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Super Smash Bros. Brawl Hacking => Project Concepts => Topic started by: DarkStar on October 13, 2014, 02:23:22 PM



Title: Project M Star - Gameplay rebalance mod - Updated 20/8/2015 - PM3.6 compatible
Post by: DarkStar on October 13, 2014, 02:23:22 PM
After months of fiddling and tweaking I present you Project M Star
(http://i.imgur.com/qx4YcZG.png)
Download Link
Google Drive (https://drive.google.com/file/d/0B8b-0wG8NBLTWDQwSTBVUVJocGc/view?usp=sharing&resourcekey=0-TRB3qw726cSLESJ3xw6mXQ)


Origin
This mod was originally intended for me and my friends to play at parties but after the first few changes and good feedback it quickly grew to a full-fledged gameplay rebalance of Project M.


Aim
The mod aims to make Project M more appealing to casual, occasional, untrained and long-time players that never got into the competitive scene while retaining all the awesome content and changes already made to Brawl by the PM dev team. This mainly translates in characters being easier to play without knowing perfecly frame data, advanced moves or long inputs. Pick a character and get in the fight, no strings attached. If you felt Project M was too advanced for your play style this mod is for you.


Global Changes

Upwards gravity reduced to 0.9
This value affects the gravity of characters when jumping and falling, but not when fastfalling. Overall, most characters will have slightly higher jumps and easier recoveries. The reason for this is to give a larger air time to "acrobatic" characters like Pikachu, Kirby, Ness, Jigglypuff and Squirtle that were severely hindered by Project M's gravity increase. Also, most characters have more mobility, being able to board farther platforms and reach farther opponents.

No ledge invincibility
To prevent most edgehogging cases, invincibility on ledges was removed completely, except for a short time during the ledge grab starting animation. With this change, an edgehogging player will most likely be hit by a recovering player, leaving the ledge free. This also makes edgeguarding much more rewarding.

No shield (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)
When a player activates his shield, it won't become smaller over time due to just being up. Hits will still reduce the shield. The shield can still be shattered and projectiles can still be bounced off.

Friction increased by 0.02
Mostly removes the effect of sliding away (and often off of a ledge) after blocking a powerful hit. Wavedashing is hindered by a negligible amount.


Character Changes
You can find a semi-detailed character changelist in the included readme file. Listing it here would be mostly a waste of space since most characters only have some minor tweaking to them.
Some notable changes I think it's useful to mention here nevertheless:

  • Captain Falcon and Ganondorf have been balanced in regard to each other. Ganondorf's air attacks have been nerfed but he still retains the most powerful moves of the two. This makes Captain Falcon a much more viable character in air than Ganondorf, if you take his speed into account.
  • Falco has been balanced in contrast to Fox in the same way. Some of his moves have been reverted to Brawl animations and buffed to fit the rest of the cast to un-do his status of clone in PM. Falco is now much more maneuverable and lethal in the air than ever before. Falco now excels where Fox fails, both in air and on the ground.
  • Wario has been reworked into a mid/mid-heavy character. His weight is now 104 (previously 80) but his air manoeuvrability has been reduced. Almost all of his moves start a little slower and have a slightly greater endlag but they often deal 1% more damage.
  • Zelda and Sheik can't transform any more, but they have two new DownB moves. Zelda's DownB is the Goddess Flight, sending her straight down or upwards in a spiral whether you use this move in the air or on the ground. Sheik's DownB is her trademark Deku Nut: a stunning flash of light that can be used both on the ground and in the air though it's not so useful on airborne opponents.
  • Zero Suit Samus has been tweaked to be a character that can stand on her two feet. Almost all of her moves have been buffed or nerfed in damage, knockback or timing. The result is a pleasing character that doesn't need hundreds of sweetspotted low-damage attacks to kill heavy hitters like Ganondorf and Bowser.


Installing
This mod only contains character moveset data and does not modify stages, music or textures in any way. For this reason, a basic Project M installation is required for this mod to work properly.
Install Project M regularly, and then simply copy the foders "codes" and "projectm" on your SD card. Overwrite when prompted. This was tested on the homebrew version of PM with a USB loader on a Pal Wii and on Dolphin Emulator.
The EXTRA folder contains files for advanced users and further customisation of the mod or to remove/add other codes to the codeset.

