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Project M Social Thread

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#HBC | Joker

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I had no idea Brawl delayed controller inputs by 0-2 frames, that's insane! I'm really suprised that I've never heard of that before. So much else is known about frame data and such that I would think this would have been addressed at some point.
 

iLink

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That was actually kind of shocking to read. At first I thought it was referring to the delay in momentum but this seems like a bigger issue and I'm glad it was resolved.

EDIT: Reading the part about the c-stick, is stuff like running and usmash with c-stick still in tact or will we have to do it the melee way?
 

Shadic

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EDIT: Reading the part about the c-stick, is stuff like running and usmash with c-stick still in tact or will we have to do it the melee way?
You can still Usmash with Cstick.

Happy holidays everybody. This was a crazy fix to get, and it's amazing how much better the game feels.
 

Strong Badam

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For reference, the "1 frame momentum delay" is a small issue compared to this.
 

Kaye Cruiser

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This is absolutely AMAZING!

I don't know how to count frames mentally or anything, but I always felt like the command on the screen happened a little too late after I pressed the button. I noticed it even more once I started B+, and then much moreso with P:M.

This is going to make using my characters SO much more fun and efficient now that things should happen exactly at the time I mentally calculate it. :3
 

McNinja

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So technically, before these fixes, the game was up to 3 frames off because of this and the 1 frame momentem delay?

:phone:
 

V-K

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Wow you guys are wizards. The input delay was pretty much the only thing I hated about PM compared to Melee. Awesome work, Can't wait.
 

drsusredfish

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what would be the point of purposley having input delay? the fact that you guys can take it out almost screams that nintendo put it there on purpose.
 

leafbarrett

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Mother of god. If they can make so much out of such a problematic engine, then imagine what they could do if they were handed a proper engine. I mean, my god, this is spectacular. Are you watching, Nintendo? Are you watching, Sakurai? These people are the designers of Smash 4. These are the game makers of the future. This is the Melee 2.0 that people have been clamoring for since Brawl hacking got going.
 

McNinja

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Mother of god. If they can make so much out of such a problematic engine, then imagine what they could do if they were handed a proper engine. I mean, my god, this is spectacular. Are you watching, Nintendo? Are you watching, Sakurai? These people are the designers of Smash 4. These are the game makers of the future. This is the Melee 2.0 that people have been clamoring for since Brawl hacking got going.
This. If only.

:phone:
 

Revven

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So mechanics wise, what do you guys have left to tweak/change?
There's still a hefty list of more smaller things that needs to be done we have in the BR. Without listing the whole darn thing, I'll make some highlights.

Shield pushback, regeneration, degeneration (shield mechanics)
Sticky techrolls
SCD Bugs that are yet to be worked out still
Ledge mechanics
Tethers grappling walls
Some super minor C-stick things
Lightshielding
Powershield mechanics (not 100% perfect still afaik)

And then there's a multitude of other small stuff.

drsusredfish said:
what would be the point of purposley having input delay? the fact that you guys can take it out almost screams that nintendo put it there on purpose.
It wasn't so much purposefully. Magus can correct me if I'm wrong, but it was found that the game was actually referencing older inputs for some reason. Though it certainly escapes me how playtesters at Nintendo missed something like this... hell, even the programmers.

I'm still distraught even now.
 

B.W.

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In my opinion, light shielding should be handled differently than it was in Melee, simply because only gamecube controllers can do it the way it was done in Melee.

Instead something like holding B while shielding should give you the effect light shielding had, maybe still increase the size and stuff too, but the input should be different for those people who prefer to use the Classic Controller and whatnot.
 

ClinkStryphart

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awesome i can't wait for 2.5 now. controller fixes and all the other stuff. gonna feel like a brandnew game :-) happy holidays everyone.
 

iLink

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I actually had my 6-8 year old cousins play it earlier today. I was kind of amazing at how well they could do tilts without accidentally doing smash attacks or jumps. They were doing perfect utilts even with tap jump on. Was trying to show them jc grabs and l-canceling. They got the hang of doing the grabs and then made a contest out of trying to do the most l-canceles in a match lol.
 

trash?

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...Wouldn't that mean that there's a good chance that buffering exists solely to cover up the frame delay? It would make sense, as sort of a lazy workaround to properly fixing it.
 

Smooth Criminal

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I always thought it had something to do with bringing the online experience in line.

Too bad Brawl's horrible netcode on top of the buffer and input delay made it that much worse.

Smooth Criminal
 

leelue

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Yeah but an average of 1 frame of difference can definitely go unnoticed.
You can be like "aw I shielded" and write it off.
Things like an inability to RAR or act out of a ledgejump or anything else that glaringly says "Take More Time" can't.
 

DrinkingFood

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oops guess that means Ike's broken.

@leelue
doesnt seem like people werent noticing it. They just didnt know what the actual issue was, and so misidentified it.
 

Shadow Huan

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i play bowser mostly so not much to notice on that character...

but i did notice some delays playing other characters, thought it was the physics delay

big fix this one, should be interesting to play 2.5

:phone:
 

bubbaking

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In my opinion, light shielding should be handled differently than it was in Melee, simply because only gamecube controllers can do it the way it was done in Melee.

Instead something like holding B while shielding should give you the effect light shielding had, maybe still increase the size and stuff too, but the input should be different for those people who prefer to use the Classic Controller and whatnot.
There is one slight problem with this. In Melee, one could control the density of the shield by altering the pressure with which they pressed the shield button. The only reliable way to do a 'perfect lightshield' was to press the Z button. In other words, only analog buttons (L&R buttons on GCN controllers) can truly replicate Melee's lightshielding mechanic. However, if one really wanted to change the way lightshields work in the way you're suggesting, it would be worthwhile to note that Classic Controllers have ZL and ZR buttons, so if those can be differentiated, then one of those could easily be used for lightshields.
 
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