Haden
If life is so fair, why do roses have thorns?
- Joined
- Aug 8, 2014
- Messages
- 212
- Location
- Your moms house.
After a bunch of computer failures, frame advances, and video edits later; I've finally finished it. Music: Legendary Trio Theme (Pokemon White/White 2/Black/Black 2) Red's Theme Remix The scene.
Project M Turbo Mode Download
- Moto insta-share projector. Transform any moto z into a projector, in a snap. Project up to 70' anytime, anywhere. Moto Z + Moto Mods named Best of the Best in Red Dot Award: Product Design 2017. Out-of-box settings are applied to the mixed use profile to project battery performance. Actual battery performance will vary and depends on many.
- Featuring the ability for Ganondorf to use his Final Smash and act normally at the same time, thanks to the Generalized Super Code. It's rather fun, and also doubles as a Jojo Reference with Stands.
Project M Turbo Mode
Turbo Mode is very controversial within the Project M community. People either LOVE Turbo, or they absolutely hate it. I'm here to go over the 3 big reasons Turbo is said to be hated and discuss here what can be done about it in a more positive aspect, rather than giving up a whole new game type in its own right.
The first reason Turbo Mode is hated is because of proclaimed 'Infinites'. The claim that every character can just mash the jab attack and rack up 100+ perfect instantly. This is FALSE. By going into the Rules and selecting 'More Rules', you may turn OFF the option known as Input Assist. When this option is turned off, every character must then preform a different attack with each hit (for example: You cannot Forward B into Forward B, you must select a different second move than Forward B). By doing this, you effectively eliminate any real 'infinites'. Yes, Metaknight can infinitely use his Tornado, but you can smash DI out of the tornado, also keeping in mind that each hit with the tornado is only going to do about 1 or 2% anyway. The only TRUE Infinite left to worry about is Ganondorf's Up B, which can infinitely string into another Up B even with Input Assist turned off. This is due to the 1 hitbox cancel system. Ganondorf's initial grab with Up B when he hugs is a different hitbox than the lightning that produces new hitboxes, allowing it to be canceled as a 'different move'. This is the only thing that cannot be avoided and players should agree not to do such things and penalize players for it. 'Well what about Toon Link's Up B?'. Simple trick actually. Tech on ground contact into a back roll away from Toon Link, then punish the missed Up B accordingly.
The second reason Turbo Mode is hated is because 'whoever lands the first move gets the stock'. This is false. After a year of extremely competitive turbo with a large group of friends, we have found that smash DI is just as effective, if not, more effective than in the vanilla game. Smash DI is a basic principle to the game that you should already know how to do when playing Smash, and not knowing this basic mechanic is your fault, not Turbo Mode's fault. To include, very often when rapidly preforming strings at 1 or 2 frames, it is extremely difficult to master doing it accurately or preforming the wrong attack in your string and dropping combos all together, this is a HUGE factor just like in any other 1HCS Fighting Game.
The last reason and the biggest reason. 'I can't L Cancel, it just air dodges'. You're right. You can't L cancel after a successful attack hitbox lands on a hurtbox or shield. If you attempt to, you will indeed Air Dodge in place, and most likely be punished for it. You can however L Cancel any attack that would not land a hitbox on a hurtbox or shield. Also, there is a simple substitution for L Cancels. It's called wave landing. After landing a successful hitbox onto a hurtbox or shield, air dodge toward any direction you feel is appropriate at that time and not only can you act immediately like an L Cancel allows, you get the wave land effect of covering distance at the same time. Think of this technique as a BETTER and more reliable version of the L Cancel system. If you cannot wave land, again, it is a mechanic for the game that I recommend learning, and not knowing how to wave land is your fault, not Turbo Mode's fault.
All of this being said, Turbo Mode has a whole different metagame and class ranking. It's very true. I myself have mastered a great many guaranteed combos from EVERY character in Turbo Mode, each character also providing a new way to gimp and provide combos. It's like a whole new game itself. Don't think of it as Smash PM, think of it as Smash Turbo. I've seen a great many impressive things myself in this game variant and think it should gain more hype than it has. The only reason it isn't recognized is because many people also have never even tried it before being a critic. Yes, it takes getting used to, just like any new game mechanic or game itself, and that is just what you'll have to do. Learn a new game and adapt.
THE BEST PART: Every Character plays different in Turbo than they do in the Vanilla game, so it's like learning a whole new character, and don't forget the NEW COMBOS!
________________
________________
If you want my teams personal opinions on a tier list for Turbo Mode 3.5 in order from best to worst. These opinions are based on not only what combos the character can preform, but how easy they are to outright kill or gimp while in turbo mode.
A-TIER
Ganondorf
Zelda
Link
Metaknight
Marth
Mewtwo
B-TIER
Ike
Roy
Toon Link
Ice Climbers
Falco
Fox
Lucario
Nes
Jigglypuff
Lucas
Sonic
C-TIER
Mario
Diddy Kong
Pit
Ivysaur
Game & Watch
Captain Falcon
Sheik
Charizard
Luigi
Bowser
Donkey Kong
Squirtle
Kirby
Pikachu
Warrio
ZS-Samus
D-TIER
Rob
Snake
D.D.D.
