DaiAndOh
Smash Ace
Now that I think about it, will zair's still be lagless?
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The Djc would set up for mindgames batter than the airdodge variantyou mean to lucas???
he can actually Directional AD to cancel he's jump and be able to Zair out of it, all Zair characters can actually
Neato.I had originally planned a trailer for this, but my recording set-up is now broken, so the true hype machine will have to wait.
__________________________________________________________What is Project M?
Welcome to Project M.
__________________________________________________________
Project M is an in development spin off of Brawl+ designed to add rich, technical gameplay to a balanced cast of characters while additionally enhancing the speed of play. Project M employs new codes which seemlessly add in new features to the entire cast to add technical variety to all characters.
What is Project M's mission statement?
Project M aims to achieve rich, technical, and fast gameplay married to the new brawl engine to yield a balanced, competitive, and technical version of Brawl.
Select Changelist:
Airdodges: An entirely new air dodge code has been programmed through use of a fighter.pac injection. This air dodge behaves as followed:
- Neutral joystick input = Brawl Air Dodge system
- Directional joystick input = 100% directional air dodge. At the end, you go into special fall.
- The directional air dodges have 10 frames of landlag, are able to slide off of edges, and have yielded additional, new techniques beyond that of classic wavedashing and wavelanding.
- Zairs, and items allowed for aerial glidetosses. By rapidly pressing Z during the startup of the air dodge, your character gains a momentum boost in that direction and goes into zair or item throw.
L-canceling: An entirely new L-canceling code has been programmed through use of a fighter.pac injection. This enables natural feeling L-canceling as a method to reduce half the landing lag of aerials. A current caveat is that this code needs to be built to maintain a 6 frame timer akin to melee, but has not yet been completed. A nice new feature is that upon a successful L-cancel, a small little starish flash appears behind your characters feet.
Edge-canceling: You can now slide off the edge during aerial landing lag.
Ledgeteching - This brings back the ability to SDI into a wall and tech while recovering.
Jump-Canceled grabs By pressing the grab button during the beginning of your jump start animation you can now enter a standing grab at the speed of a full dash. [Note-this code is work in progress]
Powershield Reflects Projectiles Speaks for itself. [Note-this code is work in progress]
Meteor Canceling Window altered to less than 25 frames, non-spammable upB press. [Note-this code is work in progress]
Footstooling Remapped Footstooling was remapped to uptaunt. Through inclusion of a button remapping code, you can map this to the jump button you don't use. For example, I jump with Y, so I mapped it to X. So now I jump with Y, and Footstool with X.
Tethers grab walls and not just ledges Not sure if this is possible, currently in testing. [Note-this code is work in progress]
New Physics - The physics for all characters have been fine tuned to greatly increase the speed of gameplay. This has been one of the ultimate "crowd pleasers" of beta testers thus far. Overall friction has been enhanced as well, to give players a stronger sense of control.
Additional changes include:
- Hitstun at a value between brawl and brawl+
- No air dodging while in tumble
- Removal of sideB autosnapping the edges
- All other Brawl+ changes
Character Changes (more to come):
There have been many character changes which greatly adjust characters gameplay and new balancing changes. A few highlights include:
And a ton more! (note: some of these are already present in Brawl+ but were programmed for P:M)
- Falco's melee shine, nair, and utilt
- Bowser's flame cancelling
- Falcon's moonwalking
- Ness/Yoshi double jump cancelling
- DK's strong hit upB
- G&W melee nair
- Samus IASA on bombs, bomb explode on contact, and true missile canceling
- Sonic's Homing Attack can be interrupted with an aerial
- Mario can walljump out the end of his upB
Questions:
When is this coming out?
It is currently still in closed beta testing and will be released only when the project is deemed ready. Don't try and rush us as we want to put out an amazing product.
Is this going to replace Brawl+?
No.
Is this okay to call it melee 2.0?
Yes.
Is Brawl+ melee 2.0?
No.
Can I hassle you to get a test version of this?
No, and if you do, I especially won't give you it lol. However, I do plan to expand beta testing soon and will be keeping an eye on this thread for intelligent posters.
Known Bugs in process of fixing:
HAD Code: Allows you to cancel your directional air dodge with a B move for certain characters (lolwtfrestswithjiggs)
HAD Code: Movement does not decay in speed allowing for easy perfect WDs
HAD Code: Crashes when D3 attempts to air dodge
L-canceling: No 6 frame timer.
The Team:
Shanus
Shell
Camelot
Doval
'Guy
Plum
Yeroc
Dantarion
Special thanks to PW, Almas, and others
I said I misunderstood. >_>ET please...don't underestimate me, I'm a really good melee player, so don't come here to say the game is hard for me or any of that bull. Ness attacks were made for djc, since he had it since 64 and was only taken out in brawl, in which he still keeps his aerials. Lucas on the other hand, never had it, his aerials are a lot different from Ness, and the ones who main him are already used to him w/o DJC. Also, I said that they SHOULD add it, since it will give us something new to mess with, and if it doesn't work(maybe it does, who knows), they take it out.
EDIT: yes, if you hold jump button, you still do full jump(no djc),, but it's difficult/impossible to use c-stick while holding jump
lol ye ye, sorry, it just hit a nerve back there cause melee is like my fav game of all timeI said I misunderstood. >_>
Dude. Have you never been on a message board? Don't quote the entire friggin' first post. Christ.Neato.
Dont add to much, just make it into melee.
Except that's not a model import. That's just a screenshot of the level, made into the background for the stage, and collision on top of it.Ever since I've seen this
http://i45.tinypic.com/j93g4h.png *rest of post*
OMFG. Why would you think it a good idea to quote the entire OP to post two sentences?! Can a mod clean this up?Neato.
Dont add to much, just make it into melee.
Do you think it'll be possible to make these with some time?Except that's not a model import. That's just a screenshot of the level, made into the background for the stage, and collision on top of it.
I haven't heard of anything with that. They probably wont start until they get his airdodge working.Has ANY progress been made on Meleeized DDD at all?
Once we get model importing to work.Do you think it'll be possible to make these with some time?