Hackless Version
Unfortunately, I can't test a hackless version because I lack both a NTSC Wii and copy of the game. Still, you can overwrite the "projectm" folder and use the codes in the EXTRA folder to add the mod's few codes to the hackless PM codeset. It should work without much trouble, but I have to state again that this is NOT TESTED. If users can try this or other methods of applying the mod to the hackless version I'll be sure to add it here.


Credits and Contacts
Mod made by DarkStar over the awesome work of the Project M team.
For all balance suggestions/requests PM me or post in this thread.


Title: Re: Project M Star
Post by: MarPuff432S on October 13, 2014, 04:09:51 PM
Mmmm....
Amazing!


Title: Re: Project M Star
Post by: JesucristoCROW on October 13, 2014, 04:45:19 PM
This is good for Casual Smash gamers, because i like to Play with the Tournament rules and my friends don't like to play like that, so this is probably a good build for Beginners and Casual Gamers


Title: Re: Project M Star
Post by: DarkStar on October 13, 2014, 04:58:35 PM
This is good for Casual Smash gamers, because i like to Play with the Tournament rules and my friends don't like to play like that, so this is probably a good build for Beginners and Casual Gamers

Definitely. If your friends are long-time players but they only play once in a while and never got into technical stuff like L-canceling, wavedashing and the likes they'll probably find themselves at home with this mod rather than Vanilla PM.


Title: Re: Project M Star - Gameplay rebalance mod
Post by: SmashJay87 on October 16, 2014, 02:33:51 PM
Oh my. I like this! Keep it up!


Title: Re: Project M Star - Gameplay rebalance mod
Post by: DarkStar on November 02, 2014, 04:36:28 AM
Updated with changes to:
:falco: - Changed UpAir timing. Easier to connect.
:fox: - Fixed DownB not working like intended.
:ganon: - DownB loses less power over time on the ground. Tweaked damage of NeutralAir and ForwardAir
:lucas: - Tweaked damage of DownAir. Harder to start a combo with.
:pit: - NeutralAir deals slightly more damage.
:sheik: - Increased air mobility.
:zsuit: - Decreased jump height.

and big changes to:
:luigi: - Balanced damage of most attacks compared to Mario. Upward and downward attacks are stronger or faster.
:mario: - Balanced damage of most attacks compared to Luigi. Side attacks are stronger or faster.
:wario: - Reworked into a mid/mid-heavy character. Moves and attacks overall slower but almost all attacks deal 1% more damage and/or have better knockback.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 2/11/2014
Post by: YoeiX on November 04, 2014, 06:43:53 PM
Updated with changes to:
:falco: - Changed UpAir timing. Easier to connect.
:fox: - Fixed DownB not working like intended.
:ganon: - DownB loses less power over time on the ground. Tweaked damage of NeutralAir and ForwardAir
:lucas: - Tweaked damage of DownAir. Harder to start a combo with.
:pit: - NeutralAir deals slightly more damage.
:sheik: - Increased air mobility.
:zsuit: - Decreased jump height.

and big changes to:
:luigi: - Balanced damage of most attacks compared to Mario. Upward and downward attacks are stronger or faster.
:mario: - Balanced damage of most attacks compared to Luigi. Side attacks are stronger or faster.
:wario: - Reworked into a mid/mid-heavy character. Moves and attacks overall slower but almost all attacks deal 1% more damage and/or have better knockback.

So Cool! :)


Title: Re: Project M Star - Gameplay rebalance mod - Updated 2/11/2014
Post by: SpenyEX on November 09, 2014, 04:27:17 PM
Would It be okay if I put some of the character changes in this in a normal version of project m?


Title: Re: Project M Star - Gameplay rebalance mod - Updated 2/11/2014
Post by: Ҩᴜᴇᴇɴ on November 09, 2014, 10:12:32 PM
Can you send me the Zelda file?

I don't like Project M, but I am a Zelda player.
And I don't wish to spend the time to download the thing, if I won't use it, you know?

I... didn't mean this to come off as rude as it dude, I apologize.

I just love how you put the Zelda here. And I like Project M's Zelda.
I like all of Project M's characters. I just don't like the mechanics.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 2/11/2014
Post by: DarkStar on November 24, 2014, 01:01:14 PM
Would It be okay if I put some of the character changes in this in a normal version of project m?

You'll onlyhave trouble with characters that have altered jumps.

Can you send me the Zelda file?

I don't like Project M, but I am a Zelda player.
And I don't wish to spend the time to download the thing, if I won't use it, you know?

I... didn't mean this to come off as rude as it dude, I apologize.

