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No. The main difference is that to dash behind you when not currently in the dash action (not DDing already) Melee requires you to move the stick from neutral to past the dashing threshold (0.80) in a single frame, or else you get stuck in a slow turning animation for 5-9 frames (depends on character) before you actually start the dash behind you. If you press it in 1 frame the turn lasts for 1 frame instead. It's really stupid and if your controller is responsive near the neutral position or has more resistance than looser control sticks you need to slam the **** out of it to guarantee the fast turn. Dashing forward, however, you need to go from neutral to past the dash threshold in 2 frames (it allows 1 frame of walk). In PM it allows being in turn for 1 frame before you need to pass the dash threshold to fast turn, so you need to go from neutral to dash threshold in 2 frames.
Another difference is in Melee the re-dash threshold during dash is higher than the run threshold. If you dash, then go to dash again in the same direction you will go into run instead if the stick happens to get read while it's past the run threshold but not yet at the dash threshold. In PM the dash threshold during dash action matches the run threshold (0.62) so that issue doesn't come up.
Threshold to pivot in Melee is also the same as it is to dash during the turn, so to pivot you need to go past that for only 1 frame to turn then be back less than it to not dash. In PM the turn threshold during dash is less than it is to dash out of the pivot so there's a distance you can tilt to trigger the turn but not dash. Makes pivoting tilts a lot more doable.
This is super vague.Tech windows are less strict, so melee's controls are tighter.
Probably the biggest example is that melee characters have +1 on their jump squat, which is really noticeable with Fox. 3 frame compared to 2 frame jumpsquat in melee.This is one difference.
One i feel a lot when i go back to melee.
This is super vague.
a lot of it is exactly the same as melee.
What are you referring to?
Its not all that vague, all I think he means is that PM has the 1 frame buffer on inputs, making timing certain inputs (such as something like wave shine) easier. To me, this is the biggest difference, as most of the characters from melee play similarly in PM, they just feel a bit easier to play since the tech skill can be a little looser.This is one difference.
One i feel a lot when i go back to melee.
This is super vague.
a lot of it is exactly the same as melee.
What are you referring to?
No, it doesn't.Its not all that vague, all I think he means is that PM has the 1 frame buffer on inputs,.
Fox has 3 frames of jumpsquat in Melee though...Probably the biggest example is that melee characters have +1 on their jump squat, which is really noticeable with Fox. 3 frame compared to 2 frame jumpsquat in melee.
Are you talking about the requirements to short hop? I'm quite certain that you only FH if you are still holding jump on the last frame of jumpsquat. A 1-frame button press to SH would be significantly harder.3 frames of jump-squat, but iirc, the game detects if the button is released before the last frame.
Meant to say PM in my post lol. I didn't know PM and Brawl cameras were different. Maybe it's just how I learned it or something. Others have told me it doesn't bother them much. I don't play that much PM, though, so it's not like I play it all the time and still notice it, I just notice it when I jump over to PM for some games.The PM camera is different to the Brawl Camera.
It is different to melee though, and it will feel different, for like, a few games i guess.
Pretty easy to get familiar with.
/threadBecause it's a hack.
why it feels slower is OP's question.I have taken a long break from project m and now when i go back to it, it feels much slower than melee