So maybe Im just going about this entirely the wrong way but I've been unable to get out a PM wavedash that doesn't look like I'm not leaving the ground, the mechanic also feels very different from Melee, no matter how quickly I do the inputs the whole thing feels slower and much shorter and far less effective, I've been trying it out with the icies (Melee main) and Luigi, is wavedashing somehow fundamentally different in PM or am I just seeing things? I've got the technique down perfectly pat in Melee so I'm a little confused.
Also while I'm at it, is hitstun longer in this game compared to Melee, I feel like it is, certain followups seem like they could never ever happen in Melee.
I thought I already explained this to you in the netplay IRC
Brawl, and thus Project M, has an unfortunate... glitch? Design? Whatever it is... that causes changes in momentum to be delayed by one frame. Other actions like animations and hatbox timings come out when they are supposed to, but momentum change a are delayed by one frame. Because of this, after you jump from a wavedash, even tho the air dodge starts the first frame you're airborne, like in Melee, the
momentum from it does not. In Melee you land the same frame you would have been airborne because the air dodge's momentum makes you land back on the ground that same frame. In PM the air dodge's momentum makes you land in the
second frame, making you airborne for a frame.
I tested this in frame advance, comparing Melee to PM to confirm.
Essentially the only difference is that your wavedash takes 1 frame longer to act out of. It's like if you were wavedashing as a character with a 1 frame slower jumpstart animation. The distance you gain from the wavedash is the same.
Also, hitstun in PM is identical to Melee. But more characters probably have decent follow ups on floaties because there are now more viable floaties. Plus if you're more used to Melee, you're probably more used to DIing properly for more character's attacks, whereas in PM most moves knockback angles are probably less familiar to you. On top of that, there are moves with animations designed as such to
confuse your DI directions. A lot of character's throws especially, where good DI for one quick throw gives terrible DI for another quick throw, enabling the thrower to mix it up and eventually get bad DI out of the victim.
(pretty sure DrinkingFood's coming swing by and textdump the real reason)
Woah wtf
I didn't even read rest of the thread until after I posted
How did you know