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Fact 54 - Mewtwo Is On The Way [Social/General Discussion]

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Igzex

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Mewtwo's tail would be better than a spoon if they'd just remove the hurtboxes from most of it when it attacks. They didn't have problems doing that with Marth...
 

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Mewtwo's tail would be better than a spoon if they'd just remove the hurtboxes from most of it when it attacks. They didn't have problems doing that with Marth...
Pretty much. And while I like having fun with the spoon, I'm not serious about it within M2's moveset, though I do think that it's an option for buffing his shorter range arm moves (give him Psycho Cut attacks like Greninja :3).

The tail moves by all means should stay, which BTW, does Charizard's tail attacks (Ex. F-Tilt) have a hurtbox?
 

Igzex

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I...never played as charizard so I don't know.

Going Psylocke could benefit Mewtwo I suppose. I still hope it retains a lot of its basics but with better hit boxes and hit properties. It had the coolest animations. Especially up smash (So pretty), down air (So smug), and forward tilt (That three point stance to keep the weight on its lower body is a remarkable detail)
 
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The Goldenbrawler

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Speaking of Greninja, I tried maining him, as I really do like Greninja and his playstyle, but whatever changes in 1.0.4 he received, really made it difficult for me to play him well. In his stead I've considered Lucario, another favorite Pokemon of mine that I like the playstyle of.
 

Spirst

 
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@ ミスティック Speed ミスティック Speed Good games. I think the issue you're having is that you're good at pressuring and punishing landings (been faking out landings now) but fall into the predictability factor after about three games. You were doing great before until I started reading and baiting you. I think there was one point where you did the electroshock arm three times in a row which is just not a great idea. There was also the pivot ftilt from the ledge which is beaten out by DHs disjointed SHFF fair. I feel like you would be a lot more consistent if you tried to avoid patterns. That said, your punish game is very good and you're very quick to do so. Interesting games after having not played in about two months.
 
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@ ミスティック Speed ミスティック Speed Good games. I think the issue you're having is that you're good at pressuring and punishing landings (been faking out landings now) but fall into the predictability factor after about three games. You were doing great before until I started reading and baiting you. I think there was one point where you did the electroshock arm three times in a row which is just not a great idea. There was also the pivot ftilt from the ledge which is beaten out by DHs disjointed SHFF nair. I feel like you would be a lot more consistent if you tried to avoid patterns. That said, your punish game is very good and you're very quick to do so. Interesting games after having not played in about two months.
Bouncing Electro-Shock can be effective, especially when one doesn't use it too often.
Anyways, I get what you're saying. I really need to work on simply mixing things up and not being too predictable. I've been commended before for being very good at grab-punishing nearly any opening thrown at me.
 

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I...never played as charizard so I don't know.

Going Psylocke could benefit Mewtwo I suppose. I still hope it retains a lot of its basics but with better hit boxes and hit properties. It had the coolest animations. Especially up smash (So pretty), down air (So smug), and forward tilt (That three point stance to keep the weight on its lower body is a remarkable detail)
Sakurai has been trying to emphasize visuals with this game by making hitboxes more visible. Mewtwo's a character I think that is going to heavily benefit from this decision.
 

Spirst

 
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Bouncing Electro-Shock can be effective, especially when one doesn't use it too often.
Anyways, I get what you're saying. I really need to work on simply mixing things up and not being too predictable. I've been commended before for being very good at grab-punishing nearly any opening thrown at me.
Yep. Was curious how DH would do vs your Dark Pit. DH's a character I'd been using as much as Greninja now and it's funny since they're so wildly different. One annoyance, I don't know if you noticed, is that the hitboxes for Duck Hunt's smashes don't always connect properly. There was one time where I fsmashed you only to have you pushed too far by the second reticle so that the third one which does the knockback didn't connect. Those are always frustrating. The character has a lot of weird little things like that which make me think that Sakurai and his team were under the influence while developing DH.

Another weird one, go to training mode with DH and change the speed to anything but 1x. Do an fsmash and you'll notice there are now six hitboxes instead of three and altogether, does double damage than the regular fsmash at 1x. Why? Because logic.
 
