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Project M is recruiting...

LLDL

Smash Hero
Joined
Apr 27, 2007
Messages
7,128
It's for brawl players who want to learn to appreciate Melee's physics in their own game. As a plus, Melee players can join in and play with the brawl players almost seamlessly. I agree, this original game will never be surpassed, but this isn't just for melee players who want to play melee, it's for everyone who wants to play brawl with melee physics.
 

Pimpfish

Smash Journeyman
Joined
Nov 28, 2009
Messages
214
its for people who play rewarding fast games rather than gay slow fudgpacking games games
 

CrypTik

Smash Journeyman
Joined
Mar 30, 2009
Messages
366
Location
Orlando, Florida
Actually this isn't for brawl players who want to appreciate melee. I'm a melee player and I got to play Project M once and it was extremely fun. Me and a friend even had a money match after only playing for like 15 minutes. It really is amazing what they're doing to it.
 

MikeHaggarTHAKJB

Smash Master
Joined
Apr 12, 2008
Messages
3,186
Location
Göteborg, Sweden
I have a question about project M: does pressing down the L/R button halfways do anything? can you L-cancel that way? (if it has l cancel, it really should automatically have less landing lag instead but whatevs)

if not is it even possible to implement that it does that? when I l cancel in melee I NEVER press L down all the way
 

CloneHat

Smash Champion
Joined
Jan 18, 2009
Messages
2,130
Location
Montreal, Quebec
Brawl doesn't detect analog pressing of the L/R buttons. It wouldn't be good to have L canceling being HARDER, now that you mention it.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
We have a code which allows detection of analog presses, so yes, you can L-cancel with light presses.

At this time we do not have light shielding implemented, though.
 

CloneHat

Smash Champion
Joined
Jan 18, 2009
Messages
2,130
Location
Montreal, Quebec
We have a code which allows detection of analog presses, so yes, you can L-cancel with light presses.

At this time we do not have light shielding implemented, though.
Nice! What did you have to do to make the game register analog presses?
 

Mind Trick

Smash Ace
Joined
Jul 11, 2006
Messages
670
Location
Amsterdam, NL
Is there a thread with faq's or does this one function as such? :p
If so, I was just wondering if your planning on letting Yoshi jump outta shield?
Great job on thee work so far, the recent set of vids really sparked my interest in this project :D
 

Archangel

Smash Hero
Joined
Dec 4, 2008
Messages
6,453
Location
Wilmington, Delaware
NNID
combat22386
Is there a thread with faq's or does this one function as such? :p
If so, I was just wondering if your planning on letting Yoshi jump outta shield?
Great job on thee work so far, the recent set of vids really sparked my interest in this project :D

I think as of now Yoshi doesn't have Jump out of shield. Last I heard it was to broken for him to be able to do invincible Nair's out of his Shield which has always been the best shield simply because it can't be stabbed.
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,565
there are applications for dropping your shield and then dsmashing with yoshi, so i don't think he needs to jump out of it.
 

Mind Trick

Smash Ace
Joined
Jul 11, 2006
Messages
670
Location
Amsterdam, NL
dropping shield isn't much of an alternative though, it only really catches people off guard waiting for a roll/spotdodge (and most of the times only once), you can't really use it much when pressured (at least this goes for melee, can't say much about project m, so maybe your right xD).

yes he wouldn't be able to get shieldstabbed, but I don't see how that makes Yoshi broken, all other stuff about him is still really mediocre, dont know what you mean with invincible nair.
 

Strong Badam

Super Elite
Administrator
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BRoomer
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26,565
invincible nair would be being able to djc nair out of shield w/ super armor. which is ridonk. yoshi's way better in project m than in melee btw.
 

MarioMariox2

Smash Ace
Joined
Jun 16, 2009
Messages
775
Location
???
NNID
KunehoKun
3DS FC
0748-3131-6459
Will mario have a tornado down-b with a meteor at the end like 64?
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
Probably not.
On the ground it works as Rocket Nozzle. There is no tornado. It is chargeable and at fullcharge goes very high. It has interrupt on frame 2 into airdodge and aerials. It's your vertical reach. Uncharged goes about shorthop height.

In the air, it works like melee, except FLUDD is out and every time you press B, more water comes out.
 

trahhSTEEZY

Smash Champion
Joined
Jul 24, 2007
Messages
2,287
Location
vegas baby
i dunno i've seen fox, falco, falcon, luigi, marth, ike, wolf and probably one or two more, but i don't point out any specific char's, just seems like the game is still overall floaty, i dunno maybe i just need to try it myself eventually. I'm still insanely interested in playing it but i feel one problem with any brawl mod or even brawl in general was the floatyness, if they could mimic the weight in melee i would be way satisfied.

makes combos = 1000000x better
 

Strong Badam

Super Elite
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Messages
26,565
the physics of falco, captain falcon, sheik, mario, and peach at the moment match melee's to the frame.
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,565
find someone nearby with it? or wait until the end of summer (which is a tentative and in no way quotable time frame)?
 

hungrybox

Smash Legend
Joined
May 28, 2007
Messages
12,202
Location
Orlando, FL (walking distance from the Loop)
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.
 
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