• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Project M Social Thread

Status
Not open for further replies.

iLink

Smash Champion
Joined
Oct 17, 2007
Messages
2,075
Location
NorCal
I think having his downb charge AND counter would be kinda dumb, at least make it punishable.

Also the sped up version of downb in older builds worked pretty great, the problem with it in vbrawl was that it took too long for Lucario to reappear. And you actually do have some controller over what direction he comes in from and from what distance, just not horizontally.
 
Joined
Jun 29, 2006
Messages
1,255
Location
Oklahoma City
I seriously can't grasp the idea of someone wanting a mechanic like aura stock to stay. It really doesn't affect me regardless, as I won't touch Lucario with a ten foot pole anyway. If you guys want your character to have to soak up massive amounts of damage to get a kill, be my guest.

I just want to understand the logic here. I've read the past 7 pages of this thread, and it still doesn't make any sense to me.
 

The King Of Hearts

Smash Journeyman
Joined
Sep 6, 2005
Messages
251
Location
clearwater near tampa
I seriously can't grasp the idea of someone wanting a mechanic like aura stock to stay. It really doesn't affect me regardless, as I won't touch Lucario with a ten foot pole anyway. If you guys want your character to have to soak up massive amounts of damage to get a kill, be my guest.

I just want to understand the logic here. I've read the past 7 pages of this thread, and it still doesn't make any sense to me.
Pretty much.
 

jahkzheng

Smash Lord
Joined
May 6, 2009
Messages
1,653
Location
Northern California
I think having his downb charge AND counter would be kinda dumb, at least make it punishable.

Also the sped up version of downb in older builds worked pretty great, the problem with it in vbrawl was that it took too long for Lucario to reappear. And you actually do have some controller over what direction he comes in from and from what distance, just not horizontally.
What if it didn't do damage and only KB.
What seems better, the aura charge that can be activated whenever, or the aura charge that requires getting "hit"?

Aura charge that can be activated whenever might encourage people to run away rather than try to time a counter, while an aura charge that requires getting "hit" would encourage people to try and read they're opponent and camp less. Either way, a counter that could just remove their opponent from a position that could punish them would be nice. Punishing could occur with a slow startup, but in the counter activated aura charge circumstance, that might make acquiring full aura strength harder than taking damage...


Edit:
Anyways, I really do need to go to bed. Wish I could realistically stay up and keep these ideas alive. I'll probably check in late in the morning lol.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
A character who plays passive aggressively passive equates to defensive play, since by definition passive aggressiveness requires an action for you react to.

The only character in brawl you can remotely play aggro is MK, and this has been cited by multiple pros hundreds of times (M2K especially). No matter how you spin it Red Ryu, you can't argue against it. Lucario is and will be a defensive character as long as he plays like brawl. The fact is against fast characters with lower lag in a melee environment, his approach options become nullified as fair can easily get outspaced leaving him mostly with the option AS camping, trying to bait them into never ending uthrows, and dair. As somebody who has played the game (which you have not) as well as lucario in B+ (an analog with higher gravity and less landing lag), its pretty sad to see how lucario is forced to play. Go watch Lee Martin play B+ or PM. There are plenty of vids, and I can tell you nobody would want to play PM if it had that. We are aiming for a fun game, but I think you and I have a different opinion on fun (see our differing opinions on the melee vs brawl thread where you cite you prefer brawl "combo vids" whereas I prefer melee vids). As I reiterated earlier, we don't want "passive aggressive" gameplay. We don't want you to pick up PM and to just be playing brawl. That is what justifies changing brawl characters in the OP. If we didn't change them, all you would have is melee + brawl characters who get outpaced in every form of the game. No matter what, a characters metagame will change in this environment, and a brawl metagame in melee is not what we want. The thing you don't seem to understand is our mission statement. When it clearly defines "Project M aims to capture the essence of what made Melee a truly great game in our eyes," it in no way shape or form says "We aim to change as little as possible to reflect brawl and leave brawl characters as low tiers while melee characters will be the best again." Re-read Shell's quote on captain falcon in brawl. If you can't accept this, then you do not understand this projects goal.
 

Blitzkrieg98

Smash Apprentice
Joined
Sep 17, 2009
Messages
95
Location
idunno
Wow...

A summary: I have read page upon page upon page (considering 20 PPP) of rather disgruntled Brawl players with a bad case of persistent cyclic argumentation and (in stingers' case) taking verbal pot-shots at the devs. $10 says once they actually try the game come release, they'll eventually eat their words. In addition, is it that hard to just find another character if you are seriously that dissatisfied with him/her/it?

