Mewtwo's the topic du jour, so I guess I'll de-lurk for the first time in a while.
I sort of agree with those of you who say it's good that he got his overtuned options exchanged for a more varied approach, but I think that losing his suffocating neutral tools, combined with the airdodge changes, puts him in a tough spot, because it exposes all the weaknesses he had in Smash 4 that were harder to take advantage of in that game. And none of those really got fixed:
- His double jump is weird. Formerly, this let you do things like Nair-Footstool-Disable, which I don't believe works anymore (though maybe Footstool-Disable does?). But it also made it hard for M2 to jump out of pressure, and that's still true. He dips his big hurtbox down before floating away. It's rough.
- His grab is bad. This used to be a fine trade-off, given the craziness of Smash 4 M2's upthrow, but that got nerfed in the transition to ultimate. His throws are no longer good enough to justify such a lackluster grab, even with the nerfs to grab in general. (Also, it bothers me thematically. M2 can pick things up with his mind; grabbing seems like it would be easy for him.)
- Tying into the bad grab: M2's out of shield options have never really been great. Those options are more important than ever in Ultimate, and M2's are severely lacking. In fact, with the nerfs to Fair, Nair, and USmash (why is this move so bad?), and Teleport not really doing anything, you can get stuck in shield for a very long time. Although, it probably won't be long until someone shieldpokes your giant hurtbox.
- He has difficulty landing. This was true in Smash 4, even with his busted airdodge, and it hasn't changed much in Ultimate. B-Reverse Shadow Ball helps here, Teleport can be a great mixup, and you still have the one airdodge, but sometimes you'll have little recourse but to Dair and pray. Dair has a large hitbox, so it can work out, but if you get sent back into the air, given how light M2 is, you won't get many more chances before you're dead. The nerf to Confusion's 'jump' hurt here, as it's harder to stall. Side note: Is it just me, or is Teleport edge-canceling way harder in Ultimate than it used to be? Is it the same for Palutena and Zelda? It seems very finicky with M2, and if you miss, you often get that little bounce into the air, and M2 just folds his arms and floats in special fall, like he's disappointed with you. Meet me halfway here, man-cat!
- He's light and big. Obvious, right? But when you take away his abusive neutral options (like Smash 4 DTilt), every interaction becomes incredibly risky, because not only is he easier to get in on than before, he's just as abysmal as ever when it comes to resetting. M2 can't play like ZSS, who can afford to take a chance, because she can get away from opponents with Flip Jump. M2 takes too much damage off a mistake for the risk to be in his favor most of the time.
While I may seem down on him, M2 still has a lot of strong options, and I don't think he's a bad character. Fair is still ridiculous, but it went up to frame 7 again, which I believe is where it was before his big patch in Smash 4, which brought it to frame 6. I would love to have that sped up a bit. Frame 5 is probably too much, but given how much punishment he takes, I wouldn't be opposed to it. Bair has always felt wonky to me, but it's obviously a great edgeguard move, an area where M2 really excels, due to his still-excellent recovery. Shadow Ball is borderline busted, and its lower speed in Ultimate feels like a buff, since M2's ground speed lets him chase after it and apply pressure. Also, it's another great edgeguard option. He still has two kill throws. His airdodge is still great. FSmash and DSmash are murderous. His jab tramples now. Uair is a great juggling tool, and is weirdly safe on shield. Lastly, I may be in the minority here, but the Disable changes seem huge to me. Invincible Frame 10-16! in a game with so many landing aerials and a weakened shield, this move is a legitimate counter-hit option, and can net early kills/edgeguard situations. Granted, it's risky, which, as I said, is a problem for M2, but Disable is legitimately usable. He's still fast as hell on the ground.
So what would I change?
Nair makes me sad. Smash 4 M2 could get a lot of things off of it, but it was never a move you could throw out whenever in neutral. It lost to basically any hitbox. The shorter duration in Ultimate makes it harder to catch rolls with, and it also makes it worse for edgeguarding. He doesn't need much help there, but I just don't see why nerfing this move was necessary.
USmash just needs to work again.
The tail hurtbox is currently a huge problem, as other posters have noted. This character doesn't like trades, especially when other characters can reset faster than him.
His jab tramples, but it's still pretty slow, limiting its utility.
Spiking with Dair feels oddly difficult, like I get the sourspot almost every time. It could just be me.
I really like the suggestion from
ARISTOS
of buffing his air acceleration. One thing I've noticed playing M2 is that he feels jarringly sluggish in the air, especially compared to his ground movement.
Also, his damage output is still impressive, but less so versus the rest of the cast than it was in Smash 4. Losing damage on shorthop aerials is notable here; he used to get a lot more percent off stuffing people with Fair. In order to justify his glass cannon weaknesses, he could do with some buffs in that department.
My pie in the sky buff is still aerial Disable putting the opponent into special fall. Come on, it would be hilarious.
I'm interested in where patches will take M2, in part because in his home series (from what I understand; I was never a competitive Pokemon player), he could fill a variety of roles, depending on what moveset the player chose. Ultimate M2 is a fine character, but he could be tweaked in any number of directions. Maybe the devs buff his weight a bit and shorten the tail hurtbox, making him more proficient as a defensive zoner, as he was before. Personally, I'd rather buff his speed, damage output, and hitboxes, shave some endlag off Teleport (so he has a high-risk escape option), and make him a holy terror with a horrendous disadvantage state, because I find that more fun. Gimme some more juice; I wanna roll the dice.