Hello, and welcome to the Bug Reporting forum! Here you can report any bugs or issues you found with Project M Demo v2.5. This is a list of known bugs; there are actually a few more that we know about that I don't have the time to add right now. Please make sure you read to make sure any bug you may be reporting isn't already known. Thanks and as weird as it sounds, we look forward to hearing about any bugs, so we can fix them!
All physics and movement take effect 1 frame late
Special move physics as well as special fall physics are not 100% perfect for every character from Melee
Kongo Jungle causes random stage select issues
Training Mode will save your character selections when going into versus, causing the controller plugged in to control two ports instead of one
The "How to Play" or... intro can freeze the game when it lands on Norfair, skip the intro to avoid the freeze
Stage Striking code has some issues with striking between pages and can also strike the Page button itself
Meteor Canceling does not have a fail window for Up B
A couple down throws use slightly modified knockback stats from Melee so they will induce tumble at 0 damage, as down throws tumble regardless of knockback in Melee.
Disabling Port Town: Aero Dive in random select will cause Castle Siege to be struck when you hit Y in the SSS. Likewise, disabling Castle Siege itself in random select won't have any effect when you strike all of the disabled stages.
If you have no stage selected I.E. if you use R or L to switch pages then press the X button, the Page X button moves over to the far right side of the screen in the middle
There are still some instances where characters collide into one another after being hit from a attack. This should only occur when thrown but does pop up sometimes still for non-throws.
Wind Knockback pushes characters off of edges
Resets in general are still not quite perfect, as it is not possible to multihit reset currently, certain actions and stuns skip hitlag for the victim when they are being reset and thus become unSDIable. Stage Collision Detection downwards momentum bug makes it more difficult for some characters to DI up out of a reset.
If Snake's mine is placed in the exact middle of any stage and he pulls out a grenade, sometimes it will explode.
If Snake is in the air and his opponent is in the air as well, when he tries to sticky them with a C4 it is possible that he will perform the animation but the C4 will not stick. How you will notice this is that Snake will not say "There!" It's pretty much Snake "missing" the sticky. In Brawl what would happen is the C4 would just drop to the floor but because we made it so C4s can't fall off anyone, the C4 just... disappears and no SFX for successfully sticking the opponent is played.
When ledgesnapping during the apex of UpB, the first frame of Diddy's ledgegrab will have him placed at odd angles and a small distance away from the actual edge.
Stale Moves is still not quite perfect in that they do not stale until after the move ends.
Tethers do not grapple onto walls
CPUs will stutter near the ledge when a tether character is hanging there
Techrolls do not carry momentum from hitstun
Attacking a shield can push the attacker off edges (e.g. Marth Fsmashes a shielding opponent, the shield pushback pushes Marth off the ledge.)
You can hold A to continue a multihit jab like Fox's kicking.
Wavedash out of shield does not work properly if shield is still being held when trying to airdodge (for shoulder buttons, you only need to release the button click to allow airdodging with the other trigger).
There are some Stage Collision Detection bugs, which are not yet fixed. The most notable being some additional downwards momentum when the character is sideways or upside down in the animation. The worst affected have been temporarily dealt with by using Brawl's SCD method for some of these actions and moves. Some of these include certain specials, jumps, tumble hitstun animations, and so on. For most of these actions, the character might just land sooner than intended.
C-stick can still affect jump directions. However, jump direction is determined before entering the air so it does not interfere with c-sticking an aerial as early as possible on a jump.
Footstools can sometimes trigger automatically when within range for the rest of a match
Wii Remote D-pad will run instead of walk from a single press
Some characters when they have someone grabbed will pummel with the C-stick instead of throwing.
C-stick up while crawling will still result in a down smash
Port priority in relation to grabs is still not fixed
Lucario's Super Aura Sphere still has some oddities on Green Hill Zone
In Training Mode, if you have a controller in any other port besides Port 1 and enter Training with that controller, you will be able to control when the CPU shields. (e.g Controller in Port 2, enter Training Mode, when you shield the CPU will shield also despite being set to Stand)
Edge canceling aerials with the C-stick can be done by just standing still. This is because of the C-stick counting as direction + A.
Super Spicy Curry can sometimes spazz out and generally cause oddities.
The Timer item has lots of physics oddities and can cause instant deaths.
Audio Fade occurs during replays.
Setting C-Stick to Tilts will cause Up and Down smashes.