I just love how you put the Zelda here. And I like Project M's Zelda.
I like all of Project M's characters. I just don't like the mechanics.

It's not rude, but I can't be hassled to upload a single file anyway.
Just download the whole thing and take the Zelda files out of it. It's not even 30MBs.
You can find it under
project m -> pf -> fighter -> zelda
or in the EXTRA folder if you want the old Zelda with transformation.

Post Merge: November 24, 2014, 01:05:21 PM
Project M Star was updated to PM3.5!
Some PM3.5 changes fixed problems I had already addressed in previous PMS versions therefore, although I've actually "removed" some changes for some characters, the outcome is pretty similar (for example ZSS's tilts or Toon Link's NeutralAir).
In addition, here are the most noticeable changes over the last PMS release.

:diddy: - Added 2 weight points. Increased gravity.
:falco: - Tweaked DownAir late hitbubble position and size.
:fox: - Fixed DownB wrong angle and knockback.
:ganon: - ForwardAir hitbubble is smaller.
:gw: - ForwardAir late hitbubble is smaller.
:lucas: - B Takes about 1 second less to charge.
:luigi: - Reduced jump height.
:mario: - Restored shock effect on smash for Dr. Mario skins.
:mewtwo: - DownB deals only 1% on airborne opponents. Tweaked knockback.
:olimar: - Restored 5 pikmin limit.
:samus: - Increased gravity. Improved horizontal air movement. DownAir is faster.
:snake: - SideB reload is much faster.
:tlink: - Tweaked NeutralAir damage. Sweetspot deals less, sourspot deals more.
:wario: (light) - Weight increased from 80 to 85.
:wario: (heavy) - Running speed slightly increased (still slower than light Wario).


Title: Re: Project M Star - Gameplay rebalance mod - Updated 22/11/2014 - PM3.5 compatible
Post by: DarkStar on February 16, 2015, 12:05:50 PM
Updated!
In this version, most of Meta Knight's nerfs have been removed and he's been reverted to almost-PM status. Below you'll find the most noticeable differences.
Here are the changes in this version:

:bowser: - DownB deals 6% less damage but has increased knockback.
:kirby: - Reduced DownAir hitboxes.
:link: - BackAir's first hit is weaker, while the second it is stronger. 2% difference between the two.
:lucas: - DownTilt has a slightly larger endlag. SideTilt and ForwardTilt priority now favor the sweetspot instead of the flub.
:mario: - ForwardSmash priority now favors sweetspot instead of flub.
:mk: - Weight increased to 75, UpSmash knockback reduced, ForwardAir knockback increased.BackAir deals 1% less damage. Still dodges slower as in previous versions.
:mewtwo: - Forward Smash deals 3% less damage.
:snake: - DownAir hitboxes centered on his feet.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 16/02/2015 - PM3.5 compatible
Post by: Ҩᴜᴇᴇɴ on February 16, 2015, 12:22:10 PM
Yeah, I'm not spending an hour to download an entire pack, just to get one file, then delete it all.
Especially when you could just open up the pack and get me the file in less than 10 minutes.

However.... maybe you can at least tell me the Project M Character Selection Screen code.
So I can have Mewtwo and Roy, without having to worry about Project M's physics.

I looked for it, in the gct, but I can't find it, anywhere.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 16/02/2015 - PM3.5 compatible
Post by: DarkStar on February 16, 2015, 01:56:05 PM
Yeah, I'm not spending an hour to download an entire pack, just to get one file, then delete it all.
Especially when you could just open up the pack and get me the file in less than 10 minutes.

However.... maybe you can at least tell me the Project M Character Selection Screen code.
So I can have Mewtwo and Roy, without having to worry about Project M's physics.

I looked for it, in the gct, but I can't find it, anywhere.
Learn a little DIY and how google works.

If it takes yuo one hour to download 26MB your priority should be kicking your provider in the ass, not pestering me for one file that has been available since, what, november 2014?

About Mewtwo and Roy, you're still pestering the wrong person. I don't have PM's gct source and nobody outside of the backdoor team does. The clone engine is their doing and they're holding on to it. I'm angry as much as you about it but we can't do much if they're not going to share it.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 16/02/2015 - PM3.5 compatible
Post by: Velen on February 16, 2015, 04:59:27 PM
Learn a little DIY and how google works.

If it takes yuo one hour to download 26MB your priority should be kicking your provider in the ass, not pestering me for one file that has been available since, what, november 2014?

