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Adding A Record Button to PM Training Mode

iNoobtacular

Smash Cadet
Joined
Sep 2, 2014
Messages
26
3DS FC
1075-2152-6416
I propose, if possible, to add a Record Button to the training menu in Project M.
I end up training at home alone a lot and there are a few things I can't get use thanks to how little I get casual practice.
I remember when I was learning street fighter one of the thing that boosted my creativity was having the ability to set the dummy to do what I want instead of just: Walk, Run, Jump CPU. I've struggled getting use to the 2frame window for for power-shielding; and it's costed me a good amount of matches. I struggle with practicing Frame Traps and Bait set ups. Generally, I think a Record button can help everyone; as well as, increase the speed at which the metagame grows. I love Project-M a ton, I really do. But I struggle at getting better because of where I live (the Caribbean isn't the best place to play a fighter). Solo practice is honestly all I have and I can't really do it on this game.
Is it possible for the dev team to program a record feature in?
 

Phoenix502

Smash Ace
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Jun 7, 2012
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706
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Phoenix502
3DS FC
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...first off, I'm not PMBR, nor very savvy on computer programming, but given a comparison to street fighter and Smash, it doesn't seem like a very feasible idea since Street Fighter (or most arcade-like games I know of) has a lot less factors to consider than Smash does...

in Arcade fighters, you can set up the Dummy to copy a combo that can eliminate a chunk of your health if you so inclined, and outside of a mistimed attack, there's not much you can really do about it in terms of escaping in the middle of it, unless there's a shockwave burst mechanic like BlazBlue and the like.

Smash has a lot more control over movement, though, so even IF you were to get the AI to, say, do a shine combo with Fox or a chaingrab with someone else, all you would need to do is DI in the direction needed to escape, and then the AI would be flailing all over the place trying to copy the rest of what you did.

so, case in point, Arcade fighters' mechanics allow for AI mimicry to work... but even if the guys at the PMBR were able to do it (which I doubt), the odds of that doing any good in smash are... questionable.
 
Last edited:

Jacob29

Smash Ace
Joined
Jul 17, 2013
Messages
530
I would really like this.

Phoenix, it's only use isn't for combos, if can be used to record a Mario just spamming Fireballs so you can practise power shield timings, which at the moment isn't very easy to do on your own.
 

iNoobtacular

Smash Cadet
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Sep 2, 2014
Messages
26
3DS FC
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It's not really for combos tbh. I'd want the feature so that I can set up better frame traps and punish baits better. There are some things that I feel like I should be reacting to but I don't react to in time. And yes, SF does have different mechanics, but at the end of the day there are things you'd like to test when you find them. Sometimes I'd just wanna set the dummy to DI randomly so that I can react to Up Throws with snake faster or have the dummy mash A so that I can set up better baits. It's not really there for elaborate stuff. It's just there to help improve the tech you already have in place. Or to test frame traps and the like.
 

Flush 5

Smash Cadet
Joined
Jun 3, 2006
Messages
73
So let me get this straight. You're imagining using the P2 controller in training mode to control the character, and at the press of a button record moves and movements? Maybe it is possible using Nana's AI technology. So you could essentially input any movement/move combination and the "replay" state is when the computer follows that path like Nana follows Popo.
So when it's hit out of it, or if it's not a perfect loop in space (an A to B type play) the program still tries to recover and get back to that replay position where it can begin the recorded moves.

If it's something like Fox Dair>shine combo, then yeah, the point is that you give yourself the situation so you can learn how to DI out of it. If you went to the Training level with the sand bag, you could even record the fox with proper hitlag timed follow ups to change the timing and DI required to escape.

And imagine setting up a sheik on the ledge doing m2k stuff, you just record it for 2-3 teleport regrabs and boom. Learn how to edgeguard m2k's sheik...
 

Hinichii.ez.™

insincere personality
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hinichii
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I would really like this.

Phoenix, it's only use isn't for combos, if can be used to record a Mario just spamming Fireballs so you can practise power shield timings, which at the moment isn't very easy to do on your own.
Something like this, simple commands, would still be very beneficial.
 

iNoobtacular

Smash Cadet
Joined
Sep 2, 2014
Messages
26
3DS FC
1075-2152-6416
Well, that's sorta the idea behind the record feature. It's supposed to help advance the meta based on what you're recording that gives you problems. Right now, I struggle against tether characters and I'd like better set ups for KO'ing them. So (hypothetically speaking) I'd take Samus or Link to the Side and set them up to the following: True Tether to Ledge, Tether cancel to Up B, Plain Up B. The idea would be to get jump the muscle memory process so that I don't have to practice this sorta stuff real time. When I see the recovery my brain already knows how to react to it. As far as the M2K Sheik thing goes, yes, that's also a thing I'd wanna practice against, pretty sure everyone would. As far as the record feature mechanics itself... not sure about the whole control in P2 slot. It should be like the Capcom series where it gives you an aloted amount of time to record the inputs from the first control. But if doing it via the P2 slot is the only solution I'd take that aswell.
 

iNoobtacular

Smash Cadet
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Sep 2, 2014
Messages
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Did this thread die? :c Thought more people would want more of an in depth training mode.
 

iNoobtacular

Smash Cadet
Joined
Sep 2, 2014
Messages
26
3DS FC
1075-2152-6416
Profound Sadness :(
Project M Training mode would have been so godlike with a Record feature and the new debug mode coming in 3.5. But in any case, thanks for making an amazing game and adding the debug mode next update.
 
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