Editing Super Smash Bros. Melee
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*Character pose animations are removed in Melee’s character selection screen. Instead, when the player is selecting a character, they showed the full portrait of the character on the bottom screen in the character selection screen. | *Character pose animations are removed in Melee’s character selection screen. Instead, when the player is selecting a character, they showed the full portrait of the character on the bottom screen in the character selection screen. | ||
*[[Jump-canceled grab]]s are implemented: dashing characters can now use their regular grabs by preparing a jump and then grabbing before leaving the ground, making them faster and with a longer reach, depending on the characters' [[Dashing|dash speed]] and [[traction]]. | *[[Jump-canceled grab]]s are implemented: dashing characters can now use their regular grabs by preparing a jump and then grabbing before leaving the ground, making them faster and with a longer reach, depending on the characters' [[Dashing|dash speed]] and [[traction]]. | ||
*Grabs can be escaped should the grabber wait too long before throwing, with the time until escaping dependent on the grabbed character's damage (the more damage they have, the longer they can be held). Grabs now have increased ending lag, so they cannot be used in repeated succession as effectively. | *Grabs can now be escaped should the grabber wait too long before throwing, with the time until escaping dependent on the grabbed character's damage (the more damage they have, the longer they can be held). Grabs now have increased ending lag, so they cannot be used in repeated succession as effectively. | ||
*Characters now have an [[up throw]] and a [[down throw]] in addition to a [[pummel]]. Some veterans have had throws reassigned (for example, Kirby and Jigglypuff's old [[forward throw]]s are now their up throws, Captain Falcon's old forward throw is now his down throw, and they have gained new forward throws). | *Characters now have an [[up throw]] and a [[down throw]] in addition to a [[pummel]]. Some veterans have had throws reassigned (for example, Kirby and Jigglypuff's old [[forward throw]]s are now their up throws, Captain Falcon's old forward throw is now his down throw, and they have gained new forward throws). | ||
**Throws are additionally weaker in general, with less damage and knockback, and most throws are now meant to start combos instead of being KO moves. This, combined with the introduction of up and down throws, introduces many more options for [[chain throw]]s. The majority of [[throw]]s now also have variable speed depending on the opponent's weight (lighter characters are thrown faster), and many others also consist of two hits, with the first hit being able to damage nearby opponents. | **Throws are additionally weaker in general, with less damage and knockback, and most throws are now meant to start combos instead of being KO moves. This, combined with the introduction of up and down throws, introduces many more options for [[chain throw]]s. The majority of [[throw]]s now also have variable speed depending on the opponent's weight (lighter characters are thrown faster), and many others also consist of two hits, with the first hit being able to damage nearby opponents. | ||
*Certain characters can now use their extended grab in midair to [[wall grapple]]. | *Certain characters can now use their extended grab in midair to [[wall grapple]]. | ||
*Certain characters like | *Certain characters like Fox can now [[wall jump]]. | ||
*[[Moonwalk]]ing is possible (with Captain Falcon being the most prolific user of it). | *[[Moonwalk]]ing is possible (with Captain Falcon being the most prolific user of it). | ||
*If an already struck character is hit by another attack 10 frames afterwards while still in hitstun, the [[knockback]] power and angle of both attacks is scaled for the second hit, rather than being completely replaced. | *If an already struck character is hit by another attack 10 frames afterwards while still in hitstun, the [[knockback]] power and angle of both attacks is scaled for the second hit, rather than being completely replaced. |