Official Custom Moveset Project: Difference between revisions

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Custom movesets, however, proved a controversial topic in the timespan from their legalization to EVO 2015. While some players thought it helped to make the metagame of ''Smash 4'' deeper, a number of players felt that the inclusion of custom movesets in tournaments hurt the integrity of the game, as it introduced far too many potential matchups, and it provided opportunities for players to use movesets that their opponents may not have had any experience with.
Custom movesets, however, proved a controversial topic in the timespan from their legalization to EVO 2015. While some players thought it helped to make the metagame of ''Smash 4'' deeper, a number of players felt that the inclusion of custom movesets in tournaments hurt the integrity of the game, as it introduced far too many potential matchups, and it provided opportunities for players to use movesets that their opponents may not have had any experience with.


Some players also claimed that the extent custom movesets helped characters was unfair. A number of bottom-tiered characters, such as {{SSB4|Zelda}}, {{SSB4|Jigglypuff}} and {{SSB4|King Dedede}}, were argued to gain little to no benefit from custom movesets, and some high-tiered characters, such as {{SSB4|Diddy Kong}} and {{SSB4|Sheik}}, were also argued to actually gain even further benefits from their custom movesets, leading to further [[tier list|imbalance in ''Smash 4'']]. Some custom movesets were also argued to have created [[broken|degenerate gameplay]] for some characters, with characters such as {{SSB4|Sonic}} and {{SSB4|Donkey Kong}} gaining powerful options that most players found unfun or frustrating to deal with. {{SSB4|Villager}} especially became controversial for his custom movesets, with {{Sm|Mew2King}} citing [https://www.eventhubs.com/news/2015/mar/22/mew2king-not-all-custom-moves-should-be-allowed-custom-villager-ruins-game-cites-actual-example-smash-4-tournament/ him as the reason certain custom moves should be banned], specifically referencing a match where {{Sm|ADHD}} defeated {{Sm|Nairo}} with a custom Villager, despite considering Nairo the stronger player. The release of {{SSB4|Mewtwo}}, the first [[DLC]] character, was also claimed to have created further imbalance, as Mewtwo and all other DLC characters lacked custom moves of any sort, preventing DLC characters from gaining any potential benefits.  
Some players also claimed that the extent custom movesets helped characters was unfair. A number of bottom-tier characters, such as {{SSB4|Zelda}}, {{SSB4|Jigglypuff}} and {{SSB4|King Dedede}}, were argued to gain little to no benefit from custom movesets, and some top-tier characters, such as {{SSB4|Diddy Kong}} and {{SSB4|Sheik}}, were also argued to actually gain even further benefits from their custom movesets, leading to further [[tier list|imbalance in ''Smash 4'']]. Some custom movesets were also argued to have created [[broken|degenerate gameplay]] for some characters, with characters such as {{SSB4|Sonic}} and {{SSB4|Donkey Kong}} gaining powerful options that most players found unfun or frustrating to deal with. {{SSB4|Villager}} especially became controversial for his custom movesets, with {{Sm|Mew2King}} citing [https://www.eventhubs.com/news/2015/mar/22/mew2king-not-all-custom-moves-should-be-allowed-custom-villager-ruins-game-cites-actual-example-smash-4-tournament/ him as the reason certain custom moves should be banned], specifically referencing a match where {{Sm|ADHD}} defeated {{Sm|Nairo}} with a custom Villager, despite considering Nairo the stronger player. The release of {{SSB4|Mewtwo}}, the first [[DLC]] character, was also claimed to have created further imbalance, as Mewtwo and all other DLC characters lacked custom moves of any sort, preventing DLC characters from gaining any potential benefits.  


Tournament organizers also felt that the need to create custom movesets, regardless if they were pre-set or not, reduced the number of potential setups players could bring to tournaments, as unlocking all the potential custom moves required considerable time and effort from players; unlike [[unlockable character]]s or [[unlockable stage]]s, [[custom part]]s could only be attained through specialized methods that did not guarantee a new custom move. As the Official Custom Moveset Project also required a "master" 3DS console for each Wii U setup, this meant that players who owned a Wii U, but not a 3DS, would be unable to use their Wii U as a setup. Furthermore, the laborious process of unlocking custom moves was made slightly more efficient with the 3DS version of the game, meaning that players without the 3DS version of the game would likely have greater difficulty in unlocking all the custom movesets.
Tournament organizers also felt that the need to create custom movesets, regardless if they were pre-set or not, reduced the number of potential setups players could bring to tournaments, as unlocking all the potential custom moves required considerable time and effort from players; unlike [[unlockable character]]s or [[unlockable stage]]s, [[custom part]]s could only be attained through specialized methods that did not guarantee a new custom move. As the Official Custom Moveset Project also required a "master" 3DS console for each Wii U setup, this meant that players who owned a Wii U, but not a 3DS, would be unable to use their Wii U as a setup. Furthermore, the laborious process of unlocking custom moves was made slightly more efficient with the 3DS version of the game, meaning that players without the 3DS version of the game would likely have greater difficulty in unlocking all the custom movesets.


Outside of the above, there was debate over how effectively the Official Custom Moveset Project could police itself; on top of having 52 characters with 8 movesets each, it was questioned how well the staff behind the project could monitor which movesets proved too weak or strong, as well as who would get a say in what moveset combinations were too strong.
Outside of the above, there was debate over how effectively the Official Custom Moveset Project could police itself; on top of having 52 characters with 8 movesets each, it was questioned how well the staff behind the project could monitor which movesets proved too weak or strong, as well as who would get a say in what moveset combinations were too strong.
In conclusion, Custom moves were by far one of the most unbalanced things ever introduced in any Super Smash Bros. game in general, leading to random kills to degenerative gameplays that caused frustration and rage through the first years in Smash 4 competitive lifespan.


===Discontinuation===
===Discontinuation===
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