Of course, while said discussion may take a while to become water under the bridge, I myself await the day I can play this mod with patience and anticipation.
 

jalued

Smash Lord
Joined
Mar 16, 2008
Messages
1,813
Location
somewhere cold and dreary
I just wanted to say that i have complete trust in the developers of this project, and the direction that they take characters. From the recent tournament stream, the playstyle was very similer to melee and it was a joy to watch(after an hour or so of ajusting to no landing detection).

I followed the brawl+ thread obsessivly for a few months and it is clear that the PM developers are more mature, controlled and methodical with the changes that are introduced. I really look forward to the release of this game and wish the team the best of luck

Finger's crossed that the wizard gets landing detection sorted.

Btw, hows the DI problem going?
 

JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
NNID
JCaesar
those random streams were sexy. despite the naysayers (yes, all three of them), things are looking bright for P:M's future development!


You guys enjoy those CPU grudgematches last night?

A character who plays passive aggressively passive equates to defensive play, since by definition passive aggressiveness requires an action for you react to.

The only character in brawl you can remotely play aggro is MK, and this has been cited by multiple pros hundreds of times (M2K especially). No matter how you spin it Red Ryu, you can't argue against it. Lucario is and will be a defensive character as long as he plays like brawl. The fact is against fast characters with lower lag in a melee environment, his approach options become nullified as fair can easily get outspaced leaving him mostly with the option AS camping, trying to bait them into never ending uthrows, and dair. As somebody who has played the game (which you have not) as well as lucario in B+ (an analog with higher gravity and less landing lag), its pretty sad to see how lucario is forced to play. Go watch Lee Martin play B+ or PM. There are plenty of vids, and I can tell you nobody would want to play PM if it had that. We are aiming for a fun game, but I think you and I have a different opinion on fun (see our differing opinions on the melee vs brawl thread where you cite you prefer brawl "combo vids" whereas I prefer melee vids). As I reiterated earlier, we don't want "passive aggressive" gameplay. We don't want you to pick up PM and to just be playing brawl. That is what justifies changing brawl characters in the OP. If we didn't change them, all you would have is melee + brawl characters who get outpaced in every form of the game. No matter what, a characters metagame will change in this environment, and a brawl metagame in melee is not what we want. The thing you don't seem to understand is our mission statement. When it clearly defines "Project M aims to capture the essence of what made Melee a truly great game in our eyes," it in no way shape or form says "We aim to change as little as possible to reflect brawl and leave brawl characters as low tiers while melee characters will be the best again." Re-read Shell's quote on captain falcon in brawl. If you can't accept this, then you do not understand this projects goal.
Well said Shanus, despite its "wall-o-text" status.
 

JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
NNID
JCaesar
Nothing to save. Level 9 Luigi retains his title as all time greatest AI.

(Actually, I think you literally can't save CPU-only matches, because you can't press Z at the end)
 

Slashy

Smash Lord
Joined
Aug 15, 2007
Messages
1,402
Location
Palm Beach
Please, educate me.
1. You're going to blame the users for changes in Project:M's development, rather than potentially legitimately poor design choices
2. You're asking people to not even try out Project:M if they don't have a positive attitude towards it. You're telling people not even to form an opinion after trying it.
3. Implying that everyone who liked Brawl+ is going to like Project:M. There are plenty of things I liked in Brawl+ that I won't be getting in Project:M
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Darkshooter: If you press taunt during the knee Falcon will say yes (only when you hit with it, so time it properly!)

Edit: Ninja'd
 

Vaerix

Smash Journeyman
Joined
Jun 27, 2003
Messages
419
Location
Sugar Land, TX
I've a couple questions.

in this video: http://www.youtube.com/watch?v=KXiIA91_DEQ
I noticed a couple things. The Swords Dance charge seems to be cancelable, and you retain that charge to resume later and obtain the first full charge. Is that true?
Now, given that, you've mentioned that there're multiple levels of that charge. The charge (I presume) goes away after a certain time, so would getting the new charge reset the counter? Or would the charge go away as soon as the "timer" for the first charge runs out?
(Critique-wise I feel it's a lot smoother than getting beaten up. My friend used to play Lucario avidly in Brawl, and while it did allow for "combos" at early percentages, there were a lot of times at later percentages where he could have had an opportunity to use this Swords Dance mechanic. Granted, I play Bowser, and that practically screams for projectile camping, but I still think it's a valid move. Double Team was pretty punishable to me.)

As for Zelda, do her Din's Fire explosions all coincide rather than having individual timers?
 