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The Goldenbrawler

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It would seem my topics are either too random for some, or relatively ignored due to bad timing either on purpose, or by accidental skipping...or something else. :p
 

Spirst

 
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It would seem my topics are either too random for some, or relatively ignored due to bad timing either on purpose, or by accidental skipping...or something else. :p
Speaking of Greninja, I tried maining him, as I really do like Greninja and his playstyle, but whatever changes in 1.0.4 he received, really made it difficult for me to play him well. In his stead I've considered Lucario, another favorite Pokemon of mine that I like the playstyle of.
He got a number of nerfs some of which were justified and some not. I agree that post 1.0.4 Greninja definitely took some getting used to as a Greninja main what with the extra lag on shuriken/usmash, hydro gimp nerf, and uair spiking change. He felt a lot more 'clunky' then he did on 1.0.3 but after some time, he grows back on you.

Conversely, I cannot get into Lucario. I tried both in Brawl and in Sm4sh but I just don't feel him.
 

The Goldenbrawler

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He got a number of nerfs some of which were justified and some not. I agree that post 1.0.4 Greninja definitely took some getting used to as a Greninja main what with the extra lag on shuriken/usmash, hydro gimp nerf, and uair spiking change. He felt a lot more 'clunky' then he did on 1.0.3 but after some time, he grows back on you.

Conversely, I cannot get into Lucario. I tried both in Brawl and in Sm4sh but I just don't feel him.
Yeah, I didn't do well as Lucario in 3DS (at first, plus I didn't play him too much), yet I may be better than Greninja now, whereas Greninja I did great on the 3DS, but am sucking now. I'm just stuck between these 2, as I like both, but don't have room for both on my main list. I could stick with Lucario, who I'm doing rather well with now (and am apparently doing something different than others based on what a friend told me), or I could switch back out to Greninja and relearn him, and possibly do better. So frustrating finding your mains! >.<
 
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LIQUID12A

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Pretty much. And while I like having fun with the spoon, I'm not serious about it within M2's moveset, though I do think that it's an option for buffing his shorter range arm moves (give him Psycho Cut attacks like Greninja :3).
Unless Sakurai gets really creative, the spoon is very much a long shot. Psycho Cut I very much enjoy the idea of, however, just to give his moveset some modern representation. Of course, I'm still very much itching to know what becomes of Psystrike, since it needs to be thrown in somehow.
 

U-Throw

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So, how would you guys incorporate Psycho Cut? I've seen people suggest implementing like Quick Draw, and others say it could work like Water Shuriken. Personally, I don't like the idea of it being like either. To me, a quick dash-swipe or a weaker multi-hit attack just seems so un-Mewtwo-ish.
And about the Spoon, I guess it'd be cool in a taunt or victory animation, but I'm not too crazy about it in his moveset. Besides, I think his Spoon has massive Item potential.
 
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MagiusNecros

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Going by the Animation in the Pokemon Games, Psycho Cut is a Special Attack which implies a projectile based move.
 

U-Throw

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Going by the Animation in the Pokemon Games, Psycho Cut is a Special Attack which implies a projectile based move.
While this would stand to reason, it's actually a Physical move, so it does make contact. However, the animations obviously contradict that, and I wouldn't use that as a building point for the move. Smash isn't always canonically accurate, and Cresselia actually uses a projectile Psycho Cut in Brawl, so I wouldn't worry about its making contact or not.
 

MagiusNecros

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While this would stand to reason, it's actually a Physical move, so it does make contact. However, the animations obviously contradict that, and I wouldn't use that as a building point for the move. Smash isn't always canonically accurate, and Cresselia actually uses a projectile Psycho Cut in Brawl, so I wouldn't worry about its making contact or not.
I can see PC being used as a revised forward throw from Melee instead of the small Shadow Balls.
 

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While this would stand to reason, it's actually a Physical move, so it does make contact. However, the animations obviously contradict that, and I wouldn't use that as a building point for the move. Smash isn't always canonically accurate, and Cresselia actually uses a projectile Psycho Cut in Brawl, so I wouldn't worry about its making contact or not.
Worth noting that many animations in Pokemon contradict the physical/special properties of the move. Sacred Fire looks like a projectile but is really a physical attack.

Just saying.
 

