Wobbly Headed Bob
Smash Journeyman
- Joined
- Sep 11, 2010
- Messages
- 367
Shield Dropping: (Important)
-This is probably the first thing I noticed that changed about Mewtwo. The platform drop animation has been clearly changed, and it looks pretty and all, but it's a nerf. Believe it or not, in Melee, Mewtwo has a pretty good shield dropping game. Mewtwo's size makes his shield-size conveniently large. It's very effective against players on platforms to counter shield pressure with a shield drop into uair. It's also an excellent counter for attackers under the platform to shield drop into djc fair, nair, and even disable.
The way that shield dropping is now, Mewtwo practically has no options. His hurtbox is too big and spread out, making shield dropping practically equivalent to letting go of the shield. He also takes too long to actually go under the platform, effectively removing what I thought to be one set of his best options in the game. Some cutesy aesthetics aren't worth the sacrifice.
Side B
-For reflecting: I think it's a great thing that side B can now hit the shooter. However, the fact that Mewtwo didn't hit the shooter in Melee wasn't some sort of glitch or developer oversight. Mewtwo's confusion made the projectile so it did not hit the shooter, but the projectile would hit anyone else, making it scenarios such as shooting through your opponent into his teammate or reflecting your teammates projectiles safely possible. Don't get me wrong, the new reflecting properties are much more useful, but what I would like to see, is the option to see an option to use either reflecting option (melee and new). Maybe it could be implemented by using making it that holding the button makes it hit, and tapping it (or double tapping it) makes it phase. The old side B could have its old potential utilities from Melee, plus the ability to create a new mixup, which valuable given his new teleport options.
-For the grab attack: What has been done to the side B when it hits is beautiful, but it seems to me like the developers didn't understand when side B is used by Mewtwo mains. Side B's valuable properties came from its range and hitbox. It is a spacing tool and pivoting tool. It was very valuable to outspace and punish thing*s, such as aggressive Fox recoveries and Falcon approaches. It was also very useful to use in midair, from a ledgedrop, and when platforms were in play, where the possibility that your opponent would fall on a platform while Mewtwo lands safely on the floor. Unfortunately, side B's range has been nerfed to hell. It looks like you can't catch anything with it. I saw Taj yesterday try confusion OoS on stream yesterday on apex and not land it, and my heart hurt. You can't anyone from the ledge anymore unless they're ridiculously close (like uair close), and that reduces an option Mewtwo had to recover.
I'd really like to see side B's coverage restored to what it was in Melee. And like with the reflect, I kind wish that that the old throw properties (where you could tech-chase or shieldgrab attempts at punishing on hit) were optional. Maybe if you were to double-tap you could have the new animation, and just holding it will allow you to do the old one.
Teleport Tricks (Important)
-For some reason, teleport stalling the ledge will occasionally teleport me onto the the stage, making me ledge-cancel rather than sweetspot onto the ledge. I'd really like for this to be fixed, or at least have someone identify the problem for me.
-Teleporting through the platform while standing on it is a very valuable movement option in Melee. I hope that this becomes enabled in PM. The extra frames he gains from not jumping can be crucial.
-Taj clearly had reduced performance in APEX because of this.
Quote from FB (In reference to losing to Ally):
-Why would the down B attack after disable removed? It actually had some value. At low percents, where attacks like down smash do not have enough knockback, disable (the attack) actually had a lot of knockback and a really good angle, so that it was effective against gimping spacies if you managed to get them with it near the edge. I was kinda disappointed to see it gone.
-I'm also concerned that it's more unusable than it was in Melee. Too many characters are small in this game or that can easily go under the disable range, so I'd like to see the range increased downwards.
Shadowball (may be wrong)
-Make the charge hitbox big again. It doesn't look big. It doesn't look like I can trap anyone in it anymore, or gimp spacies with a reversed charge canceled shadowball.