About Mewtwo and Roy, you're still pestering the wrong person. I don't have PM's gct source and nobody outside of the backdoor team does. The clone engine is their doing and they're holding on to it. I'm angry as much as you about it but we can't do much if they're not going to share it.

To be frank, it'd just be easier to give him the file than give him the runaround. Your choice though.

You could also maybe direct him on what he needs to do in regard to Googling stuff.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 16/02/2015 - PM3.5 compatible
Post by: Ҩᴜᴇᴇɴ on February 16, 2015, 06:53:30 PM
Learn a little DIY and how google works.

If it takes yuo one hour to download 26MB your priority should be kicking your provider in the ass, not pestering me for one file that has been available since, what, november 2014?

About Mewtwo and Roy, you're still pestering the wrong person. I don't have PM's gct source and nobody outside of the backdoor team does. The clone engine is their doing and they're holding on to it. I'm angry as much as you about it but we can't do much if they're not going to share it.

Woah, calm down, horsey.
A simple "Sorry I don't know the code." Would of been fine.
No need to be rude, and saying anything about pestering, when you clearly don't know what pestering is.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 16/02/2015 - PM3.5 compatible
Post by: DarkStar on February 17, 2015, 10:49:19 AM
Woah, calm down, horsey.
A simple "Sorry I don't know the code." Would of been fine.
No need to be rude, and saying anything about pestering, when you clearly don't know what pestering is.


Sorry if I sounded rude. It just seems unreasonable to me to still ask for a file more than two months it has been up on a server.

Anyway, since you talked about PM's physics, I have two suggestions to make.
First, if you want to use my files you should be aware that they take PM's physics into account, obviously, and my result very broken in a vanilla brawl environment. Nothing you can't fix by tweaking a couple values I can point out if you need.
Second, my few codes change the feeling of PM in a couple of key points, namely upwards gravity and ledge invincibility, tryint to achieve a middle ground between Brawl and PM. You could try out the whole mod and see if the physics fit you. You may never know.

About the clone engine (and this is the last time I talk about it since it's off-topic) this is as far as we can get
http://projectmgame.com/en/news/clone-engine-blogpost-limits-restrictions-and-possibilities (http://projectmgame.com/en/news/clone-engine-blogpost-limits-restrictions-and-possibilities)
There are old versions of different clone engines from 2013 but they're unstable and unreliable. You can find them on shasboards.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 16/02/2015 - PM3.5 compatible
Post by: Velen on February 27, 2015, 10:35:53 AM
What I like the most about your project is it does what Project M should've done in regards to Fox and Falco, IMO: Differentiating Fox and Falco even more than they were in Melee.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 16/02/2015 - PM3.5 compatible
Post by: DarkStar on March 07, 2015, 07:24:24 AM
Updated!
This version mostly contains changes to attacks with both sweetspot and flub hitboxes, fixes to rolling attacks and lots of Meta knight tweaks. To save space, I'll use the term "sorted" to indcate that the attack now favors the sweetspot instead of the flub.

:jiggly: - Removed side hitboxes for his B attack. Center hitboxes have been enlarged to fit his body.
:lucario: - Smash sorted but has reduced hitbox size (6.5 down to 4.5) and is closer to his body (3 units less). Graphic effects moved accordingly.
:lucas: - DownTilt sorted, deals 1% more but hitbox size was reduced.
:mario: - Smash sorted. Apparently I didn't fix it correctly in the previous versions.
:mk: - AirJump multiplier incresed from 0.5 to 0.6. DashAttack endlag reduced. Smash knockback growth restored to PM vanilla values. UpSmash knockback increased. NeutralAir late damage increased. ForwardAir damage increased by 1% on second and third hit, knockback increased and angle lowered. UpAir damage increased by 1% on center hitboxes and reduced by 1% on side hitboxes.
:mewtwo: - Smash hitboxes reduced and moved closer to his body. Graphic effects moved accordingly.
:peach: - SideB endlag increased on target miss. DashAttack damage decreased. NeutralAir early damage increased. ForwardAir damage increased.
:sonic: - SideB and DownB hitbox size increased to match his curled-up shape.
:wario: - UpB last hit knockback decreased (lower for light Wario version)
:yoshi: - AirMobility doubled. SideB hitbox moved to match the egg shape more closely.
:zelda: - Smash hits are dealt faster and with less hitlag. ForwardAir late damage decreased and angle increased. BackAir late damage decreased.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 7/3/2015 - PM3.5 compatible
Post by: ThePoisonMirage on March 10, 2015, 06:45:17 PM
Do you mind if i take the Zelda files from this hack and upload it to Brawl Vault,With of course Ill be mentioning you for making the fighter files.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 7/3/2015 - PM3.5 compatible
Post by: DarkStar on March 17, 2015, 12:32:43 PM
Do you mind if i take the Zelda files from this hack and upload it to Brawl Vault,With of course Ill be mentioning you for making the fighter files.
Of course I don't mind, but you should take into account things I mentioned previosly. Changes to the characters work seamlessly with my own GCT codes, therefore, putting the Zelda and Sheik pacs on other versions of Brawl or PM will most likely result in wonky jumps and broken characters, unless you make the extra step of further modifying the pacs to balance them for whatever version you intend to publis for. Also, you'll have to take into account animation files to move the animations I used to the original pac of the smash you're going to publish for, or you'll run into out-of-sync hitboxes.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 7/3/2015 - PM3.5 compatible
Post by: DarkStar on April 17, 2015, 11:43:36 AM
A little update to fix a bug and bring a much needed rebalance of Sonic's jumps. Previously, Sonic would jump much higher than most characters, even when hopping, and while this seems beneficial, it actually prevented him from chasing opponents in most cases. With this update Sonic will be able to stay at the same height of his opponents more easily and take advantage of his follow-up capabilities.

