Anomilus
Smash Lord
Oh well. I'll try other moves though. I'm just keeping in mind that the opponent does undergo a tiny bit of landing lag if jabbed close to the ground. Maybe something faster will land.
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Right, it's very similar to Palutena's Jab 1, and Confusion itself. The actual opponent options and lag timings in play revolve heavily on matchup and their %.Oh well. I'll try other moves though. I'm just keeping in mind that the opponent does undergo a tiny bit of landing lag if jabbed close to the ground. Maybe something faster will land.
Correct. You cannot reflect anything that does >25%. You can reflect a charge shot in training, but not a fresh charge shot.Also, I intentionally left out Skull Barrier, because it for some reason can't reflect fully charged Shadow Ball. Investigating further today.
Edit: It can't reflect any projectile that does at least 25%. Odd.
Were the Burning Spin Dash changes not real? A lot of Sonics claimed it, and while I know Thinkaman's two console set-up had no easy way to test custom specials, I was pretty convinced it was real on the basis of their specific claims (things like "it now loses to the Timber Counter sapling" are really specific) that the change was real. Given how modest the change list in this patch is in general, I considered the total sum of Order Tackle, Burning Spin Dash, and Zelda's universal phantom changes to be very substantial (most of the cast is barely changed customs or not). This is doubly the case when we consider that most testing has been on default characters for changes so custom specific changes are radically less likely to be found at this time, and any changes to unpopular custom specials that are modest and of the nature to tweak parameters that dantarion's sweep of the files won't pick up will probably never be noticed (I'm pretty sure every patch so far has had changes we never figured out). I'm pretty dubious of trying to divine developer intent in the first place and make important policy decisions based on that (even if they weren't changed, we have no idea what the developers are thinking and further cannot possibly reasonably reach conclusions about things like game balance from this line of thinking), but in this case, it seems obvious the custom specials are being tweaked for several possible reasons likely including balance.It makes sense to me as "balancing" doesn't mean the same to people as "bug fixing". And an entire character's special set being altered together in one go is dubious (Zelda). "Objectively false" is also really hard to get behind when the context is of a subjective nature. No one is going to argue with you that customs weren't patched, that's straight forward and unambiguous, however they aren't going to become aligned with your rhetoric when your proof for your conclusion is an outlier.
Wouldn't a slightly-charged Shadow Ball give him an approach? It's not a fast approach obviously, but it is on the move. That's the usual use-case for projectiles that move at walking speed, like Guile's jab-strength Sonic BoomsMewtwo's biggest problem seems to be that he has truly awful approach options; he has stuff that's safe on block, but none of it seems practical at all to use on the move (and he moves so slowly on top of that!).
This is a reeeally detailed topic with a lot of nuance and debate.What do people think would be a good doubles team? I'd imagine something like Sheik + Ganon where the characters usually hate each others guts would be a good team. Either that, or two characters who are good at the same thing.
I believe it goes without saying that everyone benefits from the top-tier nerfs, except the top-tiers, it's just a matter of who benefits more. The match up between Bowser and Shiek has always not been in his favor. Her bair may have been nerfed but she can still rush in and swat him around. So yes, but not really. Then again I don't play bowser so I can't say for sure.Also, I'm curious what people think about Bowser after this patch. Did he benefit from any top-tier nerfs?
You will want at least one char with a solid approach and neutral and at least one char with powerful kill setups off of that approach, so Ganon Sheik would fulfill that. If the more patient character on the team is heavier he can tank stocks too to allow the more aggressive one to take greater risks, which is becoming a popular strategy in teams in general. So Ganon and Shiek can do that as well.What do people think would be a good doubles team? I'd imagine something like Sheik + Ganon where the characters usually hate each others guts would be a good team. Either that, or two characters who are good at the same thing.
