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http://forum.starmen.net/forum/Stor...ing-a-comprehensive-list-of-unused-charactersThen it doesn't exist.
I should note that in Pichu's trophy it says that he is better suited to handicap matches.
You may INTERPRET this as saying Pichu is an intentionally bad (joke) character, but it is most likely referring to the actual Handicap option setting, which strengthens characters if they are at high percent.
At the very least, that's my concern. I know for a fact that I want to play this game regardless... that's not in question. Like I said, I just love smash in general and I doubt this will be an exception... in fact I hope to like this more than either Melee or Brawl. I do doubt however that I'll be able to play competitively so that's not as big a deal to me. In Melee I learned to wavedash and l-cancel, then went to play friends that I could beat without using these techs... so they became showoff gimicks lol. Don't think that mindset will change unfortunately since I do most of my playing offline :/. I'll do my best to develop an offline game with those people who will play with me on fsmash.org.Hmm.... as interesting as those stages are, I think there ought to be more character representation in the PM stage hacks...
I'm not going to go over all the characters and they're level of stage representation, but I know I've mentioned Ganon needing a Ganon-esque stage. There are other game series that only have one stage for multiple characters or a stage that doesn't really seem to suit a character aesthetically. Ideally, imo, there would be a stage suited for every character... but that's prone to heavy interpretation as to what constitutes "suitable" and it would somewhat detract from the largely more important task of stage balancing.
(Speaking of balance... and now to go off on this tangent, xD)
As an aside, I just want to remind people that not every stage has to be neutral or even a clear counterpick... obviously, most of them should be however. People want balance and fairness to be sure, but I notice a trend among those that put an especially strong emphasis on this in regards to characters, stages, or anything really... and that's a tendancy towards "sameness" or a lack of variety. Just as an example that has been expressed before... As much as I think having all the characters "meleefied" is an awesome thing, I also worry about characters falling back or even newly into "clonedom". I see the same thing happen when people try to neutralize stages - a lot of times I can see the stage slowly becoming Battlefield as people explain where platforms should be to balance the stage, lol. Making stuff more similar allows balance to be achieved easier, granted, but I hope there is also special attention paid to keeping things various. Just some observations.
Giant bike is fun. Giant bike isnt on shadow....Shadow skates faster then Giant bike. Giant bike useless...my logic was flawlessly flawed.Wario bike wouldn't be melee compliant!
Olimar is mah hero! How will he fuse into the melee world!
The **** u doin son! We were hiding it from him until Christmastime!!!!More Pichu nonsense!
Oh.http://forum.starmen.net/forum/Stor...ing-a-comprehensive-list-of-unused-characters
-Pichu (Sakurai says that he wanted a character who was bad on purpose, which is why Pichu was brought in. He also says that he had considered Jigglypuff the joke character of the first game, but now Jigglypuff was seen as more of a serious character because of Pichu’s inclusion. Also of note – one fan suggests that Raichu should have been used for Pikachu’s model swap instead of Pichu. Sakurai says that Pichu did more to differentiate himself, and that he added more by being a joke character.)
And under this passage is a link to Pichu's entry from the official JPN Melee site where this is stated:
http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1211/index.html
To reiterate why I posted this... Despite how hyped I was walking in to this thread for the first time and seeing the mission statement and opening post, I had severe doubts. I knew what went down in the early stages of the Brawl+ development, and how it was politically geared and went down the gutter. I had concerns as to whether or not the development team could not only avoid the hurdles the Brawl+ BR members had, but also if they could come together to create what they had envisioned for us.I haven't read through the past ten or so pages, but I really don't need to to understand the underlying sentiment that's been lingering here. That said, I only have one thing to say:
If you want to know the difference between Project: M and Brawl+, it's that when Project: M is finally finished, you'll all be thanking the developers greatly for all their hard work, despite all the griping you may have now about development decisions. If for some reason you fall in to the minority that won't fit this description, there is a simple solution. Don't click the download button.
Respect.
Eh? All I did was prove that Pichu was, in fact, a joke character in Melee. EternalYoshi couldn't find an article so I did. Does not compute.The **** u doin son! We were hiding it from him until Christmastime!!!!
Except that was Bandit/Waffle, not me . But if you want to think it's me, go right ahead.Thunderhorse said that it was going to be available at your local gamestop
Yes and you did it beautifully <3Eh? All I did was prove that Pichu was, in fact, a joke character in Melee. EternalYoshi couldn't find an article so I did. Does not compute.
