• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Project M Social Thread

Status
Not open for further replies.

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
I'd like to point out that I played a Zelda and the person was spamming din's fire and none of them hit me at all lol.

i said spamming so it's definitely not space controlling haha
To clarify.

The point isn't to hit them with the din's <_<

You only place the dins to say "be there at your own risk." They can either clank the Din's and risk getting hit in their lag by Zelda, or they can approach Zelda (who has some pretty damn good defense).

I've also seen Din's occasionally used as a way to cover an approach, or even as a combo extender.


Mix in jump cancel din's with grounded up B (which you can airdodge out of) and you've got yourself a neat bag of tricks.
 

Stevo

Smash Champion
Joined
Mar 31, 2004
Messages
2,476
Location
150km north of nowhere, Canada
the new Din's is a great design. Really helps Zelda control the stage better.

In melee, fox and most other characters could just run circles around Zelda if they want. (which they should)

and the TAJ up-b is pretty cool. Not sure just how useful yet, though.
 

Demon-oni

Smash Journeyman
Joined
Nov 30, 2007
Messages
472
NNID
Thanatos-Demon
3DS FC
0147-1152-7184
to clarify the DJC:

or now also within the first 2 frames of initiating the aerial.
This. I'm quite happy with this.

Now all I need to do is pray to the Heathen gods for mewtwo.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
isn't the patched double jump cancel the way it worked in melee? with the effectiveness deteriorating?
Yes, but we made it work like melee AND be optional to execute the DJC. The additional change we made was allowing the option window during the first 2 frames of the aerial and not strictly prior to the aerial
 

Rion

Smash Journeyman
Joined
Nov 10, 2008
Messages
396
To clarify.

The point isn't to hit them with the din's <_<

You only place the dins to say "be there at your own risk." They can either clank the Din's and risk getting hit in their lag by Zelda, or they can approach Zelda (who has some pretty damn good defense).

I've also seen Din's occasionally used as a way to cover an approach, or even as a combo extender.

Mix in jump cancel din's with grounded up B (which you can airdodge out of) and you've got yourself a neat bag of tricks.
To analyze! Thanks to some youtube videos~

- If you get grabbed, a delayed Din's will save you. If you get grabbed or thrown, it prevents you from either taking any damage or been spared huge % damage because they couldn't follow up with a combo after the throw:
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=10m2s
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=7m21s

- Or even offensively in tandem with throws to rack damage:
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=2m57s
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=10m54s

- Forcing defensive options to put it into your favour:
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=4m17s
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=0m59s << Din's doesn't even have to hit in this scenario.

- Space control/edgeguarding:
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=1m30s
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=2m11s
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=11m19s

- Stopping the flow of offense:
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=4m11s

Peach probably would have proceeded to try and continue going on the offensive, but Din's delayed explosion gives Zelda some time to get back some footing.

And if Zelda had held shield longer, Peach probably would have been punished afterwords.

- Combos!
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=5m41s

- More defense:
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=7m17s

The only thing of course is overusing it will lead to certain punishment, and you have to be pretty accurate with the placement as the explosion is pretty small if you only let it charge a short distance.

And... yeah! TLDR, new Din's is infinitely way more useful. =)
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
A good chunk of the Zelda page needs to be rewritten. I see run on sentences and redundancies. You can tell the page was rushed.

We all appreciate the page though. Thanks guys. :cool:

EDIT:

OH, right.

Metal Cavern. I think you guys should update the spawn points on the stage. Every time I play there 1v1, one of the players always spawns on the platform, and that's a very disadvantageous place to be at the start of the map.
 

Sterowent

Smash Ace
Joined
Mar 10, 2008
Messages
648
Location
Southgate, MI
i like this much. however, melee players unfamiliar with brawl's loading procedures will question why downB lasts so long.
also, good overview of the WD/WL/MAD shenanigans involved. no more confusion and misunderstanding on that front!

at first, I was definitely cautious about the din's fire change, but with these new mechanics fed in, the downsides dwindle quite a bit. looking forward to a din's > farore's > your_move_here combo. ugh, that'll be sick.

edit: i'm just glad it's out, ulevo, hah. people can study while the ironing out goes on now. we'll just call it emphasis!
 

JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
NNID
JCaesar
To analyze! Thanks to some youtube videos~

- If you get grabbed, a delayed Din's will save you. If you get grabbed or thrown, it prevents you from either taking any damage or been spared huge % damage because they couldn't follow up with a combo after the throw:
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=10m2s
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=7m21s

- Or even offensively in tandem with throws to rack damage:
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=2m57s
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=10m54s

- Forcing defensive options to put it into your favour:
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=4m17s
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=0m59s << Din's doesn't even have to hit in this scenario.

