Jab: His jab should not go into that multi-hit combo. I think the best buff to his jab will be to make it a 1-2 combo. It should come out quicker than it does in Melee, but it doesn't have to come out super quick. As far as animation, an interesting idea I had was for Mewtwo to stay in his regular standing animation when he jabbed and instead have him hit them with his mind. This would be an interesting buff since the opponent doesn't have a visual cue as to when Mewtwo starts the jab (Of course they'll know when they get hit however). If that wasn't well received, perhaps just keep the animation similar to melee with him striking out with his hands with the glowing purple stuff.
Down Tilt: The only change this move needs from Melee is for it have slightly less end lag/startup lag. It came out quick-ish in Melee, but I think a small buff to it's speed would be fine for Project M. Animation-wise it should stay the same.
Forward Tilt: The only change this move needs is more of a "solid" hit. I'm not sure if that had to do with the sweetspot, or the damage or what-not but sometimes the move felt like it wasn't solidly hitting the opponent. Animation-wise it should stay the same.
Up Tilt: Some people have been saying that Mewtwo shouldn't use his tail so much due to the fact that he is a Psychic Pokemon. I think that is a fair point, but I think that getting rid of all his tail animations would be a turn-off to the Melee Mewtwo veterans. However, if the rest of the Mewtwo veterans are anything like myself, they wouldn't mind getting rid of the tail animation for Mewtwo's up tilt and his uair. So with this in mind, Mewtwo's new up tilt should be a basic psychic push up. He'll raise his hand in the air and emit a pulse of psychic energy. Decent hitbox, ok damage, decent juggling capabilities, and good overhead coverage.
Down Smash: Keep it like it was in Melee except make it come out slightly quicker and give it a slightly bigger hitbox. The same animation from Melee.
Up Smash: I love the animation from Melee, so in order to keep in that spirit, make his usmash have a similar animation except make the purple stuff (The hitbox) bigger. Also have it come out and end slightly quicker. Basically make it more like Zelda's usmash in Project M, but perhaps a little worse.
Side Smash: Give this move a new animation. Instead of using both of his hands to side smash, Mewtwo will only use one hand. Purple stuff will be at the end, but make the hitbox better than how it was in Melee. Other than that it can stay the same.
Dash Attack: Admittedly a hard one for me. I think that whatever happens to this move, a new animation is a must. It could work similarly to how it works in Melee except with a new animation and a much better hitbox, and more knockback/damage. However, I think it would be cool for the move to instead be less of an attack, and more of a movement option. Basically have Mewtwo's dash attack be a fast dash forward with a psychic barrier in front of him. It would do minimal to no damage, however the shield would reflect projectiles. This gives Mewtwo a quick dash option forward while also giving him some protection against projectiles. However, due to the move being a semi-worthless attack, using it as such would be an easy grab opportunity for your opponent. Also, unlike Lucario's down b, the move wouldn't go past a standing opponent.
Grab Range: Make it better than Melee, but not overpowered.
Grab Speed: Again, better than Melee, but not overpowered. I don't remember his grab speed being too terrible anyways.
Up Throw: Exactly like Melee.
Back Throw: Exactly like Melee.
Down Throw: Exactly like Melee.
Forward Throw: I love the animation, but the move was terrible mechanically. Upping the damage to make the move worthwhile would be a good buff. However, because of the new side b move I am going to suggest, this move would not have to be changed much from it's Melee version.
Jump: His first jump is OK. No need to change it from Melee.
Double Jump: While the height was amazing, his double jump is way too slow. It needs to be quicker. Perhaps giving it a new animation would help. Also, keep the rising aerial technique.
DJC: Don't get rid of it.
Neutral Air: Keep it like Melee except give it less landing lag.
Forward Air: DrinkingFood said it best:
(07/11/2012 06:32 PM)DrinkingFood Wrote: Or they could keep the
ShadowClaw and give it a slightly larger hitbox (he is psychic, we know he doesn't really hit with those tiny little arms anyways, it's psychic force), with better combo potential.
Back Air: Keep it like Melee, except make it quicker (Less start-up lag).
Up Air: The tail animation can be taken out. In it's place, Mewtwo will instead do an animation where he emits a psychic blast above him (Similar to his utilt). Animation wise, it will be different because Mewtwo will not use his hands, but instead hold them out to his side, looking at the screen menacingly as he emits the blast. The move will be quick (Making it a good option for DJC'ing), and good for juggling and overhead coverage.
Down Air: This one is another tricky one. I would suggest changing the animation and instead making it a psychic push downward. Mewtwo will push down with his hand and emit a pulse of psychic energy (The animation could be his hand pushing down in between his legs to make it look like his is putting a lot of force in the attack). Make it a decent meteor, but it doesn't need to be spectacular. The biggest thing is making the move quick with a decent hitbox.
Now for the fun part: Mewtwo's special moves.
Up Special: Mewtwo's up b doesn't need to be changed much. Make it exactly like Melee except maybe give him the ability to airdodge/waveland out of it like Zelda. That would be cool.
