TommyDerMeister
Smash Lord
The way I saw this project was getting as close as possible to being Melee, with more characters.
That what I think of when I think Melee 2.0
That what I think of when I think Melee 2.0
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!
Nice distraction.Instead, I'll tell you all that dantarion made a code for light presses which works wonderfully.
Yesz!!!!(ala Falcon) Good job, +1,000,000 for Dantplease don't turn this into a "better than melee debate."
Instead, I'll tell you all that dantarion made a code for light presses which works wonderfully.
Good ****. Is light shielding looking realistically possible yet?Instead, I'll tell you all that dantarion made a code for light presses which works wonderfully.
Unless this has been fixed recently you CAN grab with an item in hand so as long as you JC grab.Forced item stealing could effectively ruin chaingrabs on characters who can pull them. Seeing as how you can't grab with an item, you'd have to throw it away first and continue chaingrabbing..
Really? That sounds kinda gay to me.Unless this has been fixed recently you CAN grab with an item in hand so as long as you JC grab.
I can probably make CCing, camelot made a good idea for it. However, I haven't pursued it yet as the current option simply is a bit annoying to program.This project keeps getting better and better.
Still, the real challenges are gonna be CC (as in reducing knockback by crouching) and damage staling.
Just fixed this 5 minutes ago.On Brawl, you cannot DI Fox's (and falco's?) fall while spamming lasers (he falls straight down no matter how much you move the stick) unlike melee (where you could fall towards the stage while shooting) please fix that.
I gotcha. I do agree it's a bit superfluous to Project M, but I wanted to make sure it was known to be easy (except if it needs to be optional, in which case I haven't the slightest how you'd do it).Item stealing was optional though in the code he made. So it would need to interface IF B+Z was pressed, force opponent to drop item, pick up item. That's why its hard
Also, I just think the idea is superfluous / unnecessary because it also doesn't have its own animation [to me, every character would need an "item steal" animation for it to truly make sense during a grab.
well lots not also forget that we have 15 frames of shield endlag again from brawl (7)I think, when we get analog shielding, we should consider slightly reducing the size of the default shield. Shield-camping as a strategy could stand a bit of a nerf, and it would encourage shield-tilting (i.e. skillful blocking) and making the choice between full shielding and light shielding, something which can only add <D-word which I shall not speak> to the game.
I actually kinda miss the days of Melee G&W where I had to be very careful with my defense...
first throw that came to mind was Sonic's back throw.As an off-hand interesting idea, item stealing as a character-specific thing could be an interesting balancing tool. Have trouble with Peach/Diddy/Snake/Links? Give 'em a throw that steals items.
Cause that happens all the time..."Oops partner. I was edge guarding someone while you were off the edge and accidentally footstooled you to your death while I was coming back."
Considering Mario still doesn't have great kill power, it would be awesome to get the of effect of his 64 USmash back.Mm, I was talking about this project on GameFAQs and someone suggested, in addition to the 64 Falcon Punch, that Mario should get his 64 USmash back. Now unlike Falcon's USmash, that sounds sexy.
Is he also talking about the ridiculous hitbox that Mario's uSmash has in 64? I don't think Falcon should get his 64 Falcon Punch anyways. We shouldn't look at 64 unless that one attack is utterly bad in both Brawl and Melee and also needs it. Falcon's Falcon Punch is good the way it was in Melee.Considering Mario still doesn't have great kill power, it would be awesome to get the of effect of his 64 USmash back.
How about when your hogging the edge and you go to ledgedrop rising dair your opponent (commonplace falco staple). In brawl, even with large warp distance, I would *accidentally* footstool the opponent when just trying to jump. The fact that the action isn't controllable, leads to phantom footstools when the opponent isn't in hitstun or jump or fall just shows its bad programming.,Cause that happens all the time...
Yeah that would make it feel unmelee like. Also why are smash 64 attacks being added in? I thought project M was suppose to be as much like melee as possible?Yay for light presses!
Item stealing just shouldn't be in. -_-
And I like optional footstool. :I
Psst, can we add 1 frame more to shield pullout, and decrease the PS window? Its too easy in vBrawl...
can pikachu get his 64 bair? cuz in melee and brawl that move seems pretty badKirby's 64 Nair is being added. No other attacks from Smash 64 are currently approved.
As long as i can light shield bair with spacies once im getting up on a platform when someone tries to hit me i will be happyI love the idea of more directional blocking, but I'd think that it would help to make the rolls and dodge a more forceful motion. Shield poking and defense would be more intelligent and I don't think it'd wildly change the way people play. I'd love to at least see this code made/make this code at some point.
The problem with the PS in vBrawl isn't the frame window, but the fact that you don't have to time the button press. If you're holding shield, as long as the shield comes out within the proper window, you can PS, unlike in Melee, where you can only PS by timing the button press.Psst, can we add 1 frame more to shield pullout, and decrease the PS window? Its too easy in vBrawl...
Fantastic.Oh, my mistake. That's[Pikachu's Bair] being added as well.
Agreed. Maybe it's just me but it feels like the difference between tap and tilt in the Brawl engine is more sensitive than it was in Melee. The only reason I can utilt anywhere near consistently is because I can turn tap jump off in this game If there was a way to decrease the tap sensitivity (so it takes a quicker motion to tap rather than tilt) that would be fantastic.I love the idea of more directional blocking, but I'd think that it would help to make the rolls and dodge a more forceful motion.
You're talking about buffering powershields. The way I understand it, that's only part of the problem. The bigger issue is that, in Brawl, if a hitbox is just grazing the outside edge of the shield bubble when you put it up, it counts as a powershield, but in Melee, the hitbox has to be well within the shield bubble to count as a powershield. That's really why it's so much easier in Brawl, as you can see by powershielding projectiles since buffering powershields doesn't come into play there.The problem with the PS in vBrawl isn't the frame window, but the fact that you don't have to time the button press. If you're holding shield, as long as the shield comes out within the proper window, you can PS, unlike in Melee, where you can only PS by timing the button press.
IMO the PS window should be a frame or two higher than in Melee so it can actually be done with some semblance of regularity, but it should only come out by timing the button press.