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Project M 3.0 Changelog

Feb 17th, 2014
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  1. General Character, Gameplay Mechanics, and Additions
  2. - Yoshi, Ice Climbers, Samus, Kirby, and Olimar are now available
  3. -2 new characters join in Project M, Roy and Mewtwo
  4. - Shield Pushback and Health now match Melee. Some moves with shield damage from before compensated appropriately
  5. - Fixed a bug related to Stage Collision Detection (landing detection) that caused characters to lose height while in certain animations
  6. - The Sleep status duration can now be reduced by mashing
  7. - Wall Clings are now limited to one use per airtime
  8. - Maximum tether hangtime was halved
  9. - Forced Tether Jump upon reel-in no longer has IASA or refreshes a double jump
  10. - Fixed a bug with Meteor Canceling where multijump characters were unable to meteor cancel with normal jumps after they used their first jump
  11. - Implemented a new HUD with cleaner stock icons
  12. - Turbo Mode now replaces Curry Mode in Special Versus. Cancel your attacks on-hit for new combo possibilities!
  13. - Character AI improved across the board in various ways
  14. - Computer players no longer have a preference for ganging up on human players
  15.  
  16. Stages
  17. - The camera on all stages was sped up slightly
  18. - SSE Jungle was reskinned with Pikmin elements. Renamed "Distant Planet"
  19. - Pokémon Stadium 1 moved back to page 1
  20. - Added Peach's Castle to Page 2, replaces Mario Circuit
  21. - Added Training Stage to Page 2
  22. - Norfair's platforms now expand and contract further and into more positions. The main platform is larger with a new model, and the entire stage was lowered relative to the blastzones
  23. - Widened the side blastzones of Metal Cavern
  24. - Slightly raised the ceiling blastzone of Warioware
  25. - Raised the ceiling blastzone of the following stages: Distant Planet, Yoshi's Island, Castle Siege, Green Hill Zone, Halberd, Rumble Falls, Norfair, Skyworld, Skyloft, Lylat, Metal Cavern, and Smashville
  26. - Significantly raised the ceiling blastzone of Dracula's Castle
  27. - Numerous Aesthetic improvement to Fountain of Dreams
  28.  
  29. Items
  30. Bumper
  31. - Bumper does slightly more damage, but deals much less knockback and sends foes sideways
  32. - When set, Bumper sends foes at a higher angle with slightly increased knockback growth
  33. - Hitbox slightly smaller
  34. SuperSpicy Curry
  35. - Now activates Turbo instead of spitting Flames. Renamed "Turbo" with a new appearance
  36. Deku Nut
  37. - All hitboxes now blockable
  38. - Explosion has less weight knockback and slightly less knockback growth
  39. Soccer Ball
  40. - Flame hitbox is significantly weaker
  41. Carrier Boxes
  42. - Rolling hitbox has less base knockback and knockback growth
  43. Cracker Shot
  44. - Fireworks deal slightly less knockback can now be absorbed.
  45. Golden Hammer
  46. - Damage reduced to 20 from 30.
  47. Star Rod
  48. - Trajectory when hit by tossed Star Rod is higher.
  49. Party Ball
  50. - Disappears instead of exploding
  51.  
  52. Assist Trophies and Pokemon:
  53. Snorlax:
  54. - Rising hitbox is weaker, while Body Slam hitbox is stronger
  55. Torchic:
  56. - Fire Spin loops every 16 frames instead of 10 and ending hitbox is weaker
  57. Knuckle Joe:
  58. - Vulcan/Rapid Jab's base damage was halved, SDI ability significantly higher and has reduced knockback growth with later hits being softer
  59. - Smack Punch and its projectile have less knockback
  60. Latios and Latias:
  61. - Wind hitboxes removed
  62. Weavile:
  63. - Stun effect removed
  64. - Hitbox now pops people upwards a bit and does less shield damage
  65. Metagross:
  66. - Burying hitbox removed when Metagross in on the ground already
  67. Meowth:
  68. - Pay Day damage reduced and has knockback growth
  69. Piplup
  70. - Hitbox refreshes every 8 frames instead of 7
  71. - SDI Multiplier significantly increased
  72. Issac:
  73. - Adjusted the Synergy angle to be 30 degrees to compensate for higher gravity and up the SDI multiplier to 1.02
  74. Saki:
  75. - Second Sword Attack now has less knockback growth and more base knockback
  76. - Saki's Shots are now using Raygun shot GFX
  77.  
