Epic Kovumon
Smash Journeyman
I wonder how Snake is gonna play.
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Nope, this just gives the ability to FF them.even tho u can ff the moves not all of them will be lagless will they?
He's still VERY good at gimping, he just can't chase you half way around the world and back to do it. I forget who, but they related MK's jumps to a worse version of Peach's float and that's probably the best way to put it. He gets huge horizontal control/distance from it but his vertical momentum is bad. You get height off like the first two jumps, then they just keep you in place/moving you side to side.lol I cant believe it meta knight is actually on a equal level scale now. considering it doesnt look like he can gimp due to the way how his jumps are now. well atleast from the streams im watching.
Noooo. I'm very against this.is the rolling up edgeguarding (from grabbing onto the edge) going to be applied to project M? i prefere it over the current brawl system personally and i feel it should be in
I simply can't stress how much of a turnoff this is to the project as a former Melee player. It just isn't "Melee" without things such as this.Noooo. I'm very against this.
Rolling to safely occupy the ledge was stupidly easy and thoughtless. The sheer ease of edgeguarding someone when their recovery only just reached the ledge was one of the worst parts of Melee.
It's great how it is now. It requires timing and precision. The edgeguarder still has the advantage, they just actually have to try now.
This is mainly focused on multiplayer. Its likely that problems will occur when played on single player.Looked for it in this thread already, found nothing.
Will this whole thing also apply to single player mode? Like HRC n stuff.
I'm a former Melee player too bro. Melee didn't get everything right. Just the vast majority.I simply can't stress how much of a turnoff this is to the project as a former Melee player. It just isn't "Melee" without things such as this.
That's the thing. It's like the Marth SHDF removal in Brawl+. It made Marth users think more than just camping SHDF over and over, and there was no reason to bring back SHDF . The only response we got was, "it just isn't Marth."I'm a former Melee player too bro. Melee didn't get everything right. Just the vast majority.
If you wanna argue the point, be my guest. But there's more to it than "just cause it was in Melee."
With my luck Link will still be crap, **** no real balancing, sorry but that disappointments me, everything else is great but I'll just have to wait and see how this turns out I guess^^^^
Cameras are on the work. The camera for some stages has already been implemented.
Grapples on walls seem impossible at the moment.
"Balance" is going to be made when open beta happens. Melee top tiers will stay as top tiers while the rest of the cast may have slight changes here and there so they can compete with everyone else. You might not see a bottom to mid tier character all of a sudden jump to high tier. But, it could happen. Weakness of the characters will remain.
Link has quite a bit going for him at the moment. With AGT (aerial glide toss), Link's recovery can cover the entire Final Desntination stage and more. The only thing bad about it is its still predictable.With my luck Link will still be crap, **** no real balancing, sorry but that disappointments me, everything else is great but I'll just have to wait and see how this turns out I guess
I'd rather have low tier characters be like Brawl+ instead of having them stuck as low tier
and Akuma, i can re-asure you that no character will be worse than their B+ counterpart because low tiers are keeping their good aspects from B+ along with their Melee greatness
Akuma, don't worry about it. Nobody is going to suck in P:M.
That includes Link. He's already gotten overall damage buffs, buffs to his killing power, a wavedash that goes about twice as far as Melee's, his awesome up-b semi-spike, recovery improvement in the form of bomb jumping (which, I might add, is more effective than in Melee), among other things. Link definitely isn't a pushover.
Oh... nevermindLink has quite a bit going for him at the moment. With AGT (aerial glide toss), Link's recovery can cover the entire Final Desntination stage and more. The only thing bad about it is its still predictable.
I personally don't want this project to be too balanced. Making the gap less than what it was in Melee would be great but I wouldn't want it to go too far. The game is far more interesting that way.
If you're worried about Link, I don't think you should be.
Actually, this is rather simple to do. The only reason Brawl does this is that all player spawn positions are set to one single point even though they all have individual bones. When the stages have been modified into a satisfactory degree, someone on the team could set the individual respawn points.In melee each player (as in player 1,2ect) had their own starting position when they... respawned? Will that be incorporated into P:M? I think that would be meleeish, but probably also time consuming.
No, FD was not the only stage. I'm not sure if all stages had this (though I could go check) but here's an example:Wasn't FD the only stage (among the neutrals at least) that had separate respawn points for each port...?
The problem is that some multi hit up Bs will be completely unedgehoggable now (as in, litterally out lasting your invincibility).
Off the top of my head. Link, Toon Link, Peach, Bowser and DK will be LITERALLY impossible to edgehog.
And really, ledge occupancy was only bad on rolls. Normal getup and attack occupancy still required good timing, but at the very least it made it POSSIBLE to edgehog everyone with some combination of ledge grab invincibility+ledge getup invincibility. Without it, you're essentially giving characters wtih multihit or long lasting up Bs a sizable recovery buff.
My 2 cents
I personally would like a middle ground of increased occupancy duration, but not quite the same duration as melee. However, I just don't know how to do it!^^ agreed
Simply put, aside from PW and Dantarion, I am probably the person who has most studied fighter.pac and I can tell you through the coding means I know of, we likely will not be able to elegantly alter ledge occupancy.