JCaesar
Smash Hero
It did in Brawl, and I'm pretty sure it still does in P:M, but who knows how it'll end up.Although I think Olimar's might hit even when it's going to the ledge; I'm not too familiar with his mechanics.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
It did in Brawl, and I'm pretty sure it still does in P:M, but who knows how it'll end up.Although I think Olimar's might hit even when it's going to the ledge; I'm not too familiar with his mechanics.
Gurren Lagann's so ****ing epic. Lol.I was listening to this when I read the blogpost. Needless to say it made it even more epic.
For the Project:M dev team are those that will pierce the heavens....Gurren Lagann's so ****ing epic. Lol.
And so is this mod. Thanks, project M team for all your hard work.
If you listen to the Gurren Lagann ost while you guys are working, I bet you could finish the whole god damn game by tomorrow morning.
"Listen up, Simon. Don't believe in yourself. Believe in me! Believe in me, who believes in you!" - Kamina
Brawl Tethers no longer occupy ledges so they have similar protection against edgehoggers like Melee's grapples do. Only thing they're missing is length (on Z-button Tethers) and the ability to latch to walls (something that at this point isn't as big of a deal even though it would still be amazing to have).What? Tether's are Brawl styled AND don't suck? How is this possible?
So much so, that it's actually a well known logical fallacy.I think the argument that "X should be kept because that's how it's always been" should never be seriously considered.
This.2. Some people think this is a small issue, but I think matching it to the animations is an important game design element. Visual cues are extremely important in game design. Brawl's attempt at matching the animations failed, because it leaves ledges open immediately upon crossing the plane of the stage, which can make it look like you grab while the other person is still on it. I'd say about 10 frames AFTER the animation looks like it's off the ledge would be about right for the ledge to look grabbable. Yes. I said grabbable.
I mean, in terms of good game design, it'd just be better to visually see that the ledge is open than to judge it by whether or not the other person's animation has ended. This is probably more important for the person doing the edgehogging, because you don't want them to have the reaction "what! I was clearly still on the ledge! You should have died!" I think that would be what makes a melee player unsatisfied, not whether it's melee exact.
Blame me for that XD Though in all fairness, I only replicated the concept, not the exact coding. I was developing this with my own OHC system that doesn't require P:M codes and our friend and crazy DBZ fanatic MarioDK decided that he was going to use this system I constructed for EVERYTHING o_o
Nobody (well, ok, a few people, but not that many) is saying that "we should make it Melee style because that's how it was in Melee". More people are saying "we should make it Melee style because Melee style makes more sense than Brawl style".Also, on Ledge Occupancy:
I like the idea that the occupancy lasts as long as the player is physically, and visibly on the ledge. It should not be reverted to Melee, simply because it was that way in Melee.
Consider if it were the reverse. If in Melee the ledge occupancy was like Brawl's, and Brawl's was like Melee's? There would be no question now as to which to implement, because the non-visually coherent ledge occupancy does not make sense.
Keep it VBrawl, or at least make the recovery visually match the character. That is key.
So much so, that it's actually a well known logical fallacy.
The entire game is different. If someone would stop playing PM because the occupency is inherited from Brawl he should unplug his controller and leave the moment someone picks Charizard or uses a buffed character.
There were a decent number of people. I know, I read the entire discussion just before posting that. Every time I talk about ledges you pretend my only counter argument is that the other argument doesn't make sense(which it doesn't). You don't have to keep trying to correct my points. Its okay, I can read.Nobody (well, ok, a few people, but not that many) is saying that "we should make it Melee style because that's how it was in Melee". More people are saying "we should make it Melee style because Melee style makes more sense than Brawl style".
And others are saying "Melee style and Brawl style both don't make sense, so we should make a new system that makes more sense".
Also, I believe that you're the only one who wants to keep it purely Brawl style.
after watching some stuff on streams with zamus, i was wondering if it would be feasible (or desirable...) to separate her up/side b into a recovery and non recovery versions, so that she could do one early or somesuch to clear the ledge, then do the actual recovery version.
The kicking one is canon from sonic battle and is called "Sonic Flare". Although the PM version is more like Double Sonic Flare.I get the reasoning for changing the function of Sonic's dsmash, but I'm not crazy about the animation change. I know practically every one of Sonic's moves is a spindash, so maybe it's for variety, but the kicking one seems so generic. Like Mario & Luigi's.