- Space control/edgeguarding:
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=1m30s
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=2m11s
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=11m19s

- Stopping the flow of offense:
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=4m11s

Peach probably would have proceeded to try and continue going on the offensive, but Din's delayed explosion gives Zelda some time to get back some footing.

And if Zelda had held shield longer, Peach probably would have been punished afterwords.

- Combos!
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=5m41s

- More defense:
http://www.youtube.com/watch?v=rxw_0sXR8ds&t=7m17s

The only thing of course is overusing it will lead to certain punishment, and you have to be pretty accurate with the placement as the explosion is pretty small if you only let it charge a short distance.

And... yeah! TLDR, new Din's is infinitely way more useful. =)
Please post this in the Zelda subforum on Smashmods! There's a lot of helpful info here.
 

kaizo13

Smash Champion
Joined
Apr 14, 2010
Messages
2,399
Location
Cali
yea good stuff Rion.........I was most likely gonna do it myself next time somebody claimed her Din's fire to be useless

definitely post it in the Zelda subforum
 

leelue

Smash Lord
Joined
Aug 3, 2004
Messages
1,926
Location
All up in your personal space, NY
if somebody wants to, you can copy/paste everything in my threads over on smashmods. I've stopped using zelda in favor of sonic (I don't know if people have caught on to his absurdity yet, but sonic is insane except against Mario) so I don't have the interest anymore to keep the threads updated.
There should be two in relation to zelda, and my name is hyperception
 

Demon-oni

Smash Journeyman
Joined
Nov 30, 2007
Messages
472
NNID
Thanatos-Demon
3DS FC
0147-1152-7184
sonic is definitely insane. The one thing that i think will take him down though is when people start learning to punish spindash. Your usually more at risk blocking it than you are taking a chance at out prioritizing it.

Edit: that, and falco seems to be a good cp to sonic.
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
Alright, so I finished two of my custom animated menus for Project M for any of you who are interested. Download includes some custom textures, stages and music as well, so be sure to check it out.

Here's the videos:

http://www.youtube.com/watch?v=0i2ItD2ePvA
http://www.youtube.com/watch?v=eQKbWtNS6iU
http://www.youtube.com/watch?v=AsSOvO4MqkA

And some screen shots for you lazy people:






I'll be releasing two more menus that have my own personal icon layout. I'll have those out when I can. My brain is fried.

* Sleeps *
The advanced menus are done now as well. Here's the vids and screen shots:







http://www.youtube.com/watch?v=ABkza9RjGEI
http://www.youtube.com/watch?v=se327IYl2RE

And for those of you who want to download:

http://forums.kc-mm.com/index.php?topic=20511.msg379735#msg379735
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
They look nice. I really don't like the fact that you are showing that you were able to edit the gct how you wanted, though. >.>
I don't see how that's really relevant. I'm not going to go out of my way to teach people how to, and the knowledge is mostly common knowledge. A few minutes on Google will teach you what you need to know. The only things in the GCT I'd understand being concerned over are those pertaining to the characters, and I myself don't know how to edit those. I'm sure no one else does either, excluding those in the PMBR. Even if I did, I'd make a note to ensure I didn't let others know how to.
 

Zef

Smash Ace
Joined
Oct 19, 2010
Messages
993
Location
Mississauga, Ontario
Yea, I'm not too good at Brawl hacking and I can edit the .gct pretty easily

but im not gonna talk about it, since you pmbr guys don't want it
 

kaizo13

Smash Champion
Joined
Apr 14, 2010
Messages
2,399
Location
Cali
it would look pretty ridiculous......just imagine how much they would have to speed up the breaking out of egg animation lol
 

ajajayjay

Smash Journeyman
Joined
Oct 20, 2010
Messages
273
Location
Lafayette, CA
yeah, I guess the animation would look stupid... and come to think of it it wouldn't really make sense anyway since he can't even jump out of his egg shield, so why would he be able to jump out of his egg roll.
 

kaizo13

Smash Champion
Joined
Apr 14, 2010
Messages
2,399
Location
Cali
i'm pretty sure the team isn't gonna spend time altering the alloy's physics/etc. before all the P:M characters done.........just guessing


Edit: it's quiet...........too quiet :p?
 

GP&B

Ike 'n' Ike
Joined
May 8, 2009
Messages
4,609
Location
Orlando, FL
NNID
MetalDude
The alloys' physics (the zelda-esque and captain falcon-esque ones) need to have their exact Melee physics before I can play P:M. Otherwise, it's just a no-go.
 
Status
Not open for further replies.
Top Bottom