Rikana

Smash Champion
Joined
May 16, 2006
Messages
2,125
lol still going at it. I say change Lucario regardless of what they say about the aura. They keep refering to Bawrl which is obviously not the point of the project.

Fox64 not so different than Melee Fox? lol. He has been changed drastically. Settle differences add up to different gameplays. I played both games competitvely so I would know. Just comparing the laser and shine game alone is quite a huge difference.

So.. Ganon's crouch cancel downB is to Ike's counter, yes? Discuss.
 

Rikana

Smash Champion
Joined
May 16, 2006
Messages
2,125
LOL. It was a joke. Someone said that Ganons downB is basically a counter cause you can CC into a downB.
 

jahkzheng

Smash Lord
Joined
May 6, 2009
Messages
1,653
Location
Northern California
Nothing to save. Level 9 Luigi retains his title as all time greatest AI.

(Actually, I think you literally can't save CPU-only matches, because you can't press Z at the end)
Cpu Luigi is beastly...
I remember setting up a cpu tourney out of curiosity and having Luigi win. And he won most of the time in FFAs. I wonder if anyone has ever tried to make a cpu tier list based of cpu results xD.

LOL. It was a joke. Someone said that Ganons downB is basically a counter cause you can CC into a downB.
Wow... that comment was made a long time ago. You're digging that up? Lol, you must be trying to establish it as a thread "inside joke", since no one should really remember that. (I'm sorry that I've wasted precious mental space on such triviality) :p
 

Scufo

Smash Apprentice
Joined
Mar 13, 2008
Messages
162
Location
Massachusetts
Aura is a dumb mechanic. It essentially rewards you for playing poorly. Sakurai design at its finest.

(my $0.02)
 

Krautrock

Smash Apprentice
Joined
Apr 27, 2010
Messages
121
Just outright remove Lucario. No one needs to play a whack *** grunting weasel anyway. Problem solved.
 
D

Deleted member

Guest
Have you guys given thought to an option of using both a delayed Din's Fire compared and a normal vBrawl styled Din's?
 

Slashy

Smash Lord
Joined
Aug 15, 2007
Messages
1,402
Location
Palm Beach
Don't you think the clone engine is useful in building hype in this project? It's something that will actually get you gaming press coverage
 

GP&B

Ike 'n' Ike
Joined
May 8, 2009
Messages
4,609
Location
Orlando, FL
NNID
MetalDude
Have you guys given thought to an option of using both a delayed Din's Fire compared and a normal vBrawl styled Din's?
It could be implemented much like Samus' Missiles if that was taken into consideration.

Don't you think the clone engine is useful in building hype in this project? It's something that will actually get you gaming press coverage
Yeah, but the general engine mechanics (DI, landing detection, etc.) are of a larger concern. The sooner they're perfected, the easier it is to gauge how all the characters perform without making assumptions about their traits without certain pieces in place.
 

Sterowent

Smash Ace
Joined
Mar 10, 2008
Messages
648
Location
Southgate, MI
Nothing to save. Level 9 Luigi retains his title as all time greatest AI.

(Actually, I think you literally can't save CPU-only matches, because you can't press Z at the end)
hey, perhaps you missed my edit. we got ourselves a mechanical ken in here.

and seeing CPU behavior not completely bugged out is a little hype for me, yeah. why, if it isn't improved upon by the end of the project, i'd be surprised. not anytime soon, but eventually!
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,559
i **** level 9 cpus in PM about as hard as I **** level 9 cpus in melee.
the reason Brawl CPU's are so difficult to fight is probably because of the lack of depth in the game.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
Don't you think the clone engine is useful in building hype in this project? It's something that will actually get you gaming press coverage
Game comes first, hype and press comes second. In fact, dealing with hype and backlash consumes time we would be spending on the game otherwise. :awesome:

Besides, only one person can work on the Clone Engine, and we don't want Dant to get tired of Brawl hacking permanently by getting fed up on the clone engine. He gets other Brawl hacking outlets as well.
 

AeonClock

Smash Apprentice
Joined
Aug 4, 2010
Messages
112
Why not just keep aura in but change the max cap to 120%, make the down-b cause Lucario to gain just enough percent to push him to the next aura level (if this can't be done just make it inflict 20% on himself) and make it activate almost instantly, and give him even more kill potential?

-High risk, high reward
-Lucario keeps his aura
-Discourages camping
-Encourages complete and utter rapage of your opponent before your gained percent goes to waste by losing a stock.