XD nice! Ill remember that next time.Except that was Bandit/Waffle, not me . But if you want to think it's me, go right ahead.
Anyway, I have a mountain to say on this subject, but it seems we already have enough mountains that we could make a mountain range the length of the Rockies with our opinions.
So I just won't say it .
Ah, why thank you! For a second I thought that maybe there was some devious plot to make "Pichu is a joke character in Melee " a big announcement or news piece from the team.Yes and you did it beautifully <3
First off despite my mediocre placings I play both games. Bad Santa M.A.S. and I support both.First - I know you are an avid brawl supporter, so I doubt you would enjoy this transition to begin with. But to comment on lucario:
Regarding hitbox disjoints, I believe most were unaltered, just animations were slightly tweaked to look more forceful.
Lucario's aura system is still being evaluated, as we aren't really pleased yet with how its structured. It's too complicated with consuming aura charges and doesn't interplay exactly how we hoped.
Regarding aura - We had a lot of fun ideas on how to make lucario a deeper character with some technical components to add to his gameplay. Counter was something which we had capabilities to edit, but felt we could find a way to still play with his "lore" a bit with offering the ability to power up his damage and power in a controlled way (aura stock is an example of bad game mechanics).
We had some fun ideas in mind. For example:
Combo's greater than 3 hits build chargers. Each time you build a charge, you can consume it with down+B to power up your next several attacks (or a permanent damage buff per stock). Obviously a lot of these are out there ideas, but the purpose is two fold:
Lucario metagame is unfortunately spammy and campy. I was hoping to introduce an offensive reward system where pressuring a player will reward a lucario more than a campy one.
These are several ideas we had in mind - but characters evolve a lot over time and nothing is set in stone. Lucario especially.
However, I want to bring up an important point:
Red Ryu, BAD, Stingers et. al. You guys are avid brawl supporters, and (in most cases) not melee players. This game is meant to be melee based, and a simple lucario, wario, ROB, etc, do not play well without changes. We want to keep the feel of a character, but some changes are always required. Look at snake as an example. He is a championed character we spent a lot of time refining, but felt pushback at the start as well. I'm not going to say your going to love the game, but to be honest, I doubt you would anyway. I appreciate you voicing criticism, but in many ways, you aren't our target customer base. If you look at how responsive most melee players are to our characters, our mechanics, and our goal, they are excited for this project. If you cannot accept that characters are going to get changed, I kindly ask you to stop posting in this thread. Instead, if you do accept characters will be changed, I welcome hearing your ideas on how you think the character should be changed.
Moveset and game play consistency, even with the transistion from Smash 64 to Melee or Melee to Brawl they didn't completely change what a character was about. While styles may have changed, basic traits and things the character did weren't changed to be a completely different character.For the most part, we don't want Brawl characters to play like they do in Brawl. We may like some (or many) aspects of them, but if they play like their Brawl selves, what's the point?
I'm going to recognize what people said and use the rules on the OP.The goal has been constant. Just because you didn't recognize it doesn't mean it wasn't there.
I'm not seeing why overhauling Lucario or the other Brawl characters is needed to fit these. Sonic like people have been saying may be too good, nerf his moveset/hotboxes, you don't need to re wight him by lets say making him not the fastest in the game with running speed or spin dashes.What is the goal of Project M?
Project M hopes to achieve a game similar to Super Smash Bros. Melee in many respects. It does not, however, intend to be a 1:1 Melee clone. The following is a list of the main aspects of Super Smash Bros. Melee that inspired and have carried over into Project M:
1) A fast-paced game
2) with flowing, organic movement
3) where the player has a great degree of control over his character due to the technical skill that he's achieved.
4) The balance of offense and defense changes depending on the exact matchup and playstyle, but overall tends to favor offense slightly.
5) Offstage edgeguarding is risky but rewarding, while on-stage edgeguarding is safer but less rewarding due to ledge techs.
6) Recoveries generally require great skill to use, with the advantage usually being with the edgeguarding player, with some exceptions.
7) The combos are challenging and spontaneous, with anything longer than 2-3 hits requiring a knowledge of both characters' options and some degree of prediction and/or a deep understanding of the mental aspect of the game.
In short, Project M aims to capture the essence of what made Melee a truly great game in our eyes.
