Project M Blog Post #2
Today's blog post is a double feature!
The first represents a code we long thought was impossible, but was addressed by a 1 line code in memory. The code is...
Stale Moves Stale Damage Output but not Knockback
This code is an important one to our arsenal, as it encourages move diversity, but does not make a move unreliable/unpredictable. The result is that a move used repeatedly within 10 of the last moves will result in decayed damage. In Brawl, moves staled in both damage and knockback, meaning a moves trajectory and total hitstun duration could vary depending on its current stale-moves multiplier. Clearly, this wouldn't play well in a game where combos are encouraged, and is a change which will be incorporated into the upcoming patch.
Our second code to share.....
Double Stick DI
This was an exceptionally advanced technique in Melee that allows the user to DI with both the C-stick and Joystick for advanced DI inputs. In Brawl, you could not DI with the C-stick at all outside of the 1 frame of directional input when set to smash/attack/special, removing a lot of complicated input options that with perfect DSDI could result in survival in Melee. In an environment where we have reintroduced Melee DI potency and joystick potency, it was important to reintroduce DSDI. We have programmed DSDI to work analogous to Melee, where you ASDI with the C-stick, and trajectory DI with the joystick. Normally the control stick will input trajectory DI and ASDI together in the direction it is being held, but with the c-stick direction taking priority for ASDI when both are pressed it allows the trajectory DI and ASDI to be in entirely separate directions.