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Project M: Difference between revisions

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(Added a Turbo Mode section.)
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===={{PM|Bowser}}====
===={{PM|Bowser}}====
[[File:PMBowserAlt.png|100px|thumbnail|default|Bowser's alternate costume in Project M.]]
[[File:PMBowserAlt.png|100px|thumbnail|default|Bowser's alternate costume in Project M.]]
*Significantly larger in size.
Seeing as how he was bottom tier in the former, Bowser was heavily buffed overall from ''Melee'' to ''Project M''.
*Slightly heavier.
*{{buff|Significantly larger, allowing him more [[reach]] in his attacks.}}
*Most of Bowser's attacks do much more [[damage]], [[shield damage]], and [[knockback]], some examples including:
*{{buff|Slightly heavier.}}
**[[Forward smash]] no longer hits twice, but deals stronger damage and knockback than in ''Melee'', and explodes upon contact.
*{{buff|Bowser gains an armor mechanic, where many moves and animations now have some sort of [[launch resistance]]: for example, his [[crouch]], [[crawl]], and charging up smash have weak damage-based resistance, while his [[dash attack]], smashes, [[neutral air]], Koopa Klaw, and [[Bowser Bomb]] have strong knockback-based resistance (shown by a red flash).}}
**[[Up smash]], [[back air]], [[forward air]] and [[up air]] all deal more damage and have slightly better knockback. Forward air was also reverted to have a neutral effect like in ''Melee''.
*{{buff|Many of Bowser's attacks, most notably his [[forward smash]], [[up smash]], [[back air]], [[forward air]], [[up air]], [[forward throw]], [[back throw]], and [[down throw]], do much more [[damage]], [[shield damage]], and [[knockback]] than either one of his past incarnations.}}
**[[Forward throw|Forward]] and [[back throw]]s have stronger knockback.
*{{buff|[[Flame cancel]] implemented from ''Melee'', allowing Bowser lagless Fire Breath startup.}}
*Flying Slam reverted to his [[Koopa Klaw]]. It can no longer bite the opponent before throwing, but its throws are significantly stronger in both damage and knockback, with forward throw dealing 20% damage, and back throw dealing 15%. They have new animations rather than claw swipes: forward throw is a head crush, and back is a single-handed throw.
*{{buff|Regains the [[Koopa Klaw]] move from ''Melee'', allowing Bowser another set of powerful grabs and more utility than his [[Flying Slam]].}}
*Many moves and animations now have some sort of [[launch resistance]]: [[crouch]], [[crawl]], and up smash while charging have light armor, while [[dash attack]], all smashes, [[neutral air]], Koopa Klaw, and [[Bowser Bomb]] have heavy armor (shown by a red flash).
*{{buff|[[Fortress Hogging]] is made possible again, allowing Bowser to quickly and efficiently grab the ledge to edgeguard opponents.}}
*The second hit of [[down tilt]] is now optional, activated by pressing the attack button a second time.
*{{buff|Bowser Bomb's fall is stronger and deals 24% damage. It also grabs ledges from both sides, and can be canceled with a jump before the max leap height when used from the ground, letting Bowser follow up combos or even KO them outright after using a move that knocked his foe airborne.}}
*[[Fire Breath]] cancel implemented.
*{{nerf|Larger size increases Bowser's hurtbox, making him more vulnerable to projectiles and combos.}}
*Bowser Bomb no longer hits during the jump, but the fall is stronger and deals 24% damage. It also grabs ledges from both sides, and can be canceled with a jump before the max leap height when used from the ground.
*{{nerf|Bowser Bomb no longer has a hitbox during its jump.}}
*[[Pummel]] now involves biting opponents, like with Koopa Klaw in ''Melee''. It also does 4% damage per pummel, and Bowser groans every time he does.
*{{change|The second hit of [[down tilt]] is now optional; it is activated by pressing the attack button a second time.}}
*He now has just one [[idle pose]] (roaring slightly while leaning his head backwards). The second idle pose is, however, used as his new down [[taunt]], emitting a roar reminiscent of that from ''Melee''.
*{{change|[[Pummel]] now involves biting opponents, like with Koopa Klaw in ''Melee''.}}
*Down throw now deals 16% damage.
 
*Slightly faster [[sidestep]].
In terms of cosmetics, Bowser now has just one [[idle pose]], where he roars slightly while leaning his head backwards. The former second idle pose is now used as his new down [[taunt]], where he emits a roar reminiscent of that from ''Melee''. He has a new costume based off of his "Dry Bowser" appearance from the ''New Super Mario Bros.'' series.
*Bowser now has an alternate costume based off of the appearance of [[mariowiki: Dry Bowser|Dry Bowser]] in the ''New Super Mario Bros.'' series.


===={{PM|Captain Falcon}}====
===={{PM|Captain Falcon}}====
*Falcon has been almost completely restored to his ''Melee'' self.
Captain Falcon was slightly buffed from ''Melee'' to ''Project M'' due to some ''Brawl''-based retained changes which increased his options.
*[[Falcon Punch]] can be turned around as in ''Brawl''. Also instead of just 1 reversal, he can now turn around four times in addition to an initial B reversal which does not animate the turnaround. It also keeps ''Brawl'' freeze frames.
*{{buff|Retains ability to grab foes on the ledge with [[Falcon Dive]], like in ''Brawl''.}}
*[[Raptor Boost]] can sweetspot [[ledge]]s like in ''Brawl'', improving recovery. Also, when used towards an edge from the ground, Captain Falcon now goes into the ending animation instead of instantly becoming helpless, allowing to grab the edge and come back to the stage.
*{{buff|Aerial [[Raptor Boost]] now [[spike]]s foes and propels Captain Falcon with forward momentum if it lands, and can now grab the ledge. When used towards an edge from the ground, Captain Falcon now goes into the ending animation instead of instantly becoming helpless, allowing to grab the edge and come back to the stage.}}
*Aerial Raptor Boost is now a spike. After it hits a foe, it makes Captain Falcon leap forward like in ''Brawl''.
*{{buff|[[Falcon Punch]] can be turned around up to 4 times.}}
*Pressing up [[taunt]] when a sweetspotted [[Knee Smash]] connects results in Falcon exclaiming "YESZ!".
*{{change|Up and down taunts have switched positions. When using down taunt, he now also speaks a silent "Yes!"}}
*[[Falcon Dive]] can grab edge-hogging characters as in ''Brawl''.
*{{change|Pressing the up taunt button when a sweetspotted [[Knee Smash]] connects results in Falcon exclaiming "YESZ!"}}
*Up and down taunts have switched positions. When using down taunt, he now also speaks off a more silent "Yesz!".


===={{PM|Donkey Kong}}====
===={{PM|Donkey Kong}}====
*Dash attack has been changed. It is now a roll similar to that of the Donkey Kong Country series. It acts much like the original one, but has light armor and can roll off edges and platforms similar to Kirby's ''Melee'' dash attack. Can be jumped out of in midair.
*{{buff|Dash attack has been changed. It is now a roll similar to that of the Donkey Kong Country series. It acts much like the original one, but has light armor and can roll off edges and platforms similar to Kirby's ''Melee'' dash attack. Can be jumped out of in midair. Overall has more utility than the old dash attack.}}
*Neutral aerial is now an effective approach option; it was given more range and slight invincibility on his arms during part of the attack.
*{{buff|Neutral aerial is now an effective approach option; it was given more range and slight invincibility on his arms during part of the attack.}}
*Forward aerial comes out faster and has more KO potential.
*{{buff|Forward aerial comes out faster and has more KO potential.}}
*Down aerial's ending lag has been shortened.
*{{buff|Down aerial's [[ending lag]] has been shortened.}}
*Back throw's knockback has increased.
*{{buff|Back throw's knockback has increased.}}
*[[Hand Slap]] now has much wider grounded hitboxes that ground-bounce the opponent and only slaps the ground twice per button press (making it optionally much shorter); it functions well for shield pressure and tech chasing.
*{{buff|[[Hand Slap]] now has much wider grounded hitboxes that ground-bounce the opponent and only slaps the ground twice per button press (making it optionally much shorter); it functions well for shield [[pressure]] and [[tech-chasing]].}}


===={{PM|Falco}}====
===={{PM|Falco}}====
*Falco has been reverted to his ''Melee'' format.
Falco was reverted to become a clone of Fox again, rather than a semi-clone (as he was in ''Brawl''). However, he was very slightly nerfed from ''Melee'' due to a few of his options being weakened.
*His [[jab]] is like in ''Brawl'', but angle and knockback are that of ''Melee''.
*{{buff|Ability to [[DACUS]], Gatling Combo, and [[RAR]] retained from ''Brawl''.}}
*Falco's dash speed is the same as in ''Melee'', but retains the ''Brawl'' running animation.
*{{nerf|[[Blaster]] shots decay in damage based on distance.}}
*[[Reflector]] no longer has intagibility.
*{{nerf|[[Reflector]] no longer has intangibility on the first frame of activation.}}
*Laser decays in damage based on distance.
*{{change|Has ''Brawl'''s running animation.}}
*{{change|[[Jab]] has its ''Brawl'' animation.}}


===={{PM|Fox}}====
===={{PM|Fox}}====
[[File:PMFoxAlt.png|100px|thumbnail|default|Fox's alternate costume in Project M.]]
[[File:PMFoxAlt.png|100px|thumbnail|default|Fox's alternate costume in Project M.]]
*Fox has been reverted to his ''Melee'' format.
Fox was slightly nerfed from ''Melee'' due to a few of his options being weakened.
*Fox's [[infinite]] capabilities removed.
*{{buff|[[Reflector]] can be cancelled even after reflecting a projectile, which prevents a shine lock from characters with fast projectiles such as another Fox or Falco.}}
*[[Reflector]] no longer has intangibility frames.
*{{nerf|[[Blaster]] shots decay in damage based on distance.}}
*Laser decays in damage based on distance.
*{{nerf|Can no longer perform the [[waveshine infinite]].}}
*Reflector can be released during the reflect lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re-hit before the reflect lag ends from being able to trap him in it. This also applies for all other infinite reflectors.
*{{nerf|[[Reflector]] no longer has intangibility on the first frame of activation.}}
*Fox now has an alternate costume based off of his ''Melee'' appearance.
 
In terms of cosmetics, Fox now has an alternate costume based off both his appearance in ''Melee'' as well as earlier ''Star Fox'' designs of him.


===={{PM|Ganondorf}}====
===={{PM|Ganondorf}}====
*Dashing animation was altered to and speed was increased that of his ''Melee'' incarnation's.
Ganondorf was [[buff]]ed from ''Melee'' to Project M.
*Midair jumping height was improved.
*{{buff|Midair jumping height increased.}}
*Neutral attack made identical to ''Melee'' incarnation.
*{{buff|[[Forward tilt|Forward]] and [[down tilt]]s are those of ''Brawl'', but the former can now be angled and both possess less ending lag.}}
*Forward tilt can now be angled, and it has less ending lag.
*{{buff|[[Dash attack]] has its speed from ''Melee'', but uses ''Brawl'' damage and knockback values, being much stronger.}}
*New up tilt: a high-reaching stomp of reasonable speed. First hit does 8% damage, then the second one does 22% with an [[electric]] effect and significantly higher damage and knockback.
*{{buff|New [[up tilt]]: Ganondorf lifts his foot, then brings down an electric stomp of high reach. Lasts for about 60 frames, and hits twice, much like {{SSB|Captain Falcon}}'s u-tilt in ''Smash 64'', with the second hit having strong power and knockback. Foot lift deals 8% damage, then the stomp does 22%, for a total of 30% (3% more than the ''Brawl'' up tilt).}}
*Down tilt has less ending lag.
*{{buff|Forward air retains its sourspot from ''Brawl'', but it was decreased in size and now has the strength of his Melee f-air, with the sweetspot having slightly better knockback.}}
*Dash attack's trajectory altered to that of its ''Melee'' incarnation, though it retains its ''Brawl'' knockback and damage values.
*{{buff|Can now [[DACUS]].}}
*Forward smash's angle altered to that of its ''Melee'' incarnation.
*{{buff|[[Down smash]]'s hits now link better.}}
*Up smash made identical to ''Melee'' incarnation and can now [[DACUS]].
*{{buff|[[Warlock Punch]] keeps ''Brawl'' format, and it can also be turned around a maximum of five times.}}
*Down smash's speed and power were improved to that of its ''Melee'' incarnation. The first kick additionally links better into the second kick.
*{{buff|Retains [[Flame Choke]] from ''Brawl''. Grounded version does 12% damage (3% more), while aerial version still sweetspots ledges and can pull off [[sacrificial KO]]s (though the latter is situational due to him now possessing better [[edge-guard]]ing tactics).}}
*Sweetspot of neutral aerial's second kick was strengthened to that of its ''Melee'' incarnation.
*{{buff|If Flame Choke is used off an edge, Ganondorf will go into the ending animation of the attack instead of instantly becoming helpless, so he can grab it and come back to he stage.}}
*Forward aerial's startup, ending, and landing lag was significantly reduced to that of its ''Melee'' incarnation. The sourspot hitbox was additionally decreased in size and strengthened to the power of ''Melee'' f-air, while the sweetspot hitbox was given a [[darkness]] effect.
*{{buff|[[Dark Dive]] not only has got its ''Melee'' power for grabbing attack, but it keeps animation and uppercut from ''Brawl'', as well as being able to grab [[edgehogging]] characters for powerful [[stage spike]]s and possesing a large [[edge sweetspot]], making recovery safer.}}
*Back aerial strengthened to that of its ''Melee'' incarnation, as well as having its hitbox duration increased to that of its ''Melee'' incarnation, and its sourspot removed. Its sweetspot was also given an electrical effect.
*{{buff|[[Wizard's Foot]] has its sourspots removed for both grounded and aerial versions. They also have less ending lag.}}
*Down aerial's animation changed to its ''Melee'' incarnation. Down aerial is also slightly faster, with its sourspot removed.
*{{buff|Up throw has less base knockback so it can follow-up better. It also uses its ''Brawl'' animation.}}
*Forward and back throws weakened to that of their ''Melee'' incarnation.
*{{buff|Down throw's knockback scaling weakened for increased [[chaingrab]] potential.}}
*Up throw's base knockback was reduced, making it much more effective at following up on.
*{{nerf|New up tilt has decreased knockback scaling and can no longer drag opponents towards Ganondorf.}}
*Down throw's trajectory was altered to that of its ''Melee'' incarnation. Its knockback scaling was also slightly reduced.
*{{nerf|Forward smash is no longer a horizontal finisher, giving fastfallers a better resistance against it.}}
*[[Warlock Punch]] can be reversed up to five times.
*{{nerf|Aerial Flame Choke now sends foes away from Ganondorf upon landing, making it harder to combo into other moves.}}
*Grounded [[Flame Choke]] covers slightly more distance, and its ground damage was increased to 12%. It additionally can now be teched. Aerial Flame Choke now slightly bounces away opponents when they land.
*{{nerf|Lack of [[Gerudo Dragon]] leaves Ganondorf with less combo finishing options.}}
*[[Dark Dive]] remains the same, though the grabbing attack's power was strengthened to that of the ''Melee'' incarnation.
*{{change|Grounded Flame Choke can now be [[tech]]ed, acting more as a [[tech-chase]]r.}}
*Grounded [[Wizard's Foot]] strengthened and its animation altered to its ''Melee'' incarnation. Its sourspot hitboxes were additionally removed. Aerial Wizard's Foot now restores Ganondorf's midair jump, with it now [[spike|spiking]], and its sourspot hitbox removed. Both versions also have less ending lag.
*{{change|Forward tilt uses a slightly different animation: Ganondorf no longer drops his leg after the kick, but instead retreats it to himself quicker, having less lag.}}
*{{change|Sweetspot of forward air has a [[darkness]] effect. Dark Dive now also makes Ganondorf briefly flash purple during the uppercut portion.}}
*{{change|Back air posseses an [[electric]] effect. Both it and neutral attack now also use a different "punch" SFX similar to that of his side taunt.}}


===={{PM|Ice Climbers}}====
===={{PM|Ice Climbers}}====
*Both of the Ice Climbers' [[forward aerial]]s can meteor smash.
*{{buff|Retain a nerfed version of Brawl's [[desynching]].}}
*[[Desynch]]ing abilities improved from ''Melee''.
*{{buff|Partner is controllable when grabbing an opponent, enabling ''Brawl'' [[chaingrab]]s to be performed to some degree.}}
*Down aerial is no longer a stall-then-fall.
*{{nerf|Can no longer [[wobble]].}}
*{{nerf|[[Freeze glitch]] has been removed.}}


===={{PM|Jigglypuff}}====
===={{PM|Jigglypuff}}====
*Jigglypuff has been completely reverted to its ''Melee'' format.
Jigglypuff has remained relatively unchanged from ''Melee'' to Project M, although it has gained a few additional options from mechanics retained from ''Brawl''.
*Neutral attack and up air now use a [[Fan]] sound effect.
*{{buff|Dash attack remains cancellable from ''Brawl'', allowing Jigglypuff to [[DACUS]] and improving its mobility.}}
*{{buff|Down aerial hits faster.}}
*{{buff|[[Sing]] puts enemies with low percentages to sleep for longer than it did in ''Melee'' and ''Brawl'', increasing its utility.}}
*{{change|[[Neutral attack]] and [[up aerial]] now use the [[Fan]] sound effect.}}


===={{PM|Kirby}}====
===={{PM|Kirby}}====
*[[Final Cutter]] can now be aimed for an horizontal slash. It can also be canceled by a jump afterwards, giving more utility to his aerials, especially forward air and down air.
*{{buff|Can now aim [[Final Cutter]] horizontally, and can also be canceled with a jump or air dodge after a hit, extending [[recovery]] and [[combo]] options. The vertical version is otherwise the same.}}
*Dash attack reverted to its ''Melee'' form. It is also jump-cancelable after falling off an edge.
*{{buff|Dash attack from ''Melee'' has returned, with more versatility, less [[ending lag]] and can be canceled with a jump after dropping off an edge, possesing more combo ability.}}
*Neutral aerial initiates faster.
*{{buff|Neutral air initiates faster.}}
*Back aerial has better range at Kirby's front.
*{{buff|Back air has more range at Kirby's front, like the ''Smash 64'' version.}}


===={{PM|Link}}====
===={{PM|Link}}====
[[File:PMLinkAlt.png|100px|thumbnail|default|Link's alternate costume in Project M.]]
[[File:PMLinkAlt.png|100px|thumbnail|default|Link's alternate costume in Project M.]]
*Most of Link's normal attacks have slight speed and power increases. For example, Link's dash attack and down smash both have sooner IASA frames so that they can be acted out of sooner and are generally less unsafe to use on shielded opponents. Link's forward tilt has been sped up to match {{SSBM|Young Link}}'s forward tilt, making it extremely dangerous. The up smash has been sped up as well so that the three slashes can link together better.
{{cleanup|Needs to be reworded}}
*Depending on how the attack button is pressed, third hit of jab can now be either a single launching stab, or weak consecutive ones, like the ''Smash 64'' and ''Melee'' versions.
Link has been heavily buffed from ''Melee'' to Project M.
*Aerials restored to their ''Melee'' power.
*{{buff|Link's [[dashing]] speed has been sped up by a small bit.}}
*Link's [[Hero's Bow]] has its charge speed increased by 33%, its knockback increased, and its knockback angle changed to send at a much more horizontal angle, but it retains its ''Brawl'' trajectory.
*{{buff|Most of Link's normal attacks have slight speed and power increases. For example, Link's dash attack and down smash both have earlier [[IASA]] frames so that they can be acted out of sooner and are generally safer to use on [[shield]]ing opponents.}}
*[[Gale Boomerang]] replaced with a regular [[Boomerang]], designed with a light-blue trail to feel like its ''Smash 64'' incarnation. Like in ''Melee'', it is stronger if thrown close to opponents. It also has a better angle. Deals damage from 13% to 7%, with the comeback dealing 5%.
*{{buff|Link's forward tilt has been sped up to match Young Link's version, making it more useful than before.}}
*The aerial version of [[Spin Attack]] gains more additional horizontal momentum than in ''Melee''. The attack also can no longer be charged when on the ground, instead having its ''Melee'' power.
*{{buff|The up smash has been sped up as well so that the three slashes can link together better.}}
*Link can now [[Bomb recovery|bomb jump consistently for recovery]]. By inputting a [[glide toss]], Link can toss the bomb up the right distance to spin attack into it, allowing Link to Spin Attack again.
*{{buff|The aerial version of Spin Attack gains more horizontal momentum than in Melee. The attack also can no longer be charged when on the ground, instead having its ''Melee'' power.}}
*Link's side taunt involving Navi has been replaced with his old ''Melee'' taunt.
*{{buff|Link can now [[bomb recovery|bomb jump consistently for recovery]]. By inputting a [[glide toss]] while airborne, Link can toss the bomb up the right distance to Spin Attack into it, allowing Link to Spin Attack again.}}
*Link now has an alternate costume based off of his appearance in ''Ocarina of Time''.
*{{buff|Gale Boomerang replaced with a regular Boomerang, designed with a light-blue trail to feel like its ''Smash 64'' incarnation. Like in ''Melee'', it is stronger if thrown close to opponents. It also has a better angle. Deals damage from 13% to 7%, with the comeback dealing 5%.}}
*{{buff|Link's Hero's Bow has had its charge speed increased by 33%, its knockback increased, and its knockback angle changed to send at a much more horizontal angle, but it retains its ''Brawl'' trajectory.}}
 
In terms of aesthetics, Link now has an alternate costume that is based off of his appearance in earlier titles, such as ''Melee'' and ''Ocarina of Time''.