I don't really see how the Sheik nerfs help Yoshi that much. It was always the needles that wrecked his face. Sheik is almost certainly still his worst MU unless some character who got buffed is a secret Yoshi counter.Edit: It's also great news for Yoshi, who imo was the "top" character who suffered most against Sheik, and to a lesser extent Diddy.
This is legitimately disgusting. Is the grab still guaranteed after 2 jab 1s?Edit 2: You can, however, Confusion -> (Shield optional) -> Jab 1 -> Jab 1 -> Grab/Confusion, which is awesome.
I liked this write up. You should do more (read:Marth ;b)The post I've been wanted to do for ages, that the placebo crowds wouldn't let me.
Let's talk about Mewtwo.
Good Auto-Cancels and Bad OoS
Let's get this out of the way first: Nair FH ACs pretty liberally, almost as soon as the hitboxes vanish. Everything else SH ACs. Mewtwo has a lot of freedom as long as he is on the offensive.
Meanwhile, Mewtwo's OoS options are trash. He has a decent grab and modestly-fast-but-low-range u-smash. Don't overlook fair. Beyond that, nair is okay but that's it. The saving grace is that he does have kill throws, and u-smash is nothing to scoff at. Still, few characters have as poor OoS options as this.
His Teleport is so short that unlike Palutena, it has no use-case--even situational--of being used in place of a roll.
F-Smashes
Mewtwo has no "d-smash", but he does have 3 "f-smashes", each with pros and cons.
F-smash is frame 19.
It does 15%/19% (more at tip, like Samus) uncharged.
The range is medium, pretty good among f-smashes.
It has very high shield push and high endlag.
This means it is unpunishable for most characters on normal block and punishable on spot-dodge but chargeable; so swim at own risk.
D-smash is frame 21.
It does 15% uncharged.
It has lower range, and unlike the other options is decent at hitting enemies on ledges.
Medium shield push and very low endlag.
This means it is unpunishable for all characters on normal block and unpunishable on spot-dodge, plus chargeable.
Disable is frame 16, and cannot clash. (It is a transcendent projectile.) If they jab you on frame 16, it doesn't matter.
Can be started in the air while landing to come out even faster.
It always leads to a partially charged shutter-stepped-tip f-smash for ~20-25%. (More enemy damage and slower mashing = more damage, but you can always get an f-smash. The daze wakeup animation time is long enough.)
It is slightly longer range than f-smash, but will miss low-ducking opponents as well as miss opponents not facing Mewtwo.
It has very poor shield push and high endlag.
This means it is liberally punishable by any character in the game on block and punishable on spot-dodge; unchangeable.
Reflectable.
Cannot hit enemies who are in tumble.
These 3 options are very similar, and Mewtwo can consider all 3 alternatives in almost any case where he would use one. As a general rule, there is a general spread of Speed+Power+Range vs. Safety:
(fast AND strong AND ranged) Disable <---> F-smash <---> D-Smash (safe)
Edit: I want to emphasize that no frame ~16 move in the game has a punishment quite as harsh as disable, with good range to boot. It's VERY aggressively positioned on the speed/power/range curve, and has all of these weird unique disadvantages to make this possible.
Reflector + Strong Projectile
No character in any Smash game has ever truly had a strong projectile and a reflector until now. Ness, Mii Gunner, and Villager all have disqualifying traits to their projectiles for purposes of this discussion.) It is a unique combination; something is normally "against the rules." (This is on top of his projectile being both very powerful and very safe, though low damage without charge.)
This means that Mewtwo can force approaches better than almost anyone. Letting him charge up and spam his super-safe 25% KO-ing death ball is a non-starter. Trying to harass him with poke is also a non-starter, though the extent to which reflectors can combat this varies as always.
But not only does Mewtwo uniquely enjoy both of these neutral advantages, he also benefits from the unique dynamic of having both with regards to enemy reflectors.
Mewtwo has a favored sweetspot range where he can throw a Shadow Ball, and Confusion it back if it is reflected! No other character in the game does this with a KO-able projectile, except Villager in very isolated cases with default Timber + Pocket.
