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Project M

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The Project M logo.

Project M is a hack for Super Smash Bros. Brawl designed to make the gameplay more closely resemble that of Super Smash Bros. Melee. Its approximately 50 member team, which is descended from the team that developed Brawl +, is known as the Project M Backroom, or PMBR for short. It has members from over ten countries, though as of now, only an NTSC version has been released.[1]

It was featured as a singles side event at Genesis 2 with $225 in prize money.

Universal changes

  • Default match type is 4 stock with an 8-minute timer.
  • The following mechanics have been altered to match their Melee forms:
    • Air dodge applies a directional boost and causes helplessness.
    • L-canceling halves landing lag when a shield button is pressed before landing.
    • Dash dancing's timing has been reverted, and characters can shield during one.
    • Crouching cancels dashes.
    • Crouch canceling reduces knockback.
    • Hitting the C-Stick down while crouching uses a down smash (in Brawl it uses a down tilt).
    • Double jump cancelling 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.
    • Powershield reflects projectiles.
    • Shieldstun formula reverted.
    • Edges cannot be auto-sweetspotted.
    • Window for teching reverted.
    • Amount of freeze frames reduced.
    • More forwards momentum is conserved when jumping.
    • Altered camera that behaves similarly to Melee's.
    • Hitstun canceling has been removed.
    • Random tripping has been removed.
    • 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.)
    • The 2 frame button delay in Brawl has been removed
  • Footstool jumping is done by pressing up on the D-Pad.
  • Tripping can be Teched
  • A glide toss can be done in the air
  • SSB64's taunt cancelling returns.
  • Stages such as Dream Land, Hyrule Castle, and Fountain of Dreams replace stages such as New Pork City and 75m.
  • Players can now turn on Input Assistance which implements a 3 frame buffer window to help newer players master advanced techniques.
  • Stock control added. Players can now control the amount of stocks each player starts with before battle. A crew mode has been added in which the game keep track of stocks retained after battles.

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 movesets in Melee, had some elements recycled from Brawl and SSB64 or have been given entirely new buffs.

Bowser

Captain Falcon

  • Falcon has been almost completely restored to his Melee self.
  • 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.
  • Raptor Boost can grab onto the ledge now.
  • Pressing up taunt when a sweetspotted Knee connects results with Falcon's "YESZ!" sound effect.

Donkey Kong

  • Neutral aerial is now an effective approach option; it was given more range and slight invincibility on his arms during part of the attack.
  • Down aerial's ending lag has been shortened.
  • Forward aerial comes out faster and has more KO potential.
  • Donkey Kong's back throw's knockback has increased.
  • Donkey Kong's dash attack has been changed. It is now a roll similar to the roll in Donkey Kong Country Returns. It has weak armor and can roll off edges and platforms. Can be jumped out of in mid-air.
  • 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 has been completely reverted to his Melee format.
  • His jab has its Brawl animations but functions as it does in Melee.
  • Falco's dash speed was increased to average (like in Melee), but he still keeps his Brawl running animation.

Fox

  • Fox has been completely reverted to his Melee format.

Ganondorf

  • Most of his moveset has been completely restored to its Melee incarnation, except for Dark Dive (which retains its punch hitbox at the end), Flame Choke, and Warlock Punch. Even moves that look visually similar to Brawl, such as his down tilt, function exactly like their Melee counterpart.
  • His forward aerial now has a sweetspot with a darkness effect. The sweetspot is located at Ganon's fist.

Jigglypuff

  • Jigglypuff has been completely reverted to its Melee format.

Link

  • 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 speed up to match 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.
  • Link's Hero's Bow has its charge speed increased by 33%, its knockback increased, its knockback angle changed to send at a much more horizontal angle, and it even retains its Brawl trajectory.
  • The Gale Boomerang concept was done away with entirely, being replaced by the Boomerang that feels like its Smash 64 incarnation.
  • The aerial version of Spin Attack gains more additional horizontal momentum than in Melee.
  • Link can now 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.

