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Project M Social Thread

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Octorox

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I remember when this thread used to be about Project M and not about Project guess-Neko's-ethnicity

/hate


soo when can we see this? is the Sanic BRbuild ready to be shown publicly?

and also, should we be looking forward to some sort of character demos/tutorials to be underway? I believe Ryoko mentioned he would try to get something done before Demo v2's launch.
The current Tails (:p) build has been shown extensively in Neko's streams, only thing that hasn't been shown is his new SideB
 

Gamegenie222

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We really don't have much to talk about. Can you blame us, though? The devs are hard at work trying to **** a second release out of their *****, and nearly all of SWF is preoccupied with Apex, particularly how Chillin vs Leffen is going to destroy the world. It could definitely be worse. This thread could be the ****storm it was about a month ago, or we could be stockpiling porn hentai in here. At least the discussion going on is somewhat relevant to Project:M.
I would love to have some hentai in here. We be the only thread man enough to do it.
 

MaxThunder

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that would lead to subjectivity lol
this still confuses me... just saying...


and damn... stupid irc won't work... at all... no matter what channel i connect to i can't see anyone else in there, and chatzilla tells me i can't send to the channel... =(...
 

PEEF!

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So...where are the dazzled Nintendo executives that we heard about? Are they drooling at how awesome smash is? Are they asking us how they can make the next smash game better? Because this myth is why Project:M couldn't be there.
 

9Kplus1

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<_< >_>

Right.

SO, let's talk about the psychological advantages and disadvantages that each individual character of the P:M cast possesses. This will give us a much better understanding of how to condition ourselves before a match and, hopefully, many theories to apply to the characters we intend to use (once we get our grubby hands on the next release, of course). To clear up any confusion, let's use Bowser as an example. Bowser, once residing in the Hell of Smash, better how as "low tier", has become a very intimidating powerhouse, drinking tea with the inhabitants of the higher tiers. Super armor frames on many of his moves and much better shield pressure the main culprits to such a change -- but what's keeping our favorite evil Gimpyfish wannabe Koopa back? Peach not giving him *** on the hourly basis anymore? Gimpyfish not uploading any Bowser:M matches as of recent? Project:M being far from done? I personally believe that Bowser is held back for a few key reasons.

The first is, as expected, his large size. Bowser's size increase is doubtlessly a double-edged sword; while Bowser can close in on his prey with ease, he's just as, if not more easily susceptible to defensive play, such as retreating Nairs from Marth, dash dance camping from Falcon, and Fox attempting to fox Bowser out of a stock. His size also gives a lot of characters, particularly Marth, Ike, and Ganon free hits on platforms. Bowser gives our sphincters a long-lasting shutter effect with his array of strong kill moves -- but what if he whiffs one? Bowser's smashes are not the safest of options and can be punished if unsuccessful, which brings me to another of Bowser's faults, lag. While not as bad as, say, Ike's smashes, a portion of Bowser's attacks take a fair amount of time to start and / or recover from. This makes landing that Koopa Klaw at the ledge, or Fsmash on a predicted shield a priority to the player using Bowser.

How easy is it keeping one's fear of Bowser's downfalls a secret from the opposition? We, as players (must) always come up with an answer to our fears, as they greatly affect our performance, and by extent, the outcome of the game as well. Will they (you) simply gain a sufficient amount of confidence in Bowser's riskiest options in order to discard said fear completely? What if the opposing player has no idea that Bowser's moveset, while amazing, comes with such risks? While we cannot be certain of what exactly our opponent is thinking about, we can at least confide by a method of covering up (if possible) our characters' weaknesses, as the opposition's main goal is the exploit said weaknesses, once the opportunity arises. In relevance to Bowser, the player using him has to worry about being taken to town by strict defensive play -- keeping a cool mind in order to avoid being punished hard. However, despite any harsh fears, is there a method of using this to their advantage? From my perspective, the answer to that question is "yes".