  78. Bowser Change List
  79. - Dash length very slightly shortened
  80. - Dash grab reverted to pre-2.6 animation and tweaked for readability. Bowser grabs slightly later, but grab range should now match animation properly
  81. - Up Tilt initial knockback stats increased to match Melee’s. Frame timing adjusted so that the move degrades sooner, when Bowser is swiping above his head
  82. - Neutral Air knockback stats reduced to be closer to Melee’s
  83. - Back Air’s IASA timings delayed to match Melee’s
  84. - Forward Air’s hitboxes restructured into a tipper format. The inner “flub” hitboxes have damage and knockback approximating Melee’s hitboxes, while the tipper hitbox has damage and comparable knockback to PM 2.5’s forward air
  85. - Forward air now has a claw trail that traces the hitbox arc
  86. - Whirling Fortress edgehog behavior changed to no longer auto-snap to ledges. Requires some finesse to fortress hog now
  87. - Grounded Whirling Fortress initial hitboxes further shrunk and later hitbox coverage restructured to match the animation better
  88. - Aerial Whirling Fortress hitboxes redone to reduce vertical coverage and slightly increase horizontal reach
  89. - Whirling Fortress animation has slight tweaks for polish
  90. - Flamebreath hitboxes redone. They now start with lower damage but gain damage as they travel, being strongest at the tip. Grounded foes are now pushed down and out of the flames
  91. - Aerial Flamebreath hitboxes have unaltered knockback behavior, but have the scaling damage and no longer flinch at the tip
  92. - Aerial Koopa Klaw has slightly less horizontal movement
  93. - Giga Bowser can now be damaged normally. As compensation, his moveset was improved and his Final Smash duration almost doubled
  94.  
  95. Captain Falcon Change List
  96. - Side-B landing lag slightly reduced upon connecting with an opponent, now is the same for Side-B whiff or hit
  97. - Grounded Falcon kick endlag is slightly longer
  98. - Falcon Kick is now B-reversible
  99.  
  100. Charizard Change list
  101. - FAir bone invincibility reduced to the duration of the active frames of the hitbox
  102. - Forward throw animation tweaked
  103. - Up B has less hangtime at the apex
  104.  
  105. Diddy Kong Change List
  106. - Shield size increased
  107. - Jab angles and damage adjusted to better link into each other. Final jab (the kick) knockback increased
  108. - Dash Attack's hitboxes link more reliably and have had their sizes increased slightly. Grounded version can be interrupted earlier
  109. - Forward Tilt's hitbox sizes increased slightly. Forward and high versions have their damages increased slightly
  110. - Up Smash's hits link more reliably
  111. - Diddy steps more forward on the second hit of Forward Smash. The first hit's knockback and timing changed to better link into the farther-reaching second hit
  112. - Forward Air's base knockback increased slightly
  113. - Down Air's active frames activate slightly earlier
  114. - Down Throw base knockback lowered but has higher knockback growth. Damage redone to be a two-hit move
  115. - Up Throw sends up and slightly forward
  116. - Neutral B (Peanut Popgun): Air Dodge window activates slightly earlier
  117. - Side B (Monkey Flip): Tilt version now sends the same distance as the Smash version. You can now however hold back while jumping to shorten your overall distance. Attack ("A") Throw's trajectory moved inward slightly. Jump Throw knockback growth and damage increased significantly, and Diddy's jump height has been reduced
  118. - Up B (RocketBarrel Boost): Grounded startup reduced. Increase in damage from charging made slightly faster. Meteor hitbox more accurately reflects the blast graphic effects
  119. - Down B (Banana Toss): Grounded banana hits induce the trip effect and retain weight-dependent knockback. Aerial banana hit knockback slightly increased
  120.  
  121. Donkey Kong Change List
  122. - Jab1 links more reliably into Jab2
  123. - Grounded Dash Attack Jump-Cancel removed
  124. - Dash Attack (ground & air) sweet/sourspot roles reversed from previously. Sweetspot now sends upward and has slightly less duration, sourspot sends outward
  125. - Neutral Air bone invincibility duration reduced significantly
  126. - Up-B travels less horizontal distance, but gains more height. SDI multipliers on grounded multi-hits reduced to be normalized
  127.  
  128. Falco Change List
  129. - Shine start-up animation has been improved
  130.  