Luigi

  • Fireball travels farther and can be followed up faster.
  • Green Missile misfire mechanics changed. The rate of misfiring is now 1/6, which increases every time a misfire does not happen, so after five normal attacks the sixth is guarenteed to 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 can grab the ledge while using Green Missile.
  • Increase in air speed while helpless after a Super Jump Punch.
  • Luigi Cyclone gets more height while mashing the special button. If used in the air, Luigi Cyclone will not gain as much height as in Brawl.

Mario

  • Mario is a slight mix of himself and Melee's Dr. Mario; up smash, back air, and the beginning of forward air have Dr. Mario-like properties, while his Fireball has a trajectory more like Megavitamins and Mario's down taunt acts like Dr. Mario's taunt.
  • 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.

Marth

  • Completely reverted to his Melee self.
  • Down air now has less ending lag.

Mr. Game & Watch

  • All his aerials can now be L-canceled.
  • Up aerial only hits once and has drastically less ending lag.
  • Down aerial's landing hitbox now spike-bounces.
  • His Chef attack cancels on landing, just like Falco's lasers.
  • Oil Panic has less ending lag after catching a projectile, and will almost always OHKO when it is full.
  • Fire's parachute is removed.
  • His forward smash has not only regained its former power, but its later hitbox is more powerful.
  • Forward tilt can now be interrupted as quickly as the hitbox diminishes.

Ness

  • Ness's up smash is now faster, has further reach, and set the opponent up for juggling.
  • Down smash now travels out much further to function as an onstage edge-guarding tool.
  • Up aerial and Back aerial were given more kill power.
  • Neutral aerial comes out slightly quicker.
  • Down aerial now comes out much faster.
  • PK Thunder 2 now travels much farther and retains its hit-box throughout the move.
  • PK Flash is smaller, but moves farther and faster.
  • PK Fire no longer halts the player's aerial momentum and that PK Fire will also activate on shielded opponents.
  • Ness has his double jump cancel from Melee and 64, and it is now optional. Holding jump prevents aerials from canceling the double jump, although specials will DJC regardless.
  • Yoyo glitch no longer exists.

Peach

  • Forward smash always follows the pattern of tennis racket-golf club-frying pan, with the first of a match being random.
  • 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.
  • Vegetables reverted to bouncing off shields instead of vanishing.
  • Jabs now links better.

Pikachu

  • Most of its moveset has been restored to Melee.
  • Back aerial is now his Smash 64 back aerial.
  • Quick Attack has retained its Quick Attack cancel technique from Brawl.

Sheik

  • Sheik's down throw has been altered to have an angle between her PAL d-throw and her NTSC d-throw. To compensate, the animation and throw happen much faster, and her back-throw now has the perfect angle and knockback to use for DI confusion when chain grabbing and tech chasing.
  • Her needles have had the hurtboxes removed, meaning they no longer eat much more powerful projectiles, and have clankable hitboxes.
  • Transform is no longer her worst option (see Zelda section).
  • 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 CC their way out of it.
  • Vanish has stronger knockback and damage than in Brawl.
  • Has her Crawl and Wall-Cling from Brawl.
  • Chain Jacket glitch from Brawl has not been removed.

Zelda

  • 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 also have an electric flub sourspot and a body hitbox sourspot.
  • 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.
  • Down air has also been made to sweetspot on grounded opponents in addition to aerial opponents.
  • Up air has an early hitbox at the base of her fingertips which links into her up air sweetspot.
  • Din's Fire no longer functions like it did in Melee and Brawl. Din's Fire still begins with Zelda sending out a fireball - however, instead of exploding once the B button is released, the fireball stays suspended in the air with an active hitbox for roughly three seconds. Contact with this hitbox deals minor damage and knockback, but if the fireball is allowed to tick fully and explode, they do so with great force. This attack cannot be reflected or sent back at Zelda, but can be canceled out completely by the opponent's attacks. Shielding them won't stop them from exploding, making these projectiles similar to Link's bombs or Snake's grenades. Zelda can have up to three fireballs active at one time, and each fireball that's set refreshes the fuses on all already out so Zelda can extend the life of a fireball in a good position.
  • 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.
  • Nayru's Love is land cancelable after the attack frames end, and the ground based version has improved invulnerability but no such cancel.
  • Transform is slowed down at the beginning of the move but allows Zelda to act out of it instantly to compensate for variable load time issues. This change to Transform is also shared by Sheik.

