Altanic
Smash Apprentice
I made a similar post about this in then official 3.6b forum, but I wanted to make a thread because I haven't seen this menioned yet anywhere. I think this might be something that really creates a more natural movement and combo experience.
[I would like to note a few things gameplay-wise that I would personally change in the next update, or future release depending on the amount of effort required. Just a couple things I've noticed switching between PM and Melee a lot these past few days.
One thing is noticed is that, other than Captain Falcon (maybe more, I didn't review the entire roster, but a majority of it), characters carry the same aerial momentum whether they are sprinting at full speed or walking at full speed. I noticed this difference when switching from Melee to PM while training with Fox. After dashing and jumping, his aerial speed does not match his dashing speed as it would in Melee. I first noticed this while doing nairs. Fox would short hop, nair, and then a few frames after hitting his air speed will significantly decrease, almost to a standstill. Now, I know that this could be semi-counteracted by doing -->, A, -->, to continue forward with his aerial momentum, but that doesn't take away that his air speed is the same whether you are running or walking full speed.]
Please, by all means, test this for yourself and give your thoughts. Use Fox on training stage, and go to a space where you can line up with a dark line. Facing one direction, sprint forward and short hop before your feet cross the line and let go of the control stick so you stop moving past the point of the initial jump. Repeat while walking forward instead of dashing. Notice that you went the same distance. With Fox you should travel between 3-4 blocks, running or walking.
I mentioned increasing the running speed of Falco and Mario. But honestly, I think that changing the amount of momentum they carry when dashing will make that unnecessary.
I do want to mention a thought on smoothing wavedashes as well. In Melee, characters have the same jump and land squat animations, which I think is the reason why wavedashes seem to look more fluid. Wavedashing on PM works just as fluidly as on Melee, this would just be a way to make them look better. Maybe? In thought I suppose. There could be more to it, I'm not a developer, but these are some observations.
edit:
Well just confirmed that it's the same on Melee, Fox goes the same speed running or walking. Though, he does move faster overall in the air, like he just carries more momentum. Maybe that's just what should be altered, more forward momentum.
[I would like to note a few things gameplay-wise that I would personally change in the next update, or future release depending on the amount of effort required. Just a couple things I've noticed switching between PM and Melee a lot these past few days.
One thing is noticed is that, other than Captain Falcon (maybe more, I didn't review the entire roster, but a majority of it), characters carry the same aerial momentum whether they are sprinting at full speed or walking at full speed. I noticed this difference when switching from Melee to PM while training with Fox. After dashing and jumping, his aerial speed does not match his dashing speed as it would in Melee. I first noticed this while doing nairs. Fox would short hop, nair, and then a few frames after hitting his air speed will significantly decrease, almost to a standstill. Now, I know that this could be semi-counteracted by doing -->, A, -->, to continue forward with his aerial momentum, but that doesn't take away that his air speed is the same whether you are running or walking full speed.]
Please, by all means, test this for yourself and give your thoughts. Use Fox on training stage, and go to a space where you can line up with a dark line. Facing one direction, sprint forward and short hop before your feet cross the line and let go of the control stick so you stop moving past the point of the initial jump. Repeat while walking forward instead of dashing. Notice that you went the same distance. With Fox you should travel between 3-4 blocks, running or walking.
I mentioned increasing the running speed of Falco and Mario. But honestly, I think that changing the amount of momentum they carry when dashing will make that unnecessary.
I do want to mention a thought on smoothing wavedashes as well. In Melee, characters have the same jump and land squat animations, which I think is the reason why wavedashes seem to look more fluid. Wavedashing on PM works just as fluidly as on Melee, this would just be a way to make them look better. Maybe? In thought I suppose. There could be more to it, I'm not a developer, but these are some observations.
edit:
Well just confirmed that it's the same on Melee, Fox goes the same speed running or walking. Though, he does move faster overall in the air, like he just carries more momentum. Maybe that's just what should be altered, more forward momentum.
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