I used to think I was THE PM frame data/mechanic pro. Though I built the first frame data bot, Eon has taken things far above and beyond anything like that and it’s absolutely incredible
Wow, no wonder rushing down floaties is so much more reliable in PM. 11 Frames of secondary stun on top of hitstun? That's enough time for a whole new combo starter.
I should clarify, it's not 11 frames of secondary stun. There is an 11 frame window from the start of hitstun, where if they land they still remain in hitstun instead of canceling early
In Melee, moves only KB stack if they have opposing X or Y knockback vectors. Otherwise, the X and Y knockback are each set individually to the higher value from the 2 moves that the character was hit with. In P+, can you stack knockback even on moves with the same knockback trajectory?
That is also how stacking works in pm. The requirement for this mechanic is just that the basic conditions for knockback stacking occured, ignoring what the directions of the hits actually were, so >10 frames between the last two hits and occured while knockback still in effect from first hit.
On the last bit (4:40) where it's talking about Falco he says "Shine -> Dair" isn't really used in Melee but it's used all the time, and then says "proper use of the weak hit of Nair", is this section a little confused? Shine-> Weak Dair would be a new thing for PM, and so would Weak Nair -> Shine or Shine -> Weak Nair or even Weak Dair -> Shine, but the video shows waveshine -> weak dair then does DD into another shine so I'm a bit confused on what's actually being represented here.
I did say nair at the end but you can probably get nair to work similarly at low percents in some cases. I'm not saying it isn't used in Melee, I'm noting that in PM you get stacked stun. Giving much more frame advantage than the melee version at low percents. Particularly after the opponent lands. Notice how the fox and falco hit the ground in the example combos? They are in hitstun the entire time.
he's talking about experiencing the stacked stun from shine to dair in pm which does not happen in melee like he said. and yeah at the end he said weak nair instead of weak dair.
@@Checray I get it now. The way the line "Falco's shine -> dair is another common example that you'll see in PM that doesn't happen in Melee" confused me, I figured it meant "this combo is used because the stacked stun allows it to be true/a combo which doesn't work in Melee" not "there's an easier/more options for follow up because of the stacked stun giving extra frames for follow up" That may be bad on my part but I got a bit confused when we went from talking about dair to nair, which as you've established is just a mistake
This is just another in a long list of changes from melee that PM diehards would swear up and down was the exact same. FOH it's a whole new contrived mechanic!
I'm not sure what makes this any more *contrived* than any other of the minutia in mechanics in Melee. It's just an engine quirk, a carry over from melee. Funnily enough, you can actually get a form of this knockback in Melee as well, but it's gated by a knockback threshold instead of requiring knockback stacking to activate. In other words, a form of this "contrived mechanic" also exists in Melee, and every other smash game for that matter. If you want to learn more about it, check out Eon's post in the description
gunz soundtrack, what a blast from the past
oppa ryswick style
Was thinking the same thing
That was really interesting.
Alright. Time to be a Smart-ass towards my Friends.
Awesome video! Can't wait to see more content like this
Eon is the code of Project M personified
I used to think I was THE PM frame data/mechanic pro. Though I built the first frame data bot, Eon has taken things far above and beyond anything like that and it’s absolutely incredible
This was great.
Even though I dont play much I'm always proud of the PM community.
Mechanic videos are so awesome. It's astounding how much thought goes into creating games.
love this pm content, love hearing about what makes the game unique. keep making stuff like this please !
Wow, no wonder rushing down floaties is so much more reliable in PM. 11 Frames of secondary stun on top of hitstun? That's enough time for a whole new combo starter.
I should clarify, it's not 11 frames of secondary stun. There is an 11 frame window from the start of hitstun, where if they land they still remain in hitstun instead of canceling early
I like this! Please make this a series
Super fascinating video. Good job
This kinda content 🔥🔥🔥🔥🔥🔥🔥
YO GUNZ THE DUEL SOUNDTRACKKKK
YOOO IS THAT THE MF UHHHHH GUNZ SOUNDTRACK?
So is that why Wario NAir to grab or SideB also works at certain percents?
RYSWICK STYLE
Loved the new video concept! I even learned something new as well! Awesome job!
This explains a lot lmao. Great video
Make this a series and cover all the basics! Great video!
