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Project M Social Thread Gold

Frostav

Smash Apprentice
Joined
Oct 13, 2014
Messages
136
At that point, it's likely just a matter of practice and control.
But how? If I want to do it as fast as possible, then I need to hit the stick pretty quickly, which makes the game register a smash. The only reason I can do dtilts it because that's just "smash forward > run > hold down > A". For ftilts and utilts I have to hit down to cancel the dash then hit the required direction, which always makes a smash come out.


Pivot attacks (iirc) actually have a fairly small window depending on how you do the pivot. If you smash the control stick in one direction and then the other, there's only a frame or two where you're in standing position and can act. Try debug mode to see it for yourself in frame advance.
One frame!? Christ, in other fighting games one-frame links/AT's are rare, not the norm >_>

Not to john or be salty but I have no idea how I'm going to remember this stuff. Smash is like the opposite of other fighting games, in those you gotta memorize combos and movement is simple. In Smash you can get the attacks down in your sleep but you have to remember a huge amount of movement AT's

Is this a text guide or a visual guide?

This is extremely important.

Also, reset your controller (Press and hold Start + X + Y for about 5 seconds)
imgur.com/a/TvAfC

Text.
 
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Zynux

Smash Lord
Joined
Feb 13, 2014
Messages
1,101
You're a pretty good lurker.

It's all spot on.
"Lurk moar" is a common mantra for anonymous imageboards for newbies to take heed before they plunge themselves into the virtual jungle of information warfare.

There is a reason for it. Lurking here for over a year, with only very rarely posting, helps you know the ins and outs of everybody, how they generally conduct themselves, how they socialize with each other, and who is likely to do what in certain situations.

I generally don't like Social threads in general (had to liberate myself from lurking the Smash 4 social thread ages ago), as it often creates a cliche with the regular posters in an unbearable echochamber, but to my surprise you guys often have very good discussions/debates here and often let the idea behind the post speak for itself, devil-advocators that make sure it doesn't become an echochamber, and also know how to have fun and be silly with little tone-policing.

@ Zynux Zynux Was the image your avatar is of made by this guy: http://www.pixiv.net/member.php?id=46899 by any chance? I'm almost certain it is.
I MUST KNOW


Yes, his translated name seems to be Hellshock. Generally does Kantai Collection and War Imagery. One of my favorites (though obviously you seem to be already aware of him).

Avatar source below, which is one of his OCs. Click the image to be linked to the Pixiv gallery pages.

 

Frostav

Smash Apprentice
Joined
Oct 13, 2014
Messages
136
Puh-leeze

Kancolle is just 2hu with less interesting designs and no gameplay

2hu will always be king :V
 
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Choice Scarf

Smash Journeyman
Joined
Apr 3, 2014
Messages
482
Location
Albany, NY
...That's actually Stocking.
This is Chitanda (Eru, and Houtarou too):
The text beside her head said "I'm curious" in Japanese, pretty sure that's Chitanda dude. Not to mention hair color is off I think?
I do some BRSTMs from time to time, altough I'm probably not using the same stuff to do it as everyone I guess?
Hmm, well my thing might be limited to Brawlbox but that shouldn't limit me asking.

I'm testing out different lengths for this one song that's rather loud, so I was expecting a bit of that audio crackling that happens when it clips. But what's weird is that the amount and intensity of the clipping changes with different lengths. My shorter version has more clipping than my longer one for example.

I want to say that it has something to do with the starting and end point of the loop? I tested changing the starting point by a very small amount and the crackling reduced significantly.

I'm curious [insert Mech's gif here] if anyone knows what's going on here.
 

Saito

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That guide has too many words for me.

I was never a fan of reading to learn unless it's in the midst of interesting discussion or accompanied by a visual example.

Here @ Frostav Frostav

Ken might not be the best marth anymore, but this video can help a lot.

Just start with the dash dancing part. Look at the way he does it, then try to do it yourself.

If the timestamp doesn't work, it starts at 23:00.

There is a reason for it. Lurking here for over a year, with only very rarely posting, helps you know the ins and outs of everybody, how they generally conduct themselves, how they socialize with each other, and who is likely to do what in certain situations.
Well said.

It's the only reason I was able to survive 4chan.
 

Soft Serve

softie
Premium
Joined
Dec 7, 2011
Messages
4,164
Location
AZ
Puh-leeze

Kancolle is just 2hu with less interesting designs and no gameplay

2hu will always be king :V
whoops I missed the 2nd chance welcome party, was playing lol with melee hell

WELCOME

I see you already got asked who your waifu/husbando was

If only you came a few days earier, we could have made you a spiffy sepia hylian avatar.

also
@ Nixie Nixie more Neko avatars

speaking of nekos, Where is he?
 

