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Project M Social Thread

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Gimpel

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May 23, 2012
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lol rapharobo

I wanted to show you something and made a quick youtube account for it but youtube kinda destroyed the already bad quality :(
anyway, here it is: http://www.youtube.com/watch?v=b2585ffrb-A&feature=youtu.be
sorry for the black/white screen, the pixels, the black bars, the bad editing and the horrible gameplay (I had problems recording and playing at the same time)
I wrote what it is in the description but I'll repeat it here: When you have a rather fast aerial and drop through a platform and then instantly input the aerial, you will instantly land on the platform when your aerial connects, if your feet are still a bit above or slightly under the platform (many sex kick nairs for example)

Was it in melee that way ?
 

Gimpel

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Yeah I remember that I think Luigi could do that in melee
I just wanted to share this as there might be people who didn't know it and it's really easy to do in P:M

Do you think it's kinda useful ?
 

metroid1117

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Regarding the Ike vs. Fox discussion, I definitely feel like this is a hard match-up for Ike. Kels went Fox against me in games 2+3 of this set and it wasn't pretty. That being said, I'm not sure how disadvantageous it is; it looks a lot worse than it should because Kels is MUCH better than me as a player (and match-ups assume equal level of skill) but it looks better than it should because that was literally Kels' 2nd game playing against Ike:M (and he adapted really quickly).

Falco also gives Ike a hard time; Viperboy pretty much had all the momentum in the first game of this set and only lost because of inexperience in the match-up. With regards to how bad it is, I can't comment for sure; as what I said with Fox, it looks a lot worse than it should because Viperboy is MUCH better than me as a player but it looks better than it should because Viperboy hadn't fought Ike:M before.

Unfortunately, I can't comment on Wolf because I haven't played against a good Wolf yet. I'd imagine that it's easier because his combos aren't quite as guaranteed as Fox and Falco's, but I could be totally off.

Gimpel said:
Yeah I remember that I think Luigi could do that in melee
I just wanted to share this as there might be people who didn't know it and it's really easy to do in P:M

Do you think it's kinda useful ?
I think it'd be really cool for platform tech chases and shield pressure (and if shield dropping is restored, it'd be awesome if someone could consistently do this out of shield and get out of shield pressure), but I don't think it was easy to do in Melee just because I haven't seen any top-level player actively apply it. If it's easier in P:M, that may be because of the bug that ST mentioned so it could be fixed/changed in the future.
 

Gimpel

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It's definitely easier in P:M for some characters.
With Falco and Link you basically get it on the first try and consistently, you just have to make sure you dont do downsmashes or dairs (or ... jabs like I apparently did with falco).
There are some characters with which it's a bit harder to do, like Luigi's and Snake's nair for example, I think. But it being easier in P:M was also what made me think that it will play a bigger role in this game.
At least until autumn or whenever Demo 3 will be out, but for the moment I'm okay with it being the way it is.
Shields are bad in demo 2 anyway :X
 

`dazrin

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Really? huh.

It's interesting that you say falco gives Ike a hard time as well because a falco player (5th on BC PR) played against an Ike main (who is 9th on our BC PR) and Ike gave falco quite the hard time. It was relatively even, but our falco player said it was like fighting a super marth; ganon and marth combined, which are both annoying matchups for falco. The Ike player ended up winning, however it was only because falco accidently airdodged off stage when trying to waveland->ledgehog.

Seemed like an even MU to me, but I'm not an Ike player. So I trust your judgement. :p

As far as wolf goes, we have a wolf player in BC (Meta; 3rd on our BC PR) and he plays against our Ike player quite often in friendlies and Ike wins perhaps 55% of the time. I'm gonna go on a limb here and say that Ike has a slight matchup advantage against wolf considering that wolf relies on aerial combos usually after a nair->shine. It's hard for wolf to get in on Ike to nair->shine and as a result is forced to spend a lot of time waveblasting. Ike can get in super easily on wolf with sideb JC grabs/usmashes and combo from there.

Will have videos of that MU recorded and uploaded within this coming week.
 

GunBlaze

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GBLZ#778
As far as wolf goes, we have a wolf player in BC (Meta; 3rd on our BC PR) and he plays against our Ike player quite often in friendlies and Ike wins perhaps 55% of the time. I'm gonna go on a limb here and say that Ike has a slight matchup advantage against wolf considering that wolf relies on aerial combos usually after a nair->shine. It's hard for wolf to get in on Ike to nair->shine and as a result is forced to spend a lot of time waveblasting. Ike can get in super easily on wolf with sideb JC grabs/usmashes and combo from there.

Will have videos of that MU recorded and uploaded within this coming week.
Interesting information.
 

Sethlon

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Ike upthrow combos are devastating on space animals. He can chain grab really well on FD, he gets a free pretty much anything at mid+ percents, and if they DI to a platform his uair covers full platforms pretty well.