In Melee, moves only KB stack if they have opposing X or Y knockback vectors. Otherwise, the X and Y knockback are each set individually to the higher value from the 2 moves that the character was hit with. In P+, can you stack knockback even on moves with the same knockback trajectory?
That is also how stacking works in pm. The requirement for this mechanic is just that the basic conditions for knockback stacking occured, ignoring what the directions of the hits actually were, so >10 frames between the last two hits and occured while knockback still in effect from first hit.
Amazing video! So useful!
On the last bit (4:40) where it's talking about Falco he says "Shine -> Dair" isn't really used in Melee but it's used all the time, and then says "proper use of the weak hit of Nair", is this section a little confused? Shine-> Weak Dair would be a new thing for PM, and so would Weak Nair -> Shine or Shine -> Weak Nair or even Weak Dair -> Shine, but the video shows waveshine -> weak dair then does DD into another shine so I'm a bit confused on what's actually being represented here.
I did say nair at the end but you can probably get nair to work similarly at low percents in some cases.
I'm not saying it isn't used in Melee, I'm noting that in PM you get stacked stun. Giving much more frame advantage than the melee version at low percents. Particularly after the opponent lands.
Notice how the fox and falco hit the ground in the example combos? They are in hitstun the entire time.
he's talking about experiencing the stacked stun from shine to dair in pm which does not happen in melee like he said. and yeah at the end he said weak nair instead of weak dair.
@@Checray I get it now. The way the line "Falco's shine -> dair is another common example that you'll see in PM that doesn't happen in Melee" confused me, I figured it meant "this combo is used because the stacked stun allows it to be true/a combo which doesn't work in Melee" not "there's an easier/more options for follow up because of the stacked stun giving extra frames for follow up"
That may be bad on my part but I got a bit confused when we went from talking about dair to nair, which as you've established is just a mistake
@@xAquae Sall good, glad I cleared that up for you
After 4 years, they finally fixed this! Hopefully this helps in other ways to have more options to escape out of combo scenarios as well
"fixed"
@@reganverses3003 Falcon really doesn't need this.
PLEASE MAKES MORE OF THIS
Nice.
Chaloopy’s Falcon is siiiick
Didnt they remove falco weak dair or am I missing something?
No they didn’t it’s just smaller lol
@@SunsetBear ah, thanks
my brain
I L O V E these :DDDDDDDDDDDDD
Does anyone know when project + first tourney will be?
Details for SFTU: smash.gg/sftu and smash.gg/sftueu
Project M Nexus thank you so much really appreciate it
This isn't the first tourney for p+ btw, there have been many tournaments already. This is just the most recent one
3 people are brawl players
Am I the only one that wants Wolf's bayonet back but with less knockback
yes
I made a personal "4.0" to use with friends ages ago and this was the first to go
now its removed!
Wow
I dont understand anything
This is just another in a long list of changes from melee that PM diehards would swear up and down was the exact same. FOH it's a whole new contrived mechanic!
I'm not sure what makes this any more *contrived* than any other of the minutia in mechanics in Melee. It's just an engine quirk, a carry over from melee. Funnily enough, you can actually get a form of this knockback in Melee as well, but it's gated by a knockback threshold instead of requiring knockback stacking to activate.
In other words, a form of this "contrived mechanic" also exists in Melee, and every other smash game for that matter. If you want to learn more about it, check out Eon's post in the description
Ganondorf doesnt have this problem with his nair. Guess its just his low mobility that makes his nair reliable
Ganondorf nair is still damn good
And just bc a character is slow doesn’t mean they have low mobility Ganon has decent mobility
Dont know if i am misunderstanding your comment but the mechanic shown in this video isnt a problem for Falcon, it benefits him
i knew life would be a strange thing going into it, but i never thought i'd see dr. mario wearing a black lives matter coat
It's no wonder every character's punish game in this game is so free, lmao. Fox gets absolutely destroyed by this.
I do this in melee all the time
In melee upon your ECB touching the ground you go into the 4 frame (min) of landing animation. Much different
The whole point was that this mechanic isn't in Melee, this is unique to pm
Fortunately this doesnt exist in melee
So in other words it sucks More to get hit...
Great. Hate that.