Mewtwo's Confusion is a 1.4x multiplier. Many of you know where this is going.
Once a projectile reaches 50% (so for Mewtwo, a 2.0x multiplier), it cannot be reflected again. This means if Shadow Ball is reflected by an ordinary 1.5x reflector, and Mewtwo Confusions it back, it is now at 2.1x and will break any further Reflect attempts.
Taking into account the enemy reflector ratio...
...Mewtwo can select a strength of Shadow Ball that will allow him to win the ping pong (ideally max 25% where possible.) Consult the following chart:
- 2.1x Fox Amplifying Reflector
- 2.0x (Dark) Pit Amplifying Orbitars (safe on break)
- 2.0x Ness F-Smash
- 1.8x R.O.B. Reflector Arm
- 1.5x (Dark) Pit Guardian Orbitars (safe on break)
- 1.5x (Dr.) Mario Cape (default or Gust)
- 1.5x R.O.B. Rotor Arm (default or Backwards)
- 1.5x Mii Swordfighter Rainbow Slash
- 1.4x Fox Reflector (default or Big)
- 1.4x Mii Gunner Echo Reflector
- 1.4x Mewtwo Confusion
- 1.25x Nayru's Love (default or Rejection)
- 1.2x Falco Reflector
- 1.2 Mega Man Skull Barrier (can only reflect up to 25% instead of 50%, so moot point)
- 1.17x Palutena Reflect Barrier
- 1.0x Falco Accele-Reflector (increases projectile speed significantly)
And of course, it can still be negated/absorbed by the usual suspects:
- Ness PSI Magnet (default or Forward)
- Mr. G&W Oil Panic
- Falco Reflector Void
- Rosalina Gravitation Pull or Guardian Luma
- Villager Pocket (all)
- Pocket resets the multiplier to 1.9x. Villager can always Pocket Shadow Ball, but you can always reflect it back.
- Mii Gunner Absorbing Vortex
In other words, Mewtwo is uniquely well equipped to fight Mario, R.O.B., default (Dark) Pit, and default Palutena at range.
Confusion
Confusion is a pretty cool move! It's a shockingly big micro-jump when used in the air, almost like a Yoshi up-b. It's a command grab, which means it does beat super armor but also follows regrab prohibition timing. You cannot Confusion someone shortly after a grab including another Confusion.
Confusion does a respectable 9%. It puts the opponent at a slight frame advantage but an awful position. This is very similar to how Palutena's Jab1 works, but more pronounced and without a grab option. The opponent has these options and consequences:
But now what about Aerial Confusion?
- Do nothing
- Mewtwo gets a free sweetspot f-smash, even if he shielded and has to drop it.
- This is strictly the worse option.
- Do nothing but tech (either in-place or roll)
- This will dodge a buffered uncharged f/d-smash, but that's about it.
- Pretty bad.
- Air dodge (into ground)
- Will have landing lag and eat a free sweetspot f-smash, even if he shielded and has to drop it.
- Will dodge buffered tilts, but suffer a small frame disadvantage based on fall speed.
- Not advisable.
- Double jump away
- No guaranteed Mewtwo followup, ever.
- ...but now you're in the air about Mewtwo with no (or one less) double jump.
- Usually the best, safest option.
- Do an aerial
- Will suffer landing lag.
- Will interrupt a f-smash.
- Will usually interrupt fair and tilts (even u-tilt), unless it's just really slow.
- Characters with slow fairs but fast nairs (like Mario) can do nairs instead
- Will eat a Mewtwo tipper f-smash if he shutter-steps backwards to dodge (punishes the landing lag)
- Mewtwo can always powershield it.
- ...But Mewtwo's OoS options are very poor.
- If the aerial is poorly spaced, he can OoS u-smash.