  131. Fox Change List
  132. - Laser duration now matches Melee
  133.  
  134. Ganondorf Change List
  135. - Forward Air's animation was polished. Active frames begin and terminate a frame earlier to better match the animation
  136. - Down Air's animation was polished
  137. - Up B start-up is slightly faster
  138. - When suiciding with Ganon's side B, he should always die first
  139. - Wizard Foot Damage increased on both ground and air kicks, knockback compensated to be the same
  140. - Wizard Foot is now B-reversable
  141.  
  142. Ike Change List
  143. - Down Tilt IASAs slightly later
  144.  
  145. Ivysaur Change List
  146. - Increased aerial drift strength and decreased aerial friction
  147. - Slightly decreased grounded friction
  148. - Fall speed slightly increased, and fastfall speed increased
  149. - Forward Tilt endlag increased
  150. - Forward Tilt back hitbox and the innermost front hitbox have increased SDI multipliers
  151. - Forward Tilt back final hitbox damage decreased to match earlier weak hits
  152. - Down Tilt's 2nd hit now only pops up at the outer 2 hitboxes instead of outer 3 hitboxes
  153. - Neutral Air final hit knockback growth decreased
  154. - Forward Air startup increased
  155. - Forward Air hitbox angles have been noticeably lowered to send further horizontally
  156. - Forward Air damage increased by 1
  157. - Forward Air base knockback increased , knockback growth decreased
  158. - Back Air closer endlag mostly reverted to v2.5. Still allows a small window to short-hop Back Air autocancel
  159. - Back Air send off hits have increased base knockback, and the inner trajectory has been lowered
  160. - Back Air outer hitbox damage increased to 5
  161. - Up Air sweetspot Knock back growth and damage increased. Hitbox size decreased, with the sweetspot deeper inside Ivysaur. Sourspot angle decreased
  162. - Up Air no longer halts horizontal momentum on fall
  163. - Up Air meteor hitboxes redone - now two side-by-side hitboxes that maintain horizontal coverage with negative disjoint on the bottom
  164. - Down Air cooldown increased
  165. - Down Air damage increased and homogenized against grounded and aerial targets to 7
  166. - Down Air sweetspot size decreased, with the sweetspot deeper inside Ivysaur
  167. - Grabs - outer 2 of 5 boxes on standing & pivot grab + outer 1 box of 3 on dash grab are ground-only to alleviate CG issues
  168. - Forward Throw knockback lowered to match 2.6 B-Throw
  169. - Back Throw knockback growth increased
  170. - Up Throw angle increased to send slightly behind Ivysaur
  171. - Up Throw knockback growth decreased
  172. - Down Throw knockback growth increased
  173. - Neutral-B startup hit is now a relatively weak windbox
  174. - Neutral-B max charge lowered from 22% to 18%
  175. - Aerial Neutral-B land-cancels only if the Special Button is not held
  176. - Forward-B checks if existing leaf is out on frame 1 instead of 15.
  177. - Forward-B hit refresh rate slower , damage increased per hit by 1, hit angle increased to send further vertical
  178. - Forward-B Razor Leaf slowed down to v2.5 timings; physics/floats ported from v2.5, but lasts 5 frames longer
  179. - Up-B sweetspot hitbox size slightly increased
  180. - Up-B sweetspot damage increased to 18
  181. - Down-B seeds rise slower, do not go as high, and fall more slowly as well
  182.  
  183. Jigglypuff Change List
  184. - Sing sleep power increased to compensate the sleep mechanic changes
  185.  
  186. King Dedede Change List
  187. - Forward Smash’s meteor hitbox now only hits grounded targets (Aerial-only Spike hitbox on hammer head now has proper priority)
  188. - Forward air’s hitboxes were cleaned up and polished to match the animation better
  189. - Aerial Up B no longer has medium armor. Grounded Up B medium armor starts and ends much sooner
  190.  
  191. Link Change List
  192. - All sword attacks are now correctly clankable
  193. - Forward tilt does slightly more damage at the base of the sword, and slightly less on Link's shoulder
  194. - Up Tilt's base knockback slightly lowered on all hitboxes
  195. - Up Tilt's knockback growth changes slightly based on where you hit on the sword as per Melee/Brawl
  196. - Down Smash's first hit outer hitboxes dropped from 17 to 16 damage. (Sweetspot is on elbow)
  197. - Down Smash's second hit has 17 damage sweetspot added to inside hit. Slightly dropped knockback growth on all second hits.