Peach
Yoshi
Olimar
The first reason Turbo Mode is hated is because of proclaimed 'Infinites'. The claim that every character can just mash the jab attack and rack up 100+ perfect instantly. This is FALSE. By going into the Rules and selecting 'More Rules', you may turn OFF the option known as Input Assist. When this option is turned off, every character must then preform a different attack with each hit (for example: You cannot Forward B into Forward B, you must select a different second move than Forward B). By doing this, you effectively eliminate any real 'infinites'. Yes, Metaknight can infinitely use his Tornado, but you can smash DI out of the tornado, also keeping in mind that each hit with the tornado is only going to do about 1 or 2% anyway. The only TRUE Infinite left to worry about is Ganondorf's Up B, which can infinitely string into another Up B even with Input Assist turned off. This is due to the 1 hitbox cancel system. Ganondorf's initial grab with Up B when he hugs is a different hitbox than the lightning that produces new hitboxes, allowing it to be canceled as a 'different move'. This is the only thing that cannot be avoided and players should agree not to do such things and penalize players for it. 'Well what about Toon Link's Up B?'. Simple trick actually. Tech on ground contact into a back roll away from Toon Link, then punish the missed Up B accordingly.
The second reason Turbo Mode is hated is because 'whoever lands the first move gets the stock'. This is false. After a year of extremely competitive turbo with a large group of friends, we have found that smash DI is just as effective, if not, more effective than in the vanilla game. Smash DI is a basic principle to the game that you should already know how to do when playing Smash, and not knowing this basic mechanic is your fault, not Turbo Mode's fault. To include, very often when rapidly preforming strings at 1 or 2 frames, it is extremely difficult to master doing it accurately or preforming the wrong attack in your string and dropping combos all together, this is a HUGE factor just like in any other 1HCS Fighting Game.
The last reason and the biggest reason. 'I can't L Cancel, it just air dodges'. You're right. You can't L cancel after a successful attack hitbox lands on a hurtbox or shield. If you attempt to, you will indeed Air Dodge in place, and most likely be punished for it. You can however L Cancel any attack that would not land a hitbox on a hurtbox or shield. Also, there is a simple substitution for L Cancels. It's called wave landing. After landing a successful hitbox onto a hurtbox or shield, air dodge toward any direction you feel is appropriate at that time and not only can you act immediately like an L Cancel allows, you get the wave land effect of covering distance at the same time. Think of this technique as a BETTER and more reliable version of the L Cancel system. If you cannot wave land, again, it is a mechanic for the game that I recommend learning, and not knowing how to wave land is your fault, not Turbo Mode's fault.
All of this being said, Turbo Mode has a whole different metagame and class ranking. It's very true. I myself have mastered a great many guaranteed combos from EVERY character in Turbo Mode, each character also providing a new way to gimp and provide combos. It's like a whole new game itself. Don't think of it as Smash PM, think of it as Smash Turbo. I've seen a great many impressive things myself in this game variant and think it should gain more hype than it has. The only reason it isn't recognized is because many people also have never even tried it before being a critic. Yes, it takes getting used to, just like any new game mechanic or game itself, and that is just what you'll have to do. Learn a new game and adapt.
THE BEST PART: Every Character plays different in Turbo than they do in the Vanilla game, so it's like learning a whole new character, and don't forget the NEW COMBOS!
________________
________________
If you want my teams personal opinions on a tier list for Turbo Mode 3.5 in order from best to worst. These opinions are based on not only what combos the character can preform, but how easy they are to outright kill or gimp while in turbo mode.
A-TIER
Ganondorf
Zelda
Link
Metaknight
Marth
Mewtwo
B-TIER
Ike
Roy
Toon Link
Ice Climbers
Falco
Fox
Lucario
Nes
Jigglypuff
Lucas
Sonic
C-TIER
Mario
Diddy Kong
Pit
Ivysaur
Game & Watch
Captain Falcon
Sheik
Charizard
Luigi
Bowser
Donkey Kong
Squirtle
Kirby
Pikachu
Warrio
ZS-Samus
D-TIER
Rob
Snake
D.D.D.
Peach
Yoshi
Olimar
Project M Turbo Mode Tas
Preview album: https://imgur.com/a/Np7Lj8D
My first glitch-free, properly-rigged model import! I love Mattimation's Tails Doll costume, and it seemed like a good fit to make it into a Sonic Doll costume. I tested it extensively while taking the above preview pictures and it works great (at least in Dolphin)
Download includes pac/pcs files and CSP. The CSP is just cropped/resized from the preview image on models-resource, so credit to lemurboy12 for that as well
-- Mattimation's Tails Doll costume: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26944
-- the Sonic Doll model from Sonic Adventure DX on models-resource: https://www.models-resource.com/gamecube/sonicadventuredxdirectorscut/model/10660/
Basically, I took the Tails Doll costume and
-- replaced Tails Doll with the Sonic Doll
-- rigged the Sonic Doll following the original weight painting on the Tails Doll model
-- centered and partly resized the spin sphere
-- changed the spin sphere's textures to match Sonic instead of Tails Doll
Many thanks to Windhunter7's tutorial (http://forums.kc-mm.com/index.php?topic=75252) and for troubleshooting assistance, and to everyone else who's helped me out on discord!
My first glitch-free, properly-rigged model import! I love Mattimation's Tails Doll costume, and it seemed like a good fit to make it into a Sonic Doll costume. I tested it extensively while taking the above preview pictures and it works great (at least in Dolphin)
Download includes pac/pcs files and CSP. The CSP is just cropped/resized from the preview image on models-resource, so credit to lemurboy12 for that as well
-- Mattimation's Tails Doll costume: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26944
-- the Sonic Doll model from Sonic Adventure DX on models-resource: https://www.models-resource.com/gamecube/sonicadventuredxdirectorscut/model/10660/
Basically, I took the Tails Doll costume and
-- replaced Tails Doll with the Sonic Doll
-- rigged the Sonic Doll following the original weight painting on the Tails Doll model
-- centered and partly resized the spin sphere
-- changed the spin sphere's textures to match Sonic instead of Tails Doll
Many thanks to Windhunter7's tutorial (http://forums.kc-mm.com/index.php?topic=75252) and for troubleshooting assistance, and to everyone else who's helped me out on discord!