===={{PM|Luigi}}====
===={{PM|Luigi}}====
[[File:PMLuigiAlt.png|100px|thumbnail|default|Luigi's alternate costume in Project M.]]
[[File:PMLuigiAlt.png|100px|thumbnail|default|Luigi's alternate costume in Project M.]]
*Down tilt does 15% damage and acts like a [[Mr. Saturn]], dealing zero knockback with high hitstun and the "Pwaaah" sound effect.
*{{buff|He now has two [[helplessness]] animations: one for air dodging, and the other for [[Super Jump Punch]], taken from ''Melee'' and ''Brawl'' respectively. The latter has better [[air speed]], allowing Luigi to recover efficiently with the move like in ''Brawl''.}}
*[[Fireball]] travels farther and can be followed up faster.
*{{buff|Dash attack uses ''Melee'' trajectories, but hits faster and seven times (as opposed to six) like in ''Brawl'', being better at racking up damage (also because of the different [[Stale-move negation|staleness]]).}}
*[[Green Missile]] misfire mechanics changed. One in six uses of the attack is guaranteed to be a misfire: if five uses are passed normally, then the next will always be a misfire. If the attack will misfire, Luigi flashes green before it goes off; continuing to charge the move past this flash will disable the misfire and cause it to occur the next time the move is used instead. This allows Luigi to control when a misfire is used.
*{{buff|Down tilt does 15% damage (6% more than before) and acts like a [[Mr. Saturn]], dealing zero knockback with high [[hitstun]] and the "Pwaaah" sound effect.}}
*Forward, back and down aerials reverted to their ''Melee'' format, with the former now using a [[slash]] effect and Fan SFX (like his forward smash). Down smash also has ''Melee'' trajectory.
*{{buff|[[Fireball]] travels faster and can be followed up quicker.}}
*He now has two [[helplessness]] animations: one for air dodging, and the other for [[Super Jump Punch]], taken from ''Melee'' and ''Brawl'' respectively. The latter has better air speed, keeping the move efficient for recovery.
*{{buff|[[Green Missile]] misfire mechanics changed. One in six uses of the attack is guaranteed to be a misfire: if five uses are passed normally, then the next will always be a misfire. If the attack will misfire, Luigi flashes green before it goes off; continuing to charge the move past this flash will disable the misfire and cause it to occur the next time the move is used instead. This allows Luigi to control when a misfire is used.}}
*[[Luigi Cyclone]] reverted to its ''Melee'' version. When the special button is mashed, it gives better height than in ''Melee'', but not as much as in ''Brawl''.
*{{buff|[[Luigi Cyclone]] acts like in ''Melee'', but when the special button is mashed, it gives better height - between that of ''Melee'' and ''Brawl'' -, sometimes being capable of KOing off the top like in ''Smash 64''.}}
*Luigi now has an alternate costume based off of the appearance of [[mariowiki: Mr. L|Mr. L]] in ''Super Paper Mario''.
*{{buff|Keeps horizontal momentum when [[grab]]bing opponents, making throws KO more easily when combined with [[wavedash]]ing.}}
*{{change|Forward air emits a Fan sound effect and uses a [[slash]] effect, like the forward smash.}}
*{{change|Down smash has ''Melee'' trajectory, but uses ''Brawl'' animation.}}
*{{change|Green Missile displays additional green flames coming from Luigi's back.}}
 
Luigi now has an alternate costume based off of the appearance of [[mariowiki: Mr. L|Mr. L]] in ''Super Paper Mario''.


===={{PM|Mario}}====
===={{PM|Mario}}====
[[File:PMMarioAlt.png|100px|thumbnail|default|Mario's alternate costume in Project M, based upon Dr. Mario's appearance in ''Melee''.]]
[[File:PMMarioAlt.png|100px|thumbnail|default|Mario's alternate costume in Project M, based upon Dr. Mario's appearance in ''Melee''.]]
Mario retains his normal models from ''Brawl'', but players may now switch between Mario and Dr. Mario costumes, similarly to {{SSBB|Wario}}'s alternate costume sets for his Wario Land and WarioWare appearances. There is no difference in gameplay, although sound effects and aesthetics have been changed.
*{{buff|[[Fireball]] has less [[ending lag]].}}
*Mario is a slight mix of himself and ''Melee''{{'}}s {{SSBM|Dr. Mario}}; up smash, back air, and the beginning of forward air have Dr. Mario-like properties, and his [[Fireball]] has a trajectory more like [[Megavitamins]]. Mario's down taunt was also changed to Dr. Mario's taunt from ''Melee''.
*{{buff|[[Super Jump Punch]] can be cancelled by a [[wall jump]] any time it is touching the wall, but only the first Super Jump Punch. Until Mario lands again, Super Jump Punch must touch the wall for the whole duration of the move.}}
*Down air is now his drill kick from ''Melee''.
*{{buff|[[Mario Tornado]] creates more vertical distance. As a cosmetic change, it also has star graphics, as a reference to ''{{s|mariowiki|Super Mario Galaxy}}''.}}
*Mario can now act out of [[Fireball]] quicker.
*{{change|Mario is a slight mix of himself and [[Dr. Mario (SSBM)|''Melee'''s Dr. Mario]]; up smash, back aerial, and the beginning of forward aerial have Dr. Mario-like properties, and his Fireball has a trajectory more like [[Megavitamins]]. Mario's down taunt was also changed to Dr. Mario's taunt from ''Melee''.}}
*Super Jump Punch can be cancelled by a [[wall jump]] any time it is touching the wall, but only the first Super Jump Punch. Until Mario lands again, Super Jump Punch must touch the wall for the whole of the move.
 
*Down special is now his Mario Tornado move from ''Melee''. It also has star graphics, as a reference to ''Super Mario Galaxy''.
Dr. Mario appears as Mario's alternate costume. Players may switch between Mario and Dr. Mario costumes, similarly to Wario's alternate costume sets for his Wario Land and WarioWare appearances. There is no difference in gameplay, although sound effects and aesthetics will change.


===={{PM|Marth}}====
===={{PM|Marth}}====
*Completely reverted to his ''Melee'' self.
Marth was very slightly buffed from ''Melee'' to ''Project M'', but otherwise remains almost the same character.
*Down air now has less ending lag.
*{{buff|Dash attack can now be cancelled, allowing Marth to [[DACUS]] and improving his mobility.}}
*Can now [[DACUS]].
*{{buff|Down aerial has less [[ending lag]].}}
*His light blue costume has been changed to a purple one, with his default costume being used as his Blue Team costume, like in ''Melee''.
*{{buff|[[Dancing Blade]]'s speed altered to be between that of ''Melee'' and ''Brawl'', possesing overall more utility.}}
 
In terms of cosmetics, Marth now has a purple costume as opposed to a light blue one (from ''Brawl''). He once again uses his default costume when fighting on the blue team.


====[[Mewtwo (PM)|Mewtwo]]====
====[[Mewtwo (PM)|Mewtwo]]====
{{ImageCaption|File:PMMewtwo.png|File:PMMewtwoAlt.png|width1=100px|width2=100px|caption=Mewtwo's appearance in Project M (left)<br>and its alternate costume (right)}}
{{ImageCaption|File:PMMewtwo.png|File:PMMewtwoAlt.png|width1=100px|width2=100px|caption=Mewtwo's appearance in Project M (left)<br>and its alternate costume (right)}}
Mewtwo is the second character announced who was not in ''Brawl''. Like Roy, it also takes advantage of the Clone Engine's capabilities. Like Mario, Mewtwo also has an alternate costume, which features its armor from the first Pokémon movie.
Mewtwo was buffed from ''Melee'' to Project M.
*{{buff|General play changes, including decreased aerial lag, stronger attacks, faster [[dash]] speed, and an increase in [[weight]].}}
*{{buff|Mewtwo's tail is now significantly longer, greatly increasing the range of any attacks that utilize its tail, such as its [[up tilt]], [[down tilt]], and [[forward tilt]].}}
*{{buff|[[Confusion]]'s effect is larger and sends victims into a tumbling state. Projectiles reflected by Confusion now inflict damage to the original user, further improving Confusion's utility.}}
*{{buff|[[Shadow Ball]] is stronger, and even its uncharged effects pack a punch.}}
*{{buff|[[Teleport]] no longer puts Mewtwo into a [[helpless]] state, and acting out of it is possible with anything but an [[air dodge]].}}
*{{buff|Mewtwo can now hover in a similar manner to {{PM|Peach}}'s [[float]]. While Mewtwo can float in any direction, its float duration is shorter and can only be done after a single jump, and Mewtwo will lose its midair jump.}}
*{{change|Forward throw has been changed to a throw where Mewtwo condenses the enemy in a Shadow Ball and throws them ahead.}}


*General stats modified to fit ''Project M's'' environment.
'''Armoured Mewtwo''' appears as Mewtwo's alternate costume. It is based upon the armour donned by Mewtwo in ''[[bulbapedia:M01|Mewtwo Strikes Back]]''.
*[[Confusion]]'s [[range]] is larger and launches its targets upward, which sets up for combos better. It also actually [[Reflection|reflects]] now rather than simply sending the projectile off at an odd angle.
*Mewtwo can act out of [[Teleport]] with any action, except for an air dodge, giving it deadly combo potential.
*Mewtwo can hover, similar to Peach's float.
**Ability to hover in any direction.
**Can only hover from first jump.
**Shorter duration compared to Peach's float canceling.
**Hovering consumes second jump.
**Hovered aerials have decreased [[landing lag]].
*Forward throw has been changed to condensing the enemy in a Shadow Ball and throwing them ahead. Also known as the "Gravity Squeeze"


===={{PM|Mr. Game & Watch}}====
===={{PM|Mr. Game & Watch}}====
*Forward tilt can now be interrupted as quickly as the hitbox diminishes.
Mr. Game & Watch was significantly [[buff]]ed from ''Melee'' to PM.
*Forward smash has not only regained its former power, but its later hitbox is more powerful. The flame sourspot now also links with the attack's sweetspot, dealing more damage.
*{{buff|Forward tilt can now be interrupted as quickly as the hitbox diminishes.}}
*All aerials can now be [[L-cancel]]ed.
*{{buff|Forward smash is more powerful. The flame sourspot now also links with the attack's sweetspot, dealing more damage, while it has no knockback for the first hit to KO reliably.}}
*Up aerial has drastically less ending lag, and it now consists of a single hit that can be used rapidly for juggling. It no longer produces [[wind]].
*{{buff|All aerials can now be [[L-cancel]]led.}}
*Down aerial's landing hitbox now spike-bounces.
*{{buff|Back aerial's hitboxes link better each into other, and the last hit is better at KOing.}}
*His [[Chef]] attack cancels on landing, similar to Falco's lasers. It can also toss bigger foods, which deal 15% damage with a [[flame]] effect.
*{{buff|Up aerial has drastically less [[ending lag]], and it now consists of a single hit that can be used rapidly for [[juggling]].}}
*[[Fire]]'s parachute is removed; it appears on his neutral aerial, which functions as it does in ''Melee''. Like in ''Brawl'', however, Mr. Game & Watch doesn't fall helpless and can act with any action afterwards (except an air dodge).
*{{buff|Down aerial's landing hitbox now [[spike]]-bounces.}}
*[[Oil Panic]] has less ending lag after catching a projectile, and will usually [[OHKO]] when it is full. It can also now be used as an attack despite the amount of oil in the bucket.
*{{buff|His [[Chef]] attack cancels on landing, similar to {{PM|Falco}}'s lasers. It can also toss bigger foods, which deal 15% damage with a [[flame]] effect.}}
*[[Grab release glitch]] from Mr. Game & Watch has not been removed. Unlike in ''Brawl'', he regains his midair jump, but he still cannot use his up special. This technique can be deadly if his opponent ground releases him at the ledge, which he will be unable to make it back to the stage.
*{{buff|[[Judge]] retains its start-up unchanged, but all variations are significantly more powerful: for instance, #2 [[stun]]s foes, #3 causes [[flower]]ing, #5 hits more fluidly and deals higher damage, and #7 heals additional damage. Numbers now also show one or two lights above them, indicating the next uses in which Mr. Game & Watch cannot get the same number.}}
*{{buff|Although [[Fire]] still lacks the parachute, Mr. Game & Watch doesn't fall [[helpless]] and can act with any action afterwards (except an [[air dodge]]), like in ''Brawl''.}}
*{{buff|[[Oil Panic]] has less ending lag after catching a projectile, and will usually [[OHKO]] when it is full. It can also now be used as an attack despite the amount of oil in the bucket.}}
*{{buff|Down throw retains its ''Brawl'' format, so Mr. Game and Watch can still perform deadly [[tech-chase]]s.}}
*{{nerf|[[Grab release glitch]] from ''Brawl'' has not been removed. Unlike in ''Brawl'', he regains his midair jump, but he still cannot use his up special. This technique can be deadly if his opponent ground releases him at the ledge, which he will be unable to make it back to the stage.}}


===={{PM|Ness}}====
===={{PM|Ness}}====
*[[Double jump cancel]] returns: special moves will always DJC, whereas aerial attacks will only do so if the jump input has been released (so holding jump will prevent it).
*{{buff|Ness can [[double jump cancel]] again, though it is now optional; just pressing and then releasing the jump button when attacking will cause him to DJC, while holding the jump button causes him to perform a rising aerial, just like characters who cannot use this technique. Special moves will always DJC.}}
*Sourspot of forward smash posseses the "wooden bat" SFX from ''Brawl'', while the sweetspot produces a [[ping]] sound like in ''Smash 64'' and ''Melee''.
*{{buff|Midair jump speed increased.}}
*Up smash is now faster, has further reach, and sets the opponent up for juggling.
*{{buff|Up aerial and the sweetspot of back aerial were given more KO power.}}
*Down smash now travels out much further to function as an onstage [[edge-guarding]] tool.
*{{buff|[[Down aerial]] reverted to ''Smash 64'' speed, which almost removes its [[startup]] lag entirely.}}
*Neutral aerial comes out slightly quicker.
*{{buff|[[Up smash]] is much faster and deals better damage and knockback, being more reliable at juggling and KOing.}}
*Back aerial and up aerial were given more KO power.
*{{buff|[[Down smash]] also deals better damage and knockback, serving as a powerful on-stage [[edge-guarding]] tool.}}
*Down aerial now comes out faster, acting like in ''Smash 64''.
*{{buff|Both up and down smashes can now be held even when near an edge.}}
*[[PK Flash]] is smaller, but moves farther and faster, similar to [[PK Freeze]].
*{{buff|[[PK Fire]]'s flame effect activates even on [[shield]]s, and it has ''Brawl'' power. It also keeps forward momentum when used on mid-air.}}
*[[PK Fire]] no longer halts the player's aerial momentum, and it also activates on shielded opponents.
*{{buff|[[PK Thunder 2]] travels much farther and keeps its hitbox throughout the move.}}
*[[PK Thunder 2]] now travels much farther and retains its hitbox throughout the move.
*{{buff|Ness can jump out of [[PSI Magnet]], similar to with [[Reflector]]. When absorbing a projectile, he can also cancel the move to go into the ending animation afterwards, preventing rapid-fire projectiles such as Fox's [[Blaster]] from trapping him into the move indefinitely.}}
*[[Yoyo glitch]] no longer exists.
*{{buff|PSI Magnet can now deal damage consecutively; it has a center hitbox that inflicts 4% damage with diagonal knockback, and others at the "outlines" that deal 2% with no knockback and can turn [[Idle pose|idle]] foes around.}}
*[[PSI Magnet]] is jump-cancellable, and it now has two damaging hitboxes: one on the center that deals 4% damage with set knockback, and other at the "outlines", with deals 2% damage with no knockback and hits consecutively.
*{{nerf|[[Yoyo glitch]] no longer exists.}}
*Ness now has a secret taunt that resembles the iconic 'Fuzzy Pickles' moments in his origin game, Earthbound.
*{{nerf|[[Down tilt]] now has a more vertical angle, removing its [[infinite]] capacities.}}
*{{change|[[PK Flash]] has a smaller range, but it moves faster and farther.}}
*{{change|Forward smash's sourspot produces the "wooden bat" SFX from ''Brawl'', while sweetspot displays a [[ping]] sound like in ''Melee'' and ''Smash 64''.}}
*{{change|Revamped [[on-screen appearance]]: the vortex of [[wikibound: Teleport|Teleport]] now appears as well, similar to in ''Melee''{{'}}s opening.}}
*{{change|Ness now has a secret [[taunt]]: he poses at the screen and a "photo" flash is displayed, based on the iconic Fuzzy Pickles moments in his origin game, ''{{s|wikibound|Earthbound}}''.}}


===={{PM|Peach}}====
===={{PM|Peach}}====
*Has been reverted back to her ''Melee'' format, but keeping her up tilt from ''Brawl''.
[[File:PMPeachAlt.png|100px|thumb]]
*Jab now links better.
*{{buff|Neutral attack links better.}}
*Forward smash always follows the pattern of "tennis racket, golf club, frying pan", with the first of a match being random.
*{{buff|Retains up tilt from ''Brawl'', which posseses more range and power than her previous, situational up tilt from ''Melee''.}}
*[[Peach Bomber]] reverted to using a "typical" explosion on contact, though the heart-based explosion will occur instead if a taunt button is held. It also has ''Brawl'' length and angle.
*{{buff|[[Peach Bomber]] has ''Brawl'' range and trajectory, being overall better at KOing horizontally and having more utility.}}
*[[Vegetable]]s reverted to bouncing off shields instead of vanishing.
*{{buff|[[Vegetable]]s reverted to bouncing off shields instead of vanishing.}}
*[[Up throw]] now uses a heart animation.
*{{change|Sweetspots of down tilt and up smash now use a [[Fan]] SFX.}}
*Peach now has her possessed [[mariowiki: Shadow Queen|Shadow Queen]] form (from ''Paper Mario: The Thousand Year Door'') as an alternate costume, proven by Project M's Turbo Finale video on Youtube.
*{{change|Forward smash always follows the pattern of "tennis racket, golf club, frying pan", with the first of a match being random.}}
*{{change|Peach Bomber reverted to using an explosive effect, though if a taunt input is held, it will use ''Brawl''{{'}}s heart animation. When used by Shadown Queen Peach, it instead has a darkness effect.}}
*{{change|Up throw now uses a heart animation.}}
 
{{s|mariowiki|Shadow Queen}} (from ''{{s|mariowiki|Paper Mario: The Thousand-Year Door}}'') appears as Peach's alternate costume. It replaces the heart effects in some of her attacks with [[darkness]] effects.


===={{PM|Pikachu}}====
===={{PM|Pikachu}}====
*Most of its moveset has been restored to ''Melee''.
Pikachu was buffed from ''Melee'' to ''Project M'' overall, due to the new options that give it additional leverage against top-tiered characters.
*Retains [[wall jump]] and [[Quick Attack cancel]] techniques from ''Brawl''.
*{{buff|Last hit of [[forward aerial]] retains its ''Brawl'' power, and the hits now also link better.}}
*Back aerial is now its ''Smash 64'' back kick. It deals 14% damage if sweetspotted, with average KO power.
*{{buff|[[Back aerial]] is now its ''Smash 64'' kick, which has combo potential and KO/edgeguarding strengths that its previous back aerial did not.}}
*Party Hat Pikachu (''Melee'' Blue Outfit) has been revealed as an alternate costume in Project M's Turbo Finale video.
*{{buff|[[Down smash]]'s hits now link better each into other.}}
*{{buff|Grab range from ''Melee'' increased.}}
*{{buff|Retains [[wall jump]] from ''Brawl'', allowing for a slightly better situational recovery on stages such as [[Yoshi's Story]]. Also retains [[crawl]].}}
*{{buff|Retains [[QAC]] from ''Brawl'', greatly improving Pikachu's [[approach]] and defensive options, especially with the new physics. QAC also allows some new options, such as [[waveland]]ing out of a QAC.}}
 
In terms of cosmetics, Pikachu has received an additional costume where it wears its blue party hat costume from ''Melee'' and ''64''.


===={{PM|Roy}}====
===={{PM|Roy}}====
[[File:PMRoy.png|100px|thumbnail|default|Roy's appearance in Project M.]]
[[File:PMRoy.png|100px|thumbnail|default|Roy's appearance in Project M.]]
Roy is the first character announced who was not in ''Brawl''. He will not replace any existing character, taking advantage of the newly featured Clone Engine.
*{{buff|Improved base moveset, with extra damage or knockback adjustments tacked on.}}
 
*{{buff|Up tilt now covers a larger, half-circle area above Roy.}}
*[[Double-Edge Dance]] improved from ''Melee'', including a backwards stabbing attack.
*{{buff|General improvements to his retained aerials, most significantly a much larger and powerful flaming sweetspot on his previously useless [[down aerial]]. For his changed aerials, his new [[neutral aerial]] has much more range and a [[flame]] effect, while his [[back aerial]] is now a powerful finisher, both now having a slightly different animation.}}
*Sword mechanics carry on: the inside of the sword is strongest. His attacks are also stronger than in ''Melee'' when this happens.
*{{buff|[[Double-Edge Dance]]'s utility has improved significantly, with the move now linking much more fluidly, and the fourth strike serving varieties of purposes. A backwards fourth strike has also been added to the repertoire, being a powerful finishing move against opponents who attempt to reposition themselves behind Roy.}}
*Down smash is a fast, full-circle sword sweep, with less ending lag and a flame effect.
*{{buff|Roy's dash attack is cancellable, which allows him to [[DACUS]]; this further improves his mobility.}}
*Forward tilt is a now a long range stab.
*{{buff|Roy's down smash is now a spinning sword sweep with less ending lag and better knockback, having more utility than his previous one. It also has a flame effect.}}
*Neutral air is now a longer range spinning attack that lingers longer and hits harder.
*{{buff|[[Flare Blade]] is more powerful.}}
*Back air is a more horizontal slice, much stronger than the original one. It also turns Roy around afterwards.
*{{buff|Roy's grab range has been significantly increased.}}
*Meteor smash hitbox of down air is bigger and reliably more effective at KOing. It also has a flame effect.
*{{change|Forward tilt is now a long-ranged stab.}}
*[[DACUS]]-able up smash.