Upthrow -> fsmash actually works too, if they're at around 65ish% and they don't DI the upthrow. Pretty sure it would have worked here. :awesome:

I dunno how that affects the match up or what not since I haven't played any top level spacies with Ike, but it seems really good for him.
 

Jiangjunizzy

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i feel like ike's uptilt is kind of underappreciated too. it's a huge hitbox that pretty much combos into anything you want after mid-low percents.
 

Archangel

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Ike vs Spacies isn't that bad. A very good Fox/Falco is still probably going to **** you up pretty well. Once you get some Mango/Dr.PP level spacies it's going to be hell even for the buffed characters. Still Ike has the advantage of more range than Marth and he has the advantage of being as strong as Ganon. However, He doesn't have the same kind of speed combined with fluidity that Marth has. I think in time he'll do just as well as Marth in the MU.
 

Metà

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Really? huh.

It's interesting that you say falco gives Ike a hard time as well because a falco player (5th on BC PR) played against an Ike main (who is 9th on our BC PR) and Ike gave falco quite the hard time. It was relatively even, but our falco player said it was like fighting a super marth; ganon and marth combined, which are both annoying matchups for falco. The Ike player ended up winning, however it was only because falco accidently airdodged off stage when trying to waveland->ledgehog.

Seemed like an even MU to me, but I'm not an Ike player. So I trust your judgement. :p

As far as wolf goes, we have a wolf player in BC (Meta; 3rd on our BC PR) and he plays against our Ike player quite often in friendlies and Ike wins perhaps 55% of the time. I'm gonna go on a limb here and say that Ike has a slight matchup advantage against wolf considering that wolf relies on aerial combos usually after a nair->shine. It's hard for wolf to get in on Ike to nair->shine and as a result is forced to spend a lot of time waveblasting. Ike can get in super easily on wolf with sideb JC grabs/usmashes and combo from there.

Will have videos of that MU recorded and uploaded within this coming week.
man, wolf vs ike on small stages is so hard : (
 

metroid1117

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Ike upthrow combos are devastating on space animals. He can chain grab really well on FD, he gets a free pretty much anything at mid+ percents, and if they DI to a platform his uair covers full platforms pretty well.

Upthrow -> fsmash actually works too, if they're at around 65ish% and they don't DI the upthrow. Pretty sure it would have worked here. :awesome:

I dunno how that affects the match up or what not since I haven't played any top level spacies with Ike, but it seems really good for him.
Wow, FSmash definitely would've worked there lol.

But yeah, Ike vs. spacies on FD feels a lot like Marth vs spacies except you can kill with your aerials. I made a post about UThrow combos on Fox at SmashMods, I've copy+pasted it below.

metroid1117 said:
Hey guys,

I've been testing what combos you can do out of UThrow on Fox at FD. I plan on posting a thread when I'm done, but you guys are free to help me if you want. Here's what I have so far:

Note - the % is the damage Fox has BEFORE the UThrow, DI towards means towards Ike's back based on the grabbed position, and DI away means away from Ike based on the grabbed position. The actual %s may be off by a little bit because I was DI'ing with my feet (and may not have been DI'ing the same way every time) and/or sloppy execution. Also, for moves with multiple %s and methods listed (UAir and reverse BAir), the next method listed will usually work in the threshold of the previous method. For example, you can probably QD -> double-jump UAir on DI away at 125%.

USmash no DI: 17-90%
USmash DI away: nothing
USmash DI towards: 35-87%

UTilt no DI: 0-85%
UTilt DI away: NO
UTilt DI towards: 0-43% (turnaround)

UAir no DI: 26-139% (strong), 146% (weak)
UAir DI away: 41-97% (strong, short-hop), 125% (strong, full-hop), 141% (strong, QD double-jump)
UAir DI towards: 37-99% (strong, short-hop reversed), 125% (strong, full-hop), 150 (strong, double-jump)

*reverse BAir no DI: 7-81% (short-hop), 106% (full-hop), 133% (double-jump)
*reverse BAir DI away: 41-95% (short-hop), 115 (full-hop), 134 (QD double-jump)

*Reverse BAir is basically hitting with the hitbox on Ike's hand as it swings around during BAir; the hitbox is located slightly above and in front of Ike. I haven't applied it yet, but I can see it being useful as a way to trick your opponent into DI'ing the wrong way and it's a very quick way to hit people in that area in front of you.

From my testing, if you get a grab on Fox, you should ALWAYS UThrow. UThrow not only chaingrabs (I can't test at what specific %s though because I can't use my toe to mash jump) but also combos with Ike's other moves extremely well; it's like Marth's UThrow except you can actually kill with your aerials. It's hard to get the UThrow -> regrab at 0%, so an early UTilt can be used to interfere with their attempt to tech out of the chaingrab if they don't DI away from Ike. If the UTilt hits and interrupts their teching, they'll most likely miss the tech after landing from UTilt and you can jab reset them from there. At higher %s, UThrow combos into either UAir or BAir, both of which have kill potential. In the case of BAir, you can easily set up for edgeguards, especially if you reverse BAir your opponent and catch them DI'ing the wrong way.

