastest faller in the game with one of the worst horizontal air speeds which lead to poor aerial recovery and easy-combo setups on him. Unlike Meta Knight in ''Brawl'', he truly only applies at the highest level of skill. (This didn't stop Nintendo from {{nerf}}ing him ''hard'' in future installments, though.)
* Falco, who is second on the tier list, is almost as good as Fox. While Fox is the best at vertical [=KOs=] and versatility, Falco is the best at comboing and approaching. His laser is the best projectile in the game because its stun allows him to easily disrupt his opponents, especially when done continuously from short-hopping to fire it faster. His "shine" is different from Fox's, as it is optimized to combo with his vertical attacks rather than semi-spike. It's almost as good as the former's, though. Falco additionally has a very fast spike that his Reflector easily combos into, that can KO as low as 50% when opponents are hit offstage by it. As an inverse to Fox's up smash and up aerial, he instead has a very solid side smash attack as one of his primary KO moves. His recovery is the worst in the top tier, since he shares Fox's quick falling speed (but it isn't the fastest) and his poor horizontal air movement (Falco also actually has along with Captain Falcon, the fastest fast-falling speed), especially since his recovery moves don't travel as far as Fox's despite having a high ground jump. But all of that doesn't stop him from being second best. Like Fox, he only applies at the highest level of skill.
* [[VideoGame/FireEmblem Marth]], who is third on the tier list, is there for having fast and hugely disjointed hitboxes on every attack, due to his long sword. Add in the fact that his movement suite is only eclipsed by Fox and Falco (in terms of fast falling speed), a powerful and combo-able spike in his down aerial (only a meteor smash in the PAL version, but is still potent), an amazing juggle with his up tilt, up aerial and up throw, the best grab in the game ([[http://i.imgur.com/4t6lrf0.gif even longer reach than Yoshi's, despite what the animation would suggest]]), a long, fast and powerful side smash and the fact that the majority of his moves can hit below the stage, giving him an amazing offensive combo and gimp game and a major tournament threat. His primary weaknesses are his lack of a projectile, linear recovery, need to rack up damage and punishable moves (should they not hit).

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** Keep in mind, though, that Fox is very difficult to play well with, as he requires very fast fingers due to leaving the ground so quick with his ground jump, and his fast falling speed. He also was is, despite being a lightweight, the fastest faller in the game with one of the worst horizontal air speeds speeds, which lead leads to poor aerial recovery and easy-combo easy combo setups on him. Unlike Meta Knight in ''Brawl'', he truly only applies at the highest level of skill. (This didn't stop Nintendo from {{nerf}}ing him ''hard'' in future installments, though.)
* Falco, who is second on the tier list, is almost as good as Fox. While Fox is the best at vertical [=KOs=] and versatility, Falco is the best at comboing and approaching. His laser is the best projectile in the game because its stun allows him to easily disrupt his opponents, especially when done continuously from short-hopping to fire it faster. His "shine" is different from Fox's, as it is optimized to combo with his vertical attacks rather than semi-spike. It's almost as good as the former's, though. Falco additionally has a very fast spike that his Reflector easily combos into, that which can KO as low as 50% when opponents are hit offstage by it. As an inverse to Fox's up smash and up aerial, he instead has a very solid side smash attack as one of his primary KO moves. His recovery is the worst in the top tier, since he shares Fox's quick falling speed (but it isn't the fastest) and his poor horizontal air movement (Falco also actually has has, along with Captain Falcon, the fastest fast-falling speed), especially since his recovery moves don't travel as far as Fox's despite having a high ground jump. But all of that doesn't stop him from being second best. Like Fox, he only applies at the highest level of skill.
* [[VideoGame/FireEmblem Marth]], who is third on the tier list, is there for having fast and hugely disjointed hitboxes on every attack, due to his long sword. Add in the fact that his movement suite is only eclipsed by Fox and Falco (in terms of fast falling speed), a powerful and combo-able spike in his down aerial (only a meteor smash in the PAL version, but is still potent), an amazing juggle with his up tilt, up aerial and up throw, the best grab in the game ([[http://i.imgur.com/4t6lrf0.gif even longer reach than Yoshi's, despite what the animation would suggest]]), a long, fast and powerful side smash and the fact that the majority of his moves can hit below the stage, giving him an amazing offensive combo and gimp game and a major tournament threat. His primary weaknesses are his lack of a projectile, linear recovery, need to rack up damage and punishable moves (should they not hit).



