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Project M Social Thread

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GP&B

Ike 'n' Ike
Joined
May 8, 2009
Messages
4,609
Location
Orlando, FL
NNID
MetalDude
You should have several folders at the root of your SD card, including "private" and "apps".
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
Wow..... all day long, no posts.... it's getting cOLD in here T_T where is the love for P:M come on guys!
stop trying to revive stupidity.

the reason why there are no posts is because people are starting to get smart and instead of *****ing they're playing the game.

that or they've realize their *****ing is getting them nowhere.
 

Evilagram

Smash Journeyman
Joined
Oct 4, 2007
Messages
420
I second increasing snake's grab range from previous page. His limited grab range makes it very difficult to take advantage of the new side throws he was given.

And a friend noted that fox and falco's up specials can no longer go through passthrough platforms when you are directly adjacent with them.
 

kaizo13

Smash Champion
Joined
Apr 14, 2010
Messages
2,399
Location
Cali
Snake has absolutely NO trouble getting grabs....what game have ya'll been playing?
 

MonkUnit

Project M Back Roomer
Joined
Nov 29, 2009
Messages
6,075
Location
Eau Claire, Wisconsin
people said he needed a larger grab range, because he is a CQC person. thing is, close quarter combat. why make grab range LARGER if he is a CQC lol
 

Shenanigans

Smash Cadet
Joined
Mar 6, 2011
Messages
63
Sonic needs an actual ariel move with a less DIable knockback. He has quite a bit of trouble killing opponents compared to others in the demo. What do u guys think?

Though it might be his Nair, the timing and hit box on it is small.
 

Vigilante

Smash Lord
Joined
Dec 11, 2010
Messages
1,813
Location
Quebec
About the DI, the PMBR knows it is too lax and they want to change it in the future. In terms of kill moves, I suggest getting off stage more. Sonic had a LOT of recovery, and that's for a reason. He can edgeguard off stage very well. Just a tip.
 

kaizo13

Smash Champion
Joined
Apr 14, 2010
Messages
2,399
Location
Cali
"less DIable knockback" does not exist

DI as a wholel is still rather strong, so once it gets toned down, said character should have no trouble killing
 

ShinBeligerante

Smash Rookie
Joined
Oct 23, 2010
Messages
1
Location
New York
I have an issue.
Ganon and Captain don't jupm after their down b.
Any idea why that is?

Using the following:
Configurable USB Loader
Wii Homebrew

Method of code loading:
Phantom Wings Double loader.

Can't use any other method right now thanks to an accident which crippled my Wii's abilities to read any sort of disc or even accept them into the disc loader. Soooo
USB loading is my only way of playing...
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
I have an issue.
Ganon and Captain don't jupm after their down b.
Any idea why that is?

Using the following:
Configurable USB Loader
Wii Homebrew

Method of code loading:
Phantom Wings Double loader.

Can't use any other method right now thanks to an accident which crippled my Wii's abilities to read any sort of disc or even accept them into the disc loader. Soooo
USB loading is my only way of playing...
Advice: Don't use an old method that makes some codes not work. Go grab a USB Loader that actually ALLOWS more than 256 lines of code.
 

jalued

Smash Lord
Joined
Mar 16, 2008
Messages
1,813
Location
somewhere cold and dreary
The patch is not released yet. It will be released when we're done making the patch.
Guessing the patch will be pretty thorough, since its been more than a month since the demo release. Glad it's being properly worked on, hope there are some major fixes included such as DI, LD or even standing grabs, teching or recovery momentum (fox/falco/marth especially)

fingers crossed
 
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