Brawl Newcomers

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

Charizard

  • Pokémon Trainer is gone, and Charizard (along with his other Pokémon) are their own separate characters.
  • Several of its ground attacks now act as launchers. These launchers include its jab (which is now a single swing of his wing), up tilt and down tilt, up smash and down smash, and its brand new up throw that is based on the Seismic Toss motion from the animated series.
  • Pokémon Change has been replaced with a different version of Fly. Fly 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. It no longer glides by holding the jump button.
  • The old Fly has been renamed Fire Spin.
  • 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. The closer the enemy is to the attack, the more damage and knock back they will take.
  • Forward aerial has been replaced with a claw move akin to Mewtwo's forward aerial.

Diddy Kong

  • 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.
  • 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. It's power has also been increased making it a viable combo finisher.
  • The peanuts from Peanut Popgun now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the enter distance of Final Destination. Diddy can also air dodge out of his Peanut Popgun allowing him to waveland between shots.
  • Like Donkey Kong, his dash attack now can move off ledges, setting up offstage KOs.
  • His up taunt has been replaced with a juggling animation. Diddy will continue to juggle as long as the taunt button is held.

Ike

  • Ike's speed has significantly increased to fit Project: M's mechanics.
  • All his tilts have been sped up.
  • The second hit of down smash is optional, with either hit hitting behind Ike.
  • Quick Draw has been changed quite a bit. If the player doesn't push anything, they will just dash past the enemy. To slash manually, they must push the special button. Ike will slash automatically when in range if the attack button is held. Quick Draw is also jump-cancelable allowing Ike to jump out and perform an aerial and well as wavedash out of it and even jump cancel grab. If he performs the move toward a wall Ike can wall jump after Quick Draw.
  • Counter starts slightly quicker. The move is jump-cancelable eighteen frames after Ike successfully counters an attack.
  • Aether's super armor is replaced with light armor.
  • Eruption has been recolored to blue instead of red.

Ivysaur

  • Has a new neutral special, Synthesis, which heals Ivysaur as long as the special button is held. It also charges up its SolarBeam. When it is fully charged, pressing the special button will fire it. Solar Beam can also be charged by sweetspoting "bulb" attacks which include up smash, up aerial, and down aerial. Those bulb moves as well as its pummel also attach a Leech Seed to opponents which slowly damage foes and heal Ivysaur.
  • Its jab and all its tilts and throws were significantly buffed; they are more powerful and combo better than they did in Brawl.
  • The non-smash thrown Razor Leaf can now hit multiple targets. The smash thrown version is a single, quicker hit.
  • Vine Whip now has a sweetspot that can KO opponents.
  • Its up aerial sends it downwards, but is much more powerful.
  • Its down aerial is much more powerful and sends Ivysaur upwards allowing it better recovery.
  • Down special is now Seed Bomb which sends a powerful projectile similar to Snake's up smash. It releases Stun Spores upon hitting the ground which paralyze all in range.

King Dedede

  • King Dedede's jab combo now links properly.
  • Forward smash has larger range, but slower start up.
  • Up smash has also gained larger range.
  • Down smash now sends opponents behind Dedede.
  • Up aerial now is just a single hit.
  • Forward aerial is now a full hammer sweep from below. It covers a longer range and does more damage then the previous forward aerial.
  • Jet Hammer is changed a little bit. The longer you charge it, the bigger momentum boost you get while swinging. Dedede also gains light armor while charging. The hammer also comes out slightly more quickly.
  • Super Dedede Jump no longer has super armor on the move, making his recovery less unstoppable and also more reasonable to deal with. However, his Up-B momentum can be cancelled by pressing down, helping against some forms of edge guarding and allowing Dedede to mix up his recovery methods.