* Any floaty character (like Jigglypuff and, again, Kirby) or character with an amazing recovery move (like Ness and Mr. Game & Watch) could win a Multi-Man without even trying to hurt the Wire Frames. They can just fly off the edge of the stage and the Wire Frames will jump after them, eventually fumbling and falling to their doom on their own. This was a solid method to handling Cruel Melee because of how reckless the Cruel Wire Frames are and because they don't have a third jump.

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* Any floaty character (like Jigglypuff and, again, Kirby) or character with an amazing recovery move (like Ness and Mr. Game & Watch) could Watch), can win a Multi-Man without even trying to hurt the Wire Frames. They can just fly off the edge of the stage and the Wire Frames will jump after them, eventually fumbling and falling to their doom on their own. This was is a solid method to handling Cruel Melee because of how reckless the Cruel Wire Frames are and because they don't have a third jump.



* The [[http://www.youtube.com/watch?v=E4IrnB1tWLM Master Hand Glitch]] is bad enough seeing as you can't be K.O'd, then there's the [[http://www.youtube.com/watch?v=XLUPEZrVOOg Master Hand Laser Glitch]] where you can potentially make all of his moves a OneHitKO as well.

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* The [[http://www.youtube.com/watch?v=E4IrnB1tWLM Master Hand Glitch]] is bad enough seeing as you can't be K.O'd, but then there's the [[http://www.youtube.com/watch?v=XLUPEZrVOOg Master Hand Laser Glitch]] where you can potentially make all of his moves a OneHitKO as well.



** He has by far the best recovery in the game (his recovery is so far distanced and has so many options that it's nearly impossible to edgeguard him, as all four of his specials can pull this off along with being able to glide), transcendent priority and disproportionately far reach in nearly every sword-based attack (the former makes his attacks impossible to clash with or out-class alike). All of this which makes him difficult to approach.

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** He has by far the best recovery in the game (his recovery is so far distanced and has so many options that it's nearly impossible to edgeguard him, as all four of his specials can pull this off along with being able to glide), transcendent priority and disproportionately far reach in nearly every sword-based attack (the former makes his attacks impossible to clash with or out-class alike). All of this which makes him difficult to approach.



** Also, there is a glitch (which was banned even when the character was allowed in tournaments) to become permanently invincible (and invisible) by utilizing a control exploit to extend Dimensional Capes.

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** Also, there is a glitch glitch, dubbed the Infinite Dimensional Cape (which was banned even when the character was allowed in tournaments) MK-legal tournaments), to become permanently invincible (and invisible) by utilizing a control exploit to extend Dimensional Capes.



