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Project M Social Thread

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ajajayjay

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I don't actually want the vacuum cleaner. I guess it could be useful if it was similar to kirby's inhale, especially in conjunction with wavedash... nah. a dash attack replacement would be just fine tho.
 

Master WGS

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If they made it quick, and turned Luigi's grab into the vacuum (I.E., sucks up his opponent from a distance, then throws) it'd be neat. A lot of pointless work, but probably neat. :p
 

Cubelarooso

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Stuff like the FLUDD and Poltergust would have been a lot better as items.

Luigi doesn't need a new dash attack, he just needs his old one to, y'know, work.
 

Kanzaki

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I've been playing Mario since Melee, and I think he's very good in Project M. Only things that hinders me are the landing detection stuff, and I can't seem to do any of Doc's auto combos into fair(down throw, up throw, or up smash). But this is Mario, not Dr. Mario.. so whatevers.

I do feel that the wall jump after up b is extremely easy to do, but at the same time.. it's pretty nice, especially since in Melee, if I accidentally wall jump, and I don't react fast enough, I pretty much SD... In Project M, not so much :D
 

GHNeko

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Mario Tornado is sooo good. I've been telling everyone, including JCz here how useful it is on and off the stage, outside of recovery, for a while now.

I don't know why people are just now finding this out looooooool.

Like that was the first thing I said about Nurse Mario when i popped in the demo.

"holy **** tornado is so good now wtf"

RN Mario is 2gud.
 

Ecks

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Mario tornado is like 10 times better now. I haven't tested on a human but it seems really good for approach to me.

inb4uplayalienslol
 

GHNeko

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I have.

It's not a great approach. it's something to use unpredictably & sparingly because if you start using it too much, you'll get shielded and ***** afterwards.

That and the rewards of being successful are meh.
 

Juushichi

sugoi ~ sugoi ~
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I would love it if Luigi's SH wasn't so floaty. I mean, he can still he floaty... but I'd like to have slightly better control over it.

I can deal with his sliding which makes him relatively safe on shield and overall float mechanic... But if Luigi had a more controllable shorthop, it would be curtains.

Overall, Luigi has a very good moveset. If you keep Brawl jab (if Melee's jab isn't already the same), he's got one of the best jabs in the game, his uptilt is an easy combo starter, nair a combo breaker and killer, fair a good killer and possible combo continuation... Dair is retardedly good and his other notable tilt works.

I'd say give Luigi the properties of his Brawl tornado and he's practically set. Maybe make fire uppercuts sweetspot a little better?

Definitely allow him to keep Brawl's maneuvorability after up-B.

Luigi is already stupid good.
 

JCaesar

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Eh, I'm still not a fan of Mario Tornado. I can't physically mash fast enough to get any recovery boost out of it, and on stage, dair does everything tornado does but with better followups.

That's all imo of course.
 

Juushichi

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Eh, I'm still not a fan of Mario Tornado. I can't physically mash fast enough to get any recovery boost out of it, and on stage, dair does everything tornado does but with better followups.
Pretty much this. Plus, I believe cape stalling+wall jump does what recovering Mario Nado does but better.

Luigi's smashes are also ********, btw.
 

shanus

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Eh, I'm still not a fan of Mario Tornado. I can't physically mash fast enough to get any recovery boost out of it, and on stage, dair does everything tornado does but with better followups.

That's all imo of course.
inb4badtechskill
 

GHNeko

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Eh, I'm still not a fan of Mario Tornado. I can't physically mash fast enough to get any recovery boost out of it, and on stage, dair does everything tornado does but with better followups.

That's all imo of course.
Mario doesn't have that natural aerial mobility to make Dair a better diagonal move from above vs Tornado.

That and Tornado puts opponents in a really bad position.

Sure Dair beats Tornado out in pure offensive usage, but Tornado is a good secondary choice to use as a mixup/tossup move to catch your opponent off guard, and reach them in a way Dair cant as well as just putting them in a bad place.

Also, play more Mario party fool. That or more classic sonic.
 

Stevo

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luigi does not really need a useful dash attack, he can waveslide into pretty much ANY attack a lot quicker than dashing. Yea, it'd be nice to have it actually be useful... but the point is, it wouldnt really add to his game at all.

Being super floaty has its perks (avoiding some combos) and he was great at recoverying from hitstun before follow ups could be made. Doing 2 aerials from a short hop was kinda his "thing", so his short hop should not be shortened, as suggested, either.

Luigi's recovery is what hurt him the most in melee. Sans misfire, you shouldn't be letting a Luigi back on stage in melee. However, since they are lowering the ledge occupancy when you roll up from the ledge, this actually is a greatest buff to recoveries such as Luigi's. Therefore, small adjustments to his recovery could be enough.

As a side note, his f-smash should be buffed slightly in strength because the risk/reward of that move is terrible. It's hard to hit with and should hit better than his other moves to compensate.

Note: this is all my opinion and I make these judgements based on melee Luigi ONLY. I do not have any knowledge of brawl, nor do I condone the use of it.
 

Strong Badam

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Eh, I'm still not a fan of Mario Tornado. I can't physically mash fast enough to get any recovery boost out of it, and on stage, dair does everything tornado does but with better followups.

That's all imo of course.
:\ you're so bad
I am pretty much satisfied with the Tornado.

It's harder to recover with it, but it's easier to use it in battle, seems like a good change for what the move is in melee.
It's way more potent for recovery...
 

Ecks

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Does luigi still have that crazy down b recovery?

