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Project M Social Thread

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Vigilante

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Actually, many are of the oppinion thanToon Link is better than Link, lol.

And the new BR priority is to create a breast physics engine for Samus. Team Ninja inspired us :Troll:
 

Archangel

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so, the devs nerfed the IC's grab range...



oooooooouuuuuuuuuuuuuuuuuuuuuuuuu wwwwwwwwwwwwwwwwwhhhhhhhhhhhaaaaaaaaaaaaaaaaatttttttttt tttttttttttttttthhhhhhhhhhhhhhhhhheeeeeeeeeeeeeeeeeeeeeee FFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUCCCCCCCCCCCCCCCCCCCCCKKKKKKKKKKKKKKKKKKKKKKK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 

Time/SpaceMage

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Shoutouts to those who lasted the whole discussion.

Hope it was informative. :3

Here is to another episode in the future.
In this stream: Neko forgets Samus is female =P
Still figuring out how to get the chat to show up without allowing all scripts on page. Also did you just pronounce archive "arch-ive"?
 

Archangel

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I've started up my old trend of missing the streams lately...although It's not as stressful as before there are like 1000 streams and most have some footage recorded somewhere now...
 

Vigilante

Smash Lord
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1. Neko says Samus is his Waifu.
2. Neko doesn't realize she is a woman.

Result: Dude, we're not sleeping next to each other next time we meet. (Kidding)
 

dashdancedan

Smash Journeyman
Joined
Mar 18, 2005
Messages
400
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Snorlax, GA
We don't have access to a Brawl debug mode, but with tools like Toomai's edit of Brawlbox and PSA, we can view hitbox stats/sizes/locations, animations, etc.

And we have a frame-advance mode in-game for testing.
What tools would I need for the in-game frame-advance mode?
 

9Kplus1

Smash Master
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Yeah... so let's talk Snake and his bag of candy-coated tricks. Does anyone have any *clever* plans to secure stage control and / or set up high-damage combos / KO's? What about Snake's knife, Cypher, explosives, and neutrals -- has anyone theorized possible methods of optimizing them?
 

Xebenkeck

Smash Lord
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his usmash should go like twice the height uncharged, right now you cant use it at all in traps and setups. If it went higher you may be able to do other things before it hits the ground and incoorperate it in his gameplay.
 

Supreme Dirt

King of the Railway
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Sep 28, 2009
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7,336
I know my favourite thing to do with him way back was shenanigans involving the DSmash mine.

Like seriously, my whole favourite part of Snake. I mean it comes out so quickly and leads to shenanigans everywhere. Aside from of course the whole "I'ma plant it on the ledge" stuff, of course.
 

Jonny Westside

S4mus Fiend
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3DS FC
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Yeah... so let's talk Snake and his bag of candy-coated tricks. Does anyone have any *clever* plans to secure stage control and / or set up high-damage combos / KO's? What about Snake's knife, Cypher, explosives, and neutrals -- has anyone theorized possible methods of optimizing them?
I've got an idea for his mines although this is probably not gonna be implemented. The damage on mines varies by how long you take to plant it, so what if that role was slightly reversed so that the longer you charge it the bigger the blast radius? Players who take the time to fully charge a mine will be benefited with their mine having almost twice the range of an uncharged plant. I propose a KB nerf so that there is some type of balance. The KB and % would be the same no matter how long a person spends planting the mine, whatever that value is. So in short, instead of increasing damage, increase the range of the hitbox. KB and % stays the same.

Also I'd like to add that it would be a nice touch if this were possible to code: Allowing snake to freely move across planted mines by crawling. It has massive mindgame potential and can help out players in tight spots. Again not sure if this is possible, but a limit to how long one can prone over a mine should be implemented.

And as for nades, I'm not to thrilled about them. Snake's brawl counterpart had ginormous stage control with those 4 sec fuses, not to mention he was capable of tossing 2 at a time. I think the current fuse time should be extended by 1 second because it's very difficult to get any type of damage momentum from afar when you're only limited to one grenade with a really short fuse. The fuse duration is nice though, it gives the opponent less time to react and most likely hit em' with a bang before they can even shield. Idk how to approach this subject so I'll just say I want two nades for Snake and be done with it.. >.>
 

Rikana

Smash Champion
Joined
May 16, 2006
Messages
2,125
Unholydeath. You're talking about Brawl grenades in a Brawl environment. I don't think Brawl grenades would do well at all in a Melee environment when you're constantly pressured by X character.
 

Supreme Dirt

King of the Railway
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Yeah, I'd rather have the PM grenades in a Melee environment.

I wouldn't mind being able to pull two again though.
 

Jonny Westside

S4mus Fiend
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Have you guys ever considered making the tether based grabs snatch an opponent upon the retraction animation? Like let's say your ZSS and you miss a grab because the player side stepped, ZSS is still in the grabbing animation and is retracting her whip. Is there a way to code a grab box while she pulls back her whip? Could compensate for her laggy grabs imo
 

Xebenkeck

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Tethers have both pros and cons. Pros being ridiculous range, and most things safe on shield arent with tethers. They also can combo sometimes out of jabs, see link. Tethers also royally **** dash dancing, unless you have reaction time of a god, tethers often interupt the spacing of the dash dancer.

They need to have some drawbacks or else they'd be uber overpowered and lag for whiffing is that. Now quicker start-ups could be considered, but even if they are decreased to 8-10 frames, those are still pretty fast.

also UHD, it is possible to add grab boxes on the retracting part if they wanted too.
 

ph00tbag

C(ϾᶘϿ)Ͻ
Joined
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Have you guys ever considered making the tether based grabs snatch an opponent upon the retraction animation? Like let's say your ZSS and you miss a grab because the player side stepped, ZSS is still in the grabbing animation and is retracting her whip. Is there a way to code a grab box while she pulls back her whip? Could compensate for her laggy grabs imo
Then all ZSS would have to do is pivot grabs all day. Pivot grabs are already incredibly good against baited jump-ins--they don't need to be unpunishable if baited themselves.
 

Jonny Westside

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Did any of you gents see my posts regarding the Snake mine ideas? Can anyone give me some feedback because I'd really love to see those tested.
 
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