Hmmm....can I be "recruited" for testing this thing?
has anyone tried wavedashing with DK? **** is HILARIOUS!!!
But I played for like an hour today....
A few notes.
Snake:
His forward tilt might lead into an inescapable chain, seeing as the timing for teching the fall is nonexistent. His wavedash does not work well at all...For some reason you can't pick up grenades, and his horizontal movement seems stunted. (sorry If I'm new to all this)
As for brokenness, he seems like a pretty balanced character, though perhaps his tilts are far too strong...no move in melee that strong would be that direct and lead into an instant 30%.
Captain Falcon:
****, this ***** got buffed. His priority, speed, range, aerial capabilities increased 100fold, and he has no trouble approaching his opponents anymore. My main problem with falcon is that his knee has too large of a hitbox. However, as in melee, he is not very hard to gimp and/or combo, as he is once again the heavy racer we always knew about.
He seems to be at least high-tier in this version of the game, and I predict that he will have a number of guaranteed matchups. However, its nothing a few rounds of adaption can't fix.
DK:
Donkey Kong has a BEAST wavedash, let me just say that. Anyways, DK with L-cancelling is quite nice; his broken brawl back-air now has even more branches into combos, as well as dair. He still is pretty hefty and gets hit around a lot; the Falcon matchup gives a good example of this. He has pretty good priority; I can tell that there's been a lot of work done on his tilts.
I would say that the range of his upair still needs to be corrected, and he seems a tad too floaty.
Falco:
I really liked how similar the physics were to melee. Seeing as how I just picked up falco in melee, it was interesting to see how will this Project M would emulate such a pivotal character. Pillaring was pretty similar, as was waveshining, though at times Falco would get stuck in his own movement. Shorthop lazers were decent, though I think more horizontal movement is needed.
His combos were fairly easy to pull off. Regular stuff like shining, dairing, uptiliting, dairing again, tilting or fsmashing all tied in fairly well...I think speed is the one thing that could be improved on him.
Marth:
I didn't get to play with the swordsman too much, but I will say that his range is quite similar to Melee's, at least for his aerials. His fsmash needs to reach a little bit longer imo...
His backthrow is too laggy, and he can't do much out of it. I THINK his dolphin slash doesn't have the priority it once used to...
One other improvement on marth would be better horizontal movement, but like I said i didn't get to play with him much.
Jigglypuff:
Playing my pride and joy in Project M was a funny experience. Most of the stuff I do with jiggs in Melee is all muscle memory now, so I tried to input the exact same finger movements into Project M, and I was surprised at how similar it all was. Stuff like SHFFLing bairs, uairs, and nairs all were very similar. Her wavedash goes a bit too far in project M, lol. It kinda felt like Yoshi's wavedash rather than puff's. I played the falcon, MK, snake, and shiek matchups. Her priority was very similiar to melee, and I was surprised to see that her nair would beat out most of MK's stuff.
I was happy to see the fiery hell that rest was once again. The knockback was just slightly nerfed IMO, but the range seemed pretty on par. The setups into rest were also prevalent, such as jab reset, uptilt, and shffl nair.
Her bair seems to have lost range, but I can't tell if it was just me playing around. Overall it's basically melee jiggs in most of her brokenness, and it was a great experience trying out my melee skills against brawl characters like Snake and MK.
Sheik:
Not much complaints here. She is BROKEN! Aerials are completely perfect...
Maybe her chaingrab needs work, but probably I just suck at it.
Good work, fellas. ^_^ I look forward to playing it again.