===={{PM|Samus}}====
===={{PM|Samus}}====
*Samus is now able to crawl, using an animation similar to her roll.
*{{buff|[[Rolling]] is significantly faster, and uses a conventional side-step animation.}}
*[[Charge Shot]] can now be charged in the air.
*{{buff|Can now crawl, with a similar animation to her old roll.}}
*The ability to [[Super Wavedash]] is retained from ''Melee'', and its input window has been extended to 2 frames.
*{{buff|Can now swap between flame and ice beam types with side taunt; effects down tilt, forward smash, forward aerial and up smash. [[Taunt cancelling]] this will still result in a beam switch.}}
*Samus can now use side taunt to switch beam types: down tilt, forward aerial and up smash gain an icy effect and get different properties, reminiscent of her Ice Beam from ''Metroid'' games. The latter two attacks also become a single faster hit of stronger knockback.
*{{buff|Retains the [[super wavedash]]. The window of time allowed to perform the technique has been increased from one frame to two frames.}}
**Forward smash now also has a flame effect, and can be beam-switched for a frozen arm cannon bash.
*{{buff|[[Charge Shot]] can now be charged while airborne.}}
*{{change|Forward smash now has a flame effect, akin to ''[[Super Smash Bros. 4]]''.}}


===={{PM|Sheik}}====
===={{PM|Sheik}}====
*Reverted to her ''Melee'' format.
*{{buff|Retains crawl and wall cling from ''Brawl''.}}
*Sheik's down throw has been altered to have an angle between her PAL d-throw and her NTSC d-throw, making chainthrows much harder. To compensate, the animation and throw happen faster, and her back-throw now has the perfect angle and knockback to use for DI confusion when chain grabbing and tech chasing.
*{{buff|[[Chain Jacket glitch]] from ''Brawl'' has not been removed.}}
*[[Needle Storm|Needle]]s can no longer block disproportionaly stronger projectiles but can still be hit out of the air, done by removing the needles' hurtboxes and allowing the hitboxes to clang.
*{{buff|''Brawl'' mechanics have blessed the [[Chain]] with the drag maneuver, which allows the hitboxes to refresh very quickly when the chain is maneuvered with a repeated 2323_2121 motion with the chain flat along the ground. This can deal a great amount of damage in very little time, especially if the opponent dare attempts to [[crouch cancel]] their way out of it.}}
*Unlike ''Melee'', the chain's hitboxes are unable to clank out projectiles. The electric tipper hit also cannot hit aerial targets, so the effective range is reduced somewhat against people in the air. Brawl mechanics have blessed the chain with the drag maneuver though, which allows the hitboxes to refresh very quickly when the chain is maneuvered with a repeated 2323_2121 motion with the chain flat along the ground. This can deal a great amount of damage in very little time, especially if they dare attempt to crouch-cancel their way out of it.
*{{buff|Down throw's animation happens much faster.}}
*[[Vanish]] has stronger knockback and damage than in ''Brawl''.
*{{buff|Vanish has stronger knockback and damage, being even stronger than in ''Brawl''.}}
*[[Transform]] has been sped up to match Melee's version, and both Sheik and Zelda are able to act out of it sooner.
*{{nerf|[[Needle Storm|Needles]] can no longer block disproportionaly stronger [[projectile]]s, but can still be hit out of the air, done by removing the Needles' hurtboxes and allowing the hitboxes to clang.}}
*[[Chain Jacket glitch]] from ''Brawl'' has not been removed.
*{{nerf|Unlike in ''Melee'', the Chain's hitboxes are unable to clank out projectiles. The electric tipper hit also cannot hit aerial targets, so the effective range is reduced somewhat against opponents in the air.}}
*{{nerf|Down throw has been altered to have an angle between her PAL d-throw and her NTSC d-throw. This makes it easier to DI out of the move's trajectory, depriving Sheik of guaranteed follow-ups that she had in the NTSC version of ''Melee''.}}


===={{PM|Yoshi}}====
===={{PM|Yoshi}}====
*Yoshi can now jump out of his shield.
*{{buff|Can now jump [[out of shield]] like all other characters, greatly expanding Yoshi's defensive options.}}
*Up tilt reverted to its ''Smash 64'' form.
*{{buff|Forward air now hits earlier.}}
*Double-jump cancel implemented.
*{{buff|[[Egg Roll]] has significantly less ending lag.}}
*Neutral aerial reverted to its ''Melee'' form.
*{{buff|Down throw has less ending lag, giving it deadlier [[juggling]] follow-ups.}}
*Sourspot of forward aerial removed.
*{{change|[[Up tilt]] reverted to its incarnation from ''Smash 64''.}}
*[[Egg Roll]] can be canceled quicker.
*Down throw has less ending lag, possesing deadlier juggling follow-ups.


===={{PM|Zelda}}====
===={{PM|Zelda}}====
*Neutral air's multiple hits link into each other much better (an improvement that is also seen on the rest of her moveset) and the hitboxes are larger.
*{{buff|Neutral aerial's multiple hits link into each other much better (an improvement that is also seen on the rest of her moveset) and the hitboxes are larger.}}
*Zelda's forward and back aerials have two sweetspots: a larger ''Melee'' sized one that is weaker than in ''Melee'' but still deals good knockback and damage, and ''Brawl'' sized sweetspots that are extremely powerful. They deal 18% and 22% damage, respectively. They also have an electric flub sourspot (15%) and a body hitbox sourspot (8%).
*{{buff|Zelda's [[Lightning Kick]]s have two sweetspots: a larger Melee sized one that is weaker than in Melee but still deals good knockback and damage, and Brawl sized sweetspots that are extremely powerful. They deal 18% and 22% damage, respectively. They also have an electric flub sourspot (15%) and a body hitbox sourspot (8%), so the move is still effective at either damaging or KOing no matter where it hits.}}
*Up air has an early hitbox at the base of her fingertips which deals 3% electric damage and links into her up air sweetspot. The explosion also deals 12% or 18% damage depending on where it hits, with the sourspot being located below it.
*{{buff|Up aerial has an early hitbox at the base of her fingertips which deals 3% electric damage and links into her up air sweetspot. The explosion also deals 18% if it hits at the center (3% more).}}
*Down air has also been made to sweetspot on grounded opponents in addition to aerial opponents. On grounded foes, sweetspot deals 18% damage while sourspot produces 8%, while on aerial foes they deal 20% and 9% respectively.
*{{buff|Down aerial has also been made to sweetspot on grounded opponents in addition to aerial opponents. On grounded foes, sweetspot deals 18% (4% more than in Brawl) damage while sourspot produces 8% (2% more), while on aerial foes they deal 20% and 9% respectively.}}
*[[Nayru's Love]] is land cancelable after the attack frames end, and the ground based version has improved invulnerability but no such cancel.
*{{buff|[[Nayru's Love]] is land cancelable after the attack frames end, and while the ground version has no such cancel, it posseses improved invulnerability.}}
*[[Din's Fire]] functions significantly differently. Upon releasing a fireball, instead of quickly exploding it stops and hangs in the air for several seconds before exploding. Touching a suspended fireball does 8% damage. Using the move again resets the timer on fireballs that already exist (up to three can exist at once). In addition to these changes, the control of fireballs is massively increased to the point where fireballs can almost loop in circles. After the fireballs are suspended for too long, they explode (like the original attack), possesing wide hitboxes that deal 12% damage each with strong knockback.
*{{buff|[[Farore's Wind]] can air dodge to interrupt teleporting from the ground, giving Zelda the ability to [[waveland]] or pseudo-wavedash any time during the duration of the move. The disappearing hitbox also has its Melee power.}}
*[[Farore's Wind]] can air dodge to interrupt teleporting from the ground, giving Zelda the ability to waveland or pseudo-[[wavedash]] any time during the duration of the move. The disappearing hitbox also has its ''Melee'' power.
*{{buff|Can act out of [[Transform]] sooner, like {{PM|Sheik}}.}}
*Pummel now does 4% per use, racking up damage better. Up throw also has weaker damage (9%) and knockback, allowing her to [[chaingrab]] opponents, while down throw deals stronger damage (16%).
*{{buff|Pummel now does 4% damage (1% more) per use, racking up damage better.}}
*[[Sidestep]] has a magic effect.
*{{buff|Up throw can now be used to [[chaingrab]] opponents.}}
*Down taunt now emits the "Puzzle Solved" jingle.
*{{buff|Down throw is stronger, dealing 16% damage (6% more).}}
*Shares Transform changes with Sheik.
*{{nerf|Up air has a sourspot at the bottom that deals 12% damage (3% less).}}
*{{nerf|Up throw has weaker damage (9%) and knockback.}}
*{{change|[[Din's Fire]] functions significantly differently. Upon releasing a fireball, instead of quickly exploding it stops and hangs in the air for several seconds before exploding. Touching a suspended fireball does 8% damage. Using the move again resets the timer on fireballs that already exist (up to three can exist at once). In addition to these changes, the control of fireballs is massively increased to the point where fireballs can almost loop in circles. After the fireballs are suspended for too long, they explode (like the original attack), possesing wide hitboxes that deal 12% damage each with strong knockback.}}
*{{change|[[Sidestep]] has a magic effect.}}
*{{change|Down taunt now emits the "Puzzle Solved" jingle.}}


===''Brawl'' Newcomers===
===''Brawl'' Newcomers===
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===={{PM|Charizard}}====
===={{PM|Charizard}}====
*[[Pokémon Trainer]] is gone, and Charizard (along with his other Pokémon) are their own separate characters.
Charizard has been noticeably [[buff]]ed from ''Brawl'' to PM, while also receiving many new moves and changes.
**When breaking a [[Smash Ball]], Charizard gets nothing and the ball just vanishes. This also applies for Ivysaur and Squirtle.
*{{buff|Up tilt has better knockback.}}
*Several of its ground attacks now act as launchers. These include:
*{{buff|Up aerial now has a sweetspot at Charizard's teeth, dealing 12% damage with a [[slash]] effect and having better KO potential.}}
**Jab is now a single swing of its wing, dealing 7% damage.
*{{buff|New up throw: {{s|bulbapedia|Seismic Toss}} from the Pokémon anime, where it flies with its opponent upwards and then slams down, creating a huge explosion. Deals 15% damage with very powerful knockback.}}
**Forward tilt is now a powerful bite that can be angled and deals 12% damage if sweetspotted, with its old forward tilt being moved to its down tilt.
*{{buff|[[Pokémon Change]] has been replaced with a different version of Fly. It causes Charizard to crouch and then leap into the air higher than any jump. The move can be charged to fly higher. When used in the air, Charizard instantly glides, and can use a glide attack afterwards.}}
**Up tilt has better knockback.
*{{buff|Glide attack is stronger, dealing consecutive hits that sum up to 17% damage, with strong knockback and a [[flame]] effect.}}
**New up throw: [[bulbapedia: Seismic Toss|Seismic Toss]] from the Pokémon anime, where it flies with its opponent upwards and then slams down, creating a huge explosion. Deals 15% damage with very powerful knockback.
*{{buff|[[Down smash]] is now a [[meteor smash]], allowing Charizard to follow up better into other attacks when used on grounded opponents.}}
*Forward aerial has been replaced with a flaming claw move akin to {{SSBM|Mewtwo}}'s forward aerial, with deals 17% damage with powerful diagonal knockback.
*{{nerf|[[Gliding]] can no longer be performed by holding the jump button; Charizard must use its down special to do so.}}
*[[Rock Smash]] has been replaced with a new move called [[bulbapedia: Heat Wave|Heat Wave]], using a similar animation to its old forward aerial. It provides backwards momentum when used in the air. Like the ''Brawl'' forward air, it is stronger up close. It hits consecutively and can deal up to 25% damage if close enough to the foe.
*{{change|Neutral attack is now a single swing of its wing, dealing 7% damage. It also has a sweetspot at the tip of the wing that deals 9% damage.}}
*[[Fly]] now has an actual fire effect, and is renamed as the [[bulbapedia: Fire Spin|Fire Spin]].
*{{change|Forward tilt is now a powerful bite that can be angled and deals 12% damage if sweetspotted, with its old forward tilt being moved to its down tilt.}}
*[[Pokémon Change]] has been replaced with a different version of Fly. It causes Charizard to crouch and then leap into the air higher than any jump. The move can be charged to fly higher. When used in the air, Charizard instantly [[glide]]s, and can use a glide attack afterwards. It no longer glides by holding the jump button.
*{{change|Forward aerial has been replaced with a flaming claw move akin to Mewtwo's forward aerial, with deals 17% damage with powerful diagonal knockback. It lasts longer than Mewtwo's f-air, but has a sourspot that deals 15% damage.}}
**Glide attack is also stronger, dealing consecutive hits that sum up to 17% damage, with strong knockback and a flame effect.
*{{change|Down throw is now a meteor smash that knockes foes down on the floor, akin to Fox and Falco's down throws. It can be [[tech]]ed instantly, though, but still acts as a [[tech-chase]]r.}}
*Down throw is now a meteor smash that knockes foes down on the floor, akin to Fox's and Falco's d-throws. It can be teched instantly, though, but still acts as a tech-chaser.
*{{change|[[Rock Smash]] has been replaced with a new move called {{s|bulbapedia|Heat Wave}}, using a similar animation to its old forward aerial. It provides backwards momentum when used in the air. Like the ''Brawl'' forward aerial, it is stronger up close, and the middle hits produce no knockback. It hits consecutively and can deal up to 25% damage if close enough to the foe.}}
*{{change|[[Fly]] now has an actual flame effect, and is renamed as the {{s|bulbapedia|Fire Spin}}.}}
*{{change|Charizard now has more significant alternate costumes, including a grey one similar to its {{s|bulbapedia|Shiny}} coloration, and a Blue Team one that makes it resemble a {{s|bulbapedia|Golbat}}.}}
*{{change|New [[on-screen appearance]]: Charizard comes flying from above and quickly lands stomping the ground.}}
*{{change|"Pokémon Trainer petting" victory pose is replaced with another one, where Charizard lazily yawns and takes a nap on the floor in a burly manner; reminiscent of Ash's Charizard in the Pokémon anime, who tended to cease fighting and take naps on serious battles, disobeying all orders (which can also happen in the actual ''Pokémon'' games).}}


===={{PM|Diddy Kong}}====
Like {{PM|Squirtle}} and {{PM|Ivysaur}}, Charizard is now a separate character from the [[Pokémon Trainer]]. Notably, when breaking a [[Smash Ball]], Charizard gets nothing and the ball just vanishes. This also applies for Squirtle and Ivysaur.
*Like Donkey Kong, his dash attack now can move off ledges, setting up offstage KOs.
*The peanuts from [[Peanut Popgun]] now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy can also air dodge out of his Peanut Popgun allowing him to waveland between shots.
*[[Monkey Flip]] had its distance increased. Pressing the attack or special attack button causes the attack to send opponents upward while pressing the jump button sends opponents downward.
*[[Rocketbarrel Boost]] has its distance increased. Furthermore, Diddy has more control over both its arc and launch angle allowing for better and trickier recoveries. Its power has also been increased making it a viable combo finisher.
*Thrown Bananas no longer cause grounded opponents to [[trip]]; they send opponents at a low semi-spike angle towards the floor, acting like a stronger version of Peach's turnips from ''Melee''. Bananas lying on the ground however, will still cause opponents to trip. This also goes for actual [[Banana Peel]] items.
*His up taunt has been replaced with a juggling animation, probably referencing his idle animation in Donkey Kong Country 2. Diddy will continue to juggle as long as the taunt button is held. His old up taunt is moved to his down taunt.
*For his side taunt, he now leans his head forward and puts a hand in his mouth with a burly expression, as if trying to contain his laughter from a foe.


===={{PM|Ike}}====
===={{PM|Ike}}====
*Ike's general speed has significantly increased to fit ''Project M''{{'}}s mechanics.
Ike has experienced many buffs in general, in accordance with Project M's goal of creating a balanced cast of characters.
*All tilts sped up.
 
*The second hit of down smash is optional and must be activated with an attack button press.
*{{buff|The general amount of [[landing lag]] Ike experiences has been reduced.}}
*[[Eruption]] (and [[Great Aether]]) have been recolored to blue instead of red. When fully charged, it also acts much like Roy's Flare Blade, dealing 50% damage with OHKO potential, plus a semi-spike trajectory.
*{{buff|All Ike's [[tilt]]s have been sped up, notably his up tilt. Forward tilt now can also be [[angling|angled]].}}
*[[Quick Draw]] will only attack upon pressing the special button, while it will attack automatically as in ''Brawl'' if the attack button is held. The move can also be cancelled with a jump or a wall jump.
*{{buff|Dash attack deals higher damage and has a more vertical trajectory.}}
*[[Aether]]'s super armor is replaced with light armor.
*{{buff|Both shield stun and [[shield damage]] have been greatly improved.}}
*[[Counter]] starts slightly quicker. The move is jump-cancelable eighteen frames after Ike successfully counters an attack.
*{{buff|Second hit of down smash is now activated by another button press, but it is now a linking attack akin to Toon Link's d-smash from ''Brawl'', dealing more damage and being better at KOing backwards.}}
*{{buff|A fully charged [[Eruption]] now acts much like Roy's [[Flare Blade]]: it does 50% damage with [[OHKO]] potential, plus a [[semi-spike]] trajectory.}}
*{{change|Quick Draw now goes through an opponent by default and Ike will only attack upon a special button press, while holding the attack button will make him auto-attack like in ''Brawl''.}}
*{{buff|Ike can now jump or [[wall jump]] out of a [[Quick Draw]]. He can only jump out of a Quick Draw begun from the ground, but he can wall jump out of it as long as he meets the normal wall jumping requirements. He can only wall jump twice before landing.}}
*{{buff|Ike is no longer put into a [[helpless]] state if he connects with Quick Draw in midair.}}
*{{buff|Quick Draw can no longer be held indefinitely, but Ike can now charge it past the "ding" point: a fully charged one makes Ike flash red and becomes a very quick flaming dash that covers most stages entirely. While he does small damage with no knockback to enemies he passes through, hitting with a non-auto attack will cause 50% damage, [[paralyze]] foes and make the screen flash red, and afterwards they will be OHKOed off the top.}}
*{{buff|The gaps in the hitbox of [[Aether]] have been filled, allowing Aether to flow and [[combo]] better than before. In addition, the amount of horizontal distance Ike can travel with Aether has been increased, improving his [[recovery]].}}
*{{buff|[[Counter]] starts quicker and can be jump-canceled eighteen frames after (and only if) Ike counters an attack.}}
*{{nerf|The [[super armor]] on the startup of Aether has been reduced to light armor.}}
*{{change|[[Eruption]] and [[Great Aether]] now have blue flame effects rather than red.}}


===={{PM|Ivysaur}}====
===={{PM|Ivysaur}}====
*Its jab and all its tilts and throws were significantly buffed; they are more powerful and combo better than they did in ''Brawl''.
Ivysaur was [[buff]]ed greatly from ''Brawl'' to PM.
*Jab now hits just twice.
*{{buff|Its neutral attack and all of its tilts and throws were significantly buffed; they are more powerful and combo better than they did in ''Brawl''.}}
*Forward aerial is weaker, instead possesing a sweetspot at the tip of the whips that has the ''Brawl'' power. It allows better follow-ups into other aerials or a SolarBeam.
*{{buff|Neutral attack now hits just twice, and down tilt now hits just once.}}
*Back aerial deals stronger damage (up to 11% if sweetspotted).
*{{buff|Bulb attacks (up smash, up aerial, and down aerial) now have a sweetspot that [[flower]]s the opponent and slightly heals Ivysaur. The two aerials are also stronger and apply more vertical force to Ivysaur. The aerials heal 5% to Ivysaur, while the up smash heals 8%.}}
*Bulb attacks (up smash, up aerial, and down aerial) now have a sweetspot that [[flower]]s the opponent and slightly heals Ivysaur. The two aerials are also stronger and apply more vertical force to Ivysaur. The aerials heal 5% to Ivysaur, while the up smash heals 8%.
*{{buff|Pummel also heals 1% to Ivysaur for use, though without flowering.}}
**Pummel also heals 1% to Ivysaur per use, though without flowering.
*{{buff|New neutral special: {{s|bulbapedia|Synthesis}} and {{s|bulbapedia|SolarBeam}}. Holding the special button slowly heals 1% to Ivysaur and builds up charge. Once the charge is full, using the move fires a powerful energy beam diagonally upwards, dealing 25% damage with strong knockback, and serving as a powerful [[edge-guarding]] attack. It can also be charged by connecting with Ivysaur's bulb attack sweetspots and pummel. The powerful energy beam can be absorbed by [[PSI Magnet]] or [[Oil Panic]], but it cannot be [[reflect]]ed by various reflecting attacks.}}
*New neutral special: [[bulbapedia: Synthesis|Synthesis]] and [[bulbapedia: SolarBeam|SolarBeam]]. Holding the special button slowly heals 1% to Ivysaur and builds up charge. Once the charge is full, using the move fires a powerful energy beam diagonally upwards, dealing 25% damage with strong knockback, and serving as a powerful edge-guarding attack. It can also be charged by connecting with Ivysaur's bulb attack sweetspots. The powerful energy beam can be absorbed by [[PSI Magnet]] or [[Oil Panic]], but it cannot be reflected by various reflecting attacks.
*{{buff|The non-smash thrown [[Razor Leaf]] can now hit multiple targets. The smash thrown version is a single, quicker hit. It also hits consecutively.}}
*The non-smash thrown [[Razor Leaf]] can now hit multiple targets. The smash thrown version is a single, quicker hit. It also hits consecutively.
*{{buff|[[Vine Whip]]'s sweetspot is stronger, dealing 17% damage with the ping effect.}}
*[[Vine Whip]]'s sweetspot is stronger, dealing 17% damage with the [[ping]] effect.
*{{buff|Down special is now {{s|bulbapedia|Seed Bomb}}, which sends a powerful [[projectile]] vertically similar to Snake's up smash, dealing 10% damage. It releases {{s|bulbapedia|Stun Spore}}s upon hitting the ground, which [[stun]] opponents in range. The move can also be angled to the left or right slightly.}}
*Down special is now [[bulbapedia: Seed Bomb|Seed Bomb]], which sends a powerful projectile vertically similar to Snake's up smash, dealing 10% damage. It releases [[bulbapedia: Stun Spore|Stun Spores]] upon hitting the ground, which [[stun]] grounded opponents in range.


===={{PM|King Dedede}}====
===={{PM|King Dedede}}====
*King Dedede's jab combo now links properly, with the infinite hitting significantly faster.
King Dedede gained both [[buff]]s and [[nerf]]s from ''Brawl'' to PM, but was slightly nerfed overall.
*Forward tilt deals stronger damage (12% as opposed to 6%).
*{{buff|Neutral attack combo now links properly, with the infinite hitting significantly faster.}}
*Dash attack now posseses heavy armor when the hitboxes appear.
*{{buff|Forward and up smashes have larger [[range]], and the tip of the forward smash [[meteor smash]]es characters who are holding onto ledges.}}
*Has three mid-air jumps as oppossed to four.
*{{buff|Forward aerial is now a full hammer sweep from below. It covers a longer range and does more damage then the previous forward aerial.}}
*Forward smash has larger range, but slightly slower start up.
*{{buff|[[Jet Hammer]] applies a momentum boost on swinging based on the level of charge. Dedede also gains light armor while charging. The hammer also comes out slightly more quickly.}}
*Up smash has also gained larger range.
*{{nerf|Has three [[midair jump]]s, rather than four.}}
*Down smash now sends opponents behind Dedede.
*{{nerf|Forward smash has slightly slower [[startup]].}}
*Forward aerial is now a full hammer sweep from below. It covers a longer range and does more damage then the previous forward aerial.
*{{nerf|Up aerial now is just a single hit of 12% damage, instead of multiple hits of up to 19% damage.}}
*Up aerial now is just a single hit of 12% damage.
*{{change|Down smash now sends opponents behind Dedede.}}
*Down throw sends opponents at a more downward angle towards the floor, removing chain throws, but allowing for deadly tech chases.
*{{change|Forward and back throws have been slightly balanced each other on damage.}}
*[[Super Dedede Jump]] no longer has super armor on the move, but has a hitbox during the initial jump and has medium armor throughout the rising portion. Cancelling the move will negate his momentum.
*{{change|Down throw sends opponents at a more downward angle towards the floor, removing [[chain throw]]s, but allowing for deadly [[tech chase]]s.}}
*[[Jet Hammer]] applies a momentum boost on swinging based on the level of charge. Dedede also gains light armor while charging. The hammer also comes out slightly more quickly.
*{{change|[[Super Dedede Jump]] no longer has [[super armor]] on the move, but has a hitbox during the initial jump and has medium armor throughout the rising portion. Cancelling the move will negate his momentum.}}
*Forward and back throws have been slightly balanced each other on damage.


===={{PM|Lucario}}====
===={{PM|Lucario}}====
*All of ''Brawl''{{'}} [[aura]] mechanics have been removed, so current percentage no longer has an effect on damage or projectile size.
Lucario is effectively a completely different character in PM than it is in ''Brawl''. Its previous main attribute, that of [[aura]] increasing its damage output when it's at high percentages, has been completely removed and replaced with a system that mimics behaviour of traditional fighting games.
*Lucario has been altered to act more like a traditional fighting game character in two main ways.
 