U-Throw

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I can see PC being used as a revised forward throw from Melee instead of the small Shadow Balls.
This would actually be really cool! I mean, using Shadow Balls was awesome, but it'd be just as cool to use Psycho Cuts! If the PC's travel straight, then it could actually increase the reliability of the move, which I think is pretty important to Mewtwo. In Melee, he was the undisputed Overlord of Throwing. His B-Throw was very powerful, being rivaled only by Ness's, and even then only at higher percentages. His D-Throw's superb launch angle made it excellent for chain grabbing at lower percentages and it was a great combo starter since it could be followed up by a wide variety of moves, most notably his D-Tilt. And his U-Throw? Well, I didn't choose my username for nothing. But his F-Throw was always so sub-par to be out of place. He deserved better. I don't know if making the projectiles fly straight will help much, but it's worth a shot.
 
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Diddy Kong

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I want Side B to become a ranged command grab, similar in function to Bowser's Brawl Side B, but ranged and with a animation looking like a powered up Confusion. Basically, what you'd expect a real psychic to do in battle. And make Mewtwo able to walk around with it to, as if he was holding a barrel or crate (not too fast). Move should do more than 20% damage when it's still fresh, but could be somewhat hard to land. Up close, it could also work like Confusion did but this time it'll actually reflect the projectile. To prevent this move from being too strong, the reflected projectiles could travel more slowly than usual, have less range, or do less damage.

Down B being Barrier, Light Screen, or any other shielding move is also an amazing idea. Loved it form the beginning. Togheter with Shadow Ball, and perhaps my idea for Side B, Mewtwo would be an awesome character in 1 vs 1. Set up a shield, charge a Shadow Ball, use Side B when people get in range... That's a lot of ways to set up a lot of damage. Shields would also allow Mewtwo more time to charge up Smash attacks, and that's a playstyle that really suits Mewtwo! Setting up ways to destroy his enemies quickly and mercilessly.

Anyway, am hoping for massive buffs in kill moves (his Smashes will probably get mad buffs) speed, durability and range.
 

U-Throw

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I want Side B to become a ranged command grab, similar in function to Bowser's Brawl Side B, but ranged and with a animation looking like a powered up Confusion. Basically, what you'd expect a real psychic to do in battle. And make Mewtwo able to walk around with it to, as if he was holding a barrel or crate (not too fast). Move should do more than 20% damage when it's still fresh, but could be somewhat hard to land. Up close, it could also work like Confusion did but this time it'll actually reflect the projectile. To prevent this move from being too strong, the reflected projectiles could travel more slowly than usual, have less range, or do less damage.

Down B being Barrier, Light Screen, or any other shielding move is also an amazing idea. Loved it form the beginning. Togheter with Shadow Ball, and perhaps my idea for Side B, Mewtwo would be an awesome character in 1 vs 1. Set up a shield, charge a Shadow Ball, use Side B when people get in range... That's a lot of ways to set up a lot of damage. Shields would also allow Mewtwo more time to charge up Smash attacks, and that's a playstyle that really suits Mewtwo! Setting up ways to destroy his enemies quickly and mercilessly.

Anyway, am hoping for massive buffs in kill moves (his Smashes will probably get mad buffs) speed, durability and range.
I suppose so. Personally, I would include Barrier as a custom for Shadow Ball, and that ranged Command Grab could definently work as a Confusion custom.
 
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Diddy Kong

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But custom moves aren't always outrightely better than the regular move right? Haven't played any version of Smash 4 yet, so wouldn't know. But I made that move up for it to be better than Confusion in every single way so... :laugh:
 

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But custom moves aren't always outrightely better than the regular move right? Haven't played any version of Smash 4 yet, so wouldn't know. But I made that move up for it to be better than Confusion in every single way so... :laugh:
Well, actually, as I'm looking at my Custom Moveset for Mewtwo I have conveniently saved onto my computer, ready to be opened at moment's notice for these kind of situations, it turns out I split your idea into two separate moves in order to prevent a blatantly better move. See for yourself.
Over-B Custom 1-Psychic-Mewtwo uses the same animation. Picking up a character results in them entering their tumbling state in front of Mewtwo for a few seconds. They then get a neon blue shadow of sorts around them. Mewtwo's eyes turn blue and he uses special animations to move around for a limited time. The character is held for a few seconds and Mewtwo can take them around freely. It functions almost like an unrestricted mobile grab. Hitting the attack button results in Mewtwo grunting and hitting the character with a moderately powerful shadow blast. Psychic has short range and can only hold one character at a time. There is also a brief cooldown period after you have used it to prevent spamming. Mewtwo automatically drops the character with no damage if the time limit is exceeded. Mewtwo can also catch projectiles with this move. This allows it to act as a slightly delayed reflector. Mewtwo can pick up items with this move.