Choice Scarf

Smash Journeyman
Joined
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Messages
482
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Albany, NY
It was just that pic of Fukuchan saying how he liked vigorous use of joysticks. Never mind the moment has passed.

What's this Kancolle thing? Girls who are meant to represent battleships and stuff?
Yup, the actual game looks like lackluster naval simulation stuff but that doesn't stop people from making ships their waifus. It's also got an anime currently broadcasting but I don't think it's very good. I just like that one video of Red Saber playing the game having no clue what she was doing.
 
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Binary Clone

Easy Money since 1994
Joined
Jul 11, 2014
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1,275
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Evanston, IL
Has anyone else ever noticed that if you pull a bomb as Link and do his walk animation, he like nuzzles up to the bomb and SHOVES THE LIT FUSE THROUGH HIS NECK?
 

Hylian

Not even death can save you from me
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I'm using a regular GC controller, I just decided to use numpad notation for some stupid reason.

I can't pivot either. I try to do it exactly like the AT guide says: dash, then hit opposite direction and input attack, but Marth just turns around. I can't even do it in slow motion. Nor can I dash dance either >_> I can get it going for a little bit but then I lose the rhythm, even in 1/2 speed >_>
Here is another video I did where I teach people how to practice project M by themselves, it might help you out :)

https://www.youtube.com/watch?v=OtTN6AQrw_Y
 

Soft Serve

softie
Premium
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Messages
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Location
AZ
I really really hate how youtube works now. It keeps flooding search results with stupid things. Finding old videos of melee tech is so ****ing hard now. I'm trying to find a video proof of link's bomb slide/roll thing, where you z drop the bomb onto stage from the ledge, jump over it and hit it so it gets crossed up by an arrow. It slides across the stage. I know it exists because I've done it a bunch, but I can't find a video reference of it.

Also @PMDT pls, give us all the jank melee tech because melee
 

Frostav

Smash Apprentice
Joined
Oct 13, 2014
Messages
136
I wanna see a Smash character who uses Pichu's "hurts themselves" gimmick, but like actually taken seriously. What Nintendo character would fit though?

While Pichu was pretty much trash and a joke, the idea can work. There was a fighting game released about 2-3 years called Under Night: In-Birth which featured a character called Carmine. His playstyle was that his special moves used up his own health. In return, he was very strong.

Too strong, indeed. In the first version of the game Carmine was borderline broken. It didn't matter that he hurt himself with his specials, he had such amazing stage control, damage, and combos that he was pretty much the best character in the game till the devs clocked him with the nerfbat in the later editions. It didn't help that he had a passive health regen (it was suuuuuuper slow, but still enough) AND could restore health with a throw and a super (they got rid of the passive regen for later versions it seems). Even after the nerf he's still a pretty damn good character.

A character like that in Smash, especially P:M, would be interesting. The ultimate risk-reward character: you're overwhelmingly strong, but you can't waste any specials and must end it quickly because if you don't you'll put yourself in kill percent for the opponent. On the other hand, if your opponent smacks you around to kill percent, you might as well go nuts since the difference between, say, 140% and 240% doesn't really matter, you're gonna die quickly at both. On second thought, this might need some work to actually mesh well with a percent platform fighter.

I actually have a character like that in my platform fighter, but given that it exists only on paper, that's not really much to brag about.
 
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VinceX

Smash Ace
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Repentigny, Qc
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which shipgorl wud u fug?
sh0w me the merchandise grills.

Yup, the actual game looks like lackluster naval simulation stuff but that doesn't stop people from making ships their waifus. It's also got an anime currently broadcasting but I don't think it's very good. I just like that one video of Red Saber playing the game having no clue what she was doing.
Seems like it. The gameplay looks so lackluster that I think the only valuable reason people play it is for the waifu factor

Oh yeah, regarding the loud BRSTM, I do not believe I've had that problem before, although the fact that the cause of the clipping could be a faulty (?) loop is possible. There were times when I've made a BRSTM with a bad start / end loop and it felt weird.

Can you link me the specific music, out of curiosity?
 

Yung Mei

Where all da hot anime moms at
Joined
Jul 20, 2009
Messages
5,341
iirc bae (nixie) is 18/19, but in all likelyhood shes just like literally everyone here (except me, im kawaii as ****), a fat 30 year old balding man talking about childrens video games
 
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Soft Serve

softie
Premium
Joined
Dec 7, 2011
Messages
4,164
Location
AZ
I wanna see a Smash character who uses Pichu's "hurts themselves" gimmick, but like actually taken seriously. What Nintendo character would fit though?