:gw: - Reduced Nair damage by 4% to compensate for his enormous hitbox.
:mewtwo: - Fixed excessive base knockback on DownB when hitting airborne enemies.
:sonic: - Increased weight from 82 to 85. Reduced Jump height and hop height. Increased DownB and SideB damage when rolling on the floor. Increased frequency of DownB hitboxes when spinning on the place. DownB can be interrupted 10 frames early.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 7/3/2015 - PM3.5 compatible
Post by: DarkStar on May 12, 2015, 12:33:38 PM
Probably the last update before 3.6. First changes to some character I thought perfect: Charizard and Wolf. I wanted to tweak Ivysaur as well but he's really perfect.

:charizard: - Adjusted jumps to the global gravity. Weight down from 110 to 109. Attack deals 1% less on the closes and farthest hitbox and has smaller base knockback. SideTilt, ForwardAir and DownAir have smaller hitboxes. Removed BackAir's hitbox on Charizard's ass. NeutralAir flub hitboxes last much longer.
:diddy: - UpSmash ends 6 frames earlier.
:ganon: - Run speed increased by 0,1. DownB on the ground deals 1% more right at the start. Removed Neutral Attack's hitbox on Ganondorf's chest. UpTilt ends 3 frames earlier. NeutralAir second hit deals 1% more. ForwardAir deals 2% less. BackAir deals 1% more.
:jiggly: - BackAir has shorter reach to match the animation.
:luigi: - Hop height reduced. NeutralAir size reduced to Mario's size. ForwardAir knockback recuced from 100 to 80. Moved BackAir hitboxes to match the animation. Moved and resized DownAir hitboxes to match the animation.
:mario: - UpSmash deals 1% less damage in the middle of the swing.
:mk: - ForwardTilt has longer reach on the first swing and matches the sword animation.
:tlink: - DownTilt damage decreased by 1%. NeutralAir is slightly slower overall.
:wolf: - Adjusted jumps to the global gravity. B ends 7 frames earlier.
:zsuit: - The landing attack resulting from the DownB kick deals 1% less damage. UpAir late damage decreased by 1%. Dodges reverted to vanilla PM values and are now slower but offer more invincibility frames.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 12/5/2015 - PM3.5 compatible
Post by: Velen on May 12, 2015, 02:27:32 PM
Okay... I think something needs to be said here:

You need comparison footage showcasing the changes, especially the ones involving animation duration, gravity, run speed, etc. You can say you did XY & Z all you want, but to the majority of people, the changes you say you've made won't mean anything until they see it for themselves.

So my suggestion is finding someone who can make comparison videos for you.

-and maybe a video or two on how a character performs compared to Vanilla P:M.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 12/5/2015 - PM3.5 compatible
Post by: DarkStar on May 12, 2015, 04:41:11 PM
[...] the changes you say you've made won't mean anything until they see it for themselves.

So my suggestion is finding someone who can make comparison videos for you.

-and maybe a video or two on how a character performs compared to Vanilla P:M.

The little updates with the latest changes are meant for those who have already installed the mod so they can see if updating their istallation is worth or not. The most important things I want to say about the mod are all on post #1.