** Add to the fact that he can be mastered pretty quickly compared to others and you got a real [[TropeNamer Game Breaker]]. [[RankInflation He even gets his own tier, SS Tier. Bear in mind that S Tier is the 'God' Tier normally]]. Hence the [[FanNickname occasional term]] 'All aboard the SS Meta Knight'.
* The Ice Climbers in ''Brawl'' are usually considered right under Meta Knight. The main (if only) reason is their chain throws. By exploiting their ability for each Climber to grab the opponent immediately after the other Climber throws them, they can infinitely chain throw any character from zero to death (other than another pair of Ice Climbers). As such, if a player is skilled enough with performing their chain throws, they can literally take a stock from just landing one grab. The Ice Climbers are also horrendously difficult to approach, with desynced Ice Blocks and Blizzards walling opponents, and the threat of losing a stock if grabbed making it very disconcerting for players to approach. The Ice Climbers do have some significant weaknesses, though, mainly the fact the Climbers can be separated (permanently for the stock if the easily KO'd Nana is eliminated), where a solo Climber loses their infinite chain throws, their walling capabilities, their recovery, and has their damage output effectively reduced to half. The Ice Climbers also have a few poor matchups, with the few characters that are capable of easily separating them while being able to mostly attack them safely (such as the aforementioned Meta Knight, Snake, and Peach). The Ice Climbers are additionally a strong case of DifficultButAwesome with very few players in the world being capable of taking stocks with one grab (thus the Ice Climbers aren't nearly as dominant as Meta Knight is in tournaments).

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** Add that to the fact that he can be mastered pretty quickly compared to others and you got have a real [[TropeNamer Game Breaker]]. [[RankInflation He even gets his own tier, SS Tier. Bear in mind that S Tier is the 'God' Tier normally]]. Hence the [[FanNickname occasional term]] 'All aboard the SS Meta Knight'.
* The Ice Climbers in ''Brawl'' are usually considered right under Meta Knight. The main (if only) reason is their chain throws. By exploiting their ability for each Climber to grab the opponent immediately after the other Climber throws them, they can infinitely chain throw any character from zero to death (other than another pair of Ice Climbers). As such, if a player is skilled enough with performing their chain throws, they can literally take a stock from just landing one grab. The Ice Climbers are also horrendously difficult to approach, with desynced Ice Blocks and Blizzards walling opponents, and the threat of losing a stock if grabbed making it very disconcerting for players to approach. The Ice Climbers do have some significant weaknesses, though, mainly the fact the Climbers can be separated (permanently for the stock if the easily KO'd Nana is eliminated), where a solo Climber loses their infinite chain throws, their walling capabilities, their recovery, and has their damage output effectively reduced to half. The Ice Climbers also have a few poor matchups, with the few characters that are capable of easily separating them while being able to mostly attack them safely (such as the aforementioned Meta Knight, Snake, and Peach). The Ice Climbers are additionally a strong case of DifficultButAwesome DifficultButAwesome, with very few players in the world being capable of taking stocks with one grab (thus the Ice Climbers aren't nearly as dominant as Meta Knight is in tournaments).



* [[VideoGame/{{MOTHER3}} Lucas]], who is considered the overall best character for this mainly because of his PSI Magnet that can absorb certain attacks (such as Master Hand's Bullet Attack and Duon's Pink Laser Attack), which is priceless during a BossRush, his powerful attacks such as his PK Thunder and up smash, and the fact that his triple jump hits for massive damage and ''goes through the opponent'', which also makes a great evasion tactic. Reason why he seems more prized than Ness is that his said PSI Magnet can both damage upon releasing it and heal even more than Ness' can. Despite Lucas holding his Magnet in front of himself, his version even covers his whole body even if something tries to shoot him from behind, as he can even turn around to absorb rear projectile shots.
* Charizard is second on this list because its Rock Smash cuts through the bosses' health bars like a hot knife through butter. Combined with the fact the Pokemon Trainer's down special move switch the Pokémon out, it also makes a good evasion tactic against a lot of the bosses' attacks, including [[ThatOneAttack Tabuu's Off Waves]].

