Project It's back! Hybrid 64 v2.0 is here!

Cjag

Smash Cadet
Joined
Jan 11, 2017
Messages
27
Location
Puerto Rico
#1
It's been about a year since v1.5 of this mod was released in the Smashboards. Although it was said that it would be the "Final" version of the mod, something about that didn't fit well with me. I realized there was more I could do with this now 2-year-old mod. I wanted it to be the definitive mod where Smash 64 and Melee players alike could experience a brutal combo game without leaving their tech skill behind.

And with that goal in mind, I restarted the project. You can read the details of the mod by clicking on the spoiler tags.

My main focus for this patch has been character balancing and expanding combo opportunities. An issue with this mod's previous patches has always been the linear flowchart-y combos. While this is an aspect Smash 64 has due to it's lack of DI (only SDI was present), I didn't want this mod to mimic that entirely. This game has DI and I want its effect to be just strong enough to make a difference. Not too strong that would change an attack from launching vertically to launching horizontally, but not so weak that it might as well be non-existent.

That is why version 2.0 will have slightly stronger DI. Its curve allows combos to happen at lower percents and low-knockback moves while providing just enough to help characters survive longer at higher percents.

Fox Up Throw at 0% against Pikachu:



I tried my best to show it as exact as possible, but it proved to be difficult with just images. This will do, for now.



Character balancing has also been a topic in my mind. Everyone has their own visions on how they want their character to work and what buffs/nerfs they should receive. Some would like the low-tiers to be buffed so they can catch up, while others want the high-tiers to be nerfed so they can be fair against the rest of the cast. While an imbalanced game can lead to staleness and repetitive character choices, a game that's too balanced makes for a boring game since it sucks up potential creativity from the characters and its players.

Hybrid 64 hasn't always been a balanced game, and that's a good thing. For version 2.0, that will remain the same. I let myself loose and did the best I can without breaking the character or completely changing their dynamic/playstyle. While something may look overpowered at first glance, keep in mind that there is less DI, more Shield Stun, and more Hitstun than in vanilla Melee. The characters were adjusted with that in mind to bring the Smash 64 experience to Melee. Combo is the name of the game.

Smash 64's "Go!" and "Game Set" textures were imported into the game for a more retro experience, and I created a new "Ready" texture to fit the style.



I also made a new banner for Dolphin and its saves to help distinguish it from the long list of other games.



Download Link (Current Version: 2.0)

GameBanana Page
Full Patch Notes (Melee 1.02 NTSC -> Hybrid 64 v2.0)

This is where I'll place Patch Notes specific to this mod in case it gets updated.

  • Yoshi does not suffer the intended Shield Stun.
  • Coin Mode crashes the game.
  • The game has a small chance of not booting up in Nintendont.

I poured my heart and soul into this mod and I hope you'll enjoy it!

Oh! And if you want to find the older patches, here's a link to the old thread from 2017.

  • Jun/25/2019
    • Prepared Opening Post for release.
    • Added links to Patch Notes.
 
Last edited:

Cjag

Smash Cadet
Joined
Jan 11, 2017
Messages
27
Location
Puerto Rico
#4
will this have more hitstun then hybrid64 1.5
Hybrid64 has always had a hitstun multiplier of x0.45 and the cast was balanced with that in mind. Considering that characters can fastfall while performing an aerial, low Directional Influence, and Melee's overall speed, having too much hitstun would start creating easy infintes. Of course, having too little wouldn't really be like Smash 64. I had to find a happy medium where characters could have high combo potential, but wouldn't introduce infintes or repetitive combo chains against the fastfallers.

I mean, imagine the classic Cpt. Falcon vs Kirby matchup. Falcon falls much faster than his 64 counterpart. If this mod had a x0.533 hitstun multiplier like Smash 64, Falcon would get combo'd for over 100% with up tilts alone, then he'll lose a stock with a guaranteed up-air. And then there's the case with the spacies where they fall so fast they wouldn't be able to act out of hitstun until they're halfway below Final Destination. I would have to rebalance everyone for the higher hitstun which would result in a sluggish experience.

Hopefully this answers your question.
 
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