-Make the shadowball big again, and make its trajectory unpredictable. I figure it's easier to capitalize on punishments with it now, but it's also easier to punish and counter.
Neutral Air (may be wrong)
Is it shortened? Could you make it long again? The utilities the long nair had in melee was effective, almost guaranteed, platform shield-stabbing, and opponent trajectory control.
Down-air
It's too fast. The reason it's slow in Melee is because Mewtwo has too amazing of an air movement and control. Make it so that it still requires good strategy and foresight to use please.
Things that are awesome
-Oh god, the jabs are great. Mewtwo finally has a useful grab. Thank you so much. (assuming that the first jab still has the crazy priority it had in melee).
Graphics
-This model is atrocious. What's up with the big eyes and ****? Mewtwo is not supposed to just be a big "cute" mew. You know, not all of us are autistic brony otaku perma-virgin ******s. Make him back to how he was in Melee please. Mewtwo is a godless bizarre forlorn clone thing, keep him like that. And his tail looks like he always has an erection. Fortunately his giovanni robot suit looks good and his hideous fruitcake model.
Comments about PM in general
-Mewtwo really needs his lightshield and shield drop timings. I heard that these are being fixed in future versions, so I'm very happy about that.
These are my first impressions about the character after like two matches.
Great job with the work on Mewtwo, unlike the two other characters I like playing (Mario and YL), Mewtwo plays very similar to how he does in Melee, so that I'm actually encouraged to play him in PM without sacrifice unlike the other two. However, it seems like the Mewtwo fixes were not quite made with Mewtwo main mentality in mind. Mewtwo is supposed to be more of a resourceful and creative character as I understand it, not a character with easy moves normals that work all of the time. The application of the suggested fixes wouldn't be one of those mindless "make low tiers good without any execution requirements" we sometimes see, instead it subtly enriches the character allowing him for more consistency, mix-up options, and works towards the strengths of the melee Mewtwo metagame.
Discuss.
Disclaimer: I don't speak for Taj.
-This is probably the first thing I noticed that changed about Mewtwo. The platform drop animation has been clearly changed, and it looks pretty and all, but it's a nerf. Believe it or not, in Melee, Mewtwo has a pretty good shield dropping game. Mewtwo's size makes his shield-size conveniently large. It's very effective against players on platforms to counter shield pressure with a shield drop into uair. It's also an excellent counter for attackers under the platform to shield drop into djc fair, nair, and even disable.
The way that shield dropping is now, Mewtwo practically has no options. His hurtbox is too big and spread out, making shield dropping practically equivalent to letting go of the shield. He also takes too long to actually go under the platform, effectively removing what I thought to be one set of his best options in the game. Some cutesy aesthetics aren't worth the sacrifice.
Side B
-For reflecting: I think it's a great thing that side B can now hit the shooter. However, the fact that Mewtwo didn't hit the shooter in Melee wasn't some sort of glitch or developer oversight. Mewtwo's confusion made the projectile so it did not hit the shooter, but the projectile would hit anyone else, making it scenarios such as shooting through your opponent into his teammate or reflecting your teammates projectiles safely possible. Don't get me wrong, the new reflecting properties are much more useful, but what I would like to see, is the option to see an option to use either reflecting option (melee and new). Maybe it could be implemented by using making it that holding the button makes it hit, and tapping it (or double tapping it) makes it phase. The old side B could have its old potential utilities from Melee, plus the ability to create a new mixup, which valuable given his new teleport options.
-For the grab attack: What has been done to the side B when it hits is beautiful, but it seems to me like the developers didn't understand when side B is used by Mewtwo mains. Side B's valuable properties came from its range and hitbox. It is a spacing tool and pivoting tool. It was very valuable to outspace and punish thing*s, such as aggressive Fox recoveries and Falcon approaches. It was also very useful to use in midair, from a ledgedrop, and when platforms were in play, where the possibility that your opponent would fall on a platform while Mewtwo lands safely on the floor. Unfortunately, side B's range has been nerfed to hell. It looks like you can't catch anything with it. I saw Taj yesterday try confusion OoS on stream yesterday on apex and not land it, and my heart hurt. You can't anyone from the ledge anymore unless they're ridiculously close (like uair close), and that reduces an option Mewtwo had to recover.