Everyone is happy! :D >_>
 

#HBC | Red Ryu

Red Fox Warrior
Joined
Jun 15, 2008
Messages
27,486
Location
Milwaukee, Wisconsin
NNID
RedRyu_Smash
3DS FC
0344-9312-3352
I figured his "charge" wouldn't go away until he died... just like in brawl. And requiring 4 or 5 charges for his aura to reach full potential would take time like accumulating damage... especially if we are talking about that counter actually having to be activated to make the charge work - which incidentally doesn't promote camping but a defensive playstyle that revolves around reads.
In the counter activiated case, the move should be fast. In the activated regardless case, it should be slower or at least more punishable. The counter activated style is more in line with brawl as it requires getting "hit" to increase your aura strength. In that respect, I'd believe that if you couldn't keep the brawl aura system, you'd prefer this. Also, if the counter activated aura is going to be fast and beneficial, then maybe its actual counter should be weak but give enough time to not be punished immediately afterwards.

And thanks for responding, lol.
So does his aura go away when he dies or does it go away with time? Because if it goes away with time, that promotes camping Lucario until his boosts go away with time. If it is by stock, then it would fit his style a bit more as his brawl counter part in ways.

I wouldn't have as much of a problem if it weren't the fact that it was attached to his "lore" As he comes closer to death his aura gets stronger to protect him, I really want to keep consistency and making a system that fit him perfectly. Getting beat up to get stronger is what he is about.

The new Pro Lucarios dont really fancy me though? Like Lee Martin doesn't look like I could fit in to watching. I still feel exhilaration watching most azen vs m2k matches. Ill check out trela in the afternoon due to its almost 6am here.

DT wasn't useless nor wothless and it had it uses bro. I never had a time to use it against ICs blizzard and I know at low percentages it could combo, but I know sometime if placed in the wrong direction that it could lead to an SD. Its a ridged move in situation that I know I wouldn't trust in most circumstances.

Although in relation to jahkzheng idea for his down be being charging and counter. That depending on how much you have stored up and timed right... It could lead to a decent to big aura explosion.
But honestly it almost seems to much to be in a single move to be fair.


Tp the promoting of camping: Nha it depends on the player, but over camping isn't needed. Your aura should be used close up and most likely close up then focused on aura spheres.
Watch Lee vs Rain, at 3:20 is amazing for the next 15-20 seconds at what he does.

Dt again as I said, if people removed it, wouldn't be a huge deal since it's situational but I just wanted to clarify things about the move.

Honestly, i would love double team more if you had more control over where you could appear. I would love to punish jumpers by appearing right above where they hit me. that might be too much work for the devs to come up with those animations though. The only other thing i can think of for that move is to do what Bbrawl did to it and make it unblockable...
Actually you can control it.

<object style="height: 390px; width: 640px"><param name="movie" value="http://www.youtube.com/v/JtTrTZZVA-M?version=3"><param name="allowFullScreen" value="true"><param name="allowScriptAccess" value="always"><embed src="http://www.youtube.com/v/JtTrTZZVA-M?version=3" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="640" height="390"></object>

Most people just don't learn how to do it.

I seriously can't grasp the idea of someone wanting a mechanic like aura stock to stay. It really doesn't affect me regardless, as I won't touch Lucario with a ten foot pole anyway. If you guys want your character to have to soak up massive amounts of damage to get a kill, be my guest.

I just want to understand the logic here. I've read the past 7 pages of this thread, and it still doesn't make any sense to me.
If I can kill people under 100% in Brawl with it, just think of what could happen in Melee where people die much sooner. :pimp:

A character who plays passive aggressively passive equates to defensive play, since by definition passive aggressiveness requires an action for you react to.

The only character in brawl you can remotely play aggro is MK, and this has been cited by multiple pros hundreds of times (M2K especially). No matter how you spin it Red Ryu, you can't argue against it. Lucario is and will be a defensive character as long as he plays like brawl. The fact is against fast characters with lower lag in a melee environment, his approach options become nullified as fair can easily get outspaced leaving him mostly with the option AS camping, trying to bait them into never ending uthrows, and dair. As somebody who has played the game (which you have not) as well as lucario in B+ (an analog with higher gravity and less landing lag), its pretty sad to see how lucario is forced to play. Go watch Lee Martin play B+ or PM. There are plenty of vids, and I can tell you nobody would want to play PM if it had that. We are aiming for a fun game, but I think you and I have a different opinion on fun (see our differing opinions on the melee vs brawl thread where you cite you prefer brawl "combo vids" whereas I prefer melee vids). As I reiterated earlier, we don't want "passive aggressive" gameplay. We don't want you to pick up PM and to just be playing brawl. That is what justifies changing brawl characters in the OP. If we didn't change them, all you would have is melee + brawl characters who get outpaced in every form of the game. No matter what, a characters metagame will change in this environment, and a brawl metagame in melee is not what we want. The thing you don't seem to understand is our mission statement. When it clearly defines "Project M aims to capture the essence of what made Melee a truly great game in our eyes," it in no way shape or form says "We aim to change as little as possible to reflect brawl and leave brawl characters as low tiers while melee characters will be the best again." Re-read Shell's quote on captain falcon in brawl. If you can't accept this, then you do not understand this projects goal.
You see, while I do differ in likes and dislikes, I understand this and accept it. Still enter Melee tournaments and play the game and respect that the game is more aggressive. I can understand some changes where a character is pretty much a camp and run character, Toon Link.

