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The similarities between Smash 4 and Project M

NefariousShyGuy

Smash Apprentice
Joined
Oct 15, 2013
Messages
145
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NefariousShyGuy
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3609-1047-1128
I'm sure this has been brought up in the past, but does anyone find it weird how similar Smash 4 is to Project M? Not in terms of physics and gameplay, but the fact that there are stand-alone characters, all stages having final destination forms, and move changes to veterans. Plus Donkey Kong in Smash 4 has the same dash A roll used in Project M.

Is this pure coincidence? Kinda freaky...
 

Raijinken

Smash Master
Joined
Dec 8, 2013
Messages
4,420
Location
Durham, NC
They've also both got move (apparently) balanced rosters than Melee =P

But yea, I think they took a look at PM to see what the fans wanted, and then tried to hit a balance between that and what Nintendo thought we should have. Seems to have worked, in most ways.
 

Khao

Smash Lord
Joined
Mar 7, 2014
Messages
1,448
Location
Lying about my country.
A lot of these things are perfectly logical changes.

Donkey Kong having a roll should have been there from the start and actually works differently from Project M's roll.

Fun stuff like Samus's Fsmash having an explosion goes in line with every attack having some extra "oomph" when it comes to visual effects.

Standalone characters probably comes from the higher focus on balance, as it's far easier to balance a character that has access to a single moveset.

Coincidences? I'd say it's not even that, just having the same idea on what the game could need. There's a lot of changes Project M brought that were ignored by Smash 4 (like Toon Link being further decloned for one) and a lot of changes in Smash 4 that project M didn't do.
 
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