- If the aerial has enough landing lag, he can shield-drop hyphen u-smash, Disable, Shadow Ball, or f-smash.
- Landing hitboxes on fairs like Bowser Jr, Pikachu, or Falco will give Mewtwo less time.
- Disable may miss due to the landing animation style.
- Otherwise, he will probably just shield-drop f-tilt.
- Remember, he can't grab! (Which is what you'd normally do in this situation.)
- Do a Sheik fair
- No landing lag (auto-cancels)
- Mewtwo can powershield it, but frame advantage is almost zero (after Mewtwo shield-drop) due to no landing lag.
- Mewtwo can only jab Sheik OoS, and not if she DIs properly.
- Remember, he can't grab! (Which is what you'd normally do in this situation.)
- Will interrupt all other actions, including movement or spot dodge.
- You can still double jump away, but you are much less likely to have that option here.
- Mewtwo has slightly less frame disadvantage; he can air dodge any counter-attack, including Sheik fair.
- Mewtwo can follow up on most characters with uair. If Mewtwo has his double jump, he can double-jump fair or nair as well. These will all lose to most fast enemy aerials, and can be avoided by a buffered air dodge.
- If Mewtwo unleashes a fully charged Shadow Ball, it will hit any enemy who does a buffered air-dodge or any non-moment-altering aerial other than a Sheik fair.
- A delayed air dodge will avoid the Shadow Ball, but eat the instant DJ fair.
In conclusion I think Mewtwo loses to Sheik and Fox pretty bad, and probably Diddy, Falcon, and Mac too. (He hates pressure and vertical kills.) Otherwise a cool character with a few surprisingly interesting tools. The Ganondorf analogy is very apt; the more you examine him, the more his decisions bear a striking resemblance.
No, it's all spacing dependent. Confusion -> (shield) -> Jab 1 isn't even guaranteed if spaced.This is legitimately disgusting. Is the grab still guaranteed after 2 jab 1s?
So, Jab leads into Confusion, and Confusion leads into Jab....Edit 2: You can, however, Confusion -> (Shield optional) -> Jab 1 -> Jab 1 -> Grab/Confusion, which is awesome.
.
Proper DI, as Thinkaman said. Or just don't attack Mewtwo if he's going to shield after confusion. Or jump away.So, Jab leads into Confusion, and Confusion leads into Jab....
What is keeping this from looping repeatedly? Confusion not actually guaranteed?
So only a loop on stupid peopleProper DI, as Thinkaman said. Or just don't attack Mewtwo if he's going to shield after confusion. Or jump away.
Jab -> Jab -> Confusion is more of a potential reset than a combo loop.
I know that confusion -> Jab 1 isn't guaranteed, I was wondering if the rest was guaranteed if you got the first jab.No, it's all spacing dependent. Confusion -> (shield) -> Jab 1 isn't even guaranteed if spaced.
No, they can have the spacing to push out of the jabs.I know that confusion -> Jab 1 isn't guaranteed, I was wondering if the rest was guaranteed if you got the first jab.
This was just linked on GF. It's cool, but in both the situations in that video where they land it it requires a clearly substandard option after confusion (do nothing or air dodge, which as we know from Thinkaman's post are never good choices), so it's not that straightforward to land it.Shadow Ball Reset
I was just about to talk about this myself. If they're unable to react to Confusion, an uncharged Shadow Ball will jab-lock them and earn you any follow-up of your choice. It's insanely deadly. Though I figured this out before Shofu did it.
Shadow Ball Reset via @shofu https://www.youtube.com/watch?v=X8Ld-vl8hO0
(Was this linked here already? I don't see it anywhere.)
Can confirm that Sheik + Ganon can destroy people.What do people think would be a good doubles team? I'd imagine something like Sheik + Ganon where the characters usually hate each others guts would be a good team. Either that, or two characters who are good at the same thing.
Also, I'm curious what people think about Bowser after this patch. Did he benefit from any top-tier nerfs?