**Connecting with moves allows Lucario to immediately cancel it into another move of a specific type. This forms a "magic series" of moves that can be strung together very quickly. The two series are Jab/Dash → Tilt → Smash → Special and Aerial → Special.
Firstly, Lucario has command of a type of [[interruptibility]] termed a "magic series". There are two lists of attack types: "neutral/dash, tilt, smash, special" and "aerial, special". If Lucario hits a foe or a shield with an attack, it can immediately interrupt the attack's ending lag with any attack that's next in the list. The string can begin at any point and can skip over items in the middle, but cannot go backwards or link into itself. For example, connecting with a neutral attack allows Lucario to instantly use a tilt, smash attack, or special attack, while hitting with a smash will allow any special attack. This allows Lucario to string together up to 4 attacks extremely quickly.
**Dealing damage gives Lucario "aura points" equal to 1.2x the damage dealt (half that if shielded). Accumulating 50 points gives Lucario an "aura charge". Aura charges are used by pressing the attack button during a special move in order to use a super version of that move. Lucario can hold 2 aura charges and loses all charges and points when it is KO'd.
 
*Neutral aerial is now a spinning hurricane kick that does 15% damage, and lingers after a strong initial hit.
Secondly, every attack landed by Lucario gives it "aura points", equal to 1.2x the damage dealt (if a shield is it, 0.6x is earned instead). Upon accumulating 50 aura points in one stock, Lucario earns an "aura charge" that it can spend to amplify the power of a special move. Lucario can hold 2 charges (which takes just over 83% damage to build up), but loses all its points and charges if it is KO'd.
*Up smash is now an leaping uppercut with repeating hitboxes leading to a strong final hit. It deals up to 19% damage, and can be jump canceled on hit and turned around during start-up.
 
*[[Aura Sphere]] moves slower the more charged it is and only has four charge levels. A "fifth level" of charge can be used by launching the projectile two frames before it is fully charged. The super version of this attack is an extremely large Aura Bomb that moves even slower than the normal fully charged version and does much greater knockback and damage (26%). It also has hitboxes around Lucario on startup.
With these two mechanics put together, Lucario's goal is to put together long combos to rack up damage and finish the opponent with a powered-up special move.
*[[Force Palm]] functions as a grab that can be used in a magic series. In the air it will also grab, but will instead meteor the opponent. The grounded super version gains knockback, and the aerial version will spike the opponent instead of meteoring them and sends at a more diagonal angle.
 
*[[Extreme Speed]] deals slight damage and knockback with repeating hitboxes (up to 13%). The super version cancels the move with a pelvic thrust that does 3% damage with slight knockback, which can be canceled into any action except another Extreme Speed.
*{{change|Aura mechanics revamped as described above.}}
*[[Double Team]] is no longer a counter. It is now a short dash which grants invincibility. While in the air, Lucario will dash diagonally downwards. It can be canceled by any normal attack at the cost of one aura charge.
*{{buff|Up smash is now a leaping uppercut with repeating hitboxes leading to a strong final hit. It deals up to 19% damage, and can be jump canceled on hit and turned around during start-up. It has overall much more utility than the ''Brawl'' up smash.}}
*{{buff|Neutral aerial is now a spinning hurricane kick with longer range that does higher damage (15%) and lingers after a strong initial hit.}}
*{{buff|Each special move has a "super" version, utilized by having an aura charge ready and pressing both "attack" and "special attack".}}
*{{nerf|[[Aura Sphere]] moves slower the more charged it is and has fewer charge levels.}}
*{{buff|[[Force Palm]] can be used in a series and [[meteor smash]]es aerially-grabbed opponents. The super version of the move also [[spike]]s.}}
*{{buff|[[ExtremeSpeed]] deals slight damage and knockback with repeating hitboxes (up to 13%).}}
*{{change|[[Double Team]] is no longer a counter. It is now a short dash which grants invincibility. While in the air, Lucario will dash diagonally downwards. It can be canceled by any normal attack at the cost of one aura charge.}}


===={{PM|Lucas}}====
===={{PM|Lucas}}====
*Lucas can now [[double jump cancel]], with the same mechanics as Ness.
Lucas was heavily buffed from ''Brawl'' to ''Project M'' in his offensive game but slightly nerfed in his defensive game, as he now has much more options to combo, but less options to recover.
*Lucas's jab combo has changed; Lucas now uses PSI instead of kicking. He also attacks only twice, and his arms contain sourspots.
*{{buff|Lucas can now [[double jump cancel]] with the same mechanics as {{PM|Ness}}, making his combo game deadlier.}}
*Up tilt is now a flash kick in an arc-like fashion, which deals 10% damage if sweetspotted.
*{{buff|Lucas has gained a long [[wavedash]] thanks to ''Project M''{{'}}s new physics, greatly bolstering his approach and positioning.}}
*Down tilt has more ending lag and deals 6% damage, but is a [[meteor smash]] and has stronger knockback, acting much like Zelda's d-tilt, and removing wall infinites.
*{{buff|[[Dash attack]] is much faster and is now cancelable, giving Lucas a very fast and long-ranged [[DACUS]].}}
*Can now [[DACUS]].
*{{buff|[[Zair]] now has a hitbox, dealing 8% damage. It is also generally better for recovering, as it can be used after an [[air dodge]] and ignores [[edge-hog]]gers thanks to ''Project M''{{'}}s tether management mechanics.}}
*[[Zair]] now has a hitbox, dealing 8% damage.
*{{buff|[[Up tilt]] is now a flash kick in an arc-like fashion, which has more range and utility than his previous up tilt, and is a fantastic lead-up into combos or a [[down aerial]]. Deals 10% damage, but has a sourspot at Lucas's legs that does 8% instead.}}
*Lucas' up smash now has a faster startup, but deals slightly less damage (from 30% to 28%) and knockback.
*{{buff|[[Forward aerial]] deals slightly more damage, from 12% to 13% on the sweetspot.}}
*Forward aerial deals slightly more damage (13% if sweetspotted).
*{{buff|[[Back aerial]] is slightly easier to sweetspot and [[spike]]s, making it a more reliable offstage finisher and edgeguarding option.}}
*Down air now only hits three times, dealing 15% damage, but it no longer modifies Lucas's momentum, and is a bit faster, acting as a better edgeguarding option.
*{{buff|[[Up aerial]] was given more juggling potential.}}
*[[PK Freeze]] is replaced with a new special move called "Offense Up". When the special button is pressed, the move begins to charge, and the charge will also push enemies back slightly. After a few seconds, Lucas's hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback (up smash, for instance, deals up to 42% if fully charged). While Offense Up is charged, Lucas can also press the special button to produce an electrical attack around himself, for a maximum of three times, dealing 10% damage. The charge can be paused, held, and continued later, but a partial charge has no effect.
*{{buff|[[Down aerial]] now only hits three times, but it no longer changes Lucas's momentum, is much faster, has a strong downwards trajectory on the third hit, and links into subsequent hits more fluidly. This makes it have more utility in combos, either as a starter or finisher.}}
*Lucas' [[PK Fire]] has changed slightly. It now uses the graphic of PK Freeze, has much more range, less knockback, and produces a large amount of hitlag. It also cancels upon landing. It deals 5% damage.
*{{buff|[[Down smash]] has much less starting and ending lag; its second hit is now optional, performed by pressing the attack button again. This allows Lucas to either get a quick smash attack in with a single hit, or [[punish]] [[crouch cancel]]ers and [[pressure]] shields with a double hit, while before Lucas was forced to stay in place for a long time due to the attack's long duration.}}
*Lucas' [[PK Thunder]] is now noticeably shorter, and PK Thunder 2 only deals at most 33% damage.  
*{{buff|[[PK Freeze]] is replaced with a new special move called "Offense Up". When the special button is held, Lucas begins to channel psychic power, complete with a weak [[wind]] effect. After a few seconds, Lucas' hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback. A partial charge cannot be held - it must be completed all at once. While Offense Up is charged, Lucas can also press the special button to produce an explosion-like attack around himself, dealing 10% damage. Hitting with a smash attack, or the burst explosion, will allow Lucas to keep the charge, whereas missing will deplete the charge. This new addition over the generally competitively non-viable PK Freeze is considered a buff as it can allow stronger Lucas players to gain many quick and efficient KOs.}}
*[[PSI Magnet]] is jump-cancelable, and it can now deal 2% damage consecutively.
*{{buff|[[PK Fire]] (now shown as PK Freeze) has slightly decreased damage, but contains more hitlag and less knockback, and cancels upon landing, giving Lucas better follow-ups.}}
*When using up taunt, holding the input will actually make Lucas [[trip]], allowing mindgames. However, this cannot be [[tech]]ed.
*{{buff|[[PSI Magnet]] is now jump-cancelable, and it can now deal 2% damage consecutively. Its release hitbox now sends up and over Lucas' head, improving its combo potential, but reducing its edgeguarding capabilities.}}
*{{buff|Standing [[grab]] animation sped up slightly.}}
*{{buff|All [[throw]]s were sped up. [[Down throw]] also sends enemies at a more favorable angle for follow-ups, while in ''Brawl'' it sent them diagonally away from Lucas.}}
*{{nerf|Double jump travels slightly less distance, and can no longer [[Zap Jump]].}}
*{{nerf|[[Down tilt]] can no longer [[infinite]].}}
*{{nerf|Up aerial now deals just 9% damage, no longer being a reliable KO move.}}
*{{nerf|[[Up smash]] has a slightly faster startup, but drastically less range and power.}}
*{{nerf|[[PK Thunder]] is now noticeably shorter, and PK Thunder 2 only deals at most 33% damage. PK Thunder 2 no longer reliably links into itself, reducing its KO potential greatly.}}
*{{change|Lucas now uses PSI instead of kicking for his [[jab]], which links better for combos, but is in itself a poorer move as he only attacks twice; both attacks contain sourspots on his arms. Both hits deal 3% damage.}}
*{{change|[[Down tilt]] has more ending lag and deals 6% damage, but is a [[meteor smash]] and has stronger knockback, acting much like Zelda's d-tilt.}}
*{{change|[[Up throw]] now uses freezing graphics instead of PSI graphics.}}
*{{change|When using Lucas's up [[taunt]], holding the input will actually make him [[trip]], allowing situational [[mindgame]]s.}}


===={{PM|Meta Knight}}====
===={{PM|Meta Knight}}====
[[File:PM MK Dair.jpg|thumb|Meta Knight's new down aerial.]]
[[File:PM MK Dair.jpg|thumb|Meta Knight's new down aerial.]]
*Sword trail is primarily blue as opposed to white/yellow.
Meta Knight has received both buffs and nerfs, but was heavily nerfed overall, with many of his undesirable and overwhelming traits removed, but some newer, fairer options given.
*Has four mid-air jumps as oppossed to five.
*{{buff|Last hit of neutral attack has stronger knockback.}}
*No longer glides by holding the jump button: just with Shuttle Loop.
*{{buff|Last hit of forward aerial is faster, which allows much easier [[wall of pain]] combos under ''Project M''{{'}}s physics.}}
*Jab can no longer be held, but the latter hit has stronger knockback.
*{{buff|Back aerial is now a single swipe that deals 14% damage and has high KO potential, making it a more potent edgeguarding tool than his previous back aerial.}}
*Neutral aerial's sourspot can no longer link with the sweetspot.
*{{buff|Glide attack does 13% damage (1% more than before).}}
*Last hit of forward aerial has less knockback, but is faster, and, combined with Project M's physics, allows [[wall of pain]] combos.
*{{buff|Down throw sends opponents on a more horizontal angle, allowing easier [[tech-chase]]s from it.}}
*Back aerial is now a single swipe that deals 14% damage and has high KO potential.
*{{buff|[[Drill Rush]], being made into a more combo-orientated move, has more utility in combos.}}
*Down aerial has changed into a semi-meteor attack where Meta Knight falls while thrusting his sword downward similar to how he does it in ''{{s|wikirby|Kirby Super Star}}''. When falling, it hits consecutively downwards with weak knockback dealing 1% damage per hit, and does 6% when landing with powerful, vertical base knockback. It has a high falling speed, giving Meta Knight a risk of self-destructing, though he can slightly move sideways during the move to prevent this. He cannot grab ledges with it, though. It is also possible to slightly aim it left or right from the start.
*{{buff|When using [[Dimensional Cape]], flicking the C-stick before teleporting will perform a quick slash, dealing 14% damage. The original hit now also deals 16% damage.}}
*Down throw kicks less times and deals just 8% damage, but has a horizontal angle, which allows for tech-chases.
*{{nerf|The new physics, as well as the re-introduction of [[wavedash]]ing and [[L-cancel]]ing, increase the pace of many characters' playstyles, allowing most of the cast to overcome Meta Knight's speed and mobility, which was dominating in ''Brawl''.}}
*[[Mach Tornado]]'s duration and acceleration have been decreased.
*{{nerf|Has four [[midair jump]]s, rather than five.}}
*[[Drill Rush]]'s duration has been lowered, but it is more combo-oriented.
*{{nerf|[[Gliding]] is no longer possible by simply holding the jump button; [[Shuttle Loop]] must be used to perform it.}}
*[[Shuttle Loop]] has a smaller range and is more a vertical finisher. If performed correctly, it can link into the glide attack at low percentages.
*{{nerf|Neutral attack can no longer be held.}}
*Glide attack now deals 13% damage.
*{{nerf|Down tilt's [[interruptibility]] frames occur slower.}}
*When using [[Dimensional Cape]], flicking the C-Stick before teleporting will perform a quick slash, dealing 14% damage. The original hit now also deals 16% damage.
*{{nerf|Neutral aerial's sourspot can no longer link with the sweetspot.}}
*{{nerf|Last hit of forward aerial has weaker knockback.}}
*{{nerf|[[Up smash]] links worse than in ''Brawl'', due to it being slower and the reduced amount of [[freeze frame]]s.}}
*{{nerf|Down throw kicks less times and deals 8% damage (3% less than before).}}
*{{nerf|[[Mach Tornado]]'s acceleration, deceleration and duration decreased.}}
*{{nerf|Last hit of Drill Rush has weaker knockback.}}
*{{nerf|Shuttle Loop has a smaller range.}}
*{{nerf|Can no longer perform the [[Infinite Dimensional Cape]].}}
*{{change|Sword trails are blue, rather than white/yellow.}}
*{{change|Down aerial has changed into a semi-meteor attack where Meta Knight falls while thrusting his sword downward, nearly identical in animation to a similar attack in ''{{s|wikirby|Kirby's Return to Dream Land}}''. While Meta Knight is falling, the attack hits consecutively downwards with weak knockback, dealing 1% damage per hit and 6% upon landing with vertical and powerful base knockback. He cannot grab ledges with it, but can move slightly left or right before or while using it. It has much less offstage utility than his previous down aerial, but is a good combo starter on-stage.}}
*{{change|Shuttle Loop is now more of a vertical finisher, and at low percentages it can link into the glide attack.}}


===={{PM|Olimar}}====
===={{PM|Olimar}}====
*Attacks of bud and flower [[Pikmin]] give stronger knockback.
*{{buff|White Pikmin explode after a few hits.}}
*Up aerial is now a single hit with strong knockback.
*{{buff|White Pikmin leave flowers on victim's head.}}
*White Pikmin [[Pikmin Throw|latched]] on foes now explode after some hits.
*{{buff|In general, Pikmin have more health, increasing their overall durability..}}
*{{buff|Pikmin Pluck can be used to stall in midair.}}
*{{buff|Olimar performs a short hop at the start of Pikmin Chain. The height gained from the hop increases the fewer Pikmin Olimar has.}}
*{{change|Pikmin strengths are dependent on the flowers on their head; bud and flower Pikmin are more powerful.}}
*{{change|New forward smash.}}
*{{nerf|Can only carry 4 Pikmin at a time, instead of 6.}}


===={{PM|Pit}}====
===={{PM|Pit}}====
*Pit's attacks now do more damage at the hilt of the bow daggers.
*{{buff|[[Palutena's Arrow]] is a powerful, versatile combo option up close. It can be used to juggle enemies off-stage, leading to a [[Wall of Pain]].}}
*Forward aerial now does 15% damage.
*{{buff|Pit can perform any aerial attack, as well as his normal glide attack (mapped to Z) during a glide. He can also choose to jump, if he has any jumps remaining.}}
*Up aerial has been sped up and made a single-hit juggler of 14% damage.
*{{nerf|Palutena's Arrow decays as it travels, thus discouraging over-reliance on them and encouraging close range combat.}}
*Down aerial now has a sweet spot at the tip of the blade where it deals 12% damage and can spike, similar to Marth's.
*{{nerf|Pit can not glide from a double jump, as in Brawl. He must use his Side-B to glide.}}
*Second hit of forward smash is now optional, done by another press of the attack button. The first hit still has low knockback, but this allows for canceling into other moves.
*{{change|Pit's Side-B, [[Angel Ring]], has been replaced with a re-imagined [[Wings of Icarus]], in the form of a command glide. It can only be used once per airtime.}}
*[[Palutena's Arrow]]'s knockback increases quicker than the damage when charging.
*{{change|Pit's Up-B, [[Wings of Icarus]], has been replaced with a shield bash. It covers much less distance, but can act as a powerful finisher.}}
*[[Angel Ring]] is replaced with a new version Wings of Icarus; he no longer glides by holding the jump button. Pit will use his wings to launch forward into a glide, even while grounded. This glide has a high initial velocity, but quickly settles at a lower speed. Using Wings of Icarus more than twice while airborne or after getting out of it once without landing causes a brief glide on the third use that immediately transitions into helplessness. This glide can be canceled by an aerial attack or a jump.
*The original [[Wings of Icarus]] is replaced by a new move called Shield Bash. When initiated, Pit will swing his mirror shield above him in a powerful attack while leaping upwards, falling helpless afterwards. When used on the ground, it deals 3% damage then 7%, and when used on mid-air, it is a single hit of 14% damage, both variations having strong knockback.
*[[Mirror Shield]] can now be held only for a maximum of one second.


===={{PM|R.O.B.}}====
===={{PM|R.O.B.}}====
[[File:PMROBAlt.png|100px|thumbnail|default|R.O.B.'s alternate costume in Project M.]]
[[File:PMROBAlt.png|100px|thumbnail|default|R.O.B.'s alternate costume in Project M.]]
*Has a helpless pose for his air dodge, in which he falls looking down while flicking his arms slowly.
*{{buff|Down aerial is more mobile and has more flexibility.}}
*Up aerial is an eyeblast, similar to his forward smash, that arcs quickly over his head, dealing 15% damage with an electric effect.
*{{buff|The time required to fully charge [[Robo Beam]] has been shortened.}}
*Down aerial is more mobile and has more flexibility.
*{{buff|[[Gyro]] now shoots out with significantly less velocity, greatly enhances its uses for stage control, and also allowing R.O.B. to pick it up quicker.}}
*The time to fully charge [[Robo Beam]] has been shortened.
*{{nerf|Gyro shooting out with significantly less velocity hinders its ability to be used at long range, and making it much less effective at [[camping]].}}
*[[Robo Burner]] and aerial [[Arm Rotor]]s have been replaced with Robo-Booster. R.O.B. can quickly boost himself sideways or upwards. He can boost three times before he must land, and landing replenishes all his boosts instantly. Grabbing the edge will only give him one boost back if he has run out. R.O.B.'s grounded Arm Rotor is similar to its ''Brawl'' incarnation, but moves him forward more quickly, and always aims diagonally downwards instead of having a changeable angle.
*{{change|Has a [[helpless]] animation for his air dodge, in which he falls looking down while flicking his arms slowly.}}
*[[Gyro]] now shoots out with significantly less velocity. This hinders its ability to be used at long range, but it greatly enhances its uses for stage control, and lets R.O.B. pick it up quicker. Its range and power can still be extended by charging it up. R.O.B. can still perform aerial attacks when he has a Gyro in hand by doing them out of a Robo-Booster.
*{{change|Up aerial is an eyeblast, similar to his forward smash, that arcs quickly over his head, dealing 15% damage with an electric effect.}}
*R.O.B. now has an alternate costume designed to look like a fusion of the [[Robotic Operating Buddy]] and the Virtual Boy.
*{{change|[[Robo Burner]] and aerial [[Arm Rotor]]s have been replaced with Robo-Booster. R.O.B. can quickly boost himself sideways or upwards. He can boost three times before he must land, and landing replenishes all his boosts instantly. Grabbing the edge will only give him one boost back if he has run out. R.O.B.'s grounded Arm Rotor is similar to its Brawl incarnation, but moves him forward more quickly, and always aims diagonally downwards instead of having a changeable angle.}}


In terms of cosmetics, R.O.B. now has an alternate costume designed to look like a fusion of the [[Robotic Operating Buddy]] and the Virtual Boy.


