MonkUnit
Project M Back Roomer
Landing Detection and DI are both codes. None of the LD or DI is in the .pac files.
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Kinda like that idea. Let Mewtwo tech chase...Mewtwo's confusion should cause tripping, that would make more sense than spinning around.
They are both codes but the LD ones require the animation fixes in order to work properly (motionetc stuff) so you can't really use LD as a standalone thing at all.So, I have a few questions regarding recent breakthroughs.
Will Landing Detection be inside the characters .pac file and will DI be a code or is it something bigger than that?
Agreed. the LD Code will Spread like wildfire and as for the mewtwo changes i also agree with those. he does need more kill power and longer range mostlyDon't act like someone isn't going to create a pack that includes Landing Detection on vBrawl with the animation fixes. Sometime after the full release I'm sure it'll be usable by everyone once someone bothers throwing it together.
Also on the topic of Mewtwo, the BR has already interviewed Taj on what M2 would need to be a good character, and it's rather lengthy. I think when the clone engine is perfected, Mewtwo will sneak his way in there with Taj's wet dream stamped onto it.
Don't act like someone isn't going to create a pack that includes Landing Detection on vBrawl with the animation fixes.....
too bad everyone is gonna be too busy playing Project MAgreed. the LD Code will Spread like wildfire....
not Sakuraireally whos gonna put landing detection in vbawrl
If you jump with X then try bair'ing with the C-stick, that should take care of it.I'm using the 'X' button, always did that way. Usually, you can get used to placing your thumb on the two buttons at once, of maximum fastness.
I might be tilting the stick too early, gonna look into that. Thanks
Unless people learn to make animation fixes on numerous characters, this isn't happening lol.Agreed. the LD Code will Spread like wildfire and as for the mewtwo changes i also agree with those. he does need more kill power and longer range mostly
I am late, i like this idea very muchMewtwo's confusion should cause tripping, that would make more sense than spinning around.
This might be exactly what I need to do. I will try and report the results back here.If you jump with X then try bair'ing with the C-stick, that should take care of it.
FINE GEEZAs stated before. We're not going to touch Friendly Fire. We never said we could or could not mess with it at all. It's fine as is.
/discussion
I definitely like the idea of bringing back Mewtwo's confusion from Melee. I'm not sure it actually confusing people would be broken, though; it IS kinda tricky to land - Taj just makes it look easy. I disagree with it confusing upon the last frames of the animation of the move, though; I think the move itself should inflict a short-term status effect.Kinda like that idea. Let Mewtwo tech chase...
Okay got some ideas brewing...
How about keeping the spin and having the opponent get slammed down afterwards. Like a longer range, slower version of Ganon's side B. Then Mewtwo could tech chase like Ganon - following up perhaps with more confusion after a tech or maybe a downsmash on a backroller or even a grab (yikes). And if the opponent decided to stay on the ground, Mewtwo could use confusion again, lifting his opponent and spinning them upward.
And something a bit more crazy that could make this confusion idea broken...
Since confusion in the Pokemon games caused the enemy to hurt itself, if the opponent tries hitting Mewtwo during confusion's cooldown frames, they instead hurt themselves, pretty much like a counter that only works on the last frames of confusion. And it should reflect projectiles too. Yeah, might be too good... lol.
Lucas' DJC was fully revamped in the patch......add that with landing detection and he is perfectly fineI've being playing the demo and project M Lucas seems awesome. My only concern is with the DJC. I really hate the new mechanics but I try to adapt myself (I used to press A and Y at the same time on the second jump). Now, my problem is that at the moment you attack during the second jump, lucas should instantly quit his upward momentum and start falling. Instead, he keeps his vertical momentum for some frames, making pretty damn difficult to acquire a short height (and so.. a faster attack). I realize you could press upward with the control stick to make it faster.. but seems like is only possible with u-air.. Can this be fixed? I see alot of potential in DJC fairs..
No it doesn't mean that.but does that mean that the c-stick doesn't need to be centered to read an input?
i know right!.....i laugh at all the people putting him at the bottom of their made up "demo tier list" lolNice!! Yeah, He'll be pretty much a monster with a revamped DJC .. I don't even know how to canalize the amount of approaches he has xD
Everyone agrees on the reason why the new characters are seemingly worse. However with DJC's he may begin to rise up the demo-tieri know right!.....i laugh at all the people putting him at the bottom of their made up "demo tier list" lol
its a character with no metagame......what do they expect? smh
EDIT: @Smk: ah alright, well i'm guessin thats definitely on your guys' to do list?
Yes, but only on hit.So he'll be able to do aerial --> neutral b cancel --> aerial for very little lag on aerials?
@ Clink, you press B + A at the same time
That's what I was thinking.Close to the ground it can be used almost like a Float Cancel on hit.