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Atlantic North [Nov 8, 2014] SypherPhoenix's Boosted Biweeklies! - Northern VA (Fairfax, VA, USA)

Thunderhorse+

Smash Ace
Joined
Nov 13, 2008
Messages
700
Location
peein' in all there buttz
Yo Redd I accidentally snatched up your controller on my way out. My bad, force of habit since I almost never forget my controller (probably didn't help that the controller looks exactly like mine lol). When's the next time you'll be available to smash so I can return it to you?
 

Wenbobular

Smash Hero
Joined
May 26, 2006
Messages
5,744
Not much of a compromise considering it's supposed to be a carbon copy of Melee just with more characters...
 

JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
NNID
JCaesar
Metaknight:M is extremely good. Though extremely good is pretty terrible by Brawl MK standards so I guess I see your point.
 
Joined
Oct 5, 2008
Messages
7,187
Project M's movement sucks. It's like the gravity is like falling magnets. Standard Brawl and Melee's movement feel so much smoother
 

JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
NNID
JCaesar
Put Project M and Melee side by side and follow the movements of someone like Fox in frame advance. They are identical. It's all in your head.
 

CTL17

Smash Lord
Joined
Oct 25, 2008
Messages
1,511
Location
EC or a mitten
Project M's movement sucks. It's like the gravity is like falling magnets. Standard Brawl and Melee's movement feel so much smoother
Certain things about P:M that made me feel that way in the past:
Inherent latency in the Wii
Different character model sizes, comparatively
LANDING DETECTION (thankfully fixed)

The biggest thing I don't like is the different momentum mechanics. Makes it feel sticky. You can't do things like this.

Also something I think is missing: If you are hit back up when you miss a ground tech, you'll be out of hitstun very quickly. I don't remember if that exists in P:M.
 
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