Let me know if you guys have any suggestions for additions to this list or if you want to contribute any information! I plan on testing reverse BAir DI towards Ike, the three forms of DI on regular BAir, and possibly FAir. I plan on doing Falco, Falcon, and Wolf in that order.
But yeah, UThrow is very good (I wish I knew to just use that in my set against Kels/Viperboy), but I feel like you won't reliably get grabs against competent spacies by outspacing them without Marth's mobility and grab range. Instead, I think you'd have to get a read off of a tech chase or pop them up with a NAir or UTilt (which I definitely don't use enough of). I probably have a skewed view of the match-up because I played people who are much better than me, but I think it's just hard for Ike to get in through the shield pressure and, in Fox's case, dash dancing. A lot of other Ikes on SmashMods have said that spacies are hard, but they haven't posted videos so I can't tell how they're playing the match-up.
 

T0MMY

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Thank you for your very detailed feedback, we really appreciate it! :)
You're welcome, but that was just my general impression.
I love <3R.O.B.<3, but I can't bring myself to play him in P:M due to the surprising amount of retardedness that plagued him.
I could go into more detail when I have some time though, if you'd like, but for now I'm succinctly using "********" as a communication agent for a much deeper opinion of the functional transposition instead of getting into a discussion of the current perfunctory paradigm, role of design, and more specific qualitative augmentation.
 

`dazrin

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He was like...

I loev rob
btu hes retartd
But ******** is just a means of a communication agent..etcetc... functional transposition..etcetc.. perfunctory paradaigm.. etcetc qualitive augumentationlol.

Like seriously, wtf did I just read. LOL

oh, not to mention that the quote he used was from like 30 pages ago and falco400 was using sarcasm when he posted it because all t0mmy originally said was "rob is ********"
 

Ecks

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That's pretty much the only exception.

Also, I like Rob. I just can't really play now and have nobody to play with anyway. :/
 

iLink

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Zan you do know you can tech ganon's sideb right?

EDIT: Nvm I see you do it a few times later on. You also never do a getup attack if you fail a tech even though that ganondorf never shield and would have hit him like 90% of the time lol.
 

RomeDogg

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So I have this other random question. So all the clones were cut for Brawl right which yeah it does bug me a little mainly because I found Dr. Mario to be more fun to play than regular Mario mainly because his fall speed compared to Mario but it isn't that big of a deal especially since he was the only good clone really. The thing that really bugs me though is no Mewtwo. He was not a clone and was very unique and personally I do hate Lucario no character can replace Mewtwo. So I was wondering would it at all be possible to like extract the entire character from Melee graphics and all and actually convert him into Brawl? I know you guys have alot to work on just to adapt all the brawl characters to play like melee characters and correct glitches and etc. ....but lets just say you were done doing all that. Would bringing at least Mewtwo into Project M seem worth it or ideal? I mean I have seen someone had made a Mewtwo to replace the Lucario Character. He didn't seem exactly like the Melee Mewtwo but shockingly similar. Im not trying to say that eventually your team should try to bring in all kinds of random characters or original ones and get carried away with that like other people on the Brawl threads. I just think at the least bringing Mewtwo in would be cool and at the most bringing him, Pichu, Dr. Mario, and Roy back. I just primarily just want to know would an accurate clone of Mewtwo in Project M as his own char be possible whether or not your team chooses to do so. Or actually more like a souped-up accurate clone.
 

Sapphire Dragon

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This has been talked about before, they're working on a clone engine that can (as far as I know) essentially clone a Brawl character and then enable them to import Melee characters into each clone they make. I may be wrong on how that works as it's just an assumption, but I do know they are working on this.
 

`dazrin

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So uh.. paragraphs. Use em.

And clone engine may or may not be coming soon.

Dunno why you had to go to the projectM thread to rant about that kind of thing. lol

edit
omg mattnumbers and shadic reading the thread.
mattnumbers i havent seen you in forever dude, come to the next GC!! same with you shadic
 

RomeDogg

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Well because I hate Brawl and love Melee. So I won't post on any of the regular Brawl boards. Project M looks like Melee to me so I am only curious as to if they would be interested in doing something like that because having those characters in regular brawl isn't going to matter to me at all since I will never play regular brawl again. Project M on the other hand is something I definitely want to play.
 

Strong Badam

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Of course we are interested. Whether or not it'll be possible is another thing entirely.
 

RaphaelRobo

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You guys know those aren't actual climbers, right? He's controlling Nana separately from Popo.
 
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