While Pichu was pretty much trash and a joke, the idea can work. There was a fighting game released about 2-3 years called Under Night: In-Birth which featured a character called Carmine. His playstyle was that his special moves used up his own health. In return, he was very strong.

Too strong, indeed. In the first version of the game Carmine was borderline broken. It didn't matter that he hurt himself with his specials, he had such amazing stage control, damage, and combos that he was pretty much the best character in the game till the devs clocked him with the nerfbat in the later editions. It didn't help that he had a passive health regen (it was suuuuuuper slow, but still enough) AND could restore health with a throw and a super (they got rid of the passive regen for later versions it seems). Even after the nerf he's still a pretty damn good character.

A character like that in Smash, especially P:M, would be interesting. The ultimate risk-reward character: you're overwhelmingly strong, but you can't waste any specials and must end it quickly because if you don't you'll put yourself in kill percent for the opponent. On the other hand, if your opponent smacks you around to kill percent, you might as well go nuts since the difference between, say, 140% and 240% doesn't really matter, you're gonna die quickly at both. On second thought, this might need some work to actually mesh well with a percent platform fighter.

I actually have a character like that in my platform fighter, but given that it exists only on paper, that's not really much to brag about.
I think its a hard design to implement, because % doesn't directly correlate into your health in smash. Many characters actually lose kill conversion options once the opponent reaches certain %'s, and have to start fishing for certain moves to hitconfirm off of or just get a hard read. Marth is a good example of this, and to a lesser extent 3.5 lucas/diddy struggle with this as well.

To translate the idea of "this character uses up their survival resources in order to hurt the opponent" into a smash environment, it would have to be closer to things like, using your better moves/specials would cause your recovery to become horrible/limited for a while, or cause you to be in a state where take added hitstun If you get hit (although I dont know if I like artificial things like that). You couldn't even do things like hurt the characters double jump to hinder recovery, because often double jumps/airspeed and things like that are needed to finish conversion (unless the character was designed to have near guaranteed followups off grounded moves/throws)

I really do love that archetype of character, Its just really hard to apply it to a smash environment and have it effect the game in the intended way

edit:

@ Nixie Nixie I meant GH Neko, who I can't tag because he put stupid kanji in his name
 
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Frostav

Smash Apprentice
Joined
Oct 13, 2014
Messages
136
I think its a hard design to implement, because % doesn't directly correlate into your health in smash. Many characters actually lose kill conversion options once the opponent reaches certain %'s, and have to start fishing for certain moves to hitconfirm off of or just get a hard read. Marth is a good example of this, and to a lesser extent 3.5 lucas/diddy struggle with this as well.

To translate the idea of "this character uses up their survival resources in order to hurt the opponent" into a smash environment, it would have to be closer to things like, using your better moves/specials would cause your recovery to become horrible/limited for a while, or cause you to be in a state where take added hitstun If you get hit (although I dont know if I like artificial things like that). You couldn't even do things like hurt the characters double jump to hinder recovery, because often double jumps/airspeed and things like that are needed to finish conversion (unless the character was designed to have near guaranteed followups off grounded moves/throws)

I really do love that archetype of character, Its just really hard to apply it to a smash environment and have it effect the game in the intended way
Yeah, this is a problem I keep noticing: it's sometimes very hard to translate a character concept into Smash from a traditional fighter.

One good example would be zoners/keepaway characters: utterly despised in Smash because they can run away and time out, but in traditional fighters, since the small stages and restricted movement make running away constantly a very suboptimal tactic, they're not minded so much (and they often still have to approach eventually).

Another example would be supers. My platform fighter has supers, and they're supposed to be balanced for competitive play unlike Final Smashes. But my theory-crafting has led to me to realize that this is REALLY hard. For instance, if a super is a super-powerful attack with massive hitboxes, common in traditional fighters, then it becomes rather broken in a platform fighter: no need to read your opponent, just pop-off the super once they're high-enough in percent. If the super is very powerful, but doesn't have super-huge hitboxes...then why waste meter when you could just use a smash attack?

I remember when I came up for a really awesome idea for a super only to realize that it could be used in the air next to the edge to literally make it impossible for the opponent to recover. It was a massive upwards pillar of fire (think Entei when he comes out of pokeballs, but not as wide), meant more for damage than knockback. In the air, it went both upwards and downards...so just throw your opponent off, jump off, and use the super. The pillar ensures that it is literally impossible for your opponent to recover at all because the ledge is completely blocked off, and they can't recover low or high because the pillar blocks everything.

Whoops. I decided to make it ground-only.
 
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Hylian

Not even death can save you from me
Administrator
BRoomer
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Yeah, this is a problem I keep noticing: it's sometimes very hard to translate a character concept into Smash from a traditional fighter.