I wish I could play sonic... Guess I'm just not that fancy...Hell I play jiggs better than him and that says a lot.
 

Metmetm3t

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I'm not trying to beat the evil dead horse, but I have a slant on spikes in project m.

If spikes are being given to those characters who others **** about so much, is the project m team considering adding spikes to more characters? I understand that there are benefits AND handicaps to spikes and that not every move or every character is appropriate for its properties.

I DO feel the added risk/reward is something that should be considered when building a more diverse character base. With 35+ other combatants and smash only having so many variables to be tweaked it would be nice to know that AT LEAST the idea is being considered when building unique movesets.

Perhaps other characters besides Falco could implement a unique benefit from spike tech chases. Or new characters could have a new use for something similar to the way Marth uses his for punishing bad recoveries. And then there's the situational spikes like on Captain Falcon.

Just spreading ideas here really. Trying to help everyone keep an open mind. I've thought of a few places when a character MIGHT have something cool if there meteor was converted to spike, but they are all just theory and would need play-testing.
 

Strong Badam

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rofl jcaesar, you know but not everyone knows that i had to play 3rd then 13th and the sets against them were both close :V
 

JCaesar

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rofl jcaesar, you know but not everyone knows that i had to play 3rd then 13th and the sets against them were both close :V
Actually, you lost to 3rd and 17th. I lost to 1st and 3rd and beat a 13th. JUST SAYIN

/waits for Strong Bad to asplode
 

Revven

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I'm not trying to beat the evil dead horse, but I have a slant on spikes in project m.

If spikes are being given to those characters who others **** about so much, is the project m team considering adding spikes to more characters? I understand that there are benefits AND handicaps to spikes and that not every move or every character is appropriate for its properties.

I DO feel the added risk/reward is something that should be considered when building a more diverse character base. With 35+ other combatants and smash only having so many variables to be tweaked it would be nice to know that AT LEAST the idea is being considered when building unique movesets.

Perhaps other characters besides Falco could implement a unique benefit from spike tech chases. Or new characters could have a new use for something similar to the way Marth uses his for punishing bad recoveries. And then there's the situational spikes like on Captain Falcon.

Just spreading ideas here really. Trying to help everyone keep an open mind. I've thought of a few places when a character MIGHT have something cool if there meteor was converted to spike, but they are all just theory and would need play-testing.
This has already been answered, yes we are considering adding spikes to characters IF it helps them in any way. No we haven't decided who except two: Kirby's Up B and DK's Forward Air and they have already been implemented. But we are only going to do it sparingly among the characters.
 

Scufo

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This has already been answered, yes we are considering adding spikes to characters IF it helps them in any way. No we haven't decided who except two: Kirby's Up B and DK's Forward Air and they have already been implemented. But we are only going to do it sparingly among the characters.
DK's Forward Air
Heh, that'll help to make the risk/reward on that move slightly less horribly skewed.

I still can't see it being a good move unless it's sped up A LOT though :<
 

FireBall Stars

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It's way more potent for recovery...
I mean, I could easily reach maximum human possible height with Melee Mario Tornado when mashing B for recovery without using anything before it.

In PM, due to the Tornado not stopping all of your momentum I believe, I can't just do the same and Mario will just fall, I need to jump or use the cape before to alter my momentum and then ascend with the tornado and I can't make it ascend as much as in melee although it goes much farther horizontally.

However when I initiate it on the ground it even easier than melee.

I believe that's because of momentum since even in 1/4 speed I can't make it ascend without doing something before (immediately after hitstun) and when grounded I can make it go higher than a full hop+tornado with a tornado alone, like with both surpassing Battlefield's higher platform, but with only the grounded tornado taking the whole move ending animation before landing. 1/4 speed of course.

It does covers more distance than Melee's Mario Tornado, but the assumed by me, momentum issues, hinders it in the air to not be effective as before vertically.

But at the same time (if momentum is the real issue) it helps using the move on stage though since it carries part of the dash momentum. So I can't really complain about it, nor anyone can. lol
 

Xinc

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Lolz while you're at it, might as well make the final hit spike in the air. xD
 

Revven

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Speeding up DK's forward air is something that's not going to happen (at least speeding it up to Smash 64 levels would be insane). The spike change differs it from Down Air and makes the risk much more worth it knowing that your opponent won't survive. It's also already at a fine speed IMO and the spike change is enough of a subtle buff to the move as it is. It's one of those moves where "Oh, I can understand why it's a spike. It wouldn't be overpowering nor would it be unusable because it only increases its use slightly." whereas if we went with a Smash 64 change... that would be pushing the levels of ridiculousness that DK doesn't need (keep in mind in Melee he IS mid tier and one of his major problems were how his hitboxes for his tilts were made making their utility awful).
 

Spoon~

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Speeding up DK's forward air is something that's not going to happen (at least speeding it up to Smash 64 levels would be insane). The spike change differs it from Down Air and makes the risk much more worth it knowing that your opponent won't survive. It's also already at a fine speed IMO and the spike change is enough of a subtle buff to the move as it is. It's one of those moves where "Oh, I can understand why it's a spike. It wouldn't be overpowering nor would it be unusable because it only increases its use slightly." whereas if we went with a Smash 64 change... that would be pushing the levels of ridiculousness that DK doesn't need (keep in mine in Melee he IS mid tier and one of his major problems were how his hitboxes for his tilts were made making their utility awful).
Atm, isnt yoshi's fair like extremely sped up? I thought that move was initially quicker than dk's fair.
 
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