Bowser:



I wanted to include a Flying Fortress build but felt it wasn’t very widely supported compared to other options. Would Bowsers prefer a Flying Fortress build over one of these others?



Bowser Jr.:



I didn't get a lot of response on this character. I used most of what I was given and tried to reason it out.



Captain Falcon:



This character's topic was chaos with almost no agreement on anything (and also generally low activity). I consulted a Falcon expert friend for this one who laid out that neutral-2, side-1, up-1 are what's really important with Falcon Kick being really debatable and that made most of these sets clear. I included a basic Falcon Strike set (for better recovery), a set designed to use Heavy Raptor Boost, and an insane Mighty Falcon Punch set predicated on the idea that you're throwing yourself off-stage using Mighty Falcon Punch as often as possible which I'm somehow doubt makes tactical sense but sounds really awesome and manly.



Charizard:



This was a relatively easy one; his topic laid it all out nice and clean.



Dark Pit:



I got very few responses, but I trust LancerStaff's judgment on Pit and clone.



Diddy Kong:



I got very few responses and honestly Diddy's customs seem extremely lackluster. I put the only two suggested sets as criticals and put each of his relatively decent by themselves options along with defaults on everything else as supplemental sets.



Donkey Kong:



Big O knows DK; I trust him here even though as a player I'd run down-2.



Dr.Mario:



This character generated very little discussion. I took away that 1312 and 2312 better be included but worked more with the general ideas I gathered from the Docs instead of specific sets given beyond that.



Duck Hunt:



There wasn't a lot of activity but was enough to work with. It's mostly combos of up-3 and down-3 that are important with n-3 having merit and d-2 apparently being useful in the ditto. I felt like side-3 was being slept on, but then I realized that if I was going to use side-3 I'd use 3333 which is available anyway in slot 8.





Fox:



Two users on the Fox boards had a great and vigorous debate and reached a lot of conclusions reflected here. The only change I made was subbing out their mutual least favorite of the six sets for a power build I believe a certain subset of players might pick and that I believe would probably prove useful in quads.



Falco:



This topic generated literally zero discussion, but my own exploration tells me that Falco's neutral and side customs pretty much suck while his custom versions of up and down are highly subjective but both nearly strict improvements over default. That makes 4/6 sets obvious, and I set him up with his probable general best build combined with the other two laser types to maximize options.



Ganon:



This one is hard because this character transparently has more than six good options. The big debate of the Ganons was Warlock Blade vs Warlock Thrust which seems like a very close decision with both sides having a lot of very reasonable support but democracy favoring Blade but all sides agreeing this is Ganon's least important special either way so sets shouldn't be split on this move. I went with the masses and included Blade, but this will almost definitely see substantial revision down the road.



Greninja:



This seems to be a consensus roughly? The Greninjas had what appeared to be straightforward moveset preferences.



Ike:



.san knows Ike so I'm going with what he said here. I did allow an irregularity since 2222 is Ike's general best set; it's being placed in slot 1 for fast selection as opposed to its usual place of slot 7.



Jigglypuff:



This was a very low discussion topic, but Jigglypuff's Sing variants are somehow even worse than the default so that makes her three parameter. Her two Rollout customs are very, very dubious as well while her side customs are actually meaningful and down-2 has clear use as a hard read in juggle situations. Down-3 seems obviously awful but probably less awful than all other options and thus gets one spot. I suspect in practice 90% of Jigglypuff mains will prefer 1111 and 90% of the remainder will prefer 1311.



King Dedede:



The DDD board made this very, very easy; I just had to copy and paste, and there was no doubt this was correct. Thanks guys.



Kirby:



This was a high activity topic with little agreement. I didn't help by being confused at which special was Hammer Bash and which was Hammer Flip for most of the topic (Flip is the name of default apparently, as non-intuitive as that is, and I'm pretty sure at least one of the Kirby players had this backwards too). Kirby is a rare case where all 12 moves seem to have some real utility and support, and that makes it hard to condense. It is clear a Jumping Inhale/Upper Cutter set needs to be #1 and that Wave Cutter, Ice Breath, and Giant Hammer all need to appear at some point. I tried to make as many Kirby players happy as possible; it was hard, and I expect to be yelled at for doing a bad job and told to change this which is okay (also don't read past the implicit inclusion of 3333, a set of seemingly real merit with Kirby).



Link:



He wasn't too tough; his three criticals were very obvious based on the discussion while a bit of my own ideas had to go into the supplementals but not too much. Basically Meteor Bombs and Boomerang are strongly favored by Links and both neutral-1 and neutral-2 are seen as important. I wanted to make sure to include a Whirling Leap variant as there's always a crowd that values recovery as the top priority. I kinda wanted to include Shocking Spin too, but 2222 exists and honestly Ripping Boomerang is probably more likely to actually get picked than Shocking Spin.



Little Mac:



This discussion did not generate much of anything! Access to side-3 and down-3 are clearly Mac's top priorities; side-3 lets him recover past massive hitboxes which is otherwise impossible for him, and down-3 is an anti-projectile move. All three neutral specials are nearly useless; version 2 seems to have niche recovery utility (like super niche) which is more than the other two provide. Otherwise I tried to include the recovery up special just in case someone wants it. 2111 offers extraordinarily little benefit over 1111, but it is probably Mac's general purpose best set.