  198. - Up Smash: IASAs slightly later, last swing inner hit from 9 damage to 10
  199. - Back air IASAs two frames earlier, second kick angle slightly lowered
  200. - Down Air's hitboxes moved to better match Melee and cover his sword
  201. - Dash attack's hitbox active one additional frame, slightly later IASA
  202. - Dash attack's damage now increases on the closest hitboxes
  203. - Dash attack's angle now decreases on the closest hitboxes
  204. - Link can correctly angle his boomerang downward on the ground
  205. - Shrank hitbox size on boomerang's "flub slap"
  206.  
  207. Lucario Change List
  208.  
  209. - Lucario starts each stock with an Aura charge
  210. - Neutral Air is now a multi-hit aerial with similar power
  211. - Up throw has slightly less endlag
  212. - Down throw has slightly less total duration
  213. - Fully charge Aura Sphere travels slightly slower
  214. - Aura Sphere charging scales travel speed slightly more quickly
  215. - Down B has less startup and is invincible slightly longer. Same total duration
  216. - Wallcling can no longer be activated out of Up B Ending
  217. - Final Smash beam is larger, turns faster and further, and is more powerful
  218.  
  219. Lucas Change List
  220. - Down-b repeating hitbox refresh rate was reduced
  221. - Down-b shield damage was significantly reduced
  222. - Fixed a bug that prevented the >100% ledgeroll animation from completing
  223.  
  224. Luigi Change List
  225. - Storing Misfires for later now requires shield to be held, but you can misfire OR store a misfire during any part of the charging animation. The misfire indicator flash now repeats until the charge is full
  226. - Increased the size of down taunt's hitbox to hit below ledges better
  227.  
  228. Mario Change List
  229. - Forward Smash hitlag modifier has been reduced slightly to be normalized
  230.  
  231. Mr. Game and Watch Change List
  232. - Weight slightly increased
  233. - Dash lengthened
  234. - Forward Smash loop hitboxes removed, now possesses a weaker late flub hitbox
  235. - Neutral B uses Heavy Landing lag (4 frames) instead of instantly switching to Wait upon landing
  236. - Super food removed
  237. - 3 hammer's shield damage reduced
  238.  
  239. Pikachu Change List
  240. - Skull Bash can now grab ledges, reinstated from Brawl
  241. - Quick Attack's animation stretches less and his tail is now intangible during travel
  242. - Quick Attack Cancel tweaked to compensate for the SCD bugfix
  243.  
  244. Pit Change List
  245. - Fixed animation glitches during Forward Smash 2 and angled Forward Tilts
  246. - Standing Grab range slightly increased
  247. - Down Tilt meteor sweetspot reduced in knockback. Tipper knockback behavior homogenized to be a standard launcher
  248. - Down Tilt IASA added two frames before the move ends
  249. - Up Smash final hit knockback increased
  250. - Neutral Air revamped as a more traditional “drill” move. Hits an additional time, linking knockback tweaked for consistency, hitboxes cleaned up and sync’d to his blades, and the final hit has reduced knockback and hitlag
  251. - Down Air spike sweetspot has increased knockback and the trajectory was raised to send further outward
  252.  
  253. R.O.B. Change List
  254. -Back Air vertical momentum canceling returned (reverted to 2.5)
  255. -Down Airs after the first give a smaller vertical boost, do 2 less damage, and have slightly smaller hitboxes. Refreshes upon landing on stage
  256.  
  257. Snake Change List
  258. - Up Tilt reanimated for polish
  259. - Forward Smash reanimated for polish
  260. - Forward Smash start up very slightly decreased
  261. - Neutral air's last hit sends at a slightly lower angle
  262. - Forward air has reduced knockback growth
  263. - Standing grab has much less reverse range
  264. - C4 aerial stick hitbox moved up and slightly in
  265. - Nikita side B replaced with Tranquilizer Gun
  266. - Tranquilizer gun has a 3 dart clip that can be reloaded prematurely by holding shield within six frames starting side B
  267. - Up taunt replaced with a cigarette smoking taunt
  268.  