Lucario

  • Lucario can now do a "magic series". Example: Jab or Dash Attack -> Tilt -> Smash -> Special, or Aerial -> Special.
  • Lucario's old damage based aura system has been replaced with a charge based super-system. For every 50 points (each move gains him 1.2x damage done in points, or 0.6x on shield) Lucario gains an aura charge (shown by a glow on his hands), with a max of two. Aura charges are used to cause improved versions of all his specials, by pressing the attack button (or simply by attacking, for "Double Team") during the move. If KOed, Lucario loses any charges and any progress towards a charge.
  • Force Palm functions as a grab that can be used in a magic series. In the air he will also grab, but will instead meteor 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 away from him
  • Extreme Speed deals slight damage and knockback with repeating hitboxes. The super version cancels the move with a pelvic thrust that does slight knockback, which can be canceled into any action except another Extreme Speed
  • Double Team is no longer a counter. It is now a short command 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.
  • Aura Sphere is a charging projectile as in "Brawl", but moves slower the more charged it is. Fully charged it is only the fourth level of the attack, and it does not increase in strength and size with Lucario's damage. The fifth level of the sphere can be used by launching the projectile during the 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. It also has hitboxes around Lucario on startup.
  • Neutral aerial is now a spinning hurricane kick that lingers after a strong initial hit.
  • Up smash is now an leaping uppercut with repeating hitboxes leading to a strong final hit. It can be jump canceled on-hit, and turned around during start-up.

Lucas

  • PK Freeze was replaced with a new special move called "Offense Up". When the special button is pressed, the move begins to charge, like Samus's Charge Shot or Donkey Kong's Giant Punch. After a few moments, Lucas's hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback. While the charge can be canceled and held at any time during the charge, there is no benefit to holding a partial charge; Lucas's smashes will remain at their normal power until the full charge is complete.
  • Lucas's PK Fire has changed slightly. It now uses the graphic of PK Freeze, has much more range, and produces a large amount of hitlag. It also cancels upon landing.
  • Lucas can now double jump cancel.
  • Lucas's jab combo has changed; Lucas now uses PSI instead of kicking.
  • PSI Magnet is jump-cancelable.
  • Up tilt is now a flash kick.
  • Down aerial is now a flash kick that meteors the opponent.
  • Back aerial is now a roundhouse kick.
  • Can now DACUS.

Pit

  • 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 command-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 special fall. This glide can be canceled by aerials, a glide attack, or a jump.
  • His 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. Although the move's recovery utility is greatly diminished from Brawl's Wings of Icarus, it's still a useful option when returning to the ledge.
  • Palutena's Arrow's knockback increases quicker than the damage when charging.
  • Pit's attacks now do more damage at the hilt of the bow daggers.
  • Up aerial has been sped up and made a single-hit juggler.
  • Down aerial now has a sweet spot at the tip of the blade where it can meteor smash.

R.O.B.

  • Down aerial is more mobile and has more flexibility.
  • Up aierial is an eyeblast, similar to his forward smash, that arcs quickly over his head.
  • Robo Burner and aerial Arm Rotors have been replaced with Robo-Booster. R.O.B. can quickly boost himself left, right, or up, Shifting his momentum quickly. 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.
  • The time to charge Robo Beam all the way has been shortened.
  • 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 ROB 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.

Snake

  • Significantly lighter; he is now slightly heavier than Captain Falcon and Link.
  • C4 has been changed. It 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.
  • Mines can now KO at lower percentages, can be planted quicker, and has a larger radius for them to be tripped.
  • Forward and back throw have very little knockback growth so it is easier to throw people into mines and C4.
  • Grenade now explodes quicker, but only one can be out at a time.
  • Up tilt has been replaced with an uppercut that combos well at low percents.
  • Forward smash has been replaced with a knife combo similar in function to Link's forward smash.
  • Snake can now drag grabbed enemies by using the right and left taunt buttons. Best used for throwing people at mines that are out of reach.
  • If Snake attacks while crawling, he will stab using a knife instead of using the spin kick.