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* [[VideoGame/{{MOTHER3}} Lucas]], who is considered the overall best character for this mainly because of his PSI Magnet that can absorb certain attacks (such as Master Hand's Bullet Attack finger bullets and Duon's Pink Laser Attack), pink lasers), which is priceless invaluble during a BossRush, his powerful attacks such as his PK Thunder and up smash, and the fact that his triple jump hits for massive damage and ''goes through the opponent'', which also makes a great evasion tactic. Reason The reason why he seems more prized than Ness is that his said PSI Magnet can both damage upon releasing it and heal even more than Ness' can. Despite Lucas holding his Magnet in front of himself, his version even still covers his whole body even if something tries to shoot him from behind, as he can even turn around to absorb rear projectile shots.
* Charizard is second on this list because its Rock Smash cuts through the bosses' health bars like a hot knife through butter. Combined with the fact the Pokemon Trainer's down special move switch switches the Pokémon out, and it also makes a good evasion tactic against a lot of the bosses' attacks, including [[ThatOneAttack Tabuu's Off Waves]].



* Smarter AI means Donkey Kong's literally foundation-shaking method of blowing through Small Fry Corps. doesn't work so well here, since the Alloys attack in the air more often than their predecessors. That said, however, it's still not very often, so it's still entirely possible to win just by hiding under a platform and slapping the ground until the match ends. The Kirby Stone and "flying-off-the-edge" strategies still work wonders as well, though they fall off the stage less often.

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* Smarter AI means Donkey Kong's literally foundation-shaking method of blowing through Small Fry Corps. Fighting Teams doesn't work so well here, since the Alloys attack in the air more often than their predecessors. That said, however, it's still not very often, so it's still entirely possible to win just by hiding under a platform and slapping the ground until the match ends. The Kirby Stone and "flying-off-the-edge" strategies still work wonders as well, though they fall off the stage less often.



** 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.

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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, and 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 nerfing 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 Risky Respawner equipment. Risky Respawner removes the 2 seconds of invincibility upon respawning, which doesn't make much difference anyways since you are still invincible when standing on the revival platform. The respawn invincibility is removed entirely by the first use of such equipment, which allows you to have a character with ''at least'' +45 in attack, defense and speed due to how the stat spread works with equipment with negative effects on the user. Imperfect Shield is similar, shutting off the ability to perfectly block attacks and works otherwise similarly to Risky Respawner, but this makes it a bit easier for your shield to get broken.

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* Anyone has the potential to be a GameBreaker now here 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 Risky Respawner equipment. Risky Respawner removes the 2 seconds of invincibility upon respawning, which doesn't make much difference anyways since you are still invincible when standing on the revival platform. The respawn invincibility is removed entirely by the first use of such equipment, which allows you to have a character with ''at least'' +45 in attack, defense and speed due to how the stat spread works with equipment with negative effects on the user. Imperfect Shield is similar, shutting off the ability to perfectly block attacks and works otherwise similarly to Risky Respawner, but this makes it a bit easier for your shield to get broken.



* Amiibos are starting to be considered quite useful, as higher leveled amiibos do considerably more damage than regular computers and human players. This is bringing up debates on whether or not they should be banned in tournaments that are a mixture of amiibos and humans, although there are people talking about just having amiibo only tournaments.

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* Amiibos are starting to be considered quite useful, as higher leveled amiibos do considerably more damage than regular computers and human players. This is bringing up debates on whether or not they should be banned in tournaments that are a mixture of amiibos and humans, although there are people talking about just having amiibo only tournaments.



** Diddy's Rocketbarrel Attack. Yes, one of the top characters in the game has one of the best customs as well. The customs trades Diddy's horizontal movement and a bit of vertical distance of his up special in exchange for an extremely powerful hitbox that lasts throughout the entirety of the move. Factor in Diddy's ease of getting grabs and set-ups/combos into Rocketbarrel attack, and one of the best characters in the game gets an extremely powerful combo option.

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** Diddy's Rocketbarrel Attack. Yes, one of the top characters in the game has one of the best customs as well. The customs custom trades Diddy's horizontal movement and a bit of vertical distance of his up special in exchange for an extremely powerful hitbox that lasts throughout the entirety of the move. Factor in Diddy's ease of getting grabs and set-ups/combos into Rocketbarrel attack, and one of the best characters in the game gets an extremely powerful combo option.