Lucario:



Well, the only two critical sets are 2111 and 3111 and that's pretty clear. I included four more that I believe have the highest probability of being picked by someone; the consensus on the Lucario boards seems to be that as long as 2111 and 3111 are included the rest doesn't matter.



Lucina:



While the up-2 grab release stuff is not quite worthless, it's probably not enough to justify packing what is otherwise her clearly worst up special. The main three knobs here are 1 vs 3 on neutral, up, and down which is seven options which means we need to lose precisely one. I'm thinking 1131 is the least likely to be chosen; most people who want Dolphin Jump probably also want at least one of Dashing Assault or Iai Counter.



Luigi:



This is mostly what seemed to be preferred by the board and includes all of Luigi's notable options as far as I can tell.



Mario:



This mostly matches what the board was saying. I didn't end up having room for as Scalding FLUDD set, but I think more people will be happy with some form of a Shocking Cape edgeguarding set instead?



Marth:



This is a very identical choice to Lucina.



Mega Man:



1311 is the clear winner as Danger Wrap is well liked by many Mega Man players. I pretty much just copied Yink's set except replaced 3112 with 1211 as there were a lot of MMs who seemed to like Ice Slasher and usually preferred it without other customs. They seem to be doing this democratically and just weren't done though so this will be updated in the future with their results whenever that concludes.



Meta Knight:



Well, MKs don't like their customs other than side so 1211 and 1311 it is. I filled in the rest with stuff that seemed relatively useful to me. If anyone has anything better, feel free to suggest it.



Mii Brawler:



Miis are weird. I think it's clear that 1122 and 1132 are the favored ones here and then you have size. I think smallest is generally considered best but I think a lot of users of this character favor average size so why not both?



Mii Gunner:



This character is tricky since while the "wide" build is generally considered best on some stages adding a small amount of height to achieve a custom height lets you hit Battlefield's platforms. That custom height is stage specific and likely not universally favored so I'm just going to go pure wide here. He also has a lot of good moves for specials; I just ran with what Big O posted since it seemed to match the rest of the discussion nicely.



Mii Swordfighter:



Definitely the least loved Mii, Wide is also just obviously correct for it. 13X1 seems like the general best with up 1 not getting much love (I kinda like it, but I'm not going to push people to make Mii Swordfighters for my preference). I include a 1121 variant since that's maximum recovery which is an important option to present.



Mr. Game & Watch:



This topic generated very little discussion. I just went with my own well-honed G&W instincts but dropped the Judge 1 set (which is a pure gambling set) for another Trampoline Launch set since that custom is well loved.



Ness:



The Ness boards did this one for me; I respected their result.



Olimar:



This was not much of a discussion. It seems like the two side variants are overall the most important and most viable while up-1 vs up-3 seems like preference to me. I think down-1 is overall best but a reasonable case could be made for down-2 (it's a little disruption versus a little faster whistle recovery); I can't imagine taking down-3. Both neutral variations seem like huge risks, either removing your ability to safely pluck or destroying your pikmin's health. With these principles in mind, I've constructed this set of defaults for Olimar.



Pac-Man:



The choices here seem to be default fruit vs freaky fruit, default trampoline vs meteor trampoline (I thought the third choice here seemed good but no one suggested it), and default hydrant vs on-fire hydrant. As with Marth/Lucina, this ends up leaving Pac-Man with 7 choices and six slots. I'm going to leave out 2131 as it just seems unlikely someone will want both Freaky Fruit and Meteor Trampoline but not On-Fire Hydrant all at the same time compared to every other iteration I could leave out.



Palutena:



Ms. Custom Move herself has naturally a ton of possible variety. Since 2222 and 3333 are about enabling exploration which is distinctly not necessary on Palutena who has all specials unlocked by default, those (which are bad combos for her) will not be included giving her 8 sets. I tried to incorporate the feelings of the Palutena board; it wasn't the easiest thing.



Peach:



This didn't get a ton of discussion but 2212 was strongly supported. Variations with side-3 and neutral-3 seem like the most important branches, and that leaves two slots to be used on default down special variants which will definitely suit the fancy of certain Peach players.



Pikachu:



This didn't get much discussion, but it's obvious that 1311 is the main thing Pikachu players are going to want as most Pikachus seem to view side-3 as just obviously correct. Several other options, especially neutral-2 and down-2, are pretty nice though.



Pit:



As with Dark Pit, I trust LancerStaff with Pit... which is good as no one else responded to this topic.



R.O.B.:



Wow, this was almost a zero discussion one from which I gathered we don't like neutral variants and do like down variants. From toying around, I can really see the appeal in the up variants (including default for slower match-ups) but honestly don't see any appeal at all in the side variants. The default is a good reflector and good attacking move, and the customs that allegedly specialize in both seem worse at both and also lose the footsies benefit of being able to move around while doing them at will? I went with both custom gyros mixed with all three up specials to fill six slots all while knowing slip gyro is probably more niche than fire gyro so the fire gyro sets are the criticals.



