#tho i will spoil rn that if i end up working with MeleeEX at some point then I'll add Metal Mario first
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pikadxtra · 4 months ago
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UltiMelee
Tag: #UltiMelee
Status: Active
This is a hack for Super Smash Bros. Melee that aims to tweak all characters' attributes and movesets to match their Super Smash Bros. Ultimate counterparts, and working from that mix to balance the cast by changing parts of their moveset while keeping true to their character. There are also changes to some mechanics to mix the best of both games, keeping the faster nature of Melee while bringing the better mechanics of later games over, and leaving behind some of Melee's worse ones for a better experience overall.
Mainly, mechanics like Powershield (I think that's the term for the reflecting projectiles with a perfect shield) and Meteor Cancelling have been removed, though others have been changed as well.
Mechanics changed from vanilla include:
Powershield has been removed; projectiles can no longer be reflected by shielding, as this invalidates 99% of projectiles in the game. They can still bounce off your shield like other games, and you can still use digital shield.
Meteor Cancelling has been removed; moves can no longer be jumped out of if they have downwards angled knockback.
Airdodges don't leave you in Freefall; this is experimental for now, ideally airdodges shouldn't cancel your gravity momentum, but this is how it is for now.
Ledge invincibility can no longer be abused; invincibility from ledge now functions like shields, regenerating with time, meaning you can't ledge stall anymore.
Hitbox angle 367° (Autolink) has been added; this allows multihit moves to connect more reliably.
Ledge grabs prioritize closest player instead of being port dependent.
Two players attempting to grab at the same time will cause a tech grab, sending both players back instead of giving priority based on port.
Bury mechanics now behave like Brawl's, where a strong hit will unbury.
Various bug fixes: Throw hitstun bug fix, Freeze glitch, Invisible ceiling, Phantom Hits.
Wobbling disabled after 3 hits.
C Stick works properly in 1 Player Modes.
Other miscellaneous changes:
Names can be longer.
Can play as alternate characters by pressing Z over Zelda (Sheik), Captain Falcon (Male Wireframe), Peach (Female Wireframe), and Bowser (Giga Bowser) on the Character Select Screen to switch between characters. For now, victory screens have been disabled because most of these characters weren't meant to be playable and have no victory animations, causing the game to crash if they win a match.
Neutral spawns on competitive legal stages.
Player can select amount of stocks in All Star Mode.
HUD becomes transparent while players are under it.
Game rules default to 4 stocks, 6 minutes, Friendly Fire on.
Each character will have a post dedicated to them when they are done being worked on, because it's too much to focus on for this post.
Additionally, I should note that this mod doesn't aim to elevate characters to top levels in vanilla, but rather a more healthy balance centered around what you'd expect from a mid tier character like Mario or Samus in vanilla. I will do my best to avoid a spacies situation like Project M and Project +. The goal is to make a fun game that still functions competitively, not kill the fun for both sides. Ultimate was closest in good balance, but it was still far from perfect, so this is an attempt to make something better. No overpowered characters, and no unusable ones either should be the end result if things go right.
Honestly, I have more fun with Melee casually than I do in Ultimate already, but it's a mixed bag competitively for both. If things go right, players should still be able to express themselves through their character instead of being stuck with the same options every time. It's a lot to ask for, but I think it should be doable.
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