*** Donkey Kong really starts channeling airbending with his ridiculous custom Kong Cyclone. The move has both super armor and an obnoxious windbox during the entirety of the up special that makes the move absolutely amazing at punishing and getting away with doing unsafe things DK couldn't do before. What makes it even more annoying is the move can be canceled as long as Donkey Kong lands before he enters free fall state. So long as there is a platform, Donkey Kong can zip around the entire stage with a move that has an enormous hitbox, super armor, and a finicky windbox that can sometimes send you straight down if you get caught in it offstage. It is considered to be the most useful custom move in the game.

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*** Donkey Kong really starts channeling airbending with his ridiculous custom Kong Cyclone. The move has both super armor and an obnoxious windbox during the entirety of the up special that makes the move absolutely amazing at punishing and getting away with doing unsafe things DK couldn't do before. What makes it even more annoying is that the move can be canceled as long as Donkey Kong lands before he enters free fall state. So long as there is a platform, Donkey Kong can zip around the entire stage with a move that has an enormous hitbox, super armor, and a finicky windbox that can sometimes send you straight down if you get caught in it offstage. It is considered to be the most useful custom move in the game.



*** 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 an almost direct upgrade in most cases. Combine this with 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 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 an almost direct upgrade in most cases. Combine this with 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 move; it rapidly loses power with distance.



** Link's Power Bow. In exchange for a longer 'pull back' time and being virtually useless unless fully readied, you get Smash-level damage and launching power in a nigh-undodgeable, lightning quick projectile. The [[CompetitiveBalance trade-offs]] were so laughably minor that they eventually had to patch them to make them more significant. While harder to use now, it's still powerful enough to actually RingOut the final form of [[BonusBoss Master Core.]]
** 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.
** Captain Falcon's Lightning Falcon Kick gives him an infinite combo, [[https://www.youtube.com/watch?v=83Md78LU0V8 that's all that really needs to be said]].
** 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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** Link's Power Bow. In exchange for a longer 'pull back' time and being virtually useless unless fully readied, you get Smash-level damage and launching power in a nigh-undodgeable, lightning quick projectile. The [[CompetitiveBalance trade-offs]] were so laughably minor that they eventually had to patch them to make them more significant. While harder to use now, it's still powerful enough to actually RingOut the final form of [[BonusBoss [[TrueFinalBoss Master Core.]]
Core]] in one hit.
** Helicopter Kick for Mii Brawlers. A Mii Brawler with only access to their default specials is only an average a pretty bad 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.
** Captain Falcon's Lightning Falcon Kick gives him an infinite combo, combo. [[https://www.youtube.com/watch?v=83Md78LU0V8 that's That's all that really needs to be said]].
** 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 little; 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.



* A Pikachu/Mr. Game & Watch team is basically unstoppable in doubles if FriendlyFire is turned on, because Game & Watch's Oil Panic move can be filled up by a single use of Pikachu's Thunder. The filled bucket can then be used to one-shot just about anybody in the game.[[https://www.youtube.com/watch?v=x60Rvt4kjXg&list=UU5WNBHwgluAwWJE5QV-5_TA Here is such a team winning in 17 seconds]]. It's so ungodly powerful that Mr. Game & Watch is the first character in the series to get banned ''on the spot'' from competitive doubles. It was patched as of ''3DS'' version 1.04, where Thunder now counts as only one projectile and thus can't fill up Oil Panic with just one use.

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* A Pikachu/Mr. Game & Watch team is basically unstoppable in doubles if FriendlyFire is turned on, on (usually the case), because Game & Watch's Oil Panic move can be filled up by a single use of Pikachu's Thunder. The filled bucket can then be used to one-shot just about anybody in the game.[[https://www.youtube.com/watch?v=x60Rvt4kjXg&list=UU5WNBHwgluAwWJE5QV-5_TA Here is such a team winning in 17 seconds]]. It's so ungodly powerful that Mr. Game & Watch is was the first character in the series to get banned ''on the spot'' from competitive doubles. It was patched as of ''3DS'' version 1.04, where Thunder now counts as only one projectile and thus can't fill up Oil Panic with just one use.