Robin:



2111 and 3111 are obviously the criticals and tacking Fire Wall to both is pretty much universally agreed upon for two more sets. Nosferatu variants seem like the least dubious alterations (I do imagine some players will want Gliding Elwind, but most Robin players seem to agree that move is bad). There's some disagreement over how to handle it with the Thunder variants, but from what I can tell, Goetia is considerably more popular than Distant Nosferatu so I think I can please the most people by including 2113 and 3113 in the last two slots.



Rosalina & Luma:



The main two important parameters on her are Shooting Star Bit and Luma Warp. We have a vigorous discussion here and a lot of different views I tried to average. I feel honestly bad about having to handle this because I main Rosalina and thus have a big stake in the game here. I'm going to make sure to branch everything with both Gravitational Pull and Guardian Luma (this is purely match-up based which one you want), complete that matrix with the popular default Luma Shot, and add in Floaty Star Bit sets using the rest of the general goodstuff (I don't see any reasonable case not to use Luma Warp alongside Floaty Star Bit).



Samus:



The main set seems to be 2232 with default Charge Shot and Screw Attack as the main variants. That gives us four with the most supported remaining option (only supported remaining option?) being Mega Bomb which gets two sets to round Samus out.



Sheik:



1211 is a well supported set that definitely gets top nods and in fact the Sheiks seem in universal agreement on Gravity Grenade while *mostly* preferring defaults otherwise. I've done my best to encapsulate the popular variations on this within six sets.



Shulk:



The Shulk boards saw many interesting uses for all of Shulk's customs but ultimately decided mainstream was always default Air Slash and down-3 (Power Vision) while Back Slash Leap was the relatively least popular of the 3x3 matrix of interesting options on the other two specials.



Sonic:



This topic was slightly irritating, much like playing against Sonic. Either way, once we get past the fact that default Sonic is a thing people can select, the two customs that I think draw most people are Hammer Spin Dash and Double Spring with Burning Spin Dash and Stomp having the most love otherwise. I did my best to represent those options.



Toon Link:



I'm mostly trusting TLMSheikant, but I'm including one set with Short-Fuse Bombs and default Spin Attack for maximum recovery even if very, very risky recovery due to the raw power of Short-Fuse Bombs. I'm not sure if 2331 would be picked very often anyway?



Villager:



Extreme Balloon Trip and Timber Counter mostly dominate his options for those two moves and Villager further has a basic binary choice on the other two specials (Pocket vs Garden and Lloid Rocket vs Pushy Lloid) so only four configurations truly matter for him. I filled in the bottom two with single custom variations for people who like one of Villager's massive upgrade specials but not the other for some reason.



Wario:



This topic got zero responses so here I go off on my own in a dangerous sort of way. I'm pretty sure with Wario that Speeding Bike is mostly an upgrade over default and that default Corkscrew versus Corkscrew Leap is going to be the major choice with Inhaling Chomp versus default Chomp as another choice. I see no use in picking any Waft variants other than the smile it must bring to your face to select anything with the name "Rose Scented Waft". I filled in the last two slots with Burying Bike variants as, even if those aren't exactly great, they're better than anything else that would realistically go in those slots.



Wii Fit Trainer:



This one is tough. For the most part, Jumbo Hoop seems best (default doesn't suck and is good in a distinctly different way though!), and you have breathing type as a huge choice to make for which I ended up standardizing on 3 since I feel like breathing is a move you'll use very rarely since WFT has a neutral special almost always worth charging so you want to use this one rarely and get a lot out of it (this is me just guessing this will prove the most popular WFT down special in the long run). Then you have three very good and very unique neutral specials and an interesting three point choice on side special as well. There's just no way I'm going to fit all of this into six slots so, uh, I did my best?



Yoshi:



This was tough. There was clear demand for 3111 so it can't be ignored. In general Yoshi side-1 vs side-3 seems totally arbitrary as just about everyone agrees both are similarly garbage and almost never useful but somehow still better than side-2. I ended up leaving out Crushing Bomb because I just don't forsee it being taken very often in the end whereas I imagine the Lick variants will find a niche. I was sure to include a Timed Egg Throw variation as it has enough love, but I'm not sure if the variation I picked for Timed Egg Throw is going to be the most popular possible combination but I went with such a basic one mostly so any Yoshis who prefer default (and there are many) can pick this if they want just that move for a counterpick or something.



Zelda:



This one is easy. Almost all Zeldas agree that you don't take custom Nayru's or Farore's, that Din's is kinda bad but Flare seems overall relatively less awful than the other two, and that Phantom choice is totally arbitrary. With those three sets made, the rest don't really matter, but I threw in a Din's Blaze set and two Nayru's Passion sets since Nayru's Passion is a meaningful choice to make unlike the Din's choice.



Zero Suit Samus:



Last character! Freedom! Anyway, ZSS's main interesting custom is definitely side-3 but down-2 and neutral-2 get some love in the not very active ZSS discussion. I did my best to get this one right even as I was very eager just to be done.