Sonic

  • Homing Attack now goes straight at the opponent and can combo into moves after the attack. Homing attack is both jump-cancelable and special-cancelable whenever it hits someone. Players cannot combo into another Homing attack though. Sonic now strikes a pose after a successful attack from Homing attack.
  • Down special is now his Spin Dash, but has gained most of the nuances the original Spin Dash had while retaining all of its own properties.
  • 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.
  • Sonic has a new forward aerial, a front-flip kick that meteor smashes at the tip
  • Down aerial is now faster.
  • Up aerial links better and spacing for the tips of his shoes can yield early KO's.
  • Neutral aerial now looks slightly different and has a bigger hit-box. It is inspired by Sonic 3.
  • Up smash ends much faster, and has only two hitboxes, the first being weak, the second being stronger and having more launch power.
  • Down smash has been changed to a multi-hitting "break-dance" move.
  • Forward smash has been given greater knockback.
  • Up tilt now produces a foot uppercut with a single hitbox instead of the double high kicks.
  • Sonic now has a Red and Green skin for team battles

Squirtle

  • 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.
  • Withdraw is now immune to projectiles and can now change directions. In the air it can be canceled into a fast diagonal jump called Aqua Jet by using an up special.
  • Waterfall is now stronger and can reliably KO.
  • Pokémon Change has been replaced by a new move called Bubble which trips ground opponents and can gimp aerial ones.
  • Water Gun now deals damage and can clash with other projectiles.

Toon Link

  • His forward tilt has been slightly sped up.
  • Down tilt is now a crouching stab reminiscent of his shield-stab from Ocarina of Time and Majora's Mask.
  • Forward smash has changed to a jumping slash, similar to the one used by Link in Smash 64.
  • 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.
  • Down smash now hits once in the same fashion that Young Link's did in Melee.
  • Toon Link has a new dash attack. It is inspired by Young Link and Smash 64. Toon Link quickly darts forward, stabbing the Master Sword in front of him and sending opponents at a low angle.
  • Neutral aerial is now to that of Young Links.
  • Down aerial no longer causes him to quickly rush to the ground, but he again has the fire-spike that Young Link could utilize in Melee.
  • His animations from Brawl also increase his range and priority on his Up and Down aerials.
  • Toon Link's Hero's Bow is now similar to that of Young Link's Fire Bow, but he shoots farther.
  • Boomerang can now be angled more.
  • Bombs now copy Young Links which cause multiple quick explosions.
  • In the air, Spin Attack doesn't go as high as it does in "Brawl" but serves as a powerful KO move. When grounded Spin Attack moves farther when charged and can fall off of edges.

Wario

  • Wario's down smash has been changed, it is now punches the ground and creates a small earthquake similar to "Wario Land: Shake It!".
  • Back air has been replace with a back punch, it does more damage and is similar to his forward-tilt.
  • Wario's forward smash has also been revamped - it is now a powerful front kick which has Wario flailing his arms about in order to regain balance.
  • His forward tilt can be charged.
  • Wario's down air has been replaced with a ground pound which meteor smashes enemies. If it connects, Wario will bounce off his opponents allowing for safer recoveries if used offstage.
  • Wario Bike has been completely replaced with a Wario Land style shoulder bash. The shoulder bash makes Wario dash forward similar to his replaced forward-smash. The later a foe is hit during this mad dash, the more powerful the impact will be. In keeping with its Wario Land utility, Wario can jump while performing a grounded Shoulder Bash and continue his tackle in order to chase airborne opponents. Shoulder Bash can be cancelled into a crouch, as it could in the Wario Land series. After crouching, Wario will then slide, carrying over the momentum from his Shoulder Bash. He can also use the move to recover horizontally when off the stage. Keep in mind, however, that when Wario crashes into a wall, he bounces off of it. The more he continues to hit the wall the less height he'll gain. If the move is started in the air, it will render him helpless once the animation is over.
  • Corkscrew has more control going left and right when flying up.
  • Wario Waft deals maximum damage and knockback when it is fully charged.
  • Chomp now holds enemies no quite as long as it did in Brawl, but he can now throw enemies backwards now after biting them. Also, when performing the move in the air it keeps momentum.
  • Wario also possesses a new dash grab. During this move, Wario briefly dashes forward and grabs enemies. Because the beginning of the animation is similar to Shoulder Bash, the opponent must be wary of not shielding too prematurely.
  • When pummeling, coins pop out of the enemy similar to Mario and Luigi's Super Jump Punch.
  • Forward throw is replaced with a simple single handed throw that is similar to the throws from Wario Land 4.
  • His old forward throw from Brawl is now his back throw. Wario can now move left or right whilst using his new back throw.
  • Running animations have been changed.
  • His Wario Bike winning animation has been replaced with posing from Wario Land 4.