My issue is the fact people don't seem to understand how the character worked, and seem to think he was nothing but camp and run away. His fair in Brawl, doubt it will be in Project M either, was not the most disjointed move but being a 4 frame with very short cool down and transcendent priority made up for it. Generally his approaching invovled spaced tilts/jabs, fair/rising nair, or grabs/pivot grabs. His has approach options, granted he has some issues with shield and having poor grab range outside of his pivot grab doesn't help him.

The fact you brought up Aura Sphere camping proved even more people don't know this character, camping aura sphere never works. It stops working when people start using the shield button to slow moving projectiles, they are very very good at punishing in the air, landing and used as a mix-up, 26% is nothing to laugh at with max aura. It can be used fired as smaller ones as a means to do slight pressure, but with a -10 on block the pressure they give is very minimal.

Never ending Uthrow CG only works on 4 characters, at specific % with aura, 38% when under 4oish%, 25 from 40% to around 140%, all of which are fast fallers. Dair is good to cover from below, but baiting it and hitting him from the sides is a lot easy, not to mention if he doesn't SH it he is more vulnerable after using it.

Really all of this is coming off to me as people who don't understand him or did much research outside of theory craft and when Lee played him in Brawl+, M, etc. Thinks like his Uthrow CG I don't expect people to know, it's only on 4 characters and not widely talked about, things like camping Aura Sphere not being effective I would expect people to know.

It's another persevered notion that defensive play wasn't a part of Melee when it quite in fact was. Peach has issues when Fox and Falco camp her with lasers and force her to approach, in melee. Heck, Peach herself isn't what I would call an aggressive character, she can approach and has the options to, but watching platform camp for Dsmashs, or float in safety to avoid being hit. Yeah she has combos and is good at edge guarding, but to say she didn't have her fair share of campy or defensive play style is foolhardy. Fox is versatile enough where players can play him in different ways. Like he can be aggressive he can also run away and camp lasers if he really wanted to.

This project outlined a goal to balance defensive and aggressive play with aggressive having a slight edge, I haven't seen much to really define the defensive aspects as everyone only focus is how they can be aggressive and combo. I really see this as failing to follow the original outlined goals since while people say they wanted a balance with aggro slightly winning, I see nothing wrong with some characters being more defensive that others, not everyone is Fox, Falcon, Sheik, etc. There are characters like Peach, Jigglypuff, Zelda, etc. who play more defensively than others do and aren't rush down.

There are characters like Snake, Toon Link, etc. who need revisions to fit Project M, because they were more defensive. Characters like Zero Suit Samus, and Lucario only need have their moves changed slightly to be more aggressive. Brawl characters were changed to their Melee counter parts to be almost identical, why can we do the same by simply tweaking some things with the Brawl exclusive ones, not just Lucario, that can fit and play more aggressive versions of their Brawl counter parts.

Sorry if this is annoying or something I don't want to come off like that, but this is just my take on it and how I think Project M should go about it to fit the goals on the OP. Thats all.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Aura is a dumb mechanic. It essentially rewards you for playing poorly. Sakurai design at its finest.

(my $0.02)
if that's it's finest....are melee and 64 his worst? :trollface:


but anyways, for the subject at hand it's essentially an issue of "character".

In his game, Lucario was based around his aura mechanic, but you changed it to fit more into the melee environment.

It's essentially the same thing as turning Ike into Marth with more KB and slightly worse frame data just so he'd be better fit to the melee environment, even though it's really not "fitting" to his character.


If a bit more explanation was given into how his new aura / nasty plot / swords dance worked, im sure there wouldnt be as much fuss (that and the vids had him have no Aura GFX, which could caused alot of confusion)
 
Status
Not open for further replies.
Top Bottom