The thing about
is that he has all the right ingredients for being a great character.
It is that it he simply stuck in the wrong game.
A few prominent weaknesses pointed out also has seen some improvements between SSB4 and Ultimate.
- One is his rather sluggish double jump. They actually sped that up noticeably in Ultimate in comparison to its previous iterations, improving both its potential in recovery and combos.
- Two is his weight. While still fairly light for his weight, he is regardless noticeably heavier in this game, going from being one unit lighter than Game & Watch, to on par with Pika, Kirby, Olimar, and Sephi (5 units heavier).
- Third is out of shield. In comparison to SSB4, Mewtwo now has the universal frame 3 jumpsquat (from frame 5) and significantly higher traction. SSB4 Mewtwo had the 2nd worst traction in the game (tied with Zard), while Ultimate Mewtwo's is above average.* OoS is still not great for Mewtwo, but still notably better than SSB4 Mewtwo's.
* For reference, Ultimate Mii Gunner and Banjo, who are tied for the lowest traction in Ultimate, has slightly higher traction than SSB4 Lucario, who has the highest traction in SSB4. This is the main reason why traction is fairly unimportant in Ultimate unless talking about how one transitioned from SSB4 to Ultimate: everyone has, at a baseline, very good traction.
A common misconception is that they "added" a tail hurtbox in Ultimate, but he always had one, about half-way across the tail.
I mentioned all of this in a post in the past, but Mewtwo in the end of the day is simply the game's poster boy of getting screwed over by Ultimate's engine.
OoS is super important in Ultimate, or at the very least moreso than in SSB4. Everyone is pressing buttons on your shield scot-free, due to the generally fast ground-to-air transitioning thanks to universal frame 3 jumpsquat, cast-wide reduction of aerial landing lag, weaker shields, and the universal nerfs to grabs. Mewtwo's OoS is better than in SSB4, but it is still not great. Being such a tall hurtbox sitting on shield sometimes, as characters like Roy and Mario swing their buttons on your face, is not a favorable position in this game.
Dashing is super important in Ultimate. Mewtwo possesses some of the best mobility in the game, and gains a lot (a lot moreso than most other characters) of the option to cancel your dash, on top of having significantly faster initial dash speed. Then... this is where the tail hurtbox comes in. I believe that the increased tail hurtbox wouldn't have much of an impact on SSB4 Mewtwo, aside from making down tilt spam slightly less free, but it hurts him in Ultimate since dashing backwards is far more important in Ultimate, and the increased hurtbox hurts him in that regard.
They also added a backwards-facing hurting animation to everyone in this game, including Mewtwo who simply just sticks his tail out. Doesn't affect him much at all, but it simply just feels like extra insult to injury.
Then, there is the big one: airdodges. The more I analyze/think about
, the more I realize how much his broken airdodge in SSB4 absolutely carried that character.
You had a version of the character that:
- Remains very big, regardless of smaller tail hurtbox or not.
- Very floaty.
- Super light, even lighter than in Ultimate, in a game where jank rage KOs ran rampant.
- Laggier Teleport than in Ultimate (although has easier ledge-cancels).
- A down air with lesser range.
Oh wait... you can just mash the R button and negate all of that.
If SSB4 Mewtwo had a slower airdodge, or at the very least an airdodge more like the rest of the cast, suddenly Mewtwo's fundamental flaws when it comes to disadvantage as mentioned above, and is currently plaguing him in Ultimate, would easily affect him in that game and he would be a MUCH worse character as a result.
However, SSB4 Mewtwo was lucky to be in a game where airdodge spam was not only a notoriously strong thing to do in disadvantage, but be in a class above everyone else's.
Now Ultimate, unfortunately for Mewtwo, has the slower, not repeatable, directional airdodges. Now Mewtwo has to deal with the full force of tall, light, floaty in Ultimate. An extra slap to the face is that he has one of Ultimate's slower airdodges, due to how floaty he is.
Ness, another floaty character with a notoriously strong airdodge in SSB4, got the VIP treatment by getting an airdodge that travels farther than anyone else's aside from Lucas.
There are also a few other pesky things that indirectly hurt him in Ultimate: the universally higher traction has the unfortunate side effect of making Teleport ledge-cancels much harder to do, the suction hitbox of up smash being much harder to land in Ultimate due to this higher traction and also the jostle mechanics of Ultimate being combined with his large hurtbox, and as it will talked about below, the higher overall ceilings of Ultimate.
I think everyone is a little correct when it comes to Mewtwo. Mewtwo doesn't kill quite as early as it did in Smash 4, and I think it has to do with a combination of weaker rage and taller ceilings. Final Destination is taller, T&C went from the lowest ceiling to one of the highest among legal stages. This compromises both up throw and fair
One result is that Mewtwo's ability to rob stocks is lessened, which influences everything else. The character is great at playing neutral and holding advantage, but doesn't necessarily swing matches suddenly. The big hurtbox also means it's vulnerable to getting robbed.
While I feel that Mewtwo's potential to rob stocks away has been lowered since SSB4, the character's overall KO power has been greatly increased.
Most of its finishers got noticeably increased KO potential, between dash attack, all three smash attacks, forward air (due to knockback angle adjusted), and Shadow Ball getting stronger, Disable being a more consistent move to land, and forward tilt, back air, and up air getting brand new potent KO power. Each of these aren't that difficult to land.
However, vertical KOs are typically the more consistent way to KO opponents, since they are less affected by DI and aren't affected by any momentum canceling tactics (especially relevant in Brawl). Mewtwo's up throw did not get any adjustments, which means that higher ceilings are the cause of it KO'ing later. Up throw and up smash getting indirectly less effective KO options hurts the character's consistency in KO'ing opponents despite possessing much higher KO potential overall.
has one of the game's most favorable movement attributes, movesets, and overall strengths. However, simply existing in Ultimate hurt this character in so many ways, that it simply hurts his overall amazing moveset so much to the point where he is often considered mid tier at best.
The most extreme example of this in the series, and my overall most favorite example of this is
.
He has everything you'd come to expect for Falcon: amazing frame data, very potent raw KO power, amazing mobility, you know it. Recovery, while still weak overall, is still a significant improvement over his recovery in Melee.
But uh oh.... he is now in Brawl's engine. Aka, he is now in a game where mobility can feel somewhat restrictive (especially given the chance to trip), non-grab combos are nearly nonexistent outside of a handful of characters due to how strong hitstun canceling is in that game, and entire matchups can be determined purely out of the level of ease of chaingrabbing someone.
Falcon thrives off of mobility, his entire combo game got shot thanks to the strength of hitstun canceling (indirectly hurts his consistency in KO'ing as well), and he is one of the easiest characters to chaingrab in the game.
Brawl's meta also encourages a more campy playstyle, encouraging tools to camp or to deal with camping. Falcon has historically, in all Smash games, have notable issues dealing with camping between his lack of projectiles and lack of ways to deal with projectiles. In Brawl, good characters typically one or the other (usually both), which Falcon lacks.
I often call Brawl Falcon a high tier character, trapped in Brawl's engine.
He has fundamentally everything a character needs to succeed, but is in the wrong game. At the very least, I am confident in saying that Brawl Falcon is a much better character in casual play than he is in competitive singles/doubles.