Wolf

  • Wolf's Reflector sends opponents at a diagonally upward trajectory, allowing for potentially deadly juggling combos.
  • 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 travelling.
  • Wolf Flash has be slightly changed so that if Wolf hits with the end of the animation, he won't go into free-fall, 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.

Zero Suit Samus

  • Paralyzer can now be dash canceled.
  • Has a new down aerial which functions similarly to Sheik's from Melee; it pops foes up for aerial combos.
  • 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. This is aptly named a "Flipstool".

Stages

  • Battlefield
  • Final Destination (With custom background resembling that of Melee's FD)
  • Dracula's Castle[2]
  • Metal Cavern (Remade Meta Crystal)
  • Mario Circuit
  • Rumble Falls (Made into a neutral stage with a bridge and 3 platforms)
  • Hyrule Castle
  • Pirate Ship
  • Norfair (Different layout with no hazards)
  • Frigate Orpheon
  • Yoshi's Island (Brawl)
  • Halberd
  • Lylat Cruise
  • Pokémon Stadium 2 (No stage transformations)
  • Saffron City
  • Castle Siege (Without second stage)
  • Warioware (Without Mini-games)
  • SSE Jungle
  • Smashville
  • Fourside
  • Summit
  • Skyloft[3]
  • Skyworld (without breakble platforms)
  • Kongo Jungle
  • Fountain of Dreams
  • Flatzone 2
  • Pictochat
  • Shadow Moses Island
  • Green Hill Zone (made into a neutral stage with 1 rotating platform)
  • Yoshi's Story
  • Jungle Japes
  • Onett
  • Rainbow Cruise
  • Dreamland 64
  • Big Blue
  • Brinstar
  • Pokémon Stadium

Release history

Demo 1.0

Released February 8, 2011

  • 14 characters available
    • Captain Falcon
    • Falco
    • Fox
    • Ganondorf
    • Jigglypuff
    • Link
    • Lucas
    • Mario
    • Marth
    • Mr. Game & Watch
    • Sheik
    • Snake
    • Sonic
    • Zelda

Demo 2.0

Released April 17, 2012

  • Added 15 characters
    • Bowser
    • Charizard
    • Donkey Kong
    • Ike
    • King Dedede (shown as "Dedede" on the character selection screen)
    • Lucario
    • Luigi
    • Ness
    • Peach
    • Pikachu
    • Pit
    • R.O.B.
    • Toon Link
    • Wario
    • Wolf

Demo 2.1

Released May 23, 2012

  • Major bug fixes

Demo 2.5

Released December 29, 2012

  • Ivysaur
  • Squirtle
  • Zero Suit Samus
  • Diddy Kong
  • Melee Knockback Stacking implemented.
  • Input Assistance Implemented
  • Stock Control Implemented
  • New Aesthetic changed which include new palette swaps and new menu designs.

Demo 2.5b

Released January 6, 2013

  • Various Minor Bug Fixes

Demo 3.0

TBA

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.

The video ends with a teaser for a spiky-eared Pichu, but PMBR confirmed it was part of the joke.

Developers

  • Project Leaders: Shanus
  • Lead Character Developments: SHeLL, Camelot, Strong Bad
  • Additional Coders: Magus, Dantarion, Yeroc, WindOwl, Almas, Standardtoaster
  • Character design/Development: Shanus, Magus, jiang, Strong Bad, WindOwl, JCaesar, leafgreen386, Falco400, Plum, rPSI, Shadic.
  • Backroom testers: Mango, Lucky, Lovage, Silent Wolf, KirbyKaze, unknown522, RaynEX, Amsah, Faab, Bombsoldier, Captain Jack among others. All beta testers are approved through: application thread
  • Graphics/Menu Design: MookieRah, VectorAce, Shadic, camelot
  • Stage design: FrozenHobo, GameWatching, Mewtwo2000, Shadic, Monk.
  • And special thanks to Phantom Wings, paprika killer, Almas, and others

References

External Links