Ecks
Smash Lord
- Joined
- Dec 16, 2010
- Messages
- 1,211
I thought of that when I wrote it actually :3NCLBA: No characters left behind act.
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I thought of that when I wrote it actually :3NCLBA: No characters left behind act.
You remember correctly.Always been that way since Smash 64 if I remember correctly.
Sounds simple enough. Thanks for the advice. How about that dsmash?throw out f-tilts and jabs every now and then.
they are buffed in speed in P:M and can throw them off their speed game.
oh and dash attack too
it is punishable and should only be used when they are in close aggressive or after crouch cancelling.Sounds simple enough. Thanks for the advice. How about that dsmash?
If you catch any of them in the air a great strategy is simply to use his recovery into them; it still is a mediocre recovery (as it should be) but it's great for finishing off combos in my brief experience with Project:M.Sorry to kick a dead horse but a question about Link.
I'm having some major match up issues against Fox, Falco and Marth. Any fellow P:M Link users (or players) have any tips or strategies against these characters?
Thanks.![]()
The "hoo" is from his air dodge, not from his jump. It typically occurs when you are triangle jumping iirc, he doesn't make the sound if you perfect wavedash. Which is how it is in Melee too.Mario had a cool wavedash in melee because he always made his cool jump noise whenever he jumped. In Project M, he'll still do his 'hoo', but it's pretty late in the jump in comparison to melee, so you never really get a chance to hear it anymore. Any plan to adjust the noise so it comes out a hell of a lot sooner (I assume it's the frame he is considered to be jumping in melee)? This is obviously something that is bottom of the barrel when it comes to changing up Project M, since it's a mere cosmetic change.![]()
Mario had a cool wavedash in melee because he always made his cool jump noise whenever he jumped. In Project M, he'll still do his 'hoo', but it's pretty late in the jump in comparison to melee, so you never really get a chance to hear it anymore. Any plan to adjust the noise so it comes out a hell of a lot sooner (I assume it's the frame he is considered to be jumping in melee)? This is obviously something that is bottom of the barrel when it comes to changing up Project M, since it's a mere cosmetic change.![]()
Let's do this.Me and a friend gave this a whirl. I think Link still needs a few changes.
Link's UTilt in Project M comes out from 8, from frame 9 in Melee. The attack also ends 3 frames sooner. The different animation may be throwing you off, but he stands a bit taller during the Brawl Utilt, giving him better vertical range.1. His utilt startup is a bit too long. I forgot how slow the brawl utilt was and it really just feels...off.
Jump startup is 6 in both P:M and Melee, and you can attack frame 7 in both games as well. You're a bit closer to the ground on frame 7 in Project M, though.2. His jump needs to be faster. Then again, all brawl jumps feel really slow.
It makes us sad too. Hopefully it'll be an achievable goal.3. I miss his melee hookshot. I know you can't change that, but it just makes me sad.
Is the hitbox or the animation your issue? Because the hitbox should match up perfectly with the current animation, and Link is fully extending his sword during the spin. Some moves do seem to break through it a bit easier, though.4. His spin attack could use a bit more range. It doesn't need to be much more, it just feels like it doesn't always hit correctly.
Histun is directly related to KB. You cannot give a move less KB and more hitstun.5. Melee bombs! The knockback hurts Link, if it had reduced knockback and more stun it'd be a better move. Link really does need better moves.
Nair comes out frame 4 in both Project M and Melee. It also lasts 39 frames in both. Glad you like the Ftilt though.6. Nair. It's too slow and doesn't last long enough. Then again, Link's nair was his best move in Melee. That honor has now been taken by Project M's forward tilt (which FINALLY works right, it's so refreshing to have it as a good option).
Not sure what you mean by "reigns in Melee's speed," considering Link is faster with almost every one of his moves.All in all, I really do enjoy the new Link. It feels a heck of a lot better than Brawl and it's something my friends can play too since it reigns in melee's speed a bit.
Yeah, I think it's a Brawl graphical thing.4. In Melee I feel like it extended the range of the sword for some reason (magic!) but the character models and everything are so different in Brawl. I guess I'm just used to the upB having ultrahuge range compared to the character model. Again, it's just a feel thing that I bet I could get used to.
I'll look into it. It probably depends on how well Link ends up performing.5.I'd suggest cutting down on the knockback then and giving it mutliple hitboxes. In Melee it was two hits of explosion which gave it what looked like longer stun. I also think reducing its explosion hitbox's size would help comboing from it. The bomb really was a big deal in Melee and I feel it's less useful in project M (though better than it was in Brawl).
It lasts 39 frames exactly.6. Really? I'm getting so old. Does the nair's animation last exactly 39 frames in Project M? I'm used to the move hitting up until the point you can use it again.
It can take a bit of time to mentally get used to the graphics and camera and whatnot. Hopefully it'll feel smoother than Brawl after that.Maybe (very likely) it's because I'm not used to the game, but it does just feel slower. Maybe it's the larger characters or the way the animations look. I always felt like Brawl itself feels choppy in a way Melee and even smash 64 never were even before deciding to switch back to older games. I'm sure if I familiarize myself with Project M more (which I plan on) I can get back into a groove and have it flow just like Melee did.
Glad you're liking it!Falcon does feel great in Project M. Lordy I missed comboing into knees so much. My friend enjoys Lucas too. That smash charge move is all sorts of awesome.
noIdea:
Jump Cancelable Taunts
pleaaaase
10________the slide is fancier
huh, thanksyes, i think it's like that in vbrawl. Ness's bat has ALWAYS reflected projectiles
With Fox, bounce the boomerang off the ground every time, and take out a bomb when you get the chance, the reflector doesn't work so well on bombs, and try to stay mid range and throw out attacks with large hitboxesSorry to kick a dead horse but a question about Link.
I'm having some major match up issues against Fox, Falco and Marth. Any fellow P:M Link users (or players) have any tips or strategies against these characters?
Thanks.![]()
I feel the same way on both of these4. In Melee I feel like it extended the range of the sword for some reason (magic!) but the character models and everything are so different in Brawl. I guess I'm just used to the upB having ultrahuge range compared to the character model. Again, it's just a feel thing that I bet I could get used to.
I always felt like Brawl itself feels choppy in a way Melee and even smash 64 never were even before deciding to switch back to older games.
This too5.I'd suggest cutting down on the knockback then and giving it mutliple hitboxes. In Melee it was two hits of explosion which gave it what looked like longer stun. I also think reducing its explosion hitbox's size would help comboing from it. The bomb really was a big deal in Melee and I feel it's less useful in project M (though better than it was in Brawl).
How do you taunt cancel? And can everyone do it for every taunt?no
just do this
taunt cancel then jump
ezpz
The stage isn't a selectable stage in the demo.uhhh Is there a list anywhere of what stages were changed to what, this would make installing pcs and brstm files a lot easier.
What happened to Norfair?
I remember this being brought up and its not up to the devs to decide what animations the moonwalk provides or something.Hey, this is kind of a random question... but do you think somewhere down the road Sonic's moonwalk animation could actually be his forward running animation instead of an 80's slide? Just seems more moonwalkish IMO
What about JC crouches?no
just do this
taunt cancel then jump
ezpz
The stage isn't in the demo as a selectable stage.Why cant I find it at the stage selection screen? Am I just blind or ******** or something?
The stage is planned to be altered in the future, so we took it out of the demo. We didn't want to have a stage in the demo that isn't going to properly represent what it's going to be in the future.Why cant I find it at the stage selection screen? Am I just blind or ******** or something?