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Project M Social Thread Gold

Eternal Yoshi

I've covered ban wars, you know
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Really? The moblins aren' hard if you have any concept of Stealth, like I do from playing the Metal Gear games. Just treat the barrel as the box and you're golden.
 

DrinkingFood

Smash Hero
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Platform brawler is probably the closest though.
I was under the impression that brawlers involve progressing through linear levels fighting hordes of weaker AI controlled enemies. That really only applies to the story mode. I could be wrong on that definition, but if not, that's hardly the closest thing.
 

Vashimus

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Really? The moblins aren' hard if you have any concept of Stealth, like I do from playing the Metal Gear games. Just treat the barrel as the box and you're golden.
I find stealth in a Metal Gear game significantly easier than stealth in a Zelda game, or you know, ANY game not built around espionage. Stealth sections in Zelda games are just there to annoy you. Oh Stone Mask, how I miss thee.

It's all good. At the Forbidden Woods right now.
 

Plum

Has never eaten a plum.
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A lot of people would say that that attitude, which comes from both our community and the traditional fgc community, is part of what keeps Smash separated from the rest of the fgc.
 

Kati

Smash Lord
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Not all recoveries are created equally, true. Kinda funny that TL gets so many complaints for a decent recovery that he has to be creative with, when a common complaint is that recoveries are too easy in P:M.

I'd rather have a cast full of TL recoveries than 2.5 Sonic recoveries any day.

That said, Smash4 TL still having his stupid copy/paste Fsmash of Link's when they've had three games to diversify their movesets? That's just sad. I really hope it changes.
I agree with this to an extent, but the complexity of TL's recovery is an instant bummer for new people trying to get into the game. With so many other characters that are just as good, but easier to pick up, no one I have introduced P:M to has played TL for more than one match. Zelda's fireballs create a similar problem, but to a lesser extent (my sibling mains her and I am aware of others playing her, whereas Daze was the only TL player I knew of).

Generally speaking Smash is easy to get into, but has bottomless depth, but I am worried that these two examples contradict that (but I am aware that there are dozens of other viable characters).
 

Zyskyoto

Banned via Warnings
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so just to be clear, we all accept the fact that project m is nothing more than a novelty right?
 

GHNeko

Sega Stockholm Syndrome.
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Generally speaking Smash is easy to get into, but has bottomless depth, but I am worried that these two examples contradict that (but I am aware that there are dozens of other viable characters).
Dude, Low skill floor and high skill ceiling is like ideal.

it's what SF4 did and that game revived FGC single-handily.
 

Strong Badam

Super Elite
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so just to be clear, we all accept the fact that project m is nothing more than a novelty right?
There are about 7.5k Facebook likes, 9.2k YouTube subscribers, and 2.9k Twitter followers that would like to have a word with you.
 

B.W.

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Toon Link's recovery really isn't that hard.

Like, it's easier than recovering with Samus in Melee and that's not even hard either.
 

Vashimus

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Toon Link's recovery really isn't that hard.

Like, it's easier than recovering with Samus in Melee and that's not even hard either.
Air glide toss bomb jumping is not easier than Samus' bomb jumping. You gotta be lying out of your teeth.
 

SpiderMad

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Air glide toss bomb jumping is not easier than Samus' bomb jumping. You gotta be lying out of your teeth.
I felt it was easier in 2.5, then 2.6 made the AGT harder or something.

Also
Toon Link's recovery really isn't that hard.

Like, it's easier than recovering with Samus in Melee and that's not even hard either.
vs
http://www.smashmods.com/forum/thread-4692-post-121172.html#pid121172
http://www.smashmods.com/forum/thread-4068-post-81714.html#pid81714
 

B.W.

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That was when I sucked at recovering as T.Link.

That post was also when the input lag was still in the game. Ever since they fixed the input lag, it's been cake.
 

Giygacoal

Smash Lord
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implying project m as a whole isn't a gimmicky novelty
"Gimmicky" and "novelty" are some of the least accurate words to describe Project M possible. The characters are generally designed to be anti-gimmick and instead have well-balanced playstyles. The game as a whole is inspired by a metagame that's been around since the early 2000's and is just a few years into making its own. Gimmicks easily stop being interesting. Project M doesn't.
 

DMG

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Toon Link's recovery really isn't that hard.

Like, it's easier than recovering with Samus in Melee and that's not even hard either.
Um what? Are we seeing the same Toon Link? His recovery isn't even comparable to what Samus could do on a reliable basis. His recovery only looks comparable when you are talking about situations where literally just about everything is going well for him: good DI angles and no Sheik Fair or Falcon Fair hits, anything involving walls you hope he's close enough and high enough, hopefully already has a bomb pulled when he gets hit, etc

If his recovery was that good, people other than TL players would be saying it.
 

B.W.

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Um what? Are we seeing the same Toon Link? His recovery isn't even comparable to what Samus could do on a reliable basis. His recovery only looks comparable when you are talking about situations where literally just about everything is going well for him: good DI angles and no Sheik Fair or Falcon Fair hits, anything involving walls you hope he's close enough and high enough, hopefully already has a bomb pulled when he gets hit, etc

If his recovery was that good, people other than TL players would be saying it.

