Une
Smash Apprentice
- Joined
- Jan 23, 2014
- Messages
- 98
Warning Received
i really hope the devs don't make a kneejerk reaction based on this kneejerk reaction.
i don't really want to be involved in the terrible discussion going on here, but i'll use this place to leave my own wishes/opinion.
as it stands, mewtwo is an entertaining character to play. this is the one thing i would like the dev team to consider when deciding what changes to make. it's perfectly possible to balance the character as he is, if any balancing is needed, mostly by adjusting range/statistics. i think the mechanics of the character and playstyle are incredibly entertaining to use compared to the initial rendition of the character, so i would ask that functionality-based changes be kept to a minimum. for example, making mewtwo lighter, changing his range, KO power, or damage, etc. would not make that much of a difference in the way the character plays, but limiting his hover would.
more time may be needed to figure out what really needs to be changed. i see players DIing mewtwo's uptilt and upair like people used to DI marth's fair way back in the day before people learned how to play the game. obviously, marth would be massively overpowered if he could really consistently combo off any hit across the stage into dair("ken combo"), but in reality he can't do that if you DI properly. same goes with mewtwo's uair and fair chains that KO off the top, to an extent.
there are also some aspects about the character that it seems some people have yet to understand and take advantage of yet. for example, emukiller is often frame trapping people by using nair>fair, which won't work for long, and i doubt that many people are aware(and my apologies if i'm wrong, but to the best of my testing this is the case) that hover cancels only work with ONE move per hover, meaning if you try something like what emukiller does with nair>fair in hover the fair is NOT going to be hover cancelled. also, that the second hover attack cancels the hover, unless it's bair(it's been awhile since i tested, but iirc mewtwo can use bair 3 times in one hover for some reason, but other attacks will end the hover).
there is also one point that i don't think people have considered or taken advantage of much yet regarding mewtwo's teleport, which is that after he teleports he is capable of acting but incapable of air dodging. this means that aside from disable, his path to the ground is completely predictable and he is a sitting duck if you force him to teleport high. well, as long as you can beat out his bair, or nair, at least.
furthermore, NO ONE(including m2k and emukiller) is playing mewtwo properly(or, fully) yet. there are so many problems and things that people aren't doing with mewtwo that i don't even know where to begin, the primary examples being ledge camping, creative use of teleport, and use of nair's IASA frames which are probably the easiest IASA frames to hit. combo resets(note RESETS) with hover nair to confusion are another good example.
so, in summary,
1. it would be great if you could preserve mewtwo's playstyle and functionality as much as possible because you've done an excellent job making him a fun, unique character to play(as).
2. there is a wealth of things that have yet to see use and development, and understanding of mewtwo and how to fight him is still too small. people have NOT learned how to exploit many of his strengths and weaknesses yet, or his capabilities in general. unfortunately, i would say he probably has more unexplored strengths than weaknesses by far, though.
i'm not saying he should or shouldn't be nerfed. but i definitely think time should be taken to understand what mewtwo's matchups are actually like so that intelligent changes can be made.
if you are going to nerf him no matter what, as to what could be changed i would say that he is perhaps a little too strong on recovery/the edge and the balance between his KO/combo power and his defensive weaknesses/spacing is a little skewed. for example, melee jigglypuff can do as she pleases in terms of recovery and spacing and is small/hard to hit by nature, but in exchange she doesn't have that much move variety, has no projectile, is very easy to outright KO and aside from rest(which isn't that easy to hit on a good player) doesn't have much KO power. she also isn't that good at building percent to my knowledge, maybe average? i think mewtwo may be lacking in this kind of balance, and personally if there was a nerf to it i would like to see it in the direction of statistics(like KO power, percent building or knockback resistance(kill %)) rather than functionality, as i stated early on. as to his range, i wouldn't complain if there was a nerf to either his hurtbox sizes or his actual attack range for some attacks(or attack startup/recovery), but that will relate more directly to his playstyle so i would rather see others first/prioritized if possible.
ps please fix teleport bugs with double jump please
lol get the **** outpeople have NOT learned how to exploit many of his strengths and weaknesses yet
your stupid character is getting nerfed. end of story. you can consider that a downside of having such bad taste in characters. Liking Mewtwo in PM is the equivalent of liking Morrigan in Marvel.............oh. Wait a second.
BURN THIS CHARACTER TO THE GROUND. YOU CAN DO IT PM BACKROOM. I BELIEVE IN YOU!
Also remove Samus from the game while you're at it. Seriously.
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