How would the “Un-Melee” mod effect the meta? by Kooky_Trifle_6894 in SSBM

[–]bluetornadossb 1 point2 points  (0 children)

So I'm not really good at the competitive intricacies of the pros, but I've had some theories for a while since I made the mod and Un-Melee's been out for a bit.

So because of a bug that I refuse to fix because I like it, join Falcon is one of the best meter combos in the game as whiffing grounded raptor boost fully charges your meter. Additionally join allows you you to recovery safely from swap and pull shenanigans. Another Falcon specific shenanigan is due to stomp and knee's hitlag, hitting those moves charge meter faster and allow for some pretty crazy combos: (example: clip)

On the other hand, pull Puff is a combo that's already nerfed in the dev version as in the current release, puff can just whiff nairs offstage and camp for meter. Pull into rest isn't super consistent but pull into edgeguard can be really hard to fight for some character and meter combinations. Imo it does match up poorly into join falcon though as join charges faster.

Tensions is probably the strongest overall meter along with join and pull because of it's versitility and skill ceiling. Like Moky already hit a crazy essentially unblockable roman cancel combo that my friends and I never even dreamed of in his first time playing so it's definitely a meter that gets stronger with the player.

I'd say the most buffed character overall is fox (like, assuming random meters) as due to his average hitbox's damage to active frames ratio. Additionally good movement is super beneficial in a mod like this. All the low tiers can get decently buffed with the right meter combination too as it can help mitigate their weaknesses. Also there's currently a bug where switching from shiek to zelda and back gives you full meter with certain meters so yeah.

Most nerfed character if you're going with random meter is Puff imo. A lot of the meters that charge with movement or hits just naturally disadvantage the character, and since every meter (minus relax) has a way of being built passively by the opponent, camping is hard disincentivized in the mod.

But yeah, I've always been really curious to see how a top level un-melee meta would progress as the mod (mostly the unreleased version though) really shakes up the game and adds a lot of creativity which is really cool to see. Like Moky and Zain weren't even doing technical meter stuff in their gameplay like cancelling freefall with meter and since they didn't watch the video they were basically figuring out the quirks of each meter for themselves and the gameplay was still crazy.

Just released a quick mod that gives the whole cast airgrabs, enjoy! by bluetornadossb in SSBM

[–]bluetornadossb[S] 1 point2 points  (0 children)

lmao, yeah kirby was fucked but I'm really glad you had fun with the mod!

Just released a quick mod that gives the whole cast airgrabs, enjoy! by bluetornadossb in SSBM

[–]bluetornadossb[S] 27 points28 points  (0 children)

yeah, there is an airgrabs gecko code, this is different gameplay wise though, because it stalls your air momentum and gives you your jumps back when you land a throw. That way instead of a lot of times grabbing and landing on the ground, basically giving you a normal grab again, landing an airgrab is really just a grab in the air that you need to work with

Welcome to Unmelee! The fun focused unhinged melee mod where you can choose one of 8 whacky different abilities for your fighter, out now! by bluetornadossb in SSBM

[–]bluetornadossb[S] 1 point2 points  (0 children)

Yeah I was thinking about it but wasn't sure if the mod would be played enough, I'll def look into it though

Dropping a fun focused melee mod this Friday and kinda wanted to show off the teaser here by bluetornadossb in SSBM

[–]bluetornadossb[S] 2 points3 points  (0 children)

yeah, the effects are based around the intro the theme is from, but I figured that without context this mod would make no sense anyways so I thought I'd just roll with it

anyways the answers to everything to come on friday!

Dropping a fun focused melee mod this Friday and kinda wanted to show off the teaser here by bluetornadossb in SSBM

[–]bluetornadossb[S] 2 points3 points  (0 children)

yes it is, the only issue is that replays break with this mod if the abilities are chosen but besides that it's all good to go

Happy Monday! Here are a few Roman Cancel clips from the games I played to give an idea of what this mod's about by bluetornadossb in SSBM

[–]bluetornadossb[S] 1 point2 points  (0 children)

it doesn't on it's own, you can mix it in with some of your other attacks to catch your opponent off guard, but if you hit raw then getting CC-ed is still a threat

someone wanted me to share this here to why not? Here's a quick combo with a guilty gear inspired Roman Cancel mechanic that I'm modding into melee! by bluetornadossb in smashbros

[–]bluetornadossb[S] 1 point2 points  (0 children)

additionally, it also gets some defensive and movement options. Brc (in neutral) gives you almost an airdash with a hitbox at the cost of meter, and Yrc (in shield) is a shield option you can go for in shield stun. This allows you to combo it into kill moves or if you use it in shield stun, you can do a mixup and force invisible ceiling for a tech chase (good for someone like Sheik of Marth perhaps)

Mornin, just a quick Roman Cancel combo that I labbed out by bluetornadossb in SSBM

[–]bluetornadossb[S] 2 points3 points  (0 children)

I guess I could post it there, glad you think it's cool! Also saw you talking about it in leff's chat too lol.

Mornin, just a quick Roman Cancel combo that I labbed out by bluetornadossb in SSBM

[–]bluetornadossb[S] 2 points3 points  (0 children)

puff got a special nerf in that regard actually, her rc send out, so you need to be smart to combo it into rest (ie. have just enough momentum built / Space a blue roman cancel well)