• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

How different is Project M from Melee?

AirFair

Marth tho
Joined
Jul 1, 2014
Messages
1,972
Location
Houston, Texas
I have both Melee and Project M, and I have been playing melee exclusively since I started learning the more advanced techniques of the game. If I wanted to start playing Project M, since it appears more in tournaments in my state, what will I need to get used too? are there any noteworthy differences?

note that I have little to no experience playing Project M
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
Almost every character is great in PM, and those that aren't are just good.
In melee you have like 5 that are great, 5 more that are good, and the rest ~suck.
That's the most important difference.
 
Last edited:

AirFair

Marth tho
Joined
Jul 1, 2014
Messages
1,972
Location
Houston, Texas
I see that the characters are great, but I also want to know the gameplay aspect of it. What is the pace like? Will I have to make a big adjustment to playing on Project M from Melee? how easy will this be?

Sorry if I'm asking too many questions. I want to know how well I can apply the stuff from melee to this.
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
It's not a big adjustment. The pace of movement is the same but taking stocks can sometimes take longer since edgegaurding is more involved. The biggest adjustment you'll have to make, besides learning all the new matchup, is that the control stick has some differentt sensitivities to trigger actions, and some techs are easier to perform in a way different than the easiestt way to perform them in melee. DJC for example is easier in PM with Y+tap jump or X+tap jump whereas in melee it was easiest with X+Y or just double tapping X or Y. WD OoS requires you release the full digital press on the shoulder but ton before you can air dodge, regardless of which button you use.

There's also a lot of new mechanics like B-reversals (reverse momentum), RAR (run turnaround into immediate jump to reverse direction), and others that really organically add onto Melee's freedom of movement once you get over the fact that controls will feel weird until you have fully adjusted your muscle memory (which isn't hard and doesn't take too long).
 

PMS | Tink-er

fie on thee
Joined
Apr 2, 2014
Messages
3,172
Location
Tampa, FL
NNID
emptymetaphor
3DS FC
1337-1337-1337
The big difference is that there are like 20 matchup in melee. There are 861 matchups in Project M, and due to balancing, the metagame is not dictated by characters who excel at rushdown play styles (or who directly counter rushdown playstyles).
 

AirFair

Marth tho
Joined
Jul 1, 2014
Messages
1,972
Location
Houston, Texas
Well I just went and practiced Marth in melee for 40 minutes.
Then I finally loaded Project M and used Marth in the training mode.

I definitely liked that there was a little flash when you preformed an L cancel correctly. I also saw that most of the physics were the same. All in all I enjoyed it. Thanks for your feedback, because now I have something to research if I ever decide to go further with Project M. For now though, I'll sharpen my Melee skills. Thanks!
 

Exodo

Smash Ace
Joined
Jul 15, 2013
Messages
590
Location
Hyrule
I dont know if its only me but i feel that in melee is easier to perform a good wavedash.
 

AirFair

Marth tho
Joined
Jul 1, 2014
Messages
1,972
Location
Houston, Texas
I dont know if its only me but i feel that in melee is easier to perform a good wavedash.
You might be right, as I did try wavedashing in Project M. I find it to be more comfortable in Melee, but it's still not that hard to preform if you know the inputs
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
Wavedashing in PM is 1 frame slower to start moving than in Melee, meaning effectively 1 frame longer start-up and total 1 frame longer duration. It's due to an issue from brawl that processes changes to momentum one frame after they are applied rather than the frame-of.
The timing and difficulty is the same, the distance and speed is the same, the required control stick angles are the same, but because the total duration is one frame longer, it can mess up your muscle memory from Melee for acting immediately AFTER the wd.
 

Sour Supreme

サイマグネット
Joined
Apr 9, 2014
Messages
2,704
Location
The Homebrew Channel
I understand you're looking for technical differences, but if it's any help I think you'll enjoy PM more than Melee. As someone who used low-tiers in Melee, in PM the game feels much more comfortable, in the sense that no matter who you roll with you aren't getting tied to a tree and whipped by top tiers.

Movement does feel different. I personally prefer it though, Melee is fast, but at the same time it's kind of restricted to an extent. That could just be me though. I hope you enjoy Project M!
 
Last edited:

Giga-Bowser

Smash Rookie
Joined
Feb 9, 2014
Messages
17
Location
Toronto
I feel that melee meta-game places more emphasis on movement and spacing, whereas traps and hard punishes are more important in pm.
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
Melee only feels that way because characters who trap hard in Melee also suck pretty hard.
Also there's no way there's harder punishments in PM than in Melee. Have you seen falco? Falcon? Sheik's grab combos? Jigglypuff's "bad DI into rest"s? If anything the games have an equal level of punishment, the difference is, people are less used to DIing preemptively in PM.
 

Giga-Bowser

Smash Rookie
Joined
Feb 9, 2014
Messages
17
Location
Toronto
So you say that melee feels like it isn't as much about traps because trap based characters aren't as good? Glad you agree with my point. I'm also glad that we're on the same page about pm not having harder punishes than melee, because I didn't made that statement either.
 

krazyzyko

Smash Champion
Joined
Aug 12, 2005
Messages
2,126
Location
El Carajo, Puerto Rico
There are no soft shields. You can move right out of your ledge jump like in Brawl. Tethers auto sweetspot the ledge. Techs are easier to perform. Characters are a bit more floaty. There are new techs like air glide toss, stool jump, RAR, etc.
 

TreK

Is "that guy"
Joined
Aug 27, 2008
Messages
2,960
Location
France
-There are about three times as many legal stages.
-The metagame is a bit slower because A) we still all kinda suck at this game and B) the amount of viable floaty characters is greater than one.
-Edgeguarding in PM is generally a bit unintuitive for Melee players.
-There's a new top tier every other sunday.
-There are Brawl ATs and a few new PM specific ATs.
-You will get to play on various setups with stage textures of varying quality, and custom music that's going to be terrible most of the time.
 

TheLostSabre

Smash Cadet
Joined
Sep 24, 2011
Messages
53
Location
Near the Great Lakes
You'll find many Zair have greater utilities for characters who have them, particularly in combos. An example I definitely know is Link with his Clawshot.

Probably another difference is the seemingly much better upB recoveries many characters have been gifted with. I say seemingly because most recoveries that have been improved are still fairly predictable and, with proper spacing and reads, can still punish those recoveries hard.

Of course, Mewtwo's Teleport may be an exception as of recent results by Emukiller. Then again, I'm no hardcore competitive player; just a casual who enjoys observing tourny matches and experiment on my own time.
 
Last edited:
Top Bottom