===={{PM|Snake}}====
===={{PM|Snake}}====
*Significantly lighter; he is now only slightly heavier than [[Captain Falcon]] and [[Link]].
Snake generally received multiple buffs, nerfs, and general changes from ''Brawl'' to PM.
*Up tilt has been replaced with an uppercut that deals 12% damage and combos well at low percents.
*{{buff|Can drag grabbed enemies sideways by using the left and right taunt buttons.}}
*Has a different attack while crawling as opposed to just crouching: he will stab using a knife instead of using a spin kick. This deals 5% damage with low knockback, but can set up combos.
*{{buff|Down smash's mines can now KO at lower percentages, can be planted quicker, and have a larger detection radius.}}
*Forward smash has been replaced with a knife combo, slashing twice. It has low knockback and deals up to 16% damage when fully charged.
*{{buff|Forward and back throw have very little knockback growth, so it is easier to throw opponents into mines and C4s.}}
*Down smash's mines can now KO at lower percentages, can be planted quicker, and have a larger detection radius. They also explode faster, so that Snake has to escape quickly with a [[roll]] or jump to prevent the mine from exploding on him.
*{{buff|[[Grenade]]s now explode quicker.}}
*Down aerial's last stomp is now a meteor smash.
*{{buff|[[Nikita]] now always deals 18% damage, regardless of its speed.}}
*Can drag grabbed enemies sideways by using the left and right taunt buttons.
*{{buff|Snake can stick [[C4]] to players on the ground, and it has more KO potential. In addition, it can be planted much quicker and with no distinctive sound effect, while the detonation animation can be cancelled.}}
*Forward and back throw have very little knockback growth so it is easier to throw people into mines and C4s.
*{{buff|[[Cypher]] now emits electricity when used, and causes opponents to take 6% damage flinch when in close radius.}}
*Grenade now explodes quicker, but only one can be out at a time.
*{{nerf|Significantly lighter; he is now only slightly heavier than Captain Falcon and Link.}}
*[[Remote Missile]] now always deals 18% damage, regardless of its speed.
*{{nerf|Only one grenade can be out at a time.}}
*[[C4]] no longer transfers between players, and doesn't disappear unless Snake dies or sets it off. Snake can stick C4 to players on the ground, and it has more KO potential. In addition, it can be planted much quicker and with no distinctive sound effect, while the detonation can be canceled by holding the special button for some sort of "feint".
*{{nerf|Cypher gains less vertical distance.}}
*His blue costume is more noticeable as a Blue Team costume.
*{{nerf|Snake cannot detonate a C4 that is far from him.}}
*His Cypher now emits electricity when used, and causes opponents to take 8% damage flinch when in close radius. The vertical distance covered by it, however, has been shortened, and Snake now cannot air dodge out of it.
*{{change|Up tilt has been replaced with an uppercut that deals 12% damage and combos well at low percentages, similar to Captain Falcon's up smash from ''Smash 64''.}}
*{{change|Has a different attack while crawling as opposed to just crouching: he will stab using a knife instead of using a spin kick. This deals 5% damage with low knockback, but can set up combos.}}
*{{change|Forward smash has been replaced with a knife combo, slashing twice. It has low knockback and deals up to 16% damage when fully charged.}}
*{{change|Down aerial's last stomp is now a [[meteor smash]].}}
*{{change|C4 no longer transfers between players, and doesn't disappear unless Snake dies or sets it off.}}
*{{change|His blue costume is more noticeable as a Blue Team costume.}}
*{{change|Up taunt has been changed to a taunt where Snake briefly smokes, taking 1% damage when he does so. In build prior to 3.0, Snake would instead touch his beard saying either "Tasty!" or "Not Even Close!"}}
*{{change|Side taunt now has Snake speak into his codec, saying, "Colonel, mission accomplished." Similar to one of Snake's [[victory pose]]s.}}


===={{PM|Sonic}}====
===={{PM|Sonic}}====
[[File:Project M Sonic Taunt.gif|thumb|Sonic's up taunt from Project M Demo 2.6.]]
[[File:Project M Sonic Taunt.gif|thumb|Sonic's up taunt from Project M Demo 2.6.]]
*More obvious team colours.
*{{buff|The new physics and the re-introduction of [[wavedash]]ing gives Sonic much more options, improving his already outstanding mobility and allowing some moves to flow much better into each other.}}
*Most standard attacks do higher damage.
*{{buff|General move power for retained moves increased, most notably on his [[forward smash]] and [[up smash]].}}
*Up tilt now produces a foot uppercut with a single hitbox instead of a double high kick. It does 10% damage.
*{{buff|Up smash has much less [[ending lag]] and only has two hitboxes; the first is weak, while the second is much stronger and produces more knockback.}}
*Forward smash has been given greater knockback.
*{{buff|[[Down smash]] has changed to his "break-dance" move reminiscent of the Heavy Attack from ''Sonic Battle''. It can deal up to 21% damage.}}
*Up smash ends much faster, and has only two hitboxes, the first being weak, the second being stronger and having more launch power. They deal slightly more damage than the original up smash, and also have a [[slash]] effect.
*{{buff|New neutral aerial has a larger hitbox.}}
*Down smash has been changed to a "break-dance" move, reminiscent of the Heavy Attack from the game ''Sonic Battle'' for the GBA. It hits twice on both sides, the first hit dealing up to 21% on the front if fully charged.
*{{buff|New forward aerial, a front-flip kick, has much more utility and can meteor smash opponents at the sweetspot.}}
*Neutral aerial now looks slightly different and has a bigger hitbox, with a slash effect. It is inspired by ''Sonic 3''.
*{{buff|Up aerial links better, and the sweetspot at the tips of his shoes can yield early KOs.}}
*New forward aerial: a front-flip kick that deals 11% damage and meteor smashes at the tip, akin to the Sonic Eagle from "Sonic Battle".
*{{buff|Down aerial is much faster.}}
*Up aerial links better and spacing for the tips of his shoes can yield early KOs. Deals 13% damage total.
*{{buff|[[Homing Attack]] now fires straight at the opponent. Sonic also strikes a pose after a successful hit. Pressing A during the duration of the Homing Attack lets Sonic use the Blast Attack, which is faster and has less ending lag, but has less range and does not track the opponent.}}
*Down aerial is now faster and deals 9% damage, plus having better utility thanks to L-canceling.
*{{change|[[Up tilt]] is now a foot uppercut with a single hitbox, instead of a double high kick.}}
*[[Homing Attack]] now fires straight at the opponent and can be cancelled into a jump or any other special move when it hits. It can also launch instantly if attack button is pressed during start-up, though without homing on enemies. Sonic strikes a pose after a successful hit.
*{{change|New side special is a fast-starting spin attack with a variable height jump attached. Pressing the attack button turns the attack into a sliding kick and holding B allows Sonic to spin further. It also cancels upon falling off a ledge.}}
*Side special is a fast-starting spin attack, dealing damage from 7% to 3% (depending on speed) with knockback that pops up foes for combos. It can either launch straight from the ground or produce a jump if the special button is held. Pressing the attack button turns the attack into a sliding kick that causes 9% damage, and holding special allows Sonic to spin further. It also cancels upon falling off a ledge.
*{{change|Down special is still his [[Spin Charge]], but has gained most of the nuances the original [[Spin Dash]] had while retaining all of its own properties.}}
*Spring Jump falling animation replaced with a variation of his helpless animation that lacks the black overlay. With the change of air dodges, Sonic now cannot use one afterwards. As an additional graphic, Sonic now also spins horizontally during the rise.
*{{change|Up taunt now features a horizontal spin and finger wag.}}
*Down special is still his [[Spin Charge]], but has gained most of the nuances the [[Spin Dash]] had while retaining all of its own properties.
 
*Up taunt now features a horizontal spin and finger wag, similar to his pose from the original ''Sonic the Hedgehog''.
In terms of cosmetics, Sonic has received completely new costumes, which make his team colors more obvious.
*[[Grab release glitch]] on Sonic from ''Brawl'' has not been removed.


===={{PM|Squirtle}}====
===={{PM|Squirtle}}====
*[[Shellshifting]] has been retained and Squirtle now has even more follow up options, most notably a long jump canceled grab.
Squirtle has been buffed noticeably from ''Brawl'' to PM.
*Pivot now has a hitbox that deals 3% damage and weakly launches enemies away with high base knockback, leading better into shellshift techniques, most notably the Hydroplane for a KO.
*{{buff|[[Shellshifting]] has been retained and Squirtle now has even more follow up options, most notably a long jump canceled grab.}}
*All attacks involving Squirtle's shell have heavy armor. The stronger the attack, the heavier the armor.
*{{buff|Pivot now has a hitbox that deals 3% damage and weakly launches enemies away with high base knockback, leading better into shellshift techniques, most notably the Hydroplane for a KO.}}
*Down tilt now hits just twice.
*{{buff|All attacks involving Squirtle's shell have heavy armor. The stronger the attack, the heavier the armor.}}
*Neutral aerial now features a vertical shell spin, but otherwise it's the same.
*{{buff|Neutral aerial now posseses gimping potential, having a better knockback scaling and a [[semi-spike]] angle.}}
*First hit of up smash is now on Squirtle's jump, with the pumps hitting just once. This allows the first hit to link better with the second.
*{{buff|Down aerial is better at damaging, and on grounded opponents it acts as a locking meteor smash akin to {{PM|Jigglypuff}}'s down air.}}
*Down smash hits consecutively and deals more damage.
*{{buff|Forward smash has its knockback increased.}}
*[[Water Gun]] now deals consecutive damage and can clash with other projectiles. It can deal up to 6% damage if not charged, and 14% if fully charged. Water Gun can now be absorbed by PSI Magnet or Oil Panic.
*{{buff|First hit of up smash is now on Squirtle's jump, with the pumps hitting just once. This allows the first hit to link better with the second.}}
*[[Withdraw]] is now immune to projectiles and can now change directions. It can also be canceled into a fast damaging jump called [[bulbapedia: Aqua Jet|Aqua Jet]] by using the A button, dealing 9% damage, though Squirtle falls helpless after this.
*{{buff|Down smash hits consecutively and deals more damage, with the first hits [[meteor smash|meteoring]] the foe.}}
*[[Waterfall]] is now stronger and can reliably KO.
*{{buff|[[Water Gun]] now deals consecutive damage and can clash with other projectiles. It can deal up to 6% damage if not charged, and 14% if fully charged.}}
*Pokémon Change has been replaced by a new move called [[bulbapedia: Bubble|Bubble]] which trips ground opponents and can gimp aerial ones. It has three hits of 3% damage each. Like Water Gun, Bubble can be reflected, or absorbed by PSI Magnet or Oil Panic.
*{{buff|[[Withdraw]] is now immune to projectiles and can change directions. When hitting an opponent, it also makes Squirtle bounce and then cancels, leading better into aerials.}}
*Down throw is stronger in terms of damage, dealing 14% with a water effect. It also keeps its powerful knockback from ''Brawl''.
*{{buff|[[Waterfall]] is now stronger and can reliably KO.}}
*{{buff|[[Pokémon Change]] has been replaced by a new move called {{s|bulbapedia|Bubble}}, which trips ground opponents and can gimp aerial ones. It has three hits of 3% damage each. Like Water Gun, Bubble can be reflected, or absorbed by PSI Magnet or Oil Panic.}}
*{{buff|Keeps momentum upon [[grab]]bing opponents, which when combined with shellshifting causes throws to KO more easily, especially down throw.}}
*{{buff|Down throw is stronger in terms of damage, dealing 14% with a [[water]] effect. It also keeps its powerful knockback from ''Brawl''.}}
*{{nerf|Water Gun can now be [[absorb]]ed.}}
*{{change|Down tilt now hits just twice.}}
*{{change|Neutral aerial now features a vertical shell spin rather than horizontal.}}
*{{change|Withdraw can be canceled into a fast damaging jump called {{s|bulbapedia|Aqua Jet}} by using the attack button, dealing damage from 12% to 9%, though Squirtle falls helpless after this.}}
*{{change|New [[on-screen appearance]]: Squirtle comes on using Withdraw.}}
*{{change|More significant [[palette swap]]s, including a yellow one that gives it the color scheme of a [[Koopa Troopa]], and a Green Team one that makes it more resemblant to a real-life turtle. Squirtle now uses its default costume for the Blue Team.}}
*{{change|Pokémon Trainer [[victory pose]] replaced: Squirtle squirts water in an arc and then poses whilst wearing black sunglasses, reminiscent of the {{s|bulbapedia|Squirtle Squad}} from the Pokémon anime.}}


===={{PM|Toon Link}}====
===={{PM|Toon Link}}====
[[File:PMToonLinkAlt.png|100px|thumbnail|default|Toon Link's alternate costume in Project M.]]
[[File:PMToonLinkAlt.png|100px|thumbnail|default|Toon Link's alternate costume in Project M.]]
*Many attacks have been altered to match those of {{SSBM|Young Link}} and [[Link (SSB)|''Smash 64'' Link]], these including:
Most of Toon Link's attacks have been altered to be a mix between those of {{SSBM|Young Link}} and ''Smash 64'' {{SSB|Link}}, as well as getting some of his own changes on attacks and aesthetics. These include:
**Forward tilt is slightly faster.
 
**Dash attack is now a fast stab forward, dealing 10% damage with horizontal knockback.
*{{buff|Forward tilt is slightly faster.}}
**Neutral aerial is now a [[sex kick]] like that of Link. It behaves much like Young Link's, dealing 12% damage.
*{{buff|[[Dash attack]] is now a fast stab forward akin to Link's in ''Smash 64'', but with better initial dashing speed. It deals 10% damage with a [[semi-spike]] trajectory, being better at KOing and approaching than his old dash attack.}}
**Down aerial is no longer a [[stall-then-fall]], and does higher damage if it hits late (17% compared to 14%). At the hilt of the sword, it also has powerful flaming hitboxes that meteor smash opponents; one at the center of the hilt that does 22%, and others at the sides that deal 16%.
*{{buff|Forward smash has better [[range]] and covers a larger area above Toon Link.}}
**Forward smash changed to a jumping slash downwards, similar to that of Link in ''Smash 64''. It deals up to 21% damage if fully charged, and is a powerful launcher, but is weaker at the tip of the sword.
*{{buff|Up smash is now a two-slice move, with a strong initial hit that can KO the opponent that is quickly followed by a second cut that is better for comboing that also provides him additional coverage and damages shields.}}
**Arrows from [[Hero's Bow]] are set on fire, like Young Link's. After shot, they also stick in the ground for a few seconds to damage enemies, dealing 3% with no knockback.
*{{buff|Down smash is no longer a linking attack, instead acting like a weaker version of Link's, but has a semi-spike angle that can still yield deadly KOs at high percents.}}
**Aerial Spin Attack doesn't give as much height, but gives a single hit of 16% damage, serving as a powerful KO move.
*{{buff|Arrows from [[Hero's Bow]] are set on fire, like Young Link's. After shot, they also stick in the ground for a few seconds to damage enemies, dealing 3% with no knockback.}}
**[[Bomb]]s hit up to four times each, dealing up to 10% damage.
*{{buff|[[Boomerang]] has a better angle.}}
**New side taunt that acts like Young Link's. If Toon Link is not interrupted during the drinking portion, it also heals 5%.
*{{buff|Grounded [[Spin Attack]] is better at damaging, possesing more hits that deal up to 25% if fully charged, similar to Young Link's. It can also be moved sideways depending on charge level, being a more powerful trapping move similar to [[Mario Tornado]].}}
*Third hit of jab is now an upwards slice.
*{{buff|Aerial Spin Attack gives a single hit of 16% damage, serving as a strong KO move.}}
*Down tilt is now a crouching stab reminiscent of the shield-stab from ''Ocarina of Time'' and ''Majora's Mask'', and can meteor if a character is hit with the tip of the sword. It deals 8% damage and displays a magic effect at the tip.
*{{buff|[[Bomb (Link)|Bombs]] hit up to four times each, dealing up to 10% damage.}}
*Up smash is now a two-slice move, with a strong initial hit that can kill the opponent that is quickly followed by a second cut that is better for comboing that also provides him additional coverage and damages shields.
*{{buff|Improved tether recovery properties make his [[zair]] more effective for recovery.}}
*[[Boomerang]] has a better angle.
*{{buff|New side taunt that acts like Young Link's. If Toon Link is not interrupted during the drinking portion, it also heals 5%.}}
*Grounded [[Spin Attack]] can be moved sideways based on charge level and fall off edges. Toon Link enters [[edge slipping]] animation after falling off one. The attack is also better at damaging, possesing more hits that deal up to 12% (if uncharged), similar to Young Link's.
*{{nerf|Neutral air no longer covers Toon Link's back.}}
*Has his Outset clothes as an alt costume as shown in Project M's Turbo Snake video.
*{{nerf|Down air is harder to meteor with.}}
*{{nerf|New forward smash has slower start-up.}}
*{{nerf|Forward and down smashes no longer have hits that link one into another, dealing less damage.}}
*{{nerf|Aerial Spin Attack gives less distance.}}
*{{change|Third hit of jab is now an upwards slice.}}
*{{change|Down tilt is now a crouching stab reminiscent of the shield-stab from Ocarina of Time and Majora's Mask, and can meteor if a character is hit with the tip of the sword. It deals 8% damage and displays a magic effect at the tip.}}
*{{change|Neutral aerial changed to a [[sex kick]] like that of Link. It behaves much like Young Link's, dealing 12% damage (if sweetspotted).}}
*{{change|Down aerial is no longer a stall-then-fall, and does higher damage if it hits late (17% compared to 14%). At the hilt of the sword, it also has powerful [[Flame|flaming]] hitboxes that [[meteor smash]] opponents; one at the center of the hilt that does 22%, and others at the sides that deal 16%.}}
*{{change|Forward smash changed to a jumping slash downwards, similar to that of Link in Smash 64. It deals up to 21% damage if fully charged, and is a powerful launcher, but is weaker at the tip of the sword.}}
*{{change|Grounded Spin Attack can fall-off edges when moving: Toon Link will enter [[edge slipping]] when this happens.}}
 
In terms of cosmetics, Toon Link now has an alternate costume based on his outset clothing from ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker}}''.


===={{PM|Wario}}====
===={{PM|Wario}}====
*Default costume is now plumber's outfit as opposed to biker's outfit.
*{{buff|Forward tilt can be delayed for about 30 frames by holding the attack button. Depending on this, it deals damage from 11% to 14%. It remains [[angling|angle]]-able as well.}}
*New walking and running animations.
*{{buff|Forward aerial is stronger, dealing 11% damage (4% more).}}
*Forward tilt can be wound-up by holding the attack button, dealing damage from 11% to 14% depending on how much it is charged.
*{{buff|Back aerial also deals more damage (16% compared to 10%).}}
*New down smash: Wario punches the ground to create an earthquake similar to Charizard's down smash, and inspired by "Wario Land: Shake It!". It deals about 24% damage (if charged), with set knockback and a meteor smash angle.
*{{buff|Down aerial replaced with a ground pound which launches Wario downwards and [[meteor smash]]es opponents. If it connects, Wario will bounce off his opponent, allowing for safer recoveries if used offstage. Deals 14% damage, and has more beneficial uses than his previous down aerial (then an unefficient [[drill]]).}}
*New forward smash is a jumping front kick with extreme ending lag as Wario attempts to regain balance. It is as powerful as the original one, though without launch resistance.
*{{buff|Hitboxes of up smash now link better thanks to ''Project M''{{'}}s physics.}}
*Forward aerial is stronger, dealing 11% damage.
*{{buff|New down smash: Wario punches the ground to create an earthquake similar to Charizard's down smash, and inspired by ''{{s|mariowiki|Wario Land: Shake It!}}''. It deals about 24% damage (if charged), with [[set knockback]] and a meteor smash angle. It has generally more utility than his previously-unviable down smash, having less ending lag and setting up combos better.}}
*Back air has been replaced with a back punch, which does more damage and is similar to his forward tilt.
*{{buff|[[Dash grab]] looks like the new side special (explained below) for increased [[mindgame]]s. Wario can also go a further distance by holding the grab button.}}
*Up air now has a sweetspot at the tip with a slash effect, dealing 13% damage. The rest of the attack is weaker, though.
*{{buff|[[Chomp]] can now be used to throw enemies backwards after biting them. When performing the move in the air it keeps momentum.}}
*Down air has been replaced with a ground pound which launches Wario downwards and meteor smashes enemies. If it connects, Wario will bounce off his opponent, allowing for safer recoveries if used offstage. Deals 14% damage.
*{{buff|[[Corkscrew]] has more control going left and right when flying up. It also hits more times and faster, dealing a total of 18% damage.}}
*Dash grab looks like the new side special (explained below) for increased mindgames. Wario can also go a further distance by holding the grab button.
*{{buff|Can move sideways whilst using back throw (now his original forward throw).}}
*Pummel has the coin effect.
*{{nerf|Neutral combo inflicts less knockback and damage (9% compared to 12%).}}
*Forward throw is replaced with a simple single-handed throw that is similar to the throws from ''Wario Land 4''. Deals 8% damage.
*{{nerf|Up aerial now not only has a sourspot, but even the sweetspot deals less damage (14% as opposed to 17%).}}
*Old forward throw is now his back throw. Wario can now move left or right whilst using it.
*{{nerf|Forward smash no longer has [[launch resistance]], and posseses higher ending lag.}}
*[[Chomp]] hold duration reduced, but can now throw enemies backwards after biting them. When performing the move in the air it keeps momentum. It now also bites just once before throwing, dealing 13% damage total.
*{{nerf|Chomp hold duration reduced. It now also bites just once before throwing, dealing 13% damage total.}}
*[[Wario Bike]] has been completely replaced with a ''Wario Land''-style Shoulder Bash. The Shoulder Bash makes Wario dash forward similar to his old forward smash, dealing more damage as he travels. Wario can jump while dashing to continue the attack in the air or crouch to cancel the attack and slide forwards. The move renders Wario helpless if initiated in the air and causes him to bounce off walls he hits (for reduced height each time). Depending on dash speed, deals damage from 11% to 20%.
*{{nerf|Back throw deals less damage (9%, compared to 12% of ''Brawl''{{'}}s f-throw).}}
*[[Corkscrew]] has more control going left and right when flying up. It also hits more times and faster, dealing a total of 18% damage.
*{{change|Default costume is now plumber's outfit as opposed to biker's outfit.}}
*Farting victory pose replaced with posing from ''Wario Land 4''.
*{{change|New [[walking]] and [[dashing]] animations.}}
*{{change|Back aerial has been replaced with a back punch, similar to his forward tilt.}}
*{{change|Forward smash is now a front kick, with a lot of ending lag as Wario attempts to regain balance.}}
*{{change|Pummel has the coin effect.}}
*{{change|Forward throw is replaced with a simple single-handed throw that is similar to the throws from ''{{s|mariowiki|Wario Land 4}}''. Deals 7% damage.}}
*{{change|Old forward throw is now his back throw.}}
*{{change|[[Wario Bike]] has been completely replaced with a ''Wario Land''-style Shoulder Bash. The Shoulder Bash makes Wario dash forward similar to his old forward smash, dealing more damage as he travels. Wario can jump while dashing to continue the attack in the air or crouch to cancel the attack and slide forwards. The move renders Wario helpless if initiated in the air and causes him to bounce off walls he hits (for reduced height each time). Depending on dash speed, deals damage from 11% to 20%.}}
*{{change|Farting victory pose replaced with posing from ''Wario Land 4''.}}


===={{PM|Wolf}}====
===={{PM|Wolf}}====
[[File:PMWolfAlt.jpg|200px|thumbnail|default|Wolf's alternate costume in Project M.]]
[[File:PMWolfAlt.jpg|200px|thumbnail|default|Wolf's alternate costume in Project M.]]
*Forward tilt no longer has extense freeze frames.
*{{buff|The new physics and re-introduction of [[wavedash]]ing give Wolf many more options, including his own shine combos unique from that of {{PM|Fox}}'s or {{PM|Falco}}'s.}}
*Dash attack changed into a new claw swipe attack, though it functions similarly to its ''Brawl'' equivalent.
*{{buff|[[Wolf Flash]] has been slightly changed so that if Wolf hits a foe with the end of the animation, he won't fall [[helpless]], allowing him to then use another recovery move to get back on stage.}}
*Hits of neutral air connect better.
*{{buff|[[Reflector]] sends opponents at a diagonally upward trajectory, allowing for potentially deadly juggling combos. It can now be cancelled even after reflecting a projectile, which prevents a shine lock from characters with fast projectiles.}}
*Up smash is now a half-circle claw swipe upwards, covering a wider area and dealing up to 20% damage when charged.
*{{nerf|Reflector no longer has [[intangibility]].}}
*Wolf's [[Blaster (Wolf)|Blaster]] has been changed. Projectiles are slower than before, but do more damage and are larger. The endlag of the [[blaster]] can be canceled by an air dodge, allowing Wolf to waveland out of it.
*{{change|Dash attack has a new claw swipe animation, but functions similarly to its ''Brawl'' counterpart.}}
*[[Wolf Flash]] has been slightly changed so that if Wolf hits with the end of the animation, he won't go into helpless, allowing him to then use another recovery move to get back on stage. It also only sends at a horizontal angle in the direction Wolf is facing.
*{{change|Wolf's [[Blaster]] has been changed. Projectiles are slower than before, but do more damage and are larger. The endlag of the [[blaster]] can be canceled by an air dodge, allowing Wolf to waveland out of it.}}
*[[Fire Wolf]] is now is a single-hit aerial dash attack that will send foes flying in the direction which he is traveling yet not cause tumble. Does 8% damage.
*{{change|[[Fire Wolf]] is now is a single-hit aerial dash attack that will send foes flying in the direction which he is traveling. It will not cause enemies to tumble.}}
*Wolf's [[Reflector]] sends opponents at a diagonally upward trajectory, allowing for potentially deadly juggling combos.
 