* Greninja can all of the forms of Master Core except Master Sabres and Master Fortress by spamming the Down Aerial alone, as the built-in jump will automatically evade the majority of their attacks. And for Master Sabres, all you need to curb-stomp is to keep jumping on a distance, spam the Forward Aerial between his attacks; and evade the one-hit-kill quick slash attack (wich is easy, as Sabres will only use this attack as a follow up to another of his attacks), and repeteadly counter the 5 slash attack with Substitute.
** Against the hands in particular, the ONLY damage you will receive is the progressive damage from jumping above the blast line (wich won't kill you).

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* Greninja can cheese out all of the forms of Master Core except Master Sabres Edges and Master Fortress by spamming the Down Aerial alone, as the built-in jump will automatically evade the majority of their attacks. And for Master Sabres, Edges, all you need to curb-stomp is to keep jumping on a distance, spam the Forward Aerial between his attacks; and evade the one-hit-kill quick slash attack (wich is easy, as Sabres Edges will only use this attack as a follow up to another of his attacks), and repeteadly counter the 5 slash attack with Substitute.
** Against the hands Hands in particular, the ONLY damage you will receive is the progressive damage from jumping above the blast line (wich won't kill you).



* 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.

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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, time and has a very wide range compared to other counterattacks. The recent Corrin is also a great edition pick thanks to his already strong counter, while the possibilities are not yet explored with Bayonetta's Witch Time.counter.



** 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!

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** 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 Zones without consequence!



** Even better, using the same setup, but replacing item hurler with quick batter, and use Fox since his blaster is a lot quicker than Mario's fast fireballs. The end result is almost guaranteed invincibility at the start of the match, and quick batter makes getting home runs much easier. Using this setup, the same person in the videos above [[https://www.youtube.com/watch?v=EXZtgV-DCCA managed to do a run of]] ''[[UpToEleven 100]]'' turns!

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** Even better, using the same setup, but replacing item hurler Item Hurler with quick batter, Quick Batter, and use using Fox since his blaster is a lot quicker than Mario's fast fireballs. The end result is almost guaranteed invincibility at the start of the match, and quick batter Quick Batter makes getting home runs much easier. Using this setup, the same person in the videos above [[https://www.youtube.com/watch?v=EXZtgV-DCCA managed to do a run of]] ''[[UpToEleven 100]]'' turns!
21st Jun '17 5:17:47 PM HeroicJay
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* [[VideoGame/FireEmblem Marth]], who is third on the tier list, is there for having fast and hugely disjointed hitboxes on every attack, due to his long sword. Add in the fact that his movement suite is only eclipsed by Fox and Falco (in terms of fast falling speed), a powerful and combo-able spike in his down aerial (only a meteor smash in the PAL version, but is still potent), an amazing juggle with his up tilt, up aerial and up throw, the best grab in the game ([[http://i.imgur.com/4t6lrf0.gif even longer than Yoshi's animation, despite what it would suggest]]), a long, fast and powerful side smash and the fact that the majority of his moves can hit below the stage, giving him an amazing offensive combo and gimp game and a major tournament threat. His primary weaknesses are his lack of a projectile, linear recovery, need to rack up damage and punishable moves (should they not hit).