Your goals set state that you want the game to balance offense and defense, with aggro being a little stronger. Lucario was never super aggro or defensive, he plays passively aggressive. Even then what is wrong with a character that has some defensive traits?Its the camping centric style to his play. Aura promotes camping as he gets stronger. We want to promote offense, not running away. Its that flavor that reeks of brawl, and its something we successfully transformed snake off of.:
Aura was only a larger problem in certain match-ups. In Brawl against Snake, King DDD, and DK. DK could be handled because he can't land well and is juggle bait. Snake and DDD would still beat him even without Aura, but it hurt and helps in these match-ups since he can also kill them earlier than most characters could.Hey I mained lucario in brawl and I know how you felt just by watching the videos, but I have to say that after playing a few rounds with him that he is really enjoyable. I was pretty confused and skeptical about why lucario was changed quite a bit.
What they've done with lucario broadened him into a wider spectrum. Before we had to rely on his weak combos and slow movement of attacks then change up our style when we did have an aura power up. Now hes a pretty powerful guy who is pretty fast to. The guy in the vid is a bit sub par but anyone with a bit of time would be able to wield this lucario intelligently.
Lucario dosent have an aura range on a few of his attacks but they gave him more dependable power to compensate on those losses. Even his downB is more dependable now, The counter was awkward and slow and tournament wise it would almost be useless to use against a high tier, but down B is very responsive.
It can be canceled, it could float you in air for a bit, it can be mindgamed with taunt or having it on with flames covering you. It powers up you smash attacks and also looks epic when its combined with a forcepalm grab.
the only concern really is his Up B. With auto ledge snap gone its really hard to use due to lucario will either wall cling or bounce. After a few rounds I got used to it and figured a way past it. You dont have to be to cautious with it because of its good hitbox so you could just UpB to the stage or above the ledge or wall cling and then jump and airal dodge back.
What im saying is he isnt held back by his old aura attributes but is now dependable with a wider range of posibilities. He can be used intelligently and technically and still feels like a lucario. Its something you should try out and suggest that you find some info on what smashfest or tournament PM is being held and play a few friendlies.
Remember lucario is bound to change sometime once landing detection is found.
I know I was one of those guys who wasn't happy with brawl + but PM vastly different and satisfying. I hoped this helped you out.
Remember one thing though, you are the wielder of the character your controlling and nothing else can change that while you hold the controller
I have an issue with this when is extents to more than just Lucario, it's the same problem I has with Brawl+ where they were changing things on a whim without either.Red Ryu, just because you don't like your vBrawl main in the new game, doesn't mean you can't play it. I mean, I don't have to play Lucas in P:M. Based on the whole entirely new hitstun engine, he plays a lot differently. Lucas just feels even more amazing to me than he did in vBrawl. Lucas was pretty bad in Brawl b/c he didn't really work well. But with a new Z-air, Double Jump Cancel, and new stuff, he just works so well. But if the new Lucario doesn't float your boat, there's other characters. I find Yoshi to be really fun in P:M right now even though I hate Brawl Yoshi. You'll probably find a character you'll like to play.
Sadly Red Ryu, they can and will ignore most of what you said =/ This IS catered to melee players, and they ARE catering it towards "speed fun activate" gameplay. Oh well =[
Hm.Can I call this Melee 2.0?
Yes.
Who's been overhauled? I mean, really overhauled.Red Ryu makes a lot of sense when you think about how the characters from 64 to Brawl still had their same movesets. It's not like the developers of the team said:
"Were making a new engine for Melee, I guess it's time to re-work all the Smash 64 characters and give them new movesets."
Let's look at Jigglypuff for instance. She is a monster in 64 and in Melee. Both very offensive games, yet she is primarily a defensive character. In Brawl she sucks. But there are ways to make her better in Brawl than just changing her moveset. Her move Rest got nerfed severely and her aerials are not as good as they were in Melee. This could EASILY be fixed in Brawl without changing her drastically.
Same thing for P:M. But I guess we will just have to wait until the product comes out to see if it's good.
Brawl is the best selling smash game of all 3. How did they screw up? I know this project is biased for Melee players, so of course the Brawl characters are going to get butchered.Hm.
Who's been overhauled? I mean, really overhauled.
Brawl characters.
What games did the Smash team really get right? Lets see. Smash 64. Melee.
What game did they screw up on?
Brawl.
I think I see a pattern here.
Brawl is only the best selling Smash game because of the success of the Wii, and the hype that was built up for Brawl after how amazing the previous two games (especially Melee) were.Brawl is the best selling smash game of all 3. How did they screw up? I know this project is biased for Melee players, so of course the Brawl characters are going to get butchered.