*Reflector no longer has intangibility.
Wolf has an alternate costume based on his classic appearance.
*Wolf has an alternate costume based on his classic appearance.


===={{PM|Zero Suit Samus}}====
===={{PM|Zero Suit Samus}}====
*Down aerial uses a new stomping animation. It is no longer a stall-then-fall, instead being a meteor smash of about 12% damage, and also makes Zero Suit Samus bounce after a successful hit. It is similar to Sheik's in that it pops out foes for aerial combos.
*{{buff|Her [[short hop]] is shorter, helping with movement, aerial approaches, and combos.}}
*[[Paralyzer]] can now be dash-canceled.
*{{buff|Her forward smash is stronger and is a good KO option after a down smash. Hitting foes behind her sends them up over her.}}
*Sweetspot of [[Plasma Whip]] is weaker, and instead drags foes above Zero Suit Samus to lead better into aerials. It now also has an actual electric effect.
*{{buff|Can now dash cancel her [[Paralyzer]].}}
*[[Flip Jump]] has a new somersaulting animation. Pressing the attack button no longer creates a meteor smashing [[sex kick]] but instead results in her down aerial from ''Brawl''. Pressing the special button near aerial foes results in a footstool jump, knows as a "flipstool", which also deals 3% damage and causes tripping.
*{{buff|[[Plasma Whip]] now sends foes diagonally towards her, making it easier to start combos with the move.}}
*{{change|New down aerial is a stomp that sends foes and herself on an upwards trajectory to start combos, rather than being a stall-then-fall.}}
*{{change|[[Flip Jump]] has a new somersaulting animation. Pressing the attack button no longer creates a meteor smashing sex kick but instead results in her down aerial from ''Brawl''. Pressing or holding the special button near aerial foes results in a footstool jump.}}
*{{nerf|Opponents can now mash out of down smash while [[paralyze]]d.}}


==Stages==
==Stages==

Revision as of 18:38, December 8, 2013

The logo for Project M.

Project M is a hack for Super Smash Bros. Brawl designed to make the gameplay more closely resemble that of Super Smash Bros. Melee. The development team is partly descended from the original developers for Brawl+, now known as the PMBR, or Project M Backroom. It has members from over ten countries, though as of now, only an NTSC version has been released.[1]

Project M has been featured as a prominent event at several national tournaments, such as GENESIS 2, the Zenith series, and is on the game lineup for Apex 2014.

Universal changes

The actual version of Project M has two versions: Full Set and Wi-Fi. The former has Stock Control and Input Assistance as new features, which allow newer players to use advanced techniques better and have a stock advantage over experienced ones. However, Replays and online play won't work properly; the latter can glitch since it still detects players with unmodded Brawl games, causing the game to freeze. A similar thing happens to replays; if a Project M replay is viewed on the regular Brawl, it may cause malfunctions when beggining a match, possibly because of the stage replacement. The Wi-Fi version allows these two things to work properly, though it doesn't contain the new battle features, likely because Stock Control would have caused potential griefing within online matches.

Both versions alter the original Brawl gameplay to be more resemblant to that of Melee, along with other changes to make the game more competitive in general, while keeping other Brawl beneficial techniques such as crawl, wall cling or DACUS. These changes include:

  • Default match type is 4 stock with an 8-minute timer.
  • The following mechanics have been altered to match their Melee forms:
    • Air dodging applies a directional boost and causes helplessness, implementing wavedash techniques. Like in Brawl, however, they instantly grab nearby items during the first frames.
    • L-canceling halves landing lag when a shield button is pressed 7 frames before landing, and characters will flash white if performed correctly.
    • Dash dancing's timing has been reverted, and characters can shield during one.
    • Crouching cancels dashes.
    • Crouch canceling reduces knockback.
    • Consecutive jabbing is removed.
    • Hitting the C-Stick down while crouching uses a down smash (in Brawl it uses a down tilt).
    • Double jump canceling reimplemented; its usage varies slightly between characters.
    • The abilities to edge tech and edge cancel attacks have been implemented.
    • Jumps can be cancelled with grabs.
    • Powershielding can reflect projectiles during the first 2 frames.
    • Shieldstun formula reverted.
    • Edges cannot be auto-sweetspotted, so they cannot be grabbed neither from the back, nor during recovery attacks. Some moves like Raptor Boost or Bowser Bomb still use this feature, though.
    • Window for teching reverted.
    • Amount of freeze frames reduced.
    • More forwards momentum is conserved when jumping.
    • Altered camera that behaves similarly to in Melee's Camera Mode, as well as being capable of zooming out indefinitely, and rotating around the entire stage.
    • Hitstun canceling has been removed.
    • Random tripping has been removed.
    • Grab aerials cause helplessness if they miss a ledge, but can be used after an air dodge with the shield + attack combination, like in Melee. They still act as tether recoveries, though they won't restore a character's midair jumps if they drop from the ledge. They are now also more efficient since they ignore edge-hoggers; characters will still grab the ledge without affecting them, and when pulled up they perform an automatic jump get-up.
    • Characters now grunt instantly when hit by a strong attack, while in Brawl, they did a second afterwards. There are also medium-damage and high-damage groans as well, with most characters using unused voice samples from the Sound Test.
    • If an already-struck character gets hit by something else, the new knockback either replaces the old knockback (if the gap between the attacks was 10 frames or less) or has its direction and power combined with the old knockback (after 10 frames). (In Brawl, whether to replace the old knockback is based on the relative power of the two attacks, and no merging is performed.)
    • Brawl's random input delay is fixed.
    • Meteor smash angle reverted, therefore implementing spikes.
    • When dash-grabbing a foe, forward momentum is completely negated.
    • Grab physics reverted: characters can grab opponents behind them, though they cannot be grabbed by the lower legs or arms.
    • Locking is removed: characters hit when lying on the floor will instantly get up after bouncing.
  • Footstool jumping is done with a taunt input.
  • Tripping can be teched.
  • A glide toss can be done in the air.
  • Smash 64's taunt canceling returns.
  • Gliding is no longer usable with a jump button: a special move must be used instead to do so.
  • Stages such as Dream Land, Hyrule Castle and Fountain of Dreams replace stages such as Bridge of Eldin and 75m.
  • For the Full Set version, players can now turn on Input Assistance which implements a 3 frame buffer window to help newer players master advanced techniques, replacing the "Damage Gauge" option. Wi-Fi version instead has a different Buffer option that replaces handicaps, from 1 to 30, with these numbers being the respective amount of buffer frames.
  • Stock Control added (Full Set version), replacing handicaps. Players can now control the amount of stocks each player starts with before battle, from 1 to 30 stocks for each individual character. A Crew mode has been added in which the game keeps track of stocks retained after battles.
  • Stage selection menu modified to include built-in stage striking control.
  • Super Armor has been removed. Standardized knockback resistance system categorizes armor as Light, Medium, or Heavy. Some characters feature color overlays to indicate such armor, with more opaque overlays generally indicating stronger armor.
  • Special Brawl's "Curry Mode" is being replaced by "Turbo Mode," in which all moves can cancel into any other move or action on hit or on shield.
  • Timers and Starmen are removed and replaced with ordinary stickers, even for Training mode. In 3.0, Superspicy Curry will be replaced with an item that activates "Turbo Mode" on the spot. Other items remain unchanged, though.

Character changes

Melee veterans

Melee veterans should be assumed to have been reverted to their Melee moveset and properties and have been changed from there. This includes special and normal moves, properties such as gravity, weight, run-speed, air mobility but does not include sound effects, textures, or vertexes. However, some characters, due to having poor attributes and movesets in Melee (such as Ness, Kirby or Zelda), had some elements recycled from Brawl and Smash 64 or have been given entirely new buffs.

Bowser

Bowser's alternate costume in Project M.

Seeing as how he was bottom tier in the former, Bowser was heavily buffed overall from Melee to Project M.

  • Buff Significantly larger, allowing him more reach in his attacks.
  • Buff Slightly heavier.
  • Buff Bowser gains an armor mechanic, where many moves and animations now have some sort of launch resistance: for example, his crouch, crawl, and charging up smash have weak damage-based resistance, while his dash attack, smashes, neutral air, Koopa Klaw, and Bowser Bomb have strong knockback-based resistance (shown by a red flash).
  • Buff Many of Bowser's attacks, most notably his forward smash, up smash, back air, forward air, up air, forward throw, back throw, and down throw, do much more damage, shield damage, and knockback than either one of his past incarnations.
  • Buff Flame cancel implemented from Melee, allowing Bowser lagless Fire Breath startup.
  • Buff Regains the Koopa Klaw move from Melee, allowing Bowser another set of powerful grabs and more utility than his Flying Slam.
  • Buff Fortress Hogging is made possible again, allowing Bowser to quickly and efficiently grab the ledge to edgeguard opponents.
  • Buff Bowser Bomb's fall is stronger and deals 24% damage. It also grabs ledges from both sides, and can be canceled with a jump before the max leap height when used from the ground, letting Bowser follow up combos or even KO them outright after using a move that knocked his foe airborne.
  • Nerf Larger size increases Bowser's hurtbox, making him more vulnerable to projectiles and combos.
  • Nerf Bowser Bomb no longer has a hitbox during its jump.
  • Change The second hit of down tilt is now optional; it is activated by pressing the attack button a second time.
  • Change Pummel now involves biting opponents, like with Koopa Klaw in Melee.

In terms of cosmetics, Bowser now has just one idle pose, where he roars slightly while leaning his head backwards. The former second idle pose is now used as his new down taunt, where he emits a roar reminiscent of that from Melee. He has a new costume based off of his "Dry Bowser" appearance from the New Super Mario Bros. series.

Captain Falcon

Captain Falcon was slightly buffed from Melee to Project M due to some Brawl-based retained changes which increased his options.

  • Buff Retains ability to grab foes on the ledge with Falcon Dive, like in Brawl.
  • Buff Aerial Raptor Boost now spikes foes and propels Captain Falcon with forward momentum if it lands, and can now grab the ledge. When used towards an edge from the ground, Captain Falcon now goes into the ending animation instead of instantly becoming helpless, allowing to grab the edge and come back to the stage.
  • Buff Falcon Punch can be turned around up to 4 times.
  • Change Up and down taunts have switched positions. When using down taunt, he now also speaks a silent "Yes!"
  • Change Pressing the up taunt button when a sweetspotted Knee Smash connects results in Falcon exclaiming "YESZ!"

Donkey Kong

  • Buff Dash attack has been changed. It is now a roll similar to that of the Donkey Kong Country series. It acts much like the original one, but has light armor and can roll off edges and platforms similar to Kirby's Melee dash attack. Can be jumped out of in midair. Overall has more utility than the old dash attack.
  • Buff Neutral aerial is now an effective approach option; it was given more range and slight invincibility on his arms during part of the attack.
  • Buff Forward aerial comes out faster and has more KO potential.
  • Buff Down aerial's ending lag has been shortened.
  • Buff Back throw's knockback has increased.
  • Buff Hand Slap now has much wider grounded hitboxes that ground-bounce the opponent and only slaps the ground twice per button press (making it optionally much shorter); it functions well for shield pressure and tech-chasing.

Falco

Falco was reverted to become a clone of Fox again, rather than a semi-clone (as he was in Brawl). However, he was very slightly nerfed from Melee due to a few of his options being weakened.

  • Buff Ability to DACUS, Gatling Combo, and RAR retained from Brawl.
  • Nerf Blaster shots decay in damage based on distance.
  • Nerf Reflector no longer has intangibility on the first frame of activation.
  • Change Has Brawl's running animation.
  • Change Jab has its Brawl animation.

Fox

Fox's alternate costume in Project M.

Fox was slightly nerfed from Melee due to a few of his options being weakened.

  • Buff Reflector can be cancelled even after reflecting a projectile, which prevents a shine lock from characters with fast projectiles such as another Fox or Falco.
  • Nerf Blaster shots decay in damage based on distance.
  • Nerf Can no longer perform the waveshine infinite.
  • Nerf Reflector no longer has intangibility on the first frame of activation.

In terms of cosmetics, Fox now has an alternate costume based off both his appearance in Melee as well as earlier Star Fox designs of him.

Ganondorf

Ganondorf was buffed from Melee to Project M.

  • Buff Midair jumping height increased.
  • Buff Forward and down tilts are those of Brawl, but the former can now be angled and both possess less ending lag.
  • Buff Dash attack has its speed from Melee, but uses Brawl damage and knockback values, being much stronger.
  • Buff New up tilt: Ganondorf lifts his foot, then brings down an electric stomp of high reach. Lasts for about 60 frames, and hits twice, much like Captain Falcon's u-tilt in Smash 64, with the second hit having strong power and knockback. Foot lift deals 8% damage, then the stomp does 22%, for a total of 30% (3% more than the Brawl up tilt).
  • Buff Forward air retains its sourspot from Brawl, but it was decreased in size and now has the strength of his Melee f-air, with the sweetspot having slightly better knockback.
  • Buff Can now DACUS.
  • Buff Down smash's hits now link better.
  • Buff Warlock Punch keeps Brawl format, and it can also be turned around a maximum of five times.
  • Buff Retains Flame Choke from Brawl. Grounded version does 12% damage (3% more), while aerial version still sweetspots ledges and can pull off sacrificial KOs (though the latter is situational due to him now possessing better edge-guarding tactics).
  • Buff If Flame Choke is used off an edge, Ganondorf will go into the ending animation of the attack instead of instantly becoming helpless, so he can grab it and come back to he stage.
  • Buff Dark Dive not only has got its Melee power for grabbing attack, but it keeps animation and uppercut from Brawl, as well as being able to grab edgehogging characters for powerful stage spikes and possesing a large edge sweetspot, making recovery safer.
  • Buff Wizard's Foot has its sourspots removed for both grounded and aerial versions. They also have less ending lag.
  • Buff Up throw has less base knockback so it can follow-up better. It also uses its Brawl animation.
  • Buff Down throw's knockback scaling weakened for increased chaingrab potential.
  • Nerf New up tilt has decreased knockback scaling and can no longer drag opponents towards Ganondorf.
  • Nerf Forward smash is no longer a horizontal finisher, giving fastfallers a better resistance against it.
  • Nerf Aerial Flame Choke now sends foes away from Ganondorf upon landing, making it harder to combo into other moves.
  • Nerf Lack of Gerudo Dragon leaves Ganondorf with less combo finishing options.
  • Change Grounded Flame Choke can now be teched, acting more as a tech-chaser.
  • Change Forward tilt uses a slightly different animation: Ganondorf no longer drops his leg after the kick, but instead retreats it to himself quicker, having less lag.
  • Change Sweetspot of forward air has a darkness effect. Dark Dive now also makes Ganondorf briefly flash purple during the uppercut portion.
  • Change Back air posseses an electric effect. Both it and neutral attack now also use a different "punch" SFX similar to that of his side taunt.

Ice Climbers

  • Buff Retain a nerfed version of Brawl's desynching.
  • Buff Partner is controllable when grabbing an opponent, enabling Brawl chaingrabs to be performed to some degree.
  • Nerf Can no longer wobble.
  • Nerf Freeze glitch has been removed.

Jigglypuff

Jigglypuff has remained relatively unchanged from Melee to Project M, although it has gained a few additional options from mechanics retained from Brawl.

  • Buff Dash attack remains cancellable from Brawl, allowing Jigglypuff to DACUS and improving its mobility.
  • Buff Down aerial hits faster.
  • Buff Sing puts enemies with low percentages to sleep for longer than it did in Melee and Brawl, increasing its utility.
  • Change Neutral attack and up aerial now use the Fan sound effect.

Kirby

  • Buff Can now aim Final Cutter horizontally, and can also be canceled with a jump or air dodge after a hit, extending recovery and combo options. The vertical version is otherwise the same.
  • Buff Dash attack from Melee has returned, with more versatility, less ending lag and can be canceled with a jump after dropping off an edge, possesing more combo ability.
  • Buff Neutral air initiates faster.
  • Buff Back air has more range at Kirby's front, like the Smash 64 version.

Link

Link's alternate costume in Project M.
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Link has been heavily buffed from Melee to Project M.

  • Buff Link's dashing speed has been sped up by a small bit.
  • Buff Most of Link's normal attacks have slight speed and power increases. For example, Link's dash attack and down smash both have earlier IASA frames so that they can be acted out of sooner and are generally safer to use on shielding opponents.
  • Buff Link's forward tilt has been sped up to match Young Link's version, making it more useful than before.
  • Buff The up smash has been sped up as well so that the three slashes can link together better.
  • Buff The aerial version of Spin Attack gains more horizontal momentum than in Melee. The attack also can no longer be charged when on the ground, instead having its Melee power.
  • Buff Link can now bomb jump consistently for recovery. By inputting a glide toss while airborne, Link can toss the bomb up the right distance to Spin Attack into it, allowing Link to Spin Attack again.
  • Buff Gale Boomerang replaced with a regular Boomerang, designed with a light-blue trail to feel like its Smash 64 incarnation. Like in Melee, it is stronger if thrown close to opponents. It also has a better angle. Deals damage from 13% to 7%, with the comeback dealing 5%.
  • Buff Link's Hero's Bow has had its charge speed increased by 33%, its knockback increased, and its knockback angle changed to send at a much more horizontal angle, but it retains its Brawl trajectory.

In terms of aesthetics, Link now has an alternate costume that is based off of his appearance in earlier titles, such as Melee and Ocarina of Time.

Luigi

Luigi's alternate costume in Project M.
  • Buff He now has two helplessness animations: one for air dodging, and the other for Super Jump Punch, taken from Melee and Brawl respectively. The latter has better air speed, allowing Luigi to recover efficiently with the move like in Brawl.
  • Buff Dash attack uses Melee trajectories, but hits faster and seven times (as opposed to six) like in Brawl, being better at racking up damage (also because of the different staleness).
  • Buff Down tilt does 15% damage (6% more than before) and acts like a Mr. Saturn, dealing zero knockback with high hitstun and the "Pwaaah" sound effect.
  • Buff Fireball travels faster and can be followed up quicker.
  • Buff Green Missile misfire mechanics changed. One in six uses of the attack is guaranteed to be a misfire: if five uses are passed normally, then the next will always be a misfire. If the attack will misfire, Luigi flashes green before it goes off; continuing to charge the move past this flash will disable the misfire and cause it to occur the next time the move is used instead. This allows Luigi to control when a misfire is used.
  • Buff Luigi Cyclone acts like in Melee, but when the special button is mashed, it gives better height - between that of Melee and Brawl -, sometimes being capable of KOing off the top like in Smash 64.
  • Buff Keeps horizontal momentum when grabbing opponents, making throws KO more easily when combined with wavedashing.
  • Change Forward air emits a Fan sound effect and uses a slash effect, like the forward smash.
  • Change Down smash has Melee trajectory, but uses Brawl animation.
  • Change Green Missile displays additional green flames coming from Luigi's back.

Luigi now has an alternate costume based off of the appearance of Mr. L in Super Paper Mario.

Mario

Mario's alternate costume in Project M, based upon Dr. Mario's appearance in Melee.
  • Buff Fireball has less ending lag.
  • Buff Super Jump Punch can be cancelled by a wall jump any time it is touching the wall, but only the first Super Jump Punch. Until Mario lands again, Super Jump Punch must touch the wall for the whole duration of the move.
  • Buff Mario Tornado creates more vertical distance. As a cosmetic change, it also has star graphics, as a reference to Super Mario Galaxy.
  • Change Mario is a slight mix of himself and Melee's Dr. Mario; up smash, back aerial, and the beginning of forward aerial have Dr. Mario-like properties, and his Fireball has a trajectory more like Megavitamins. Mario's down taunt was also changed to Dr. Mario's taunt from Melee.

Dr. Mario appears as Mario's alternate costume. Players may switch between Mario and Dr. Mario costumes, similarly to Wario's alternate costume sets for his Wario Land and WarioWare appearances. There is no difference in gameplay, although sound effects and aesthetics will change.

Marth

Marth was very slightly buffed from Melee to Project M, but otherwise remains almost the same character.

  • Buff Dash attack can now be cancelled, allowing Marth to DACUS and improving his mobility.
  • Buff Down aerial has less ending lag.
  • Buff Dancing Blade's speed altered to be between that of Melee and Brawl, possesing overall more utility.

In terms of cosmetics, Marth now has a purple costume as opposed to a light blue one (from Brawl). He once again uses his default costume when fighting on the blue team.

Mewtwo

PMMewtwo.pngArtistic rendering of Mewtwo's alternate costume in Project M, resembling an armored Mewtwo from Pokémon The First Movie: Mewtwo Strikes Back.
Magnify-clip.pngMagnify-clip.png
Mewtwo's appearance in Project M (left)
and its alternate costume (right)

Mewtwo was buffed from Melee to Project M.

  • Buff General play changes, including decreased aerial lag, stronger attacks, faster dash speed, and an increase in weight.
  • Buff Mewtwo's tail is now significantly longer, greatly increasing the range of any attacks that utilize its tail, such as its up tilt, down tilt, and forward tilt.
  • Buff Confusion's effect is larger and sends victims into a tumbling state. Projectiles reflected by Confusion now inflict damage to the original user, further improving Confusion's utility.
  • Buff Shadow Ball is stronger, and even its uncharged effects pack a punch.
  • Buff Teleport no longer puts Mewtwo into a helpless state, and acting out of it is possible with anything but an air dodge.
  • Buff Mewtwo can now hover in a similar manner to Peach's float. While Mewtwo can float in any direction, its float duration is shorter and can only be done after a single jump, and Mewtwo will lose its midair jump.
  • Change Forward throw has been changed to a throw where Mewtwo condenses the enemy in a Shadow Ball and throws them ahead.

Armoured Mewtwo appears as Mewtwo's alternate costume. It is based upon the armour donned by Mewtwo in Mewtwo Strikes Back.

Mr. Game & Watch

Mr. Game & Watch was significantly buffed from Melee to PM.

