Roxas215
Smash Lord
After watching the trailer Project M is going to be amazing. I can't wait to play zss
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I think trying to "Melee-ify" Snake would be a big mistake. Even if his game is to camp and then kill when they get to the right percentage, he now has to deal with other characters catching up to him and (I assume) fastfaller comboing him. I really don't think a campy character would ruin the game, especially if he's mid-tier.
Snake is versatile. He can do one or the other. Heck, so can Fox and Falco. Its just all about matchups/stages. If anything I would lower some KBG slightly on some of his killing moves, because the speed he can move and operate on the ground makes him a force to be reckoned with.XD master: Snake's ground game is ridiculous right now with the addition of a wave dash. Really, I'm not sure what to do with him...
Right now he's Snake+ with more gravity.. which is to say that his overall metagame is still very similar to Brawl's zone with projectiles until kill with a tilt / bair/ uair. Not necessarily very "melee" but maybe that's not a problem, I dunno.
I'm sure MuBa will have plenty of ideas.
This. I know a particular number of textures called the "FIXED" series that actually added some great color saturation to Mario, Luigi, Bowser, and Peach's main outfits. It looks really nice. Otherwise, I didn't like the duller, more "realistic" colors. Magic Armor Link or OoT Link texture > regular ol' Brawl Link textures (or Zero Link, but I'm really hoping we can get some developments on model alteration so we can get a true Zero). There's also a texture for SF:Assault Fox and Melee Fox as well as Melee Falco (plus, I do know that someone here is working on a Melee Falco model change) and Melee Falcon.Debatable. Depends if you use Brawl's standard textures or not. Sure, they're more detailed than Melee's, but they are way too desaturated for a Nintendo game. Plus, Melee Falco's sexy Red Jacket.
Also, C4 explode on Snake's death. Strategy even in death!Ideas for Snake:
1) Slow down start up for nades and then make some of his attacks have IASA frames that cancel into it. This can make it so it will be more useful to use varied tactics into camping.
2) Certain moves have IASA to set off the C4. This would make for very interesting combos.
What I would like to see is the land mine blowing up on Snake's death. That would be interesting.Also, C4 explode on Snake's death. Strategy even in death!
-DD
>_> Landmine + C4 explode on Snake death then.What I would like to see is the land mine blowing up on Snake's death. That would be interesting.
We're making this game look like Melee in terms of physics, not color. Of course the shades of Brawl is much darker due to the nature of making them look a bit more realistic. But in terms of animation, as long as we're able to obtain the fast paced action and technicality that Melee offered I believe that should be sufficient enough for a successor.I think the hardest part about this is trying to make the game look like Melee. In Melee, the animation was so much more smoother and clear, but in Brawl, everything looks so huge and cartoony. Another thing that was mentioned earlier was that Melee's costumes are more saturated(IMO, this is exactly what makes Melee's costumes look better than Brawl's).
@Gamedominator: Can you show the FIXED costumes if you can?
Yea I agree, I always felt brawl was way to flashy with its graphics.brawl made for a light show, but the explosive nature of melee and the campy form of 64's collision effects bring much needed character to this 'realism.' when an attack ends, i'd much rather have that character than some light show.
For the tilts: this would probably make snakes go in for more close combat, but considering most snakes dont rely on the "random" hit frames and space properly this would probably be too big a buff depending on how much the move was sped upFor snake, here are my ideas;
His utilt and ftilts hitboxes should be attached to his legs instead of randomly using the force to hit. However they should be faster to make up for it.
He should have a faster dash on the ground. His Fsmash should be sped up alot but weakened a bit. His Down-b should have super armor. His aerials should have less landing lag, so they have more uses. Grenade upon pulling goes into item holding animation, like links bombs as opposed to his current use.
Ah, I was going to ask about thisWe have a DLC team as part of the WBR. There is more than likely to be a melee-themed skin pack at some point by the time this is released.
-DD
=P That's what we're doing.I think after the final build is out we should start changing the stages, graphics, and sound effects. Lets worry about the physics first.
Some quick points about backwards ledge grabbing. It should be removed and kept like melee. Backwards ledge grabbing destroys the effectiveness of the cape for edge guarding like nothing else. It makes any move that sends backwards less effective (like peach's dsmash) because that move forces you to face the wrong way and puts you at a slightly more disadvantage.It was up-B specific. Some characters could change directions at the peak of their up-Bs. Others could not (poor mario).
I can certainly see the argument that removing backwards grabbing adds an element of skill. On the other hand, the characters that can / can't grab backwards in Melee seems rather inconsistent.
I personally think that most of the problem was brawl's huuuge grab range, and that once this is fix'd it'll feel pretty good. My plans are to try...
1) see how backwards grab plays once grab ranges are melee-sized, however....
2) if this is still a problem in some way remove backwards grabbing but make sure that every character can grab the ledge backwards at least at the peak of their up-B.
Yes, a general combo game where moves flow is good to an extent, but you have to be careful they don't flow together too well otherwise its EZ mode.Originally Posted by SHeLL View Post
@Gizka... of course! The real question is.. what makes someone "melee?" Here are my guesses, feel free to make suggestions:
1) Moves that flow together to promote a general combo game
2) Interesting tech-chasing options
4) Technical ATs
In Brawl, it's a single kick that does 22% if the enemy is hit by his leg, or 19% if they're standing in front of Ganon, and it always sends them flying upwards.A LITTLE DAMAGE CHANGE!?!
Ganons usmash in melee does 53% tops. How much does it do in brawl? Not nearly as much i'm sure.
Although he was a clone, Ganon had to be played a totally different way than Falcon. I loved his Melee moveset, and much prefer it over his Brawl moveset.^true. (to be completely honest i would not be against a whole new moveset for ganon. one of the reasons i did not play him was b/c i did not like he was a clone made no sense to me, but that is not for this thread or for this game. (the other reason i did not play him is b/c a friend of mine did and i try not to play the mains of my friends)
BS. People actually pay attention to crap like that? Backwards edge grabbing should stay. Period. There's no good or logical reason to take it away in the first place. It should've always been there. >_>Please take out grabbing the ledge backwards. It takes away a lot of depth from edge guarding. Not to mention it makes characters like Shiek who can turn around have no apparent advantage