SiD
Smash Master
Haha I remember playing Simna at my friends house, I had no idea wtf he was doing until later someone told me about the glitch. That guy was crazy good with Ness.
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Since you haven't kept up with this thread, I'll explain why. Basically, we are trying to fine tune everyone's gravity settings and they are basically changing every day. As such, we haven't compensated their weights and we haven't fine tuned/adjusted any vertical knockbacks until the gravity settings have been optimized, otherwise we are just going to have to reinvent the wheel twice.yes i realize that's a ludicrous request and hardly even belongs in this thread but hey you're hacking and making brawl look cool so i figured i'd ask
also just because it's in melee doesn't mean it should be in brawl
meaning making fox's waveshine work on almost the entire cast is actually pretty dumb - so is the fact that in your trailer falco could shine up air kill puff at OVER 115 PERCENT.
hahahaha
Yeah, we kind of planned on stealing part of the bite animations for his klaw again from his tauntlol Gimpy went a little overboard on Bowser, though I agree on some like UpB, SideB, MAYBE first option of downB(summons are just craziness). Fsmash already has a good shield damage, though i think the first hit shouldn't be as weak as in B+. Also, side taunt doing dmg would be hilarious.
I dunno, this stuff seems a bit TOO crazy for project M, but a lot of this stuff might work really well with Brawl- (with passive heavy armor). It'll be fun.stuff
that sounds greatYeah, we kind of planned on stealing part of the bite animations for his klaw again from his taunt
1) no, they have a 2 frame window to do them, which is very hard to do consistently.1 - SHDL wasn't hard in meleeYou can SHDL though.
2. Yes. They are.
3. His Bair is like Falco's now, yes.
4. I'm not sure.
5. Again, I'm not sure.
I find SHDL quite easy, but that's because I've been playing 5+ years.1) no, they have a 2 frame window to do them, which is very hard to do consistently.
2) no, they are not retreatable like they were in melée. You obviously have not played much or any melée.
QFT. It's WAY better in Brawl.would you change Kirby's dash attack? personally I think it's better in brawl.
<3 I don't go to tournaments anymore, really.. I would potentially but I'm always busy Saturdays.omg DeLoRtEd1 still plays? haha been FOREVER
also my post was mostly a joke - but dannnggg if you can do that neutral b stuff i'm in hahahahahahaha
Let me see if I can get this right.shiek questions?
1. are u going to bring the power/knockback of her fair?
2. are u going to bring back the dair she had in melee?
3.are u going to bring her ridiculous tilts from melee/ or gay needles?
4. if ur going to be making any changes at all to her are u going to be bringing back her gayness like in melee or are u going to keep her identicly to brawl?
if these changes are going to be made to her like she is in melee i know for a fact ima love playing her because shiek is a god to me in melee. her gayness and combo potintal in melee just made me laugh every match i won with her
Thanks, sounds good.they are currently not retreatable like melee. Haven't found a function yet to enable horizontal control.
The current SHDL window is pretty tight. I haven't measured the frame count on it yet, but its definitely on the tighter side.
You're forgetting the fact that Brawl+ wasn't trying to be like Melee and this project is. As much as I loved Melee, the codes back then for "Melee 2.0" weren't good. Its only recently that they came this far because of the hacking scene involving Brawl. They just wanted a better Brawl without a heavy influence of Melee, thus Brawl+, which was good the way it was. This project is taking a different approach which is why most of the things in Melee is coming back.The funny thing about project M is alot of the things implemented were ideas I had for Brawl+ during it's early state. when HAD first came out and all that. I read over this whole thread and I LOL'd hard noticing that lots of the ideas that I and others had that were once rejected now people are jumping and dancing over it.
I have a code made which might fix it. No1 has tested it yet. (90% odds are it'll crash lol)Thanks, sounds good.
Have you guys made any further progress on the dead frames?
Did you try out my 3 line code?I've used PSA to fix the dead frame... mostly. The code still has some problems with item use, but works perfectly otherwise (attacks, specials, double jumps, air dodges, z-airs).
Side B
If possible - change this move entirely to be MORE similar to melee - but not exactly the melee grab - this one isn't' necessary because I don't expect you can actually do it.
What I'd want from this is actually an actual KLAW like in melee that can do damage from afar or grab from up close - I want to be able to bite peoples faces off in this game - I've wanted to do melee klaw to metaknight since release - would be SO satisfying. this should have FOUR possible throws if possible. Back and foward can be from melee for all i care - up from brawl. Down should be something similar to charizard's dthrow if possible (soooooo tight)
That's awesome Shanus! Tbh, I'm not even entirely sure what jump-canceled grabs are. Care to explain? I'm happy to see progression in any way shape or form.Good news!
JC Grabs are now functional![]()
JC grab: you jump and grab at the same time (X or Y with Z) while you run. You're in your standard grab (as if you were just standing there) but you get much more distance because of the momentum of the dash carries you through. Your delay is also much less than a dash grab. But, your range is never as much as a dash grab but your delay makes up for it.That's awesome Shanus! Tbh, I'm not even entirely sure what jump-canceled grabs are. Care to explain? I'm happy to see progression in any way shape or form.
P.S. while I'm at it... I have NO idea how to ledge cancel. I play Falco. Would someone like to give me a scenario to practice? I don't even know what it's suppose to do/look like.
Anyways, keep up the great work guys!
Dead frames are frames where you can't do anything. Literally nothing. Dead frames only seem to appear the first (or few?) frame(s) from jump. So if you press jump and pressed A too quickly, your nAir wouldn't come out. You'd just be jumping without any aerials.I'm sorry for asking, but as I could not find any explanation for it anywhere, I rather feel like asking it here:
What exactly are dead frames and what do they cause?
I think a dead frame is the first frame of a jump where you can't do anything. I'm not 100% sure on that.@above
http://www.youtube.com/watch?v=jzCdnvJC7lk
I'm sorry for asking, but as I could not find any explanation for it anywhere, I rather feel like asking it here:
What exactly are dead frames and what do they cause?
Awesome Shanus!Good news!
JC Grabs are now functional![]()
I just tried it.Did you try out my 3 line code?
I think there is a "wipe out" function at the beginning of jump which causes the input to be lost from the frame before it and determine which direction to move the jump toward.