You're talking about how effective it is.

I was talking about how difficult it is to pull off.

This isn't even close to the same argument.

Not once in any of my previous posts did I say T.Link's recovery was good, just that it wasn't hard to do.
 

Renji64

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I'm of the opinion that Young Link was less of a clone of Link than Brawl Toon Link was. Despite the changed animations, they played more similarly.

People complain about the clones in Melee, but at least they had completely different play-styles. Their differences are in the gameplay, not merely aesthetic at face value.
Thank you i have said this a million times.
 

DMG

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How is it easier to pull off? Samus recovery is effective for not only being versatile, but for being extremely forgiving if you mess up or need to change something. TL's recovery is only good if you are allowed to do those things in the first place: if they can fly out there as you need to pull a bomb or time something, you're effectively screwed. You have much less leeway, and making a mistake costs you quite a bit. IF you are high enough and close enough that a simple AGT towards the stage, or Zair tether will work, then sure those are pretty easy options. But that kind of speaks towards TL already being in a decent situation to start with, not his recovery being strong.

If you compare the totality of their recoveries, and what you would be expected to deal with from the opponent and what you personally need to execute, I don't see how Samus isn't the clear winner. If you expect TL to always be able to AGT and Upb his way distance wise to the stage, without hiccups, I guess that would seem easier? I mean AGT helps, but if you're close enough that it literally saves your life or foils their edge guard plots, maybe his life wasn't in that precarious of an offstage situation and it's not comparable to Samus being able to kinda do what she pleases. Execution wise, Samus doesn't have to cancel an airdodge with an item toss and launch her body into it or die for a boost.

In those hard, sweating, "I need to pull all the stops to live" kind of moments, she wins. If we're talking about a well DI'd Ike Fair at 50%, where you can basically DJ back to the stage but decide to AGT anyways, sure maybe he looks like the most kawaii little boy.

The other possibilities include when/if people get better and catch bombs you AGT towards them to recover, and they toss it back/use it as an aid in edge guarding (along with dodging that projectile they might normally had to of avoided). Can't do stuff like that to Samus besides the tried and true offstage Warrior stuff. Sure, speaks to effectiveness over execution, but really I don't see what kind of an important discintion it would be if your recovery was "technically" easier than Samus, but not nearly as effective. And that's even assuming it is easier, which doesn't seem to be very clear besides "I AGT'd and they didn't/couldn't stop me and I didn't have to Upb to get back, AKA not very taxing recovery situations that showcase very little of my character's true recovery potential"
 

B.W.

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It's easier in the way that I somehow magically suck at using Samus' bombs to recover. I'm admitting this. Guilty as charged.

Fact of the matter though is that recovering with AGT is not hard. At all. Weird at first, maybe, but once you know how to do it it's really not hard to do it.

On the subject of T.Link's recovery and how effective it is. Distance-wise it's comparable to Lucas or Ness or something. If he's a little higher than stage height (and I really mean just a little) and gets sent to the bubble in FD, he can recover from that distance once. If he were to get hit again after that, he's probably losing a stock, unless he was only nicked or was sent slightly upward, which would enable him to bomb jump (as in blow his face up) and then recover.

Basically, so long as he isn't too far under the stage, he can recover. This is true for most of the cast though, though T.Link's recovery with AGT does have the benefit of covering him since he throws bombs in front of him as he recovers. Also, because his Up-B has great knockback, characters who are edgeguarding T.Link have to be careful about doing so since his Up-B can easily flip the situation. He also has his hookshot to help mix his recovery up.

All in all, his recovery still isn't fantastic, but it's not terrible either. It's certainly no where near as good as Melee Samus though.
 

DMG

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I think it's fine, but it's hard to say that it's "easier" when you actually have to kind of think and plan sometimes, where as Samus can literally fool around for a few seconds doing nothing but Down B, before making a choice. Her recovery is easy, cheesy, and then sprinkled with another layer of easy.
 

DMG

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I'm slightly confused by that, because I thought they already established that light could have weight/mass because gravity from spacial objects curved rays from the Sun? Idk it was a long time ago when someone explained it to me, but from what I think I remember it had to do with a theory Einstein came up with that was proven many years later, since the light being curved and bent implied that it had mass that was affected by gravity.
 

Spiffykins

Smash Ace
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I dunno man, I'm not a scientist, I just know photons don't have mass. Read some wikipedia articles or something if you're curious.
 

DMG

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DMG#931
I did, all of them, they did little to sate my curiosity
 

Rarik

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Ok, did some reading. Photons have 0 invariant or rest mass, but they do have relativistic mass allowing them to be affected by gravity. Don't ask me to explain either of those two mass terms, I'm basically quoting wikipedia here. In fact here, have my wiki source http://en.wikipedia.org/wiki/Massless_particle
 

Kati

Smash Lord
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Dude, Low skill floor and high skill ceiling is like ideal.

it's what SF4 did and that game revived FGC single-handily.
I'm sorry, I'm not sure if I get what you are saying exactly, but it sounds nice and concise. Is what you said opposing what I said? that smash is easy to get into but pretty much impossible to master?
 
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