Fan-Character Smash

Fan-Character Smash (ファン文字スマッシュ, Fan moji sumasshu) is the Project M of Super Smash Bros. Ultimate RP which is designed to be as fast as Super Smash Bros. Melee. This means that the speed of gameplay has been generally increased, with many Melee mechanics being restored. The development team is partly descended from the original developers for RedHero14 Productions.
==Changes from Super Smash Bros. Ultimate RP to Fan-Character Smash==
*The Roster is identical to that of Super Smash Bros. 4's Character Roster in there certain franchise
*Adjusted the speed to make it identical to melee
*Some techniques like Dash Dancing, Wave Dashing, DACUS and some others were added in.
*Most Character's movesets were changed for example was heavily changed to do some of his moves from each the MagiQuest and Desi and Baxter franchise.
*Double jump canceling reimplemented for characters with slow but high double jumps. For some characters, double-jump canceling can be bypassed by holding the jump button while attacking. 
*Ledge teching reimplemented, again giving recovering characters the possibility to survive at ludicrous damages by DIing toward a ledge and teching into it upon being attacked. Ledge-canceling is once more possible as well. 
*Ledges cannot be auto-sweetspotted, so they can neither be grabbed from the back, nor during the attacking portion of recovery attacks. Some moves like Raptor Boost or Bowser Bomb still use this feature, though. Additionally, characters can act out of a ledge grab sooner, and when performing any ledge recovery action (normal get-up, jump, roll or attack), other characters cannot grab it until the animation is half-finished, thus making edge hopping and edgehogging easier.
*Teching can be performed even before a character is struck, making it generally easier to perform.
*New Renders will be added for each character.
*Melee's rare Phantom hits return, dealing half the damage a move would have normally done, although Brawl's somewhat more common "glancing blows" are still present, dealing no damage at all and "ticking" an opponent; when either situation occurs, no hitstun or knockback is sustained by the character hit. Both can also be SDI'd into the actual hitbox, but the total damage sustained is solely from the hitbox alone.
*Dashing is easier to perform than in Melee; dashing only requires a moderately strong input on the control stick to perform. 
*Stale-move negation now uses Melee's reduction factor, though individual hits of multi-hitting attacks do not count as their own separate moves. The freshness bonus from Brawl is also removed.
==Characters==
==Stages==
==Turbo Mode==
==Release History==
==Trivia==