  269. Sonic Change List
  270. - Sonic’s aerial mobility was slightly increased
  271. - Neutral Air hits one frame sooner and stays strong slightly longer. The Initial hitboxes were slightly increased in size, and knockback on all hits tweaked to aid in comboing and late-percent kills
  272. - Neutral Air now has a small initial sweetspot that deals 15 damage with strong knockback and has neutral frame advantage on block
  273. - Neutral Air animation tweaked for polish
  274. - Back Air has increased start up reminiscent of Brawl’s, and increased damage and knockback on all hitboxes. IASA window starts two frames earlier
  275. - Forward Air’s early sweetspot has reduced knockback growth
  276. - Up Air's knocback trajectory slightly raised to be straight vertical. Both Sweet and sour spots have increased knockback growth
  277. - Homing attack lock-on range reduced by about 1/3
  278. - When Homing or Blast attack collides with a floor, Sonic rebounds instead of flattening to the stage
  279. - Spin Maneuver’s Jump-cancel frame-lock no longer resets upon landing mid-move. Sonic also flashes when the frame-lock ends
  280. - Spring attack use is now reset if Sonic is grabbed
  281. - Spin Dash knockback stats and trajectory tweaked to aid in comboing
  282. - Spin Dash's Spin Jump no longer allows the cstick to input double jumps
  283.  
  284. Squirtle Change List
  285. - Due to the SCD bugfix, much of Squirtle’s moveset required physics compensations. His gravity was also slightly increased
  286. - List of compensated moves: Withdraw, Withdraw jump, Withdraw rebound, Aqua Jet, Waterfall, double jump
  287. - Tech rolls adjusted so that the movement occurs slightly later in the animation
  288. - Dash length significantly shortened. As a result, Shell Shift requires less commitment to input
  289. - Crawl Attack’s input made easier
  290. - Standing grab reverse/inside range increased
  291. - Downsmash IASA removed and cooldown increased
  292. - Withdraw jump can now be input during Withdraw turn once Squirtle has changed directions
  293.  
  294. Toon Link Change List
  295. - All sword attacks are now correctly clankable
  296. - Fast Fall Terminal Velocity increased
  297. - Forward Tilt has slightly less base knockback on inside hits
  298. - Forward Tilt now does more damage closer to the tip
  299. - Forward Tilt's knockback growth slightly increased on all hits
  300. - Up Tilt has slightly less endlag
  301. - Up Tilt's base knockback increased and knockback growth lowered
  302. - Up Tilt's angle now increases closer to the tip
  303. - Forward Air has less startup
  304. - Down Air's hitboxes moved in to better center them around Toon Link/his sword
  305. - Up throw's speed is now properly weight dependent
  306. - Up throw has less endlag
  307. - Up Special's second hitbox lasts one less frame
  308. - Up Special's last hitbox does more damage, with less hitlag and weaker SFX
  309.  
  310. Wario Change List
  311. - Down Tilt endlag slightly increased. Hit duration decreased
  312. - Forward Tilt hit duration decreased
  313. - Down Smash endag slightly increased. Sweetspot no longer hits aerial opponents
  314. - Forward Aerial endlag slightly increased
  315. - Up Aerial endlag slightly increased
  316. - Up Throw does slightly less damage
  317. - Bite Throw trajectory lowered slightly
  318. - Waft: Charge-up time cut in half. Each Waft level reduced in damage/knockback/hitbox size/vertical height gain appropriately
  319. - Can no longer crouch out of Shoulder Charge
  320.  
  321. Wolf
  322. - Up B's base knockback reduced
  323. - Up B now correctly depletes Wolf's double jump
  324.  
  325. Zelda
  326. - Forward Tilt's sweetspots have less knockback growth
  327. - Forward Air's strongest sweetspot has slightly less knockback growth
  328. - Back Air's strongest sweetspot has slightly less base knockback
  329. - Nayru's Love's final grounded hit has normalized SDI modifiers
  330. - Nayru's Love's aerial land cancel has slightly more lag
  331. - Din's Fire static hitboxes do 2 less damage
  332. - Transform now detonates all Din's Fire currently on screen
  333. - Uptaunt's hitboxes pull in further towards Zelda
  334.  
  335. Zero Suit Samus
  336. - Downsmash's knockback tweaked to always stun a grounded opponent
  337. - Neutral Air's whip is now unclankable
  338. - Forward Air's second hit trajectory lowered
  339. - Back Air sweetspot is easier to land
  340. - Neutral B's fully charged Blaster shot is now unclankable
  341. - Up B's whip is now unclankable
  342. - Down B no longer has invincibility
  343. - Reinstated transform during Final Smash
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