Project M-etagame Rule 6
Friday, May 4, 2012 at 3:44PM
Richard Terrell (KirbyKid) in Competition, Indie, Metagame, Super Smash Brothers

It's been almost a year since my last update on Project M-etagame, a research effort I've started to record the metagame of Project M. Project M is a mod of Super Smash Brothers Brawl that plays almost entirely like Smash Melee. Find out more about Project M-etagame here

With the recent release of Demo 2 for Project M, there are more tournaments to study and playable characters to keep track of. 

 

 

B
4/29/12
1. Playstyles reflect Melee.E metagame level. All characters seem to play almost entirely with SHFFL approaches unless they were very familiar melee character (fox, falco). Players don't play around the limitations and expectations of opponents. Most seem to blindly/agressively approach. 
2. Better integrated dash dancing

3. Still many recovery SDs

4. Better edge guarding/recovering all around

5. Better wave landing from under platforms

6. Much poor DI still
7. Much less vulnerable after KOs from returning players.
8. Crouch Canceling still uncommon
9. Less SHUFFL based tech chase and more ground based chasing.
10. Off guards (going off the stage to "edge guard")

11. No wavedashing up from the ledge

12. No pivot grab attempts

13. No footstools

14. No B reversing 

15. A few Jab resets

16. Moon walking

17. Harder reads attempting to land smashes

18. No glide toss.

19. No item catching (parrycatch or otherwise)

20. Honor SD?

 

I updated the spread sheet of character specific techniques, which you can find here

Article originally appeared on Critical-Gaming Network (https://critical-gaming.com/).
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