One good example would be zoners/keepaway characters: utterly despised in Smash because they can run away and time out, but in traditional fighters, since the small stages and restricted movement make running away constantly a very suboptimal tactic, they're not minded so much (and they often still have to approach eventually).

Another example would be supers. My platform fighter has supers, and they're supposed to be balanced for competitive play unlike Final Smashes. But my theory-crafting has led to me to realize that this is REALLY hard. For instance, if a super is a super-powerful attack with massive hitboxes, common in traditional fighters, then it becomes rather broken in a platform fighter: no need to read your opponent, just pop-off the super once they're high-enough in percent. If the super is very powerful, but doesn't have super-huge hitboxes...then why waste meter when you could just use a smash attack?

I remember when I came up for a really awesome idea for a super only to realize that it could be used in the air next to the edge to literally make it impossible for the opponent to recover. It was a massive upwards pillar of fire (think Entei when he comes out of pokeballs, but not as wide), meant more for damage than knockback. In the air, it went both upwards and downards...so just throw your opponent off, jump off, and use the super. The pillar ensures that it is literally impossible for your opponent to recover at all because the ledge is completely blocked off, and they can't recover low or high because the pillar blocks everything.

Whoops. I decided to make it ground-only.
We translate a good amount of SF fundamentals into smash in the first video I showed you :p. Also if you look at 7 minutes of the 2nd video I showed you I explain dash dancing really in depth if you are still having trouble with it.
 

Saito

Pranked!
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what does
MLG pick up tactics.

Just kiss me Frostav. it will break the tension.

...a-and maybe I could claim you.
Frostav said:
...You might not want to ask someone like me that.
I think I just got rejected.

I'm not sure. ;_;
Strong Bad said:
Well, your pick up line was "Just kiss me," did you really expect anything other than rejection? :p
 
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SpiderMad

Smash Master
Joined
May 6, 2012
Messages
4,968
I really really hate how youtube works now. It keeps flooding search results with stupid things. Finding old videos of melee tech is so ****ing hard now. I'm trying to find a video proof of link's bomb slide/roll thing, where you z drop the bomb onto stage from the ledge, jump over it and hit it so it gets crossed up by an arrow. It slides across the stage. I know it exists because I've done it a bunch, but I can't find a video reference of it.

Also @PMDT pls, give us all the jank melee tech because melee
https://www.youtube.com/watch?v=JFS3TaYsibI&t=32

and here's some Aussy comedy for ya https://www.youtube.com/watch?v=PoOYL4H6wCA
 

PMS | LEVEL 100 MAGIKARP

Hologram Summer Again
Joined
Jan 16, 2013
Messages
3,303
Location
Tri Hermes Black Land
Yeah, this is a problem I keep noticing: it's sometimes very hard to translate a character concept into Smash from a traditional fighter.

One good example would be zoners/keepaway characters: utterly despised in Smash because they can run away and time out, but in traditional fighters, since the small stages and restricted movement make running away constantly a very suboptimal tactic, they're not minded so much (and they often still have to approach eventually).

Another example would be supers. My platform fighter has supers, and they're supposed to be balanced for competitive play unlike Final Smashes. But my theory-crafting has led to me to realize that this is REALLY hard. For instance, if a super is a super-powerful attack with massive hitboxes, common in traditional fighters, then it becomes rather broken in a platform fighter: no need to read your opponent, just pop-off the super once they're high-enough in percent. If the super is very powerful, but doesn't have super-huge hitboxes...then why waste meter when you could just use a smash attack?

I remember when I came up for a really awesome idea for a super only to realize that it could be used in the air next to the edge to literally make it impossible for the opponent to recover. It was a massive upwards pillar of fire (think Entei when he comes out of pokeballs, but not as wide), meant more for damage than knockback. In the air, it went both upwards and downards...so just throw your opponent off, jump off, and use the super. The pillar ensures that it is literally impossible for your opponent to recover at all because the ledge is completely blocked off, and they can't recover low or high because the pillar blocks everything.

Whoops. I decided to make it ground-only.
a few other people in this thread and other places theorycrafted a platform fighter before and I know people have been working on one in other places

but what we worked out is if we were to include supers that they would me much more utility based rather than sheer power moves, more like ex's rather than super moves or ultra combos

for example, ex versions of special movement options that burn a charge but revert you to a regular fall rather than a special fall, imagine a fox illusion but you're not helpless afterwords
or things like being able to bypass the charging phases of moves, like having an instant donkey punch, solar beam, or shadowball.
and in the same vein as charging things, we thought that being able to bypass charged smashes would be a good use of meter, ie burn a meter get an instantly fully charged smash
 
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