Over-B Custom 2-Sniper Psychic-Mewtwo shoots a thin beam of neon blue energy in front of it. It travels a rather long distance until it dissipates and has a thin hitbox. Anybody hit by this beam is surrounded in a neon blue shadow of sorts. Mewtwo can then move them around freely. There are restrictions. Mewtwo can only move them forward a short distance in order to prevent cheap KO's. Mewtwo can move them up and down far less restricted than forward but is still restricted. He can move them any distance toward himself. Moving people behind Mewtwo is restricted similarly to the forward restriction although a little more lenient.The beam penetrates and thus can by multiple people. It also has a time limit of several seconds. Exceeding the distance limit results in Mewtwo dropping the character. It cannot penetrate walls. Hitting the attack button or shield button results in Mewtwo dropping the afflicted characters with no damage. Mewtwo cannot move while controlling characters and thus is vulnerable. This move also has a brief cooldown. The cooldown is considerably longer than Psychic's. Mewtwo can also pick up projectiles and reposition them. There are no distance restrictions with projectiles but the time limit is retained. Mewtwo can also pick up items and attack from afar using this move. Picking up items with this move removes the distance restriction and provides a more lenient time limit. The only way to drop an item manually in this state is the shield button.
 
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LIQUID12A

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But custom moves aren't always outrightely better than the regular move right?
It's a highly subjective opinion. It all depends on what you prefer. I'll list an example here:

:4lucina:

Dolphin Slash vs Dolphin Jump(my preference)

Dolphin Slash|Dolphin Jump
Deals damage, safe to throw out, quick |Deals no damage, amazing recovery, also quick|

In this case I like Dolphin Jump because I prefer recovery to damage.
 

MagiusNecros

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But custom moves aren't always outrightely better than the regular move right? Haven't played any version of Smash 4 yet, so wouldn't know. But I made that move up for it to be better than Confusion in every single way so... :laugh:
Entirely depends on the character. For Ganondorf Dark Fists and Wizard's Dropkick is Godly. Warlock Blade pretty awesome too.
 

MagiusNecros

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Tch...took him, what? 3 games to finally pull that sword out for usage? >.>
That's what happens when Sakurai is at the helm and sat on Dorf for 2 development cycles. And guess who got the Deadman's Volley? Dedede.
 

U-Throw

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The fact that D3's gordo toss is like Dead Man's Volley from the Zelda games (deflecting item back with attack) which Ganondorf has nothing even close to in Smash.
Wait, Gordo Toss now reflects, or is it just referring to "the throwing an item" concept? I sincerely apologize for my extreme ignorance right now.
 

Spirst

 
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Wait, Gordo Toss now reflects, or is it just referring to "the throwing an item" concept? I sincerely apologize for my extreme ignorance right now.
You can hit the gordo back with an attack. It's similar to the Dead Man's Volley technique found in the Zelda games and is the projectile that Ganon should logically have given his history but Smash pretty much ignores that.
 

U-Throw

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Just for slight information

http://nintendoeverything.com/sakur...ayer-smash-originally-planned-for-melee-more/

Mewtwo development just began

And its undecided on more content after mewtwo and the miiverse stage and tourny mode online and offline
Well, that's vey interesting, but rather unsurprising. Isn't 6-Player Smash accessible in Debug Melee/Brawl? Besides that, planned ideas have been carried over before, like Final Smashes and an Ice effect being planned for 64.
Also, lemme go grab me some popcorn. If development on Mewtwo just began, there's gonna be a lot of websites to watch.
 

Igzex

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In less than 5 months, development progress will be optimal enough for code deployment and Mewtwo will be launched into the atmosphere ensuring complete. Global. Saturation. Ahhhhhhhhhhhhhhhgh.
 
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Spirst

 
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In less than 5 months, development progress will be optimal enough for code deployment and Mewtwo will be launched into the atmosphere ensuring complete. Global. Saturation. Ahhhhhhhhhhhhhhhgh.
"I'VE HAD ENOUGH OF YOUR BULL****"

Edit: It's a reference, not an attack. lol
 
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U-Throw

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I'VE HAD ENOUGH OF YOUR BULL****
Excuse me if I'm stepping out of my place, but that response seems pretty overreactive. I mean, you even didn't give him a warning before you bit his head off. I apologize again if I'm stepping out of my place, but the way you reacted just seemed unnecessarily harsh.
 
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