I'd really like to see side B's coverage restored to what it was in Melee. And like with the reflect, I kind wish that that the old throw properties (where you could tech-chase or shieldgrab attempts at punishing on hit) were optional. Maybe if you were to double-tap you could have the new animation, and just holding it will allow you to do the old one.
Teleport Tricks (Important)
-For some reason, teleport stalling the ledge will occasionally teleport me onto the the stage, making me ledge-cancel rather than sweetspot onto the ledge. I'd really like for this to be fixed, or at least have someone identify the problem for me.
-Teleporting through the platform while standing on it is a very valuable movement option in Melee. I hope that this becomes enabled in PM. The extra frames he gains from not jumping can be crucial.
-Taj clearly had reduced performance in APEX because of this.
Quote from FB (In reference to losing to Ally):
Down BTaj said:hat last hit happened because sweetspots in PM are kinda wonky still. Sometimes I'll snap back on the stage for no reason instead of staying on the ledge. So I couldn't trust myself to go for them at all during the tournament.
-Why would the down B attack after disable removed? It actually had some value. At low percents, where attacks like down smash do not have enough knockback, disable (the attack) actually had a lot of knockback and a really good angle, so that it was effective against gimping spacies if you managed to get them with it near the edge. I was kinda disappointed to see it gone.
-I'm also concerned that it's more unusable than it was in Melee. Too many characters are small in this game or that can easily go under the disable range, so I'd like to see the range increased downwards.
Shadowball (may be wrong)
-Make the charge hitbox big again. It doesn't look big. It doesn't look like I can trap anyone in it anymore, or gimp spacies with a reversed charge canceled shadowball.
-Make the shadowball big again, and make its trajectory unpredictable. I figure it's easier to capitalize on punishments with it now, but it's also easier to punish and counter.
Neutral Air (may be wrong)
Is it shortened? Could you make it long again? The utilities the long nair had in melee was effective, almost guaranteed, platform shield-stabbing, and opponent trajectory control.
Down-air
It's too fast. The reason it's slow in Melee is because Mewtwo has too amazing of an air movement and control. Make it so that it still requires good strategy and foresight to use please.
Things that are awesome
-Oh god, the jabs are great. Mewtwo finally has a useful grab. Thank you so much. (assuming that the first jab still has the crazy priority it had in melee).
Graphics
-This model is atrocious. What's up with the big eyes and ****? Mewtwo is not supposed to just be a big "cute" mew. You know, not all of us are autistic brony otaku perma-virgin ******s. Make him back to how he was in Melee please. Mewtwo is a godless bizarre forlorn clone thing, keep him like that. And his tail looks like he always has an erection. Fortunately his giovanni robot suit looks good and his hideous fruitcake model.
Comments about PM in general
-Mewtwo really needs his lightshield and shield drop timings. I heard that these are being fixed in future versions, so I'm very happy about that.
These are my first impressions about the character after like two matches.
Great job with the work on Mewtwo, unlike the two other characters I like playing (Mario and YL), Mewtwo plays very similar to how he does in Melee, so that I'm actually encouraged to play him in PM without sacrifice unlike the other two. However, it seems like the Mewtwo fixes were not quite made with Mewtwo main mentality in mind. Mewtwo is supposed to be more of a resourceful and creative character as I understand it, not a character with easy moves normals that work all of the time. The application of the suggested fixes wouldn't be one of those mindless "make low tiers good without any execution requirements" we sometimes see, instead it subtly enriches the character allowing him for more consistency, mix-up options, and works towards the strengths of the melee Mewtwo metagame.
Discuss.
Disclaimer: I don't speak for Taj.
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