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It probably has to do with Brawl waiting a frame to read short hop inputs. Because of this Brawl (and by extension PM, since they haven't changed this yet) feels a lot slower.So all my friends are like 'OMGWTF P:M IS TOOOOO SLOOOOW MELEE IS LIKE 3 MILLION PERCENT FASTER BLAAAUUUURGH' and so while it isn't, it does feel a little different... Why?
It does make SHing easier, but it also contributes to the game feeling slower.what
are you serious?
I don't think this makes a difference
melee only checks if you're holding the jump button one frame earlier than p:m, the jumpsquat animation takes equally long in both games and you're jumping on the same frame in both games. pretty sure it only makes short hopping easier (and to be honest, makes more sense design-wise)
It actually also makes full hop-> instant cstick aerial sliightly harder for all characters as well, since you have to be holding the jump button for the entire jumpsquat, so you either have to move your finger to the cstick in less than one frame (less than two frames in melee) or not do an aerial on the first frame. It's harder for 3 frame jumpsquat characters to SH in melee, but still much more doable than moving a finger to cstick in such a short time, especially when you want to do something that takes a fraction of a frame more in terms of finger position, like a back air, which takes ever so slightly longer than a dair (depending of course on button set up). In melee, although one of the windows gets like, slightly harder, the other gets significantly easier. It's actually a better system.what
are you serious?
I don't think this makes a difference
melee only checks if you're holding the jump button one frame earlier than p:m, the jumpsquat animation takes equally long in both games and you're jumping on the same frame in both games. pretty sure it only makes short hopping easier (and to be honest, makes more sense design-wise)
He always goes into freefall unless he hits something, in which case he bounces off.What determines whether Wario enters free fall after side-b off stage? I can't seem to find a common link.
If you are airborne when using Side B, you will enter free fall unless you hit something. Stage, opponent/shield.Some thoughts after playing the demo a bit:
What determines whether Wario enters free fall after side-b off stage? I can't seem to find a common link.
1. Wario only enters special fall from a sideb started in the air.Some thoughts after playing the demo a bit:
What determines whether Wario enters free fall after side-b off stage? I can't seem to find a common link.
Link's double jump is pathetic.
I'm seeing CPUs make a weird stutter step. I've only noticed it so far with Falco on Dreamland.
What kind of matchup would you like to see TASed?
ThisMaybe I misread your question, and you're actually talking about using a grounded side-B to run off the ledge, which does not put you into freefall.
Probably some of those guys that think the pinnacle of SSBM is Fox/Falco/Falcon only.So all my friends are like 'OMGWTF P:M IS TOOOOO SLOOOOW MELEE IS LIKE 3 MILLION PERCENT FASTER BLAAAUUUURGH' and so while it isn't, it does feel a little different... Why?
wleProbably some of those guys that think the pinnacle of SSBM is Fox/Falco/Falcon only.
Instead of clicking FitCharXX after you've opened the file go ModelData[0] > 3DModels(NW4R) > right click FitCharXX > Previewmore viable characters that happen to be slower. i don't think melee is a fast game. it's just that all of the viable characters are fast.
max i'm still having trouble. here's what i'm doing.
opening bbox (v0.67b)
file > open > fit[insertcharacterhere].pac
right click fit[insertcharacterhere].pac > preview all models
open all panels
load moveset fit[insertcharacterhere].pac
file > open > fit[insertcharacterhere].pac and then file open > fit[insertcharacterhere]motionetc.pac
i see the actions and subactions and stuff but how do i actually view the model
i keep seeing some distorted thunder gfx
i'm using pikachu btw
i think i see what i'm doing wrong.
target model is some special gfx but i don't know how to set it as pika
I told you to open a te,tire file, lol... Fit(char).Pac are the moveset files... You want fot(char)xx.Pac file...more viable characters that happen to be slower. i don't think melee is a fast game. it's just that all of the viable characters are fast.
max i'm still having trouble. here's what i'm doing.
opening bbox (v0.67b)
file > open > fit[insertcharacterhere].pac
right click fit[insertcharacterhere].pac > preview all models
open all panels
load moveset fit[insertcharacterhere].pac
file > open > fit[insertcharacterhere].pac and then file open > fit[insertcharacterhere]motionetc.pac
i see the actions and subactions and stuff but how do i actually view the model
i keep seeing some distorted thunder gfx
i'm using pikachu btw
i think i see what i'm doing wrong.
target model is some special gfx but i don't know how to set it as pika
opening everything from pm 2.5 fighter files
do i need to have brawl files or something?
wle
thye 13/ rigt