Neutral Special: Assuming that they can add in projectiles, Shadowball could stay in. To differentiate it from the Melee version, and from Lucario's, it could behave slightly differently. Have his baby shadowballs be similar to Melee, except make it so he can waveland out of them like Wolf. Make his big Shadowball travel faster, like Samus's charged shot. Besides that, this move wouldn't need to much. Oh! Also, keeping the push-back Mewtwo receives from the larger shots is a must. And the glowing purple hands.
If they can't add in projectiles, his neutral b could be a Lucas-esque charge-up move. Instead of charging up his smashes however, It would charge up his killing throws: up throw and back throw. Basically the first up throw or back throw Mewtwo uses after charging will get increased damage and knockback and knockback growth (If those are the correct terms). This will allow him to get those critical up throw and back throw kills much quicker. The reason why it wouldn't affect other throws is because a Mewtwo player wouldn't want to waste the effects of the charge on one of the probable many down throws he was going to use to rack up damage on the opponent. And it wouldn't effect forward throw because after what I am going to suggest for side b, his forward throw will be a viable option to rack up damage as well. Animation-wise, Mewtwo's hands will glow with electrical energy after charging and the up throw or back throw the charge is used on will get a cool electrical effect as well. (Imagine Mewtwo's already epic up throw with electrical effects)
Down Special: I believe that if they are able to code shadowball in, then this move could be the charge move instead. If not however and the charge move is neutral b, then this move would have to be different.
One idea is to have the move be a buffed version of his Melee down b, but I find that idea to be sort of lame. However, it's an idea, and if done right could be cool.
Another idea is to have his down be mix up the opponent's controls. It's interesting, but I think that would be very difficult to code.
Personally, if the shadowball wasn't able to be put in, and the charge-up move was Mewtwo's neutral b, I think the best thing to do with his down b would be to make it be similar to Charizard's down smash. It would be a psychic slam that would launch opponent's in the air. However it would have low knockback growth (Again, if that's the correct term), so it would be less of a kill move and more of a combo starter. Animation-wise Mewtwo could slam his tail into the ground and then you would see a psychic pulse come up from the ground.
Now for my most radical suggestion: side special.
Side Special: Side b is one that I ended up getting inspiration for from the first pokemon movie. During the fight between Mew and Mewtwo, Mewtwo creates a blue shield around himself. So I wanted to give a nod to that in my moveset. I decided that side special will be like my proposed dash attack in that it's more of a movement option than an actual attack.
So basically, Mewtwo dashes diagonally forward and up with his blue shield thing around him. Like his dash attack, this move will be a respectably quick movement option with either no attack, or a tiny attack at the end of it. His shield will also reflect projectiles during the move like the new dash attack (We could even make dash attack's shield the blue shield from the movie as well).
So, what else about this new side b? Well, Mewtwo can jump cancel out of it, similar to Ike's side b. Therefore Mewtwo can wavedash/waveland out of it as well. However, unlike Ike's, Mewtwo's can't be charged, so the distance can't be lengthened from that. He can shorten the distance though by jump cancelling. The distance of the move isn't tremendously far (Think like if Mewtwo used it from the middle of Yoshi's story, it would take him to the middle of one of the side platforms. That gives a good idea of length and height). Also, Mewtwo can't press A to attack out of it. And once he uses side b, whether from the ground, or mid air, he can't use it again until he touches the ground.
Now for the really radical part. If Mewtwo presses b during this move when next to an opponent, he will execute a mid-air grab. Now to make this different from Lucario's, Mewtwo's mid-air grab will not be a kill move. Instead, Mewtwo will grab and throw the opponent diagonally down behind him. Also, Mewtwo will not physically grab the opponent, he will use psychic energy. Also, if Mewtwo decides to use the b mid-air grab from side b, he can't jump after the mid air grab, but he can airdodge, waveland, and up b as well as his aerials and what not.
Basically, imagine this scenario. Mewtwo grabs his opponent, he forward throws. After that, he follows up with a side b and presses b when next to his opponent to use his mid-air psychic throw. He throws the opponent diagonally down behind him (Basically where he started the forward throw in the first place). Mewtwo is able to follow up with a teleport just barely before the opponent hits the ground, but the opponent techs. Fortunately, the opponent teched towards Mewtwo, so Mewtwo wavedashes and tech chases for the easy regrab.
So what does this move help? Well, it helps a whole bunch. It gives Mewtwo a new quick movement option that allows for decent options out of it, a way to deal with projectiles (Sort of, along with Dash Attack), a new way to combo, a way to follow up forward throw, a boost to his recovery, and most importantly, a new way to approach. I think it would be his biggest buff of my proposed changes.
Mewtwo's match-ups against those who could stay diagonally above and in front of him (*cough* Peach! *cough*) were horrendously bad. He had no way to approach them. Basically this new side b allows for a way to approach them. That being said, even though it has high reward (Mid air grab), it isn't tremendously safe due to the lack of a hitbox/decent hitbox on the move. Basically it requires smart play and careful timing to use correctly.
Also, there are ways to use this mid-air grab as a kill move, but it would basically require the Mewtwo player to use it off the stage to the side, so that when he did the mid-air throw, he would throw the opponent down and behind him off the stage where the side b was originally started. Of course this move wouldn't be a spike, but it would be decent-ish if someone wanted to mix up and use it as a kill move that way. It would probably depend on the recovery of the person they were using it against.