Grim Tuesday
Smash Legend
I think this thread needs to be locked again and some infractions need to be handed out... >_>
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Get ***** Dant =P XD What does stop there wii getting bricked Dant.?hey wait....
Dant, what stops your playtesters from getting their wiis bricked?
Calvo you have gained my respect for posting that.
From what I hear...the brick thing was just a lie. He can't really do that.hey wait....
Dant, what stops your playtesters from getting their wiis bricked?
that basically summarizes Dantarions face when everyone bricks their wiis trying to play this LOOOOOOOOOOOOOOOOOOOOOOOOlCalvo you have gained my respect for posting that.
Please I do concurI think this thread needs to be locked again and some infractions need to be handed out... >_>
except he won't LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLthat basically summarizes Dantarions face when everyone bricks their wiis trying to play this LOOOOOOOOOOOOOOOOOOOOOOOOl
Not using the leaks?Get ***** Dant =P XD What does stop there wii getting bricked Dant.?
Dammm i wish i had gtten my hands on a leak of Project m.that was the point of the question.
lmfao that pic.
umm... then what got leaked? obviously one of the builds. youre saying dant makes leaks on purpose?Not using the leaks?
@DDD Specials:
Ill start on hammer throw first and why it's ********:
what happens to his hammer? Does he lik,e have to go pick it up again and lose access to 90% of his moveset since it uses the hammer? What if it gets tossed off-stage?
Moving on, I also want to post this info here to show how slow/fat DDD is in comparison to everyone:
I originally compiled this for MYM seeing as we use a _/10 system for describing our character's attributes, and thought it'd be useful to have a list of the Brawl roster's to compare to.
Each segment details the charatcer's Weight, Size (based on their hieght and width compared to other characters as I cannot see hurtboxes on everyone), Fall Speed, Dash Speed (highlighted characters have the same dash speed, but are otherwise in order) and Air Speed.
DDD here is the 4th heaviest (i belive 3rd in P:M since Snake went on atkins), 3rd largest, Fastest Falling, 3rd Slowest and has the Absolute worst air-speed of the Brawl Roster.
If you read the chart, you'll realize DDD has a major flaw when offstage due to melee's physics, to prevent that we should either make his jumps a tad better, or make him a pain in the *** to effectivley go on the offense against.
I think making him defensive would be the best choice as his stats also means he would be juggled to hell and back by pretty much anything.
To do so, I think making approaching him a pain in the *** should be top priority, as if the foe cant effectivley approach the Penguin, he cant be 0-deathed by them. To do that, I think the minions need looking at first and formost.
I like the idea of having a Tilt Side B be the Dee and Smash be the Electric Doo, but where does that leave the Gordo? Anyways, after sending out his minions (say 2-3 at a time) they will sit there instead of walking around, and if possible immediatley SPAM ther attack at anyone who comes close (if possible), making them almost like little stage-hazards themselves. Then, by using say, Ftilt (as it indicates a direction in front of DDD), they then walk forward, with say inhale directing them back.
This is useful not only from afar, but up close as with Ftilt, you'd be knocking a foe into the incoming minions for them to attack, and D3 to follow up on, and with inhale, you can spit the guy out into them, or re-position yourself and your buddies as they walk along. Crouching could have them stop moving.
Aside from that (oh and make the actual toss faster to make this not take forever to attempt), simple things like possibly adapting the Quake-fsmash from brawl- (tho not as extreme) to help him space forward, and make the grab-hitbox from inhale bigger to annoy foes who actually get in close even more (along with maybe a damage buff or small damage over time while inside his...gut?)
As for down B, not quite sure what to do there, but I think a small cambo of making it charge-n-store ala Donkey punch and making it give a boost like in BBrawl could be nice (or at least somehow make it so he can do it in a wavedash? Idk)
thoughts?
Anyway, continuing on from JOE!'s ideas for D3, for his down b, i have a few ideas.
First of all, make the charge holdable. This seems to have some consensus around the board by most people.
Next, make it so when it's fully charged, his movement when his hammer is out is about the speed he has when he has a bunny hood on. That would seem like a fair trade for having to take continual damage from the charge and can be used as a good punishment option when people are focusing too much on our little stage hazards.
>implying that playing Melee is better than playing an easily hackable Melee which is balanced and has more characters/stages.Guys just play melee
P:M is literally an unreleased game in development and there is no way in hell you can call it "balanced">implying that playing Melee is better than playing an easily hackable Melee which is balanced and has more characters/stages.
Waitt.. So is project m thinking about putting mewtwo and roy or nahh they aint gunna do it.?>implying that playing Melee is better than playing an easily hackable Melee which is balanced and has more characters/stages.
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I vote yes to adding this to the Auto-infraction list.Guys just play melee
I never said that it was balanced in it's current state, I was referring to the finished product.P:M is literally an unreleased game in development and there is no way in hell you can call it "balanced"
They will only add them if they can be added seamlessly (like, no glitches or messing with other characters).Waitt.. So is project m thinking about putting mewtwo and roy or nahh they aint gunna do it.?
What kind of ***get "facepalm.jps" lmao i didnt imply or mean to imply anything if your having this much trouble just play melee.>implying that playing Melee is better than playing an easily hackable Melee which is balanced and has more characters/stages.
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I didn't say it was.it's not a finished product
I'm sure there will be a large majority of people who still play Melee more than Project M, like me. I mean, I learned to get good at Melee, so naturally, anything that isn't Melee, I won't enjoy as much. This project is nice because it makes Brawl less of a waste of money, and offers some variety when I want to mess around. But for sheer competitiveness I'm still going to play Melee more. IMO you can't compare Melee to this, because... this will never be Melee. Melee is melee.>implying that playing Melee is better than playing an easily hackable Melee which is balanced and has more characters/stages.
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Waveshining on the ground has been improved; it used to be too slow, now it's alright. The window is still a bit narrow though IMO. I'm not sure why, but jumping out of shine seems to have a window as well. In Melee, IIRC you could jump as fast as you wanted out of shine, since it came out in one frame. Right now, if you try to jump to a platform and shine land onto it (shine then airdodge down), you can't do it too fast or else you stay in your shine. Same with on the ground, the window is kinda small; you have to time it quite precisely, or else you will stay in your shine or full jump out of it.Ruhtraeel, I'm sure the timing is better now. When was the last time you used falco:m?
Considering Project M isn't out yet...I'm sure there will be a large majority of people who still play Melee more than Project M, like me.
Landing detection.That being said, Falco's shine stuff still feels a bit wierd when wavedashing or air dodging out of it.