  • Buff Forward tilt can now be interrupted as quickly as the hitbox diminishes.
  • Buff Forward smash is more powerful. The flame sourspot now also links with the attack's sweetspot, dealing more damage, while it has no knockback for the first hit to KO reliably.
  • Buff All aerials can now be L-cancelled.
  • Buff Back aerial's hitboxes link better each into other, and the last hit is better at KOing.
  • Buff Up aerial has drastically less ending lag, and it now consists of a single hit that can be used rapidly for juggling.
  • Buff Down aerial's landing hitbox now spike-bounces.
  • Buff His Chef attack cancels on landing, similar to Falco's lasers. It can also toss bigger foods, which deal 15% damage with a flame effect.
  • Buff Judge retains its start-up unchanged, but all variations are significantly more powerful: for instance, #2 stuns foes, #3 causes flowering, #5 hits more fluidly and deals higher damage, and #7 heals additional damage. Numbers now also show one or two lights above them, indicating the next uses in which Mr. Game & Watch cannot get the same number.
  • Buff Although Fire still lacks the parachute, Mr. Game & Watch doesn't fall helpless and can act with any action afterwards (except an air dodge), like in Brawl.
  • Buff Oil Panic has less ending lag after catching a projectile, and will usually OHKO when it is full. It can also now be used as an attack despite the amount of oil in the bucket.
  • Buff Down throw retains its Brawl format, so Mr. Game and Watch can still perform deadly tech-chases.
  • Nerf Grab release glitch from Brawl has not been removed. Unlike in Brawl, he regains his midair jump, but he still cannot use his up special. This technique can be deadly if his opponent ground releases him at the ledge, which he will be unable to make it back to the stage.

Ness

  • Buff Ness can double jump cancel again, though it is now optional; just pressing and then releasing the jump button when attacking will cause him to DJC, while holding the jump button causes him to perform a rising aerial, just like characters who cannot use this technique. Special moves will always DJC.
  • Buff Midair jump speed increased.
  • Buff Up aerial and the sweetspot of back aerial were given more KO power.
  • Buff Down aerial reverted to Smash 64 speed, which almost removes its startup lag entirely.
  • Buff Up smash is much faster and deals better damage and knockback, being more reliable at juggling and KOing.
  • Buff Down smash also deals better damage and knockback, serving as a powerful on-stage edge-guarding tool.
  • Buff Both up and down smashes can now be held even when near an edge.
  • Buff PK Fire's flame effect activates even on shields, and it has Brawl power. It also keeps forward momentum when used on mid-air.
  • Buff PK Thunder 2 travels much farther and keeps its hitbox throughout the move.
  • Buff Ness can jump out of PSI Magnet, similar to with Reflector. When absorbing a projectile, he can also cancel the move to go into the ending animation afterwards, preventing rapid-fire projectiles such as Fox's Blaster from trapping him into the move indefinitely.
  • Buff PSI Magnet can now deal damage consecutively; it has a center hitbox that inflicts 4% damage with diagonal knockback, and others at the "outlines" that deal 2% with no knockback and can turn idle foes around.
  • Nerf Yoyo glitch no longer exists.
  • Nerf Down tilt now has a more vertical angle, removing its infinite capacities.
  • Change PK Flash has a smaller range, but it moves faster and farther.
  • Change Forward smash's sourspot produces the "wooden bat" SFX from Brawl, while sweetspot displays a ping sound like in Melee and Smash 64.
  • Change Revamped on-screen appearance: the vortex of Teleport now appears as well, similar to in Melee's opening.
  • Change Ness now has a secret taunt: he poses at the screen and a "photo" flash is displayed, based on the iconic Fuzzy Pickles moments in his origin game, Earthbound.

Peach

PMPeachAlt.png
  • Buff Neutral attack links better.
  • Buff Retains up tilt from Brawl, which posseses more range and power than her previous, situational up tilt from Melee.
  • Buff Peach Bomber has Brawl range and trajectory, being overall better at KOing horizontally and having more utility.
  • Buff Vegetables reverted to bouncing off shields instead of vanishing.
  • Change Sweetspots of down tilt and up smash now use a Fan SFX.
  • Change Forward smash always follows the pattern of "tennis racket, golf club, frying pan", with the first of a match being random.
  • Change Peach Bomber reverted to using an explosive effect, though if a taunt input is held, it will use Brawl's heart animation. When used by Shadown Queen Peach, it instead has a darkness effect.
  • Change Up throw now uses a heart animation.

Shadow Queen (from Paper Mario: The Thousand-Year Door) appears as Peach's alternate costume. It replaces the heart effects in some of her attacks with darkness effects.

Pikachu

Pikachu was buffed from Melee to Project M overall, due to the new options that give it additional leverage against top-tiered characters.

  • Buff Last hit of forward aerial retains its Brawl power, and the hits now also link better.
  • Buff Back aerial is now its Smash 64 kick, which has combo potential and KO/edgeguarding strengths that its previous back aerial did not.
  • Buff Down smash's hits now link better each into other.
  • Buff Grab range from Melee increased.
  • Buff Retains wall jump from Brawl, allowing for a slightly better situational recovery on stages such as Yoshi's Story. Also retains crawl.
  • Buff Retains QAC from Brawl, greatly improving Pikachu's approach and defensive options, especially with the new physics. QAC also allows some new options, such as wavelanding out of a QAC.

In terms of cosmetics, Pikachu has received an additional costume where it wears its blue party hat costume from Melee and 64.

Roy

Roy's appearance in Project M.
  • Buff Improved base moveset, with extra damage or knockback adjustments tacked on.
  • Buff Up tilt now covers a larger, half-circle area above Roy.
  • Buff General improvements to his retained aerials, most significantly a much larger and powerful flaming sweetspot on his previously useless down aerial. For his changed aerials, his new neutral aerial has much more range and a flame effect, while his back aerial is now a powerful finisher, both now having a slightly different animation.
  • Buff Double-Edge Dance's utility has improved significantly, with the move now linking much more fluidly, and the fourth strike serving varieties of purposes. A backwards fourth strike has also been added to the repertoire, being a powerful finishing move against opponents who attempt to reposition themselves behind Roy.
  • Buff Roy's dash attack is cancellable, which allows him to DACUS; this further improves his mobility.
  • Buff Roy's down smash is now a spinning sword sweep with less ending lag and better knockback, having more utility than his previous one. It also has a flame effect.
  • Buff Flare Blade is more powerful.
  • Buff Roy's grab range has been significantly increased.
  • Change Forward tilt is now a long-ranged stab.

Samus

  • Buff Rolling is significantly faster, and uses a conventional side-step animation.
  • Buff Can now crawl, with a similar animation to her old roll.
  • Buff Can now swap between flame and ice beam types with side taunt; effects down tilt, forward smash, forward aerial and up smash. Taunt cancelling this will still result in a beam switch.
  • Buff Retains the super wavedash. The window of time allowed to perform the technique has been increased from one frame to two frames.
  • Buff Charge Shot can now be charged while airborne.
  • Change Forward smash now has a flame effect, akin to Super Smash Bros. 4.

Sheik

  • Buff Retains crawl and wall cling from Brawl.
  • Buff Chain Jacket glitch from Brawl has not been removed.
  • Buff Brawl mechanics have blessed the Chain with the drag maneuver, which allows the hitboxes to refresh very quickly when the chain is maneuvered with a repeated 2323_2121 motion with the chain flat along the ground. This can deal a great amount of damage in very little time, especially if the opponent dare attempts to crouch cancel their way out of it.
  • Buff Down throw's animation happens much faster.
  • Buff Vanish has stronger knockback and damage, being even stronger than in Brawl.
  • Nerf Needles can no longer block disproportionaly stronger projectiles, but can still be hit out of the air, done by removing the Needles' hurtboxes and allowing the hitboxes to clang.
  • Nerf Unlike in Melee, the Chain's hitboxes are unable to clank out projectiles. The electric tipper hit also cannot hit aerial targets, so the effective range is reduced somewhat against opponents in the air.
  • Nerf Down throw has been altered to have an angle between her PAL d-throw and her NTSC d-throw. This makes it easier to DI out of the move's trajectory, depriving Sheik of guaranteed follow-ups that she had in the NTSC version of Melee.

Yoshi

  • Buff Can now jump out of shield like all other characters, greatly expanding Yoshi's defensive options.
  • Buff Forward air now hits earlier.
  • Buff Egg Roll has significantly less ending lag.
  • Buff Down throw has less ending lag, giving it deadlier juggling follow-ups.
  • Change Up tilt reverted to its incarnation from Smash 64.

Zelda

  • Buff Neutral aerial's multiple hits link into each other much better (an improvement that is also seen on the rest of her moveset) and the hitboxes are larger.
  • Buff Zelda's Lightning Kicks have two sweetspots: a larger Melee sized one that is weaker than in Melee but still deals good knockback and damage, and Brawl sized sweetspots that are extremely powerful. They deal 18% and 22% damage, respectively. They also have an electric flub sourspot (15%) and a body hitbox sourspot (8%), so the move is still effective at either damaging or KOing no matter where it hits.
  • Buff Up aerial has an early hitbox at the base of her fingertips which deals 3% electric damage and links into her up air sweetspot. The explosion also deals 18% if it hits at the center (3% more).
  • Buff Down aerial has also been made to sweetspot on grounded opponents in addition to aerial opponents. On grounded foes, sweetspot deals 18% (4% more than in Brawl) damage while sourspot produces 8% (2% more), while on aerial foes they deal 20% and 9% respectively.
  • Buff Nayru's Love is land cancelable after the attack frames end, and while the ground version has no such cancel, it posseses improved invulnerability.
  • Buff Farore's Wind can air dodge to interrupt teleporting from the ground, giving Zelda the ability to waveland or pseudo-wavedash any time during the duration of the move. The disappearing hitbox also has its Melee power.
  • Buff Can act out of Transform sooner, like Sheik.
  • Buff Pummel now does 4% damage (1% more) per use, racking up damage better.
  • Buff Up throw can now be used to chaingrab opponents.
  • Buff Down throw is stronger, dealing 16% damage (6% more).
  • Nerf Up air has a sourspot at the bottom that deals 12% damage (3% less).
  • Nerf Up throw has weaker damage (9%) and knockback.
  • Change Din's Fire functions significantly differently. Upon releasing a fireball, instead of quickly exploding it stops and hangs in the air for several seconds before exploding. Touching a suspended fireball does 8% damage. Using the move again resets the timer on fireballs that already exist (up to three can exist at once). In addition to these changes, the control of fireballs is massively increased to the point where fireballs can almost loop in circles. After the fireballs are suspended for too long, they explode (like the original attack), possesing wide hitboxes that deal 12% damage each with strong knockback.
  • Change Sidestep has a magic effect.
  • Change Down taunt now emits the "Puzzle Solved" jingle.

Brawl Newcomers

Players should assume that most of the Brawl newcomers' gravity and speed have been changed to reflect the playstyle of Melee.

Charizard

Charizard has been noticeably buffed from Brawl to PM, while also receiving many new moves and changes.

  • Buff Up tilt has better knockback.
  • Buff Up aerial now has a sweetspot at Charizard's teeth, dealing 12% damage with a slash effect and having better KO potential.
  • Buff New up throw: Seismic Toss from the Pokémon anime, where it flies with its opponent upwards and then slams down, creating a huge explosion. Deals 15% damage with very powerful knockback.
  • Buff Pokémon Change has been replaced with a different version of Fly. It causes Charizard to crouch and then leap into the air higher than any jump. The move can be charged to fly higher. When used in the air, Charizard instantly glides, and can use a glide attack afterwards.
  • Buff Glide attack is stronger, dealing consecutive hits that sum up to 17% damage, with strong knockback and a flame effect.
  • Buff Down smash is now a meteor smash, allowing Charizard to follow up better into other attacks when used on grounded opponents.
  • Nerf Gliding can no longer be performed by holding the jump button; Charizard must use its down special to do so.
  • Change Neutral attack is now a single swing of its wing, dealing 7% damage. It also has a sweetspot at the tip of the wing that deals 9% damage.
  • Change Forward tilt is now a powerful bite that can be angled and deals 12% damage if sweetspotted, with its old forward tilt being moved to its down tilt.
  • Change Forward aerial has been replaced with a flaming claw move akin to Mewtwo's forward aerial, with deals 17% damage with powerful diagonal knockback. It lasts longer than Mewtwo's f-air, but has a sourspot that deals 15% damage.
  • Change Down throw is now a meteor smash that knockes foes down on the floor, akin to Fox and Falco's down throws. It can be teched instantly, though, but still acts as a tech-chaser.
  • Change Rock Smash has been replaced with a new move called Heat Wave, using a similar animation to its old forward aerial. It provides backwards momentum when used in the air. Like the Brawl forward aerial, it is stronger up close, and the middle hits produce no knockback. It hits consecutively and can deal up to 25% damage if close enough to the foe.
  • Change Fly now has an actual flame effect, and is renamed as the Fire Spin.
  • Change Charizard now has more significant alternate costumes, including a grey one similar to its Shiny coloration, and a Blue Team one that makes it resemble a Golbat.
  • Change New on-screen appearance: Charizard comes flying from above and quickly lands stomping the ground.
  • Change "Pokémon Trainer petting" victory pose is replaced with another one, where Charizard lazily yawns and takes a nap on the floor in a burly manner; reminiscent of Ash's Charizard in the Pokémon anime, who tended to cease fighting and take naps on serious battles, disobeying all orders (which can also happen in the actual Pokémon games).

Like Squirtle and Ivysaur, Charizard is now a separate character from the Pokémon Trainer. Notably, when breaking a Smash Ball, Charizard gets nothing and the ball just vanishes. This also applies for Squirtle and Ivysaur.

Ike

Ike has experienced many buffs in general, in accordance with Project M's goal of creating a balanced cast of characters.

  • Buff The general amount of landing lag Ike experiences has been reduced.
  • Buff All Ike's tilts have been sped up, notably his up tilt. Forward tilt now can also be angled.
  • Buff Dash attack deals higher damage and has a more vertical trajectory.
  • Buff Both shield stun and shield damage have been greatly improved.
  • Buff Second hit of down smash is now activated by another button press, but it is now a linking attack akin to Toon Link's d-smash from Brawl, dealing more damage and being better at KOing backwards.
  • Buff A fully charged Eruption now acts much like Roy's Flare Blade: it does 50% damage with OHKO potential, plus a semi-spike trajectory.
  • Change Quick Draw now goes through an opponent by default and Ike will only attack upon a special button press, while holding the attack button will make him auto-attack like in Brawl.
  • Buff Ike can now jump or wall jump out of a Quick Draw. He can only jump out of a Quick Draw begun from the ground, but he can wall jump out of it as long as he meets the normal wall jumping requirements. He can only wall jump twice before landing.
  • Buff Ike is no longer put into a helpless state if he connects with Quick Draw in midair.
  • Buff Quick Draw can no longer be held indefinitely, but Ike can now charge it past the "ding" point: a fully charged one makes Ike flash red and becomes a very quick flaming dash that covers most stages entirely. While he does small damage with no knockback to enemies he passes through, hitting with a non-auto attack will cause 50% damage, paralyze foes and make the screen flash red, and afterwards they will be OHKOed off the top.
  • Buff The gaps in the hitbox of Aether have been filled, allowing Aether to flow and combo better than before. In addition, the amount of horizontal distance Ike can travel with Aether has been increased, improving his recovery.
  • Buff Counter starts quicker and can be jump-canceled eighteen frames after (and only if) Ike counters an attack.
  • Nerf The super armor on the startup of Aether has been reduced to light armor.
  • Change Eruption and Great Aether now have blue flame effects rather than red.

Ivysaur

Ivysaur was buffed greatly from Brawl to PM.

  • Buff Its neutral attack and all of its tilts and throws were significantly buffed; they are more powerful and combo better than they did in Brawl.
  • Buff Neutral attack now hits just twice, and down tilt now hits just once.
  • Buff Bulb attacks (up smash, up aerial, and down aerial) now have a sweetspot that flowers the opponent and slightly heals Ivysaur. The two aerials are also stronger and apply more vertical force to Ivysaur. The aerials heal 5% to Ivysaur, while the up smash heals 8%.
  • Buff Pummel also heals 1% to Ivysaur for use, though without flowering.
  • Buff New neutral special: Synthesis and SolarBeam. Holding the special button slowly heals 1% to Ivysaur and builds up charge. Once the charge is full, using the move fires a powerful energy beam diagonally upwards, dealing 25% damage with strong knockback, and serving as a powerful edge-guarding attack. It can also be charged by connecting with Ivysaur's bulb attack sweetspots and pummel. The powerful energy beam can be absorbed by PSI Magnet or Oil Panic, but it cannot be reflected by various reflecting attacks.
  • Buff The non-smash thrown Razor Leaf can now hit multiple targets. The smash thrown version is a single, quicker hit. It also hits consecutively.
  • Buff Vine Whip's sweetspot is stronger, dealing 17% damage with the ping effect.
  • Buff Down special is now Seed Bomb, which sends a powerful projectile vertically similar to Snake's up smash, dealing 10% damage. It releases Stun Spores upon hitting the ground, which stun opponents in range. The move can also be angled to the left or right slightly.

King Dedede

King Dedede gained both buffs and nerfs from Brawl to PM, but was slightly nerfed overall.

  • Buff Neutral attack combo now links properly, with the infinite hitting significantly faster.
  • Buff Forward and up smashes have larger range, and the tip of the forward smash meteor smashes characters who are holding onto ledges.
  • Buff Forward aerial is now a full hammer sweep from below. It covers a longer range and does more damage then the previous forward aerial.
  • Buff Jet Hammer applies a momentum boost on swinging based on the level of charge. Dedede also gains light armor while charging. The hammer also comes out slightly more quickly.
  • Nerf Has three midair jumps, rather than four.
  • Nerf Forward smash has slightly slower startup.
  • Nerf Up aerial now is just a single hit of 12% damage, instead of multiple hits of up to 19% damage.
  • Change Down smash now sends opponents behind Dedede.
  • Change Forward and back throws have been slightly balanced each other on damage.
  • Change Down throw sends opponents at a more downward angle towards the floor, removing chain throws, but allowing for deadly tech chases.
  • Change Super Dedede Jump no longer has super armor on the move, but has a hitbox during the initial jump and has medium armor throughout the rising portion. Cancelling the move will negate his momentum.

Lucario

Lucario is effectively a completely different character in PM than it is in Brawl. Its previous main attribute, that of aura increasing its damage output when it's at high percentages, has been completely removed and replaced with a system that mimics behaviour of traditional fighting games.

Firstly, Lucario has command of a type of interruptibility termed a "magic series". There are two lists of attack types: "neutral/dash, tilt, smash, special" and "aerial, special". If Lucario hits a foe or a shield with an attack, it can immediately interrupt the attack's ending lag with any attack that's next in the list. The string can begin at any point and can skip over items in the middle, but cannot go backwards or link into itself. For example, connecting with a neutral attack allows Lucario to instantly use a tilt, smash attack, or special attack, while hitting with a smash will allow any special attack. This allows Lucario to string together up to 4 attacks extremely quickly.

Secondly, every attack landed by Lucario gives it "aura points", equal to 1.2x the damage dealt (if a shield is it, 0.6x is earned instead). Upon accumulating 50 aura points in one stock, Lucario earns an "aura charge" that it can spend to amplify the power of a special move. Lucario can hold 2 charges (which takes just over 83% damage to build up), but loses all its points and charges if it is KO'd.

With these two mechanics put together, Lucario's goal is to put together long combos to rack up damage and finish the opponent with a powered-up special move.

  • Change Aura mechanics revamped as described above.
  • Buff Up smash is now a leaping uppercut with repeating hitboxes leading to a strong final hit. It deals up to 19% damage, and can be jump canceled on hit and turned around during start-up. It has overall much more utility than the Brawl up smash.
  • Buff Neutral aerial is now a spinning hurricane kick with longer range that does higher damage (15%) and lingers after a strong initial hit.
  • Buff Each special move has a "super" version, utilized by having an aura charge ready and pressing both "attack" and "special attack".
  • Nerf Aura Sphere moves slower the more charged it is and has fewer charge levels.
  • Buff Force Palm can be used in a series and meteor smashes aerially-grabbed opponents. The super version of the move also spikes.
  • Buff ExtremeSpeed deals slight damage and knockback with repeating hitboxes (up to 13%).
  • Change Double Team is no longer a counter. It is now a short dash which grants invincibility. While in the air, Lucario will dash diagonally downwards. It can be canceled by any normal attack at the cost of one aura charge.

Lucas

Lucas was heavily buffed from Brawl to Project M in his offensive game but slightly nerfed in his defensive game, as he now has much more options to combo, but less options to recover.

  • Buff Lucas can now double jump cancel with the same mechanics as Ness, making his combo game deadlier.
  • Buff Lucas has gained a long wavedash thanks to Project M's new physics, greatly bolstering his approach and positioning.
  • Buff Dash attack is much faster and is now cancelable, giving Lucas a very fast and long-ranged DACUS.
  • Buff Zair now has a hitbox, dealing 8% damage. It is also generally better for recovering, as it can be used after an air dodge and ignores edge-hoggers thanks to Project M's tether management mechanics.
  • Buff Up tilt is now a flash kick in an arc-like fashion, which has more range and utility than his previous up tilt, and is a fantastic lead-up into combos or a down aerial. Deals 10% damage, but has a sourspot at Lucas's legs that does 8% instead.
  • Buff Forward aerial deals slightly more damage, from 12% to 13% on the sweetspot.
  • Buff Back aerial is slightly easier to sweetspot and spikes, making it a more reliable offstage finisher and edgeguarding option.
  • Buff Up aerial was given more juggling potential.
  • Buff Down aerial now only hits three times, but it no longer changes Lucas's momentum, is much faster, has a strong downwards trajectory on the third hit, and links into subsequent hits more fluidly. This makes it have more utility in combos, either as a starter or finisher.
  • Buff Down smash has much less starting and ending lag; its second hit is now optional, performed by pressing the attack button again. This allows Lucas to either get a quick smash attack in with a single hit, or punish crouch cancelers and pressure shields with a double hit, while before Lucas was forced to stay in place for a long time due to the attack's long duration.
  • Buff PK Freeze is replaced with a new special move called "Offense Up". When the special button is held, Lucas begins to channel psychic power, complete with a weak wind effect. After a few seconds, Lucas' hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback. A partial charge cannot be held - it must be completed all at once. While Offense Up is charged, Lucas can also press the special button to produce an explosion-like attack around himself, dealing 10% damage. Hitting with a smash attack, or the burst explosion, will allow Lucas to keep the charge, whereas missing will deplete the charge. This new addition over the generally competitively non-viable PK Freeze is considered a buff as it can allow stronger Lucas players to gain many quick and efficient KOs.
  • Buff PK Fire (now shown as PK Freeze) has slightly decreased damage, but contains more hitlag and less knockback, and cancels upon landing, giving Lucas better follow-ups.
  • Buff PSI Magnet is now jump-cancelable, and it can now deal 2% damage consecutively. Its release hitbox now sends up and over Lucas' head, improving its combo potential, but reducing its edgeguarding capabilities.
  • Buff Standing grab animation sped up slightly.
  • Buff All throws were sped up. Down throw also sends enemies at a more favorable angle for follow-ups, while in Brawl it sent them diagonally away from Lucas.
  • Nerf Double jump travels slightly less distance, and can no longer Zap Jump.
  • Nerf Down tilt can no longer infinite.
  • Nerf Up aerial now deals just 9% damage, no longer being a reliable KO move.
  • Nerf Up smash has a slightly faster startup, but drastically less range and power.
  • Nerf PK Thunder is now noticeably shorter, and PK Thunder 2 only deals at most 33% damage. PK Thunder 2 no longer reliably links into itself, reducing its KO potential greatly.
  • Change Lucas now uses PSI instead of kicking for his jab, which links better for combos, but is in itself a poorer move as he only attacks twice; both attacks contain sourspots on his arms. Both hits deal 3% damage.
  • Change Down tilt has more ending lag and deals 6% damage, but is a meteor smash and has stronger knockback, acting much like Zelda's d-tilt.
  • Change Up throw now uses freezing graphics instead of PSI graphics.
  • Change When using Lucas's up taunt, holding the input will actually make him trip, allowing situational mindgames.