Uhm, people can and will jump out of it. Not teching that is pretty rare unless you're facing people on For Glory or the AI.I was just about to talk about this myself. If they're unable to react to Confusion, an uncharged Shadow Ball will jab-lock them and earn you any follow-up of your choice. It's insanely deadly. Though I figured this out before Shofu did it.
I think you missed the "If they're unable to react" part.Uhm, people can and will jump out of it. Not teching that is pretty rare unless you're facing people on For Glory or the AI.
EDIT: Double post sorry guys.
Then don't use it as an approach on grounded enemies. It does piss poor damage like that anyway.There's something that's been bothering me about Mewtwo's nair, and it's not the short range on it.
In Melee, when you landed while doing a nair, Mewtwo would give one less jolt with extra knockback. In Smash 4, while this happens in the air, it doesn't trigger on the ground, which makes it less safe overall.
No, I can see why he's so light. He's basically a Ganon in terms of power, but without Ganon's biggest weakness (which is his poor approach). The projectile shores up most of Ganon's weaknesses, and the reflector most of the others, if he didn't have some big drawback he'd just be way too good. Despite his low weight, his survivability is actually okay thanks to his great recovery. I find he tends to live about the same amount of time as Ganon, for what it's worth.1) Far too light to be justified. From an archetype perspective alone, should be at least Rosalina's weight.
I find it's pretty decent when the opponent has around 70%, they bounce high enough for Mewtwo to run up and be threatening. Sure, they have various options, but nothing that completely gets them out of danger, and if Mewtwo gets the right read he can hit really hard, in particular if they guess badly and you get an UpSmash they're probably dead. If you are unable to get anything big at this percent, it's only a little bit more before you can just use a kill throw instead.3) The fact that you cannot combo out of down throw is incredibly stupid, and makes down throw largely useless. It does less damage than forward and back throw, has no kill power, and can't even set up tech situations on stages like Battlefield because the knockback is too low. When will you ever use this?
I'll admit I don't find neutral air all that useful. I feel like in every situation where I might use it, forward air is better. Due to Mewtwo's air speed is just doesn't function well as a cross-up the way other similar moves sometimes do.4) Neutral air out of all of his aerials should be designed with little landing lag in order to utilize its potential. Unfortunately the landing lag it has is too much for it to be used for combo potential or follow ups.
Because you might not have your back to the blast zone? 130% is a totally fine percentage to kill with a throw, and if you happen to be on the top platform of BF or some other spot with a low blastzone it can kill at like 110%.5) Up throw is highly disappointing. It's stronger than most up throws, yes, but why would you ever use it when you can just back throw near a blast zone? I mean, the throw kills at what, 130-140% on most characters? Okay. I can kill people off the top at 80% with Meta Knight. If up throw was to be his defining kill move, it should have been stronger.
Mewtwo doesn't really do air to ground. Make use of his great grounded pokes (Dtilt, Utilt), jab, grab, shadow ball, and confusion for neutral. It gets the job done. His aerials are quite decent for air to air, where his floatiness is also an asset.6) Mewtwo's neutral is poor largely due to his floatiness. Forward air is excellent, however the time it takes to land when you try to auto cancel it makes you susceptible to dash grabs and dash attacks, or any form of quick movement.
I don't have the framedata but his rolls actually seem pretty good to me, they go pretty far and seem fast. But yeah, his techs are terrible. It's probably worth using Teleport to try to escape tech chases.7) I don't have the frame data on Mewtwo's rolls or dodges, but from my experience playing with him they seem atrocious. His techs in particular are really bad, and leave him exposed for far longer than they should.
That was kinda dumb, but whatever. The way that he uses Shadow Ball in neutral doesn't really depend on it.8) I understand they want to differentiate Lucario and Mewtwo, but was taking away the active hitbox to his charging Shadow Ball really necessary? Arbitrarily nerfing a character.