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* [[VideoGame/FireEmblem Marth]], who is third on the tier list, is there for having fast and hugely disjointed hitboxes on every attack, due to his long sword. Add in the fact that his movement suite is only eclipsed by Fox and Falco (in terms of fast falling speed), a powerful and combo-able spike in his down aerial (only a meteor smash in the PAL version, but is still potent), an amazing juggle with his up tilt, up aerial and up throw, the best grab in the game ([[http://i.imgur.com/4t6lrf0.gif even longer reach than Yoshi's animation, Yoshi's, despite what it the animation would suggest]]), a long, fast and powerful side smash and the fact that the majority of his moves can hit below the stage, giving him an amazing offensive combo and gimp game and a major tournament threat. His primary weaknesses are his lack of a projectile, linear recovery, need to rack up damage and punishable moves (should they not hit).
9th Jun '17 2:43:52 AM SJMistery
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* Greninja can all of the forms of Master Core except Master Sabres and Master Fortress by spamming the Down Aerial alone, as the built-in jump will automatically evade the majority of their attacks. And for Master Sabres, all you need to curb-stomp is to keep jumping on a distance, spam the Forward Aerial between his attacks; and evade the one-hit-kill quick slash attack (wich is easy, as Sabres will only use this attack as a follow up to another of his attacks), and repeteadly counter the 5 slash attack with Substitute.
** Against the hands in particular, the ONLY damage you will receive is the progressive damage from jumping above the blast line (wich won't kill you).
** In addition, his advantages on 3DS Smash Run (high mobility, teleporting Side-B) also apply to Master Fortress, whith the extra bonus that the charged Water Shuriken can take out the enemies and hearts from a safe distance.
1st Jun '17 1:36:40 AM Sleeping_Beauty
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* In ''Brawl'' competitive play, planking, which is camping at a ledge in order to utilize the ledge grab's invincibility frames, is also a subject of debate. It was resolved by restricting the number of times that the player is allowed to grab a ledge during the match. In most cases, the limit is 50 ledge grabs per match, with Meta Knight's (whose planking is especially powerful) ledge grab limit being 35 or less.

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* In ''Brawl'' competitive play, planking, which is camping at a ledge in order to utilize the ledge grab's invincibility frames, is also a subject of debate. It was resolved by restricting the number of times that the player is allowed to grab a ledge during the match. In most cases, the limit is 50 ledge grabs per match, with Meta Knight's (whose planking is especially powerful) ledge grab limit being 35 or less.
less. Planking was removed in ''SSB4''.




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* Many grounded mooks who do not use projectiles will be unable to handle Donkey Kong's Hand Slap, which makes it very easy to beat a horde of them. Airborne enemies can easily be taken care of with Donkey Kong's powerful aerials.



* [[Franchise/DonkeyKong Donkey Kong]] is third here, mainly because of how powerful he is and his great reach. His combination of Spinning Kong and Hand Slap along with the occasional up- and side smash tears the bosses up in record time.

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* [[Franchise/DonkeyKong Donkey Kong]] is third here, mainly because of how powerful he is and is, his great reach. reach and very heavy weight, making it difficult for him to be KO'd. His combination of Spinning Kong and Hand Slap along with the occasional up- and Slap, up smash, side smash smash, up aerial and back aerial tears the bosses up in record time.



* 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" equipment. Powershielding normally is done by pure 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 equipment with negative effects FREELY. Risky Respawner is similar, shutting off respawn invincibility (and therefore not stacking).

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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" Risky Respawner equipment. Powershielding normally is done by pure luck, and because Risky Respawner removes the Perfect Shield gets disabled 2 seconds of invincibility upon respawning, which doesn't make much difference anyways since you are still invincible when standing on the revival platform. The respawn invincibility is removed entirely with by the first one, and they use of such equipment, which allows you to have no other effect when stacked, if you equip three of those, you get a character with ''at least'' +45 in attack, defense and speed due to how the typically huge stat bonuses of spread works with equipment with negative effects FREELY. Risky Respawner on the user. Imperfect Shield is similar, shutting off respawn invincibility (and therefore not stacking).the ability to perfectly block attacks and works otherwise similarly to Risky Respawner, but this makes it a bit easier for your shield to get broken.
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''.

to:

* 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.

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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. 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]].
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