Mindgames have been a large part of fighting games for years; although, the definition of "mindgame" has changed drastically over the years. Before, mindgames were referred to as one player simply outplaying another, but in the more recent times, the term is taken literally. Outwitting one's opponent has become simply tricking them in this day and age. Personally, I prefer the lesser used (past) definition of "mindgames", because superior playing can also be referred to as trickery, or anything of that nature. Fear -- bad attributes in general -- can be used as a solid method of lulling another person into a false sense of security. For example, if the player using Bowser continuously shields when approaching, it can be implied that they fear being comboed. This can lure the other player into believing that they can discard conservative play and be much more aggressive with grabs in order to benefit from follow ups of, as well as shield pressure. The Bowser player has more than enough time to react to such a playstyle change and outspace their opponent's now telegraphed approach with one of Bowser's amazing tilts or downright scary smashes. Mindgames can be applied to any part of Smash, meaning that there are a plethora of opportunities, throughout a single match, to gain momentum. Bowser, while with his own faults, must be feared, because of the options he has to punish an opponent ignorantly being ****ed by a fishing lure.

How can players use other characters' attributes against their opponent's psyche? Well, I'll let you guys answer that one ^^
 

PEEF!

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I think you are thinking too hard about it haha. If you hit every l cancel and dont get shieldgrabbed you will be way better off than if you assume that the opponent is assuming that your character is scary.

Lulling someone into a false sense of security is a type of mindgame but more accurately called baiting.
 

Eternal Yoshi

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So...where are the dazzled Nintendo executives that we heard about? Are they drooling at how awesome smash is? Are they asking us how they can make the next smash game better? Because this myth is why Project:M couldn't be there.
That is honestly a good question.
 

drsusredfish

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bait and punish, keep away, and rush down are styles that are both: types of characters and types of players. combinations of character and player are what you need to think about.

Take bowser again i put him in a category of bait and punish since he has alot of lag. but now that he does so much sheild damage a rush down player can take adavatage of that and play him outside of the way he seems to be designed. he actually makes you have to retreat and regroup or risk geting ur sheild broken.

A character keeps his inherent playstyle then is mixed with the players playstyle. this is where psyche comes in i guess, does the player use the character the way they are desined or do they use them in an out of the ordinary way.

this works with rush down fighters like falco too. Falco is built as a rush down fighter but a bait and punish player will use falco much differently, ussually more slowly but carefully.

zelda, a keep away character, played by a rush down player will screw your gameplan against her all up. you no longer worry about how to get in you worry about how to get away.

then they're are the "pure breed players" i guess. a rush down player using a rush down fighter. thats another thing you need to think about.

edit: i named three play styles are there any more?
 

9Kplus1

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TL:DR Bowser is big and has strong moves but some have a lot of after lag and he can bait people (just like every other character)

Honestly, I'm usually all for in-depth posts but this is pretty much all there is to get out of that one...
I think you are thinking too hard about it haha. If you hit every l cancel and dont get shieldgrabbed you will be way better off than if you assume that the opponent is assuming that your character is scary.

Lulling someone into a false sense of security is a type of mindgame but more accurately called baiting.
That wasn't my point, actually. To be fair though, I didn't put much thought into which character to use as an example. Maybe Bowser was just a bad one ?_?

Anyway, I was actually trying to push a conversation about how a character's niche has an effect on one's perception of a match -- beforehand and during. Bowser can falter a player's usual course of action with only his super armor buffs; Puff is notorious for playing defensively, as well as very simple Rest combos, unnerving those who have (and are aware of their own) repetitious habits; Wolf can throw off a player's perspective of species, due being vastly different from Fox and Falco. Examples such as those, while not the most practical, show how a character can mess with a player's usual train of thought. Not every character can be played (against) in the same manner as another.

EDIT: Last-post-of-the-page swag
 

Kink-Link5

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Fox and Falco are excellent Bait and Punish characters due to their frame one down B's and excellent OoS options. They can also play keep away and pressure extremely well. A character doesn't have to do mutually one thing.

Edit: 9K why don't you have max ppp like a real gentleman.
 
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