I know everyting is better with videos but this is a case where it's simply not worth it and I don't think it's going to happen. Right now I don't really have the time to record the movesets of more than 30 characters and cutting them into videos. And, unfortunately, this mod doesn't have enough followers to encourage someone else to do this job for me.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 12/5/2015 - PM3.5 compatible
Post by: DarkStar on June 28, 2015, 10:20:07 AM
PMS has been updated to PM3.6 beta, with some changes along with it. Unfortunately, light Wario is no longer present. Here's the changelist:

:bowser: - Smash knockback values reverted to PM.
:falcon: - NeutralAir deals more damage and landing both hits is easier, but late damage is greatly reduced.
:diddy: - ForwardAir damage and knockback reverted to PM.
:dk: - The second neutral attack ends 4 frames sooner. DashAttack hiboxex don't decrease in size over time.
:fox: - DownB knockback values reverted to PM.
:ganon: - NeutralAir damage and knockback reverted to PM but hit duration increased by 1 frame.
:link: - BackAir knockback reverted to PM.
:lucas: - NeutralB damage reduced by 2%. Size reverted to 7. Knockback decreased. And somehow it's still deadly.
:mario: - Reverted changes to Dr. Mario's Smash effects. Reverted ForwardAir to PM but changed hitbox durations from 2, 5 frames to 3, 4 frames.
:marth: - DownAir ends faster.
:mk: - Weight temporarily restored to 70 from 75. ForwardAir knockback reverted to PM.
:roy: - Weight increased from 85 to 90. DownSmash ends faster.
:samus: - Fixed missing flashes during NeutralB in air. Tweaked armor during DashAttack: starts at 80, reaches 140 while hitboxes are active and ends soon after. NeutralAir knockback decreased. UpAir knockback tweaked to avoid pushing enemies away during the first hits.
:sheik: - Max horizondal Air Speed greatly increased to allow long jumps.
:sonic: - Weight reverted to PM.
:squirtle: - DownSmash deals 1% more damage on all hits. ForwardAir deals 1% less damage.
:wario2: - Jump slightly increased. AirJump decreased to compensate. Weight increased by 1. Smash starts faster but late damage has been decreased.
:wolf: - Jump and hop height increased. NeutralAir hits one more time.
:yoshi: - Weight decreased by 2 finding a middle ground between previous versions and the latest PM3.6 changes.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 28/6/2015 - PM3.6b compatible
Post by: DarkStar on August 02, 2015, 08:04:42 AM
Updated with the first changes to ROB, the official Toon Link fix and some other small adjustments. Probably the last update before the final 3.6 version.

:falcon: - NeutralAir second hit and endlag are faster.
:dedede: - Slightly increased run speed. Restored 4 jumps. Reduced jump height. B inhale is much stronger.
:lucario: - SideB grab hibtoxes are slightly larger and deal 1% more damage. NeutralAir is much faster.
:marth:- Increased gravity.
:ness: - Moved DashAttack hitboxes closer to Ness.
:peach: - BackAir ends later.
:rob: - Increased gravity. Forward and Backward dodges have 3 more iframes. SideB hits 4 times for 4 damage after the first hit; mostly effective against heavy and low-damage opponents. Jab 1 and 2 have shorter endlag. DashAttack flub damage normalized and endlag reduced. UpTilt and DownTilt deal 1-2% more damage. Smash deals 1-2% more damage depending on the hitbox and have a fixed lower angle. ForwardAir collides for less frames but launches at a fixed lower angle. BackAir momentum was reduced, late hitboxes were added with reduced size and damage. DownAir is overall faster and 1% stronger.
:sheik: - Fixed wrong max horizontal air speed value from the previous version.
:sonic: - Increased Air Mobility and Air Stopping Mobility to make him less victim of his own speed when jumping.


Title: Re: Project M Star - Gameplay rebalance mod - Updated 20/8/2015 - PM3.6 compatible
Post by: DarkStar on August 20, 2015, 07:03:34 AM
Updated for 3.6 with a few fixes. Classic Zelda and Sheik have been removed.

:bowser: - Fixed wrong damage on DownB.
:fox: - Fixed wrong angle on aerial DownB.
:luigi: - DashAttack little punches deal 2% instead of 3%.
:mk: - Weight  and dodges reverted to PM values.
:rob: - Dodges and SideB reverted to PM values.
:squirtle: - DownSmash damage reverted to PM values.
:zsuit: - Throws damage reverted to PM values.