Why are you here? I mean, really. I can't believe I just read that.Brawl is the best selling smash game of all 3. How did they screw up? I know this project is biased for Melee players, so of course the Brawl characters are going to get butchered.
You got my pointRed Ryu makes a lot of sense when you think about how the characters from 64 to Brawl still had their same movesets. It's not like the developers of the team said:
"Were making a new engine for Melee, I guess it's time to re-work all the Smash 64 characters and give them new movesets."
Let's look at Jigglypuff for instance. She is a monster in 64 and in Melee. Both very offensive games, yet she is primarily a defensive character. In Brawl she sucks. But there are ways to make her better in Brawl than just changing her moveset. Her move Rest got nerfed severely and her aerials are not as good as they were in Melee. This could EASILY be fixed in Brawl without changing her drastically.
Same thing for P:M. But I guess we will just have to wait until the product comes out to see if it's good.
See the issue I have with most of these issues is that people think Melee is some super fast tech heavy aggro game. That is far from true, it has a lot of defensive elements, Armada vs Hungrybox lasted 6-7 minutes each game, Pink Shinobi timed out players on Kongo Jungle.Sadly Red Ryu, they can and will ignore most of what you said =/ This IS catered to melee players, and they ARE catering it towards "speed fun activate" gameplay. Oh well =[
Playing the "Brawl sucks" card I see.Hm.
Who's been overhauled? I mean, really overhauled.
Brawl characters.
What games did the Smash team really get right? Lets see. Smash 64. Melee.
What game did they screw up on?
Brawl.
I think I see a pattern here.
EDIT: Also I'd like to note that the Smash team had NO problems changing veterans character movesets. Or did you forget that Marth lost his Shield Breaker, Ganon lost his Garudo Punch, forward tilt, down tilt, Falco lost his reflector, forward air, up tilt, Bowser lost his Melee claw, et cetera.
The wii selling more says nothing of how sales worked with the games respectfully.Why are you here? I mean, really. I can't believe I just read that.
Both in programming and in character balance and engine design, Brawl was the worst of the three iterations by far. If you want to compare sales, you should look at the ratio of Melee owners to Gamecube owners, and then compare that to Brawl owners to Wii owners, and see statistically which is more successful in terms of averages.
But of course, statistics are a good way to lie about things. And this isn't about money. This is about creating a new iteration of Smash; the game we all had hoped for when we lined up in March of 08 at our local EB Games/Gamestop locations to get first in line to buy the game.
All I think I see is a strawman. And a very bad one at that.Hm.
Who's been overhauled? I mean, really overhauled.
Brawl characters.
What games did the Smash team really get right? Lets see. Smash 64. Melee.
What game did they screw up on?
Brawl.
I think I see a pattern here.
To be fair, I was mostly generalizing. I don't think Brawl is a horrible game even if I believe it is inferior to the other two iterations. But I don't need to really go in to deep explanation about the mistakes they made in Brawl to really make it become apparent to anyone even for a casually geared game that the dev team did quite a few things wrong by comparison to their two previous games.Ulevo, saying Brawl is a screw up is going a little far. It is not really geared toward the competitive gamer, but was not a failure as a game. In fact, because of its success, more people are in the smash scene than ever, despite not all of them knowledgable.
I'm not going to turn this in to a needless Brawl vs Melee debate. I feel that the development team made a lot of mistakes regarding Brawls creation, regardless on how I feel about Brawl as a game personally. That's really where I stand on the issue.Playing the "Brawl sucks" card I see.
Oh and saying Smash 64 and Melee were the only ones done right, good joke.
Also I addressed your edit if you even bothered to read my post.
Sure it does.The wii selling more says nothing of how sales worked with the games respectfully.
I really don't feel that is their aim. If you need any clarification for this, look at P:M Bowser, and Snake.Brawl is a great game and can be played on a highly competitive level just not as technical as Melee. I think people's bias against Brawl is only going to hurt P:M in the end. Melee had a good synergy with both offensive and defensive playstyles. For you developers to favor only the offensive playstyles and neglect even passive-aggressive playstyles like Lucario to the point of changing him into a completely different character I think is a bit much.
Exceptions that prove the rule. I mean obviously Melee has some defensive elements, but you cited examples that are very much contrary to what most Melee gameplay is about.See the issue I have with most of these issues is that people think Melee is some super fast tech heavy aggro game. That is far from true, it has a lot of defensive elements, Armada vs Hungrybox lasted 6-7 minutes each game, Pink Shinobi timed out players on Kongo Jungle.