Meta Knight

Meta Knight's new down aerial.

Meta Knight has received both buffs and nerfs, but was heavily nerfed overall, with many of his undesirable and overwhelming traits removed, but some newer, fairer options given.

  • Buff Last hit of neutral attack has stronger knockback.
  • Buff Last hit of forward aerial is faster, which allows much easier wall of pain combos under Project M's physics.
  • Buff Back aerial is now a single swipe that deals 14% damage and has high KO potential, making it a more potent edgeguarding tool than his previous back aerial.
  • Buff Glide attack does 13% damage (1% more than before).
  • Buff Down throw sends opponents on a more horizontal angle, allowing easier tech-chases from it.
  • Buff Drill Rush, being made into a more combo-orientated move, has more utility in combos.
  • Buff When using Dimensional Cape, flicking the C-stick before teleporting will perform a quick slash, dealing 14% damage. The original hit now also deals 16% damage.
  • Nerf The new physics, as well as the re-introduction of wavedashing and L-canceling, increase the pace of many characters' playstyles, allowing most of the cast to overcome Meta Knight's speed and mobility, which was dominating in Brawl.
  • Nerf Has four midair jumps, rather than five.
  • Nerf Gliding is no longer possible by simply holding the jump button; Shuttle Loop must be used to perform it.
  • Nerf Neutral attack can no longer be held.
  • Nerf Down tilt's interruptibility frames occur slower.
  • Nerf Neutral aerial's sourspot can no longer link with the sweetspot.
  • Nerf Last hit of forward aerial has weaker knockback.
  • Nerf Up smash links worse than in Brawl, due to it being slower and the reduced amount of freeze frames.
  • Nerf Down throw kicks less times and deals 8% damage (3% less than before).
  • Nerf Mach Tornado's acceleration, deceleration and duration decreased.
  • Nerf Last hit of Drill Rush has weaker knockback.
  • Nerf Shuttle Loop has a smaller range.
  • Nerf Can no longer perform the Infinite Dimensional Cape.
  • Change Sword trails are blue, rather than white/yellow.
  • Change Down aerial has changed into a semi-meteor attack where Meta Knight falls while thrusting his sword downward, nearly identical in animation to a similar attack in Kirby's Return to Dream Land. While Meta Knight is falling, the attack hits consecutively downwards with weak knockback, dealing 1% damage per hit and 6% upon landing with vertical and powerful base knockback. He cannot grab ledges with it, but can move slightly left or right before or while using it. It has much less offstage utility than his previous down aerial, but is a good combo starter on-stage.
  • Change Shuttle Loop is now more of a vertical finisher, and at low percentages it can link into the glide attack.

Olimar

  • Buff White Pikmin explode after a few hits.
  • Buff White Pikmin leave flowers on victim's head.
  • Buff In general, Pikmin have more health, increasing their overall durability..
  • Buff Pikmin Pluck can be used to stall in midair.
  • Buff Olimar performs a short hop at the start of Pikmin Chain. The height gained from the hop increases the fewer Pikmin Olimar has.
  • Change Pikmin strengths are dependent on the flowers on their head; bud and flower Pikmin are more powerful.
  • Change New forward smash.
  • Nerf Can only carry 4 Pikmin at a time, instead of 6.

Pit

  • Buff Palutena's Arrow is a powerful, versatile combo option up close. It can be used to juggle enemies off-stage, leading to a Wall of Pain.
  • Buff Pit can perform any aerial attack, as well as his normal glide attack (mapped to Z) during a glide. He can also choose to jump, if he has any jumps remaining.
  • Nerf Palutena's Arrow decays as it travels, thus discouraging over-reliance on them and encouraging close range combat.
  • Nerf Pit can not glide from a double jump, as in Brawl. He must use his Side-B to glide.
  • Change Pit's Side-B, Angel Ring, has been replaced with a re-imagined Wings of Icarus, in the form of a command glide. It can only be used once per airtime.
  • Change Pit's Up-B, Wings of Icarus, has been replaced with a shield bash. It covers much less distance, but can act as a powerful finisher.

R.O.B.

R.O.B.'s alternate costume in Project M.
  • Buff Down aerial is more mobile and has more flexibility.
  • Buff The time required to fully charge Robo Beam has been shortened.
  • Buff Gyro now shoots out with significantly less velocity, greatly enhances its uses for stage control, and also allowing R.O.B. to pick it up quicker.
  • Nerf Gyro shooting out with significantly less velocity hinders its ability to be used at long range, and making it much less effective at camping.
  • Change Has a helpless animation for his air dodge, in which he falls looking down while flicking his arms slowly.
  • Change Up aerial is an eyeblast, similar to his forward smash, that arcs quickly over his head, dealing 15% damage with an electric effect.
  • Change Robo Burner and aerial Arm Rotors have been replaced with Robo-Booster. R.O.B. can quickly boost himself sideways or upwards. He can boost three times before he must land, and landing replenishes all his boosts instantly. Grabbing the edge will only give him one boost back if he has run out. R.O.B.'s grounded Arm Rotor is similar to its Brawl incarnation, but moves him forward more quickly, and always aims diagonally downwards instead of having a changeable angle.

In terms of cosmetics, R.O.B. now has an alternate costume designed to look like a fusion of the Robotic Operating Buddy and the Virtual Boy.

Snake

Snake generally received multiple buffs, nerfs, and general changes from Brawl to PM.

  • Buff Can drag grabbed enemies sideways by using the left and right taunt buttons.
  • Buff Down smash's mines can now KO at lower percentages, can be planted quicker, and have a larger detection radius.
  • Buff Forward and back throw have very little knockback growth, so it is easier to throw opponents into mines and C4s.
  • Buff Grenades now explode quicker.
  • Buff Nikita now always deals 18% damage, regardless of its speed.
  • Buff Snake can stick C4 to players on the ground, and it has more KO potential. In addition, it can be planted much quicker and with no distinctive sound effect, while the detonation animation can be cancelled.
  • Buff Cypher now emits electricity when used, and causes opponents to take 6% damage flinch when in close radius.
  • Nerf Significantly lighter; he is now only slightly heavier than Captain Falcon and Link.
  • Nerf Only one grenade can be out at a time.
  • Nerf Cypher gains less vertical distance.
  • Nerf Snake cannot detonate a C4 that is far from him.
  • Change Up tilt has been replaced with an uppercut that deals 12% damage and combos well at low percentages, similar to Captain Falcon's up smash from Smash 64.
  • Change Has a different attack while crawling as opposed to just crouching: he will stab using a knife instead of using a spin kick. This deals 5% damage with low knockback, but can set up combos.
  • Change Forward smash has been replaced with a knife combo, slashing twice. It has low knockback and deals up to 16% damage when fully charged.
  • Change Down aerial's last stomp is now a meteor smash.
  • Change C4 no longer transfers between players, and doesn't disappear unless Snake dies or sets it off.
  • Change His blue costume is more noticeable as a Blue Team costume.
  • Change Up taunt has been changed to a taunt where Snake briefly smokes, taking 1% damage when he does so. In build prior to 3.0, Snake would instead touch his beard saying either "Tasty!" or "Not Even Close!"
  • Change Side taunt now has Snake speak into his codec, saying, "Colonel, mission accomplished." Similar to one of Snake's victory poses.

Sonic

Sonic's up taunt from Project M Demo 2.6.
  • Buff The new physics and the re-introduction of wavedashing gives Sonic much more options, improving his already outstanding mobility and allowing some moves to flow much better into each other.
  • Buff General move power for retained moves increased, most notably on his forward smash and up smash.
  • Buff Up smash has much less ending lag and only has two hitboxes; the first is weak, while the second is much stronger and produces more knockback.
  • Buff Down smash has changed to his "break-dance" move reminiscent of the Heavy Attack from Sonic Battle. It can deal up to 21% damage.
  • Buff New neutral aerial has a larger hitbox.
  • Buff New forward aerial, a front-flip kick, has much more utility and can meteor smash opponents at the sweetspot.
  • Buff Up aerial links better, and the sweetspot at the tips of his shoes can yield early KOs.
  • Buff Down aerial is much faster.
  • Buff Homing Attack now fires straight at the opponent. Sonic also strikes a pose after a successful hit. Pressing A during the duration of the Homing Attack lets Sonic use the Blast Attack, which is faster and has less ending lag, but has less range and does not track the opponent.
  • Change Up tilt is now a foot uppercut with a single hitbox, instead of a double high kick.
  • Change New side special is a fast-starting spin attack with a variable height jump attached. Pressing the attack button turns the attack into a sliding kick and holding B allows Sonic to spin further. It also cancels upon falling off a ledge.
  • Change Down special is still his Spin Charge, but has gained most of the nuances the original Spin Dash had while retaining all of its own properties.
  • Change Up taunt now features a horizontal spin and finger wag.

In terms of cosmetics, Sonic has received completely new costumes, which make his team colors more obvious.

Squirtle

Squirtle has been buffed noticeably from Brawl to PM.

  • Buff Shellshifting has been retained and Squirtle now has even more follow up options, most notably a long jump canceled grab.
  • Buff Pivot now has a hitbox that deals 3% damage and weakly launches enemies away with high base knockback, leading better into shellshift techniques, most notably the Hydroplane for a KO.
  • Buff All attacks involving Squirtle's shell have heavy armor. The stronger the attack, the heavier the armor.
  • Buff Neutral aerial now posseses gimping potential, having a better knockback scaling and a semi-spike angle.
  • Buff Down aerial is better at damaging, and on grounded opponents it acts as a locking meteor smash akin to Jigglypuff's down air.
  • Buff Forward smash has its knockback increased.
  • Buff First hit of up smash is now on Squirtle's jump, with the pumps hitting just once. This allows the first hit to link better with the second.
  • Buff Down smash hits consecutively and deals more damage, with the first hits meteoring the foe.
  • Buff Water Gun now deals consecutive damage and can clash with other projectiles. It can deal up to 6% damage if not charged, and 14% if fully charged.
  • Buff Withdraw is now immune to projectiles and can change directions. When hitting an opponent, it also makes Squirtle bounce and then cancels, leading better into aerials.
  • Buff Waterfall is now stronger and can reliably KO.
  • Buff Pokémon Change has been replaced by a new move called Bubble, which trips ground opponents and can gimp aerial ones. It has three hits of 3% damage each. Like Water Gun, Bubble can be reflected, or absorbed by PSI Magnet or Oil Panic.
  • Buff Keeps momentum upon grabbing opponents, which when combined with shellshifting causes throws to KO more easily, especially down throw.
  • Buff Down throw is stronger in terms of damage, dealing 14% with a water effect. It also keeps its powerful knockback from Brawl.
  • Nerf Water Gun can now be absorbed.
  • Change Down tilt now hits just twice.
  • Change Neutral aerial now features a vertical shell spin rather than horizontal.
  • Change Withdraw can be canceled into a fast damaging jump called Aqua Jet by using the attack button, dealing damage from 12% to 9%, though Squirtle falls helpless after this.
  • Change New on-screen appearance: Squirtle comes on using Withdraw.
  • Change More significant palette swaps, including a yellow one that gives it the color scheme of a Koopa Troopa, and a Green Team one that makes it more resemblant to a real-life turtle. Squirtle now uses its default costume for the Blue Team.
  • Change Pokémon Trainer victory pose replaced: Squirtle squirts water in an arc and then poses whilst wearing black sunglasses, reminiscent of the Squirtle Squad from the Pokémon anime.

Toon Link

Toon Link's alternate costume in Project M.

Most of Toon Link's attacks have been altered to be a mix between those of Young Link and Smash 64 Link, as well as getting some of his own changes on attacks and aesthetics. These include:

  • Buff Forward tilt is slightly faster.
  • Buff Dash attack is now a fast stab forward akin to Link's in Smash 64, but with better initial dashing speed. It deals 10% damage with a semi-spike trajectory, being better at KOing and approaching than his old dash attack.
  • Buff Forward smash has better range and covers a larger area above Toon Link.
  • Buff Up smash is now a two-slice move, with a strong initial hit that can KO the opponent that is quickly followed by a second cut that is better for comboing that also provides him additional coverage and damages shields.
  • Buff Down smash is no longer a linking attack, instead acting like a weaker version of Link's, but has a semi-spike angle that can still yield deadly KOs at high percents.
  • Buff Arrows from Hero's Bow are set on fire, like Young Link's. After shot, they also stick in the ground for a few seconds to damage enemies, dealing 3% with no knockback.
  • Buff Boomerang has a better angle.
  • Buff Grounded Spin Attack is better at damaging, possesing more hits that deal up to 25% if fully charged, similar to Young Link's. It can also be moved sideways depending on charge level, being a more powerful trapping move similar to Mario Tornado.
  • Buff Aerial Spin Attack gives a single hit of 16% damage, serving as a strong KO move.
  • Buff Bombs hit up to four times each, dealing up to 10% damage.
  • Buff Improved tether recovery properties make his zair more effective for recovery.
  • Buff New side taunt that acts like Young Link's. If Toon Link is not interrupted during the drinking portion, it also heals 5%.
  • Nerf Neutral air no longer covers Toon Link's back.
  • Nerf Down air is harder to meteor with.
  • Nerf New forward smash has slower start-up.
  • Nerf Forward and down smashes no longer have hits that link one into another, dealing less damage.
  • Nerf Aerial Spin Attack gives less distance.
  • Change Third hit of jab is now an upwards slice.
  • Change Down tilt is now a crouching stab reminiscent of the shield-stab from Ocarina of Time and Majora's Mask, and can meteor if a character is hit with the tip of the sword. It deals 8% damage and displays a magic effect at the tip.
  • Change Neutral aerial changed to a sex kick like that of Link. It behaves much like Young Link's, dealing 12% damage (if sweetspotted).
  • Change Down aerial is no longer a stall-then-fall, and does higher damage if it hits late (17% compared to 14%). At the hilt of the sword, it also has powerful flaming hitboxes that meteor smash opponents; one at the center of the hilt that does 22%, and others at the sides that deal 16%.
  • Change Forward smash changed to a jumping slash downwards, similar to that of Link in Smash 64. It deals up to 21% damage if fully charged, and is a powerful launcher, but is weaker at the tip of the sword.
  • Change Grounded Spin Attack can fall-off edges when moving: Toon Link will enter edge slipping when this happens.

In terms of cosmetics, Toon Link now has an alternate costume based on his outset clothing from The Legend of Zelda: The Wind Waker.

Wario

  • Buff Forward tilt can be delayed for about 30 frames by holding the attack button. Depending on this, it deals damage from 11% to 14%. It remains angle-able as well.
  • Buff Forward aerial is stronger, dealing 11% damage (4% more).
  • Buff Back aerial also deals more damage (16% compared to 10%).
  • Buff Down aerial replaced with a ground pound which launches Wario downwards and meteor smashes opponents. If it connects, Wario will bounce off his opponent, allowing for safer recoveries if used offstage. Deals 14% damage, and has more beneficial uses than his previous down aerial (then an unefficient drill).
  • Buff Hitboxes of up smash now link better thanks to Project M's physics.
  • Buff New down smash: Wario punches the ground to create an earthquake similar to Charizard's down smash, and inspired by Wario Land: Shake It!. It deals about 24% damage (if charged), with set knockback and a meteor smash angle. It has generally more utility than his previously-unviable down smash, having less ending lag and setting up combos better.
  • Buff Dash grab looks like the new side special (explained below) for increased mindgames. Wario can also go a further distance by holding the grab button.
  • Buff Chomp can now be used to throw enemies backwards after biting them. When performing the move in the air it keeps momentum.
  • Buff Corkscrew has more control going left and right when flying up. It also hits more times and faster, dealing a total of 18% damage.
  • Buff Can move sideways whilst using back throw (now his original forward throw).
  • Nerf Neutral combo inflicts less knockback and damage (9% compared to 12%).
  • Nerf Up aerial now not only has a sourspot, but even the sweetspot deals less damage (14% as opposed to 17%).
  • Nerf Forward smash no longer has launch resistance, and posseses higher ending lag.
  • Nerf Chomp hold duration reduced. It now also bites just once before throwing, dealing 13% damage total.
  • Nerf Back throw deals less damage (9%, compared to 12% of Brawl's f-throw).
  • Change Default costume is now plumber's outfit as opposed to biker's outfit.
  • Change New walking and dashing animations.
  • Change Back aerial has been replaced with a back punch, similar to his forward tilt.
  • Change Forward smash is now a front kick, with a lot of ending lag as Wario attempts to regain balance.
  • Change Pummel has the coin effect.
  • Change Forward throw is replaced with a simple single-handed throw that is similar to the throws from Wario Land 4. Deals 7% damage.
  • Change Old forward throw is now his back throw.
  • Change Wario Bike has been completely replaced with a Wario Land-style Shoulder Bash. The Shoulder Bash makes Wario dash forward similar to his old forward smash, dealing more damage as he travels. Wario can jump while dashing to continue the attack in the air or crouch to cancel the attack and slide forwards. The move renders Wario helpless if initiated in the air and causes him to bounce off walls he hits (for reduced height each time). Depending on dash speed, deals damage from 11% to 20%.
  • Change Farting victory pose replaced with posing from Wario Land 4.

Wolf

File:PMWolfAlt.jpg
Wolf's alternate costume in Project M.
  • Buff The new physics and re-introduction of wavedashing give Wolf many more options, including his own shine combos unique from that of Fox's or Falco's.
  • Buff Wolf Flash has been slightly changed so that if Wolf hits a foe with the end of the animation, he won't fall helpless, allowing him to then use another recovery move to get back on stage.
  • Buff Reflector sends opponents at a diagonally upward trajectory, allowing for potentially deadly juggling combos. It can now be cancelled even after reflecting a projectile, which prevents a shine lock from characters with fast projectiles.
  • Nerf Reflector no longer has intangibility.
  • Change Dash attack has a new claw swipe animation, but functions similarly to its Brawl counterpart.
  • Change Wolf's Blaster has been changed. Projectiles are slower than before, but do more damage and are larger. The endlag of the blaster can be canceled by an air dodge, allowing Wolf to waveland out of it.
  • Change Fire Wolf is now is a single-hit aerial dash attack that will send foes flying in the direction which he is traveling. It will not cause enemies to tumble.

Wolf has an alternate costume based on his classic appearance.

Zero Suit Samus

  • Buff Her short hop is shorter, helping with movement, aerial approaches, and combos.
  • Buff Her forward smash is stronger and is a good KO option after a down smash. Hitting foes behind her sends them up over her.
  • Buff Can now dash cancel her Paralyzer.
  • Buff Plasma Whip now sends foes diagonally towards her, making it easier to start combos with the move.
  • Change New down aerial is a stomp that sends foes and herself on an upwards trajectory to start combos, rather than being a stall-then-fall.
  • Change Flip Jump has a new somersaulting animation. Pressing the attack button no longer creates a meteor smashing sex kick but instead results in her down aerial from Brawl. Pressing or holding the special button near aerial foes results in a footstool jump.
  • Nerf Opponents can now mash out of down smash while paralyzed.

Stages

Turbo Mode

As of version 3.0, the Curry effect is replaced with a new one - Turbo. In Turbo mode, players are able to cancel any successful attack, upon hit or shield, into any other action except the same attack. However, certain moves, such as Farore's Wind, consist of multiple actions and can be cancelled into themselves. Turbo Mode has been compared to the Marvel vs. Capcom series, because it enables skilled players to to perform extensive combos.

Turbo mode can be selected from the Special Brawl menu, or temporarily granted by the Superspicy Curry item.

Notable Turbo-related resources:

The official Turbo Mode blog post.

Melee Impossible, the original inspiration for Turbo Mode.

The official Turbo Tuesdays playlist, beginning with the April Fools video that revealed Turbo mode.

Release history

Demo 1.0

Logo of Demo 1.0

Released February 8, 2011

Demo 2.0

Logo of Demo 2.0

Released April 17, 2012

Demo 2.1

Logo of Demo 2.1

Released May 23, 2012

  • Major bug fixes

Demo 2.5

Logo of Demo 2.5

Released December 29, 2012

Demo 2.5b

Released January 6, 2013

  • Various Minor Bug Fixes

Demo 2.6

Logo of Demo 2.6

Released July 17, 2013

The PMBR announced Project M 2.6 along with their new website design.

Demo 2.6b

Logo of Demo 2.6b

Released August 15, 2013

  • Various Bug Fixes

Demo 3.0

Logo of Demo 3.0

Release: December 9, 2013

An April Fools' video[4] announced that 3.0 would contain a universal gameplay change where all moves can cancel into any other move or action on hit or on shield. While the change being universal was a joke, it will be available for play as "Turbo Mode" in Special Brawl, replacing the "Curry" option. Project M 3.0 will mark the first version to contain the entire Brawl roster, along with Roy and Mewtwo. 3.0 will also feature Dr. Mario as an alternate skin for Mario, akin to Wario's biker and plumber skins. Other confirmed skins are Melee Fox, Shadow Queen Peach, OoT Link, Dry Bowser, Party Hat Pikachu, armored Mewtwo, Mr. L, Virtual Boy R.O.B., and Outset Toon Link.

Downloading instructions

Project M can be downloaded here and only requires a SD card, non-PAL Wii, and Brawl disc.

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Developers

  • Project Leaders: Shanus, SHeLL, Magus, Strong Bad, jiang, Shadic, haloedhero, Yeroc
  • Magus: Magus
  • Playtesters: Historically, the PMBR has had playtesters such as Hungrybox, Mango, Lucky, KirbyKaze, Amsah, and many more. The current playtester team consists of Gimpyfish62, TheReflexWonder, Fuzzyness, Professor Pro, Fly Amanita, and Jolteon, among many, many others.
  • Graphics/Menu Design: FireBall Stars, ds22
  • Animation: haloedhero, SiLeNtDo0m
  • Stage Design: Mewtwo2000, Shadic, Vanguard, SOJ

Applications to the Project M Backroom can be made at the application subforum.

References

External Links