I just want to throw in a little color here. One of the main goals of the project is the idea of transferability. If we do our jobs right, characters should feel close (I can't say identical because rewriting the havoc engine to match melee would be impossible) to melee. While you might think, "oh noes, they trying to steal my melee scene," we aren't. We are trying to make a game that feels like melee, plays like melee, but has an expanded roster and some some other fun additions and balance changes.
If anything, as some have mentioned, Project M benefits the melee scene. I feel an example here would be better than any other way of describing it. A friend of mine had never played competitive melee and never would consider playing it against me. He got into brawl, got bored with it, and now plays project m. After learning the technical aspects of PM (which offer similar timings - note the transferability), a few weeks ago we boot up melee and he plays on an entirely different level than before. A player who is good in melee will be good in Project M. A player who is good in Project M should be transferable to melee as well. The goal of the project is for a fun game, and I've been amazed at how receptive and supportive the melee community has been. I hope many of you do give it a try when it comes out, as feedback is key to getting things done properly. Thanks, feel free to ask q's too if you have any.
Oh and regarding Zelda, we haven't done *any* fine-tuning to her whatsoever. We have barely touched her physics (I think just the other day we refined her friction and upB), but have barely focused on low tier refinements yet. We are trying a top-down approach first refining top tiers physics, movesets, etc, and moving our way slowly down the pipe. Hope this gives you some insight, Epsilon. Remember you are using an alpha product when you complain
