2 C H i L L E D
Eternal Hitstun
Np man.Appreciate it, 2CHILLED.
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Np man.Appreciate it, 2CHILLED.
Jesus, I want to learn Mewtwo now just to demonstrate how terribly wrong you are. :<Mewtwo is without a doubt not in the top 5. Even more he wouldn't "easily" attain that rank.
Utilt into chained uairs works pretty well against non-fastfallers. Against FFs, you're better off just playing the dtilt/dthrow/fair game I think.Utilt is wonderfully sexy. How do you guys usually try to convert from Utilt into other moves? I find Short Hopped aerials really does the trick of most characters.
Learn him then, I'd be glad to see it. But don't get me wrong. He's pretty damn good, but top 5? Idk...Jesus, I want to learn Mewtwo now just to demonstrate how terribly wrong you are. :<
Just off the top of my head: Falco, Fox, Wolf, Lucas, Lucario, Bowser, Mario, Ivysaur are considered to be some of the best characters in P:M (even if we're going solely by tournament results) and are all better than Mewtwo. That's way more than 5. I'm sure legitimate counterpoints can be made for Pit, MK and Marth as well.Jesus, I want to learn Mewtwo now just to demonstrate how terribly wrong you are. :<
Sure, but Ivy, Bowser, and Lucas were nerfed, and these results are all for 2.6b anyway.Just off the top of my head: Falco, Fox, Wolf, Lucas, Lucario, Bowser, Mario, Ivysaur are considered to be some of the best characters in P:M (even if we're going solely by tournament results)
Now *THAT* is subjective. I think M2 is demonstrably better than Bowser, Mario, and Ivy. The spacies aren't nearly as great as in Melee, and M2 stomps on them anyway. I don't know much about Lucas or Lucario.and are all better than Mewtwo.
That's not an argument, it's just me being an arrogant prick. :DYour subjective "if I picked him up I'll show you all he's amazing" argument is just too flimsy. But yeah Mewtwo is solid, and definitely 10x better than his melee incarnation.
Come on man, 3.0 Ivy is a joke and you know it.Just off the top of my head: Falco, Fox, Wolf, Lucas, Lucario, Bowser, Mario, Ivysaur are considered to be some of the best characters in P:M (even if we're going solely by tournament results) and are all better than Mewtwo. That's way more than 5. I'm sure legitimate counterpoints can be made for Pit, MK and Marth as well.
Your subjective "if I picked him up I'll show you all he's amazing" argument is just too flimsy. But yeah Mewtwo is solid, and definitely 10x better than his melee incarnation.
What is your overall mentality when using Mewtwo?
Uh, yeah. Shadow ball. Charge one or throw one.Mewtwo has a lot of good-great options but doesn't necessarily have that one key option that his play can be revolved around...I'm having some issue establishing a "central action" with Mewtwo.
Uh, yeah. Shadow ball. Charge one or throw one.
Throw it then.I'll edit this later to extrapolate better but, in short, no, charging shadow ball doesn't work as the crux of a strategy.
As somebody who frequently zones out in the middle of matches, I can confirm the difficulty in autopiloting Mewtwo. It is currently my biggest problem with playing him. By the time I realize what's going on, they've made up whatever lead I establish when I'm paying attention. In contrast, I'm able to just take a lead early with other characters and then just fall back into generic strategies mixed with doing whatever moves I think look the coolest ("yeah, I think the third hit of dancing blade is my best edgeguarding option right now").
How do you guys focus?
While his example may be flawed, his premise is definitely valid. We can use the threat of a fully charged Shadow Ball to try and make our opponent fall into our "less threatening" moves, and start combos or just do constant chip damage until we can kill. If my opponent is constantly jumping around trying to avoid Shadow Ball, I'm going to try and jump in under him and Up Air him, or maybe something else. idk would depend on the exact situation....Sit in shield waiting for a projectile? Nobody good does that. At most they'll shield it on reaction, but usually they're going to move out of the way if they have the option...
Sorry didn't see this until now --Honestly I find it kind of silly that it doesn't refresh his hover on edge grab. Because of how his trade-off for jump works, it almost feels like an alternative to jump, and feels as if it should work the same way in all cases as a jump, just slower and omni-directional
Reducing campiness feels like a pretty lame reason, it's not like there aren't other characters (I'm looking at you, jiggs) that have incredible potential for edge campiness
The thing is, how many people abuse that? It's rarely ever seen. I find Ike's walljump change in (2.5?) to be the exact same thing. Nobody ever abused that. Limiting a player's options for every game every time a player uses their character seems like a really awkward solution to something that's only every going to be a reality in one-in-a-thousand tournament matches, or less. I can only think of one match I've ever seen in which a jigglypuff abused edge camping to the extreme of a time out, out of how many matches that have ever happened? I know my sampling method isn't exactly perfect, but you can look for yourself. It's not brawl, and for some reason, nobody feels encouraged to edge camp that hardcore in P:M or melee.
In a playtesting environment, I have no doubt you would see that kind of stuff. Were I play testing Jiggs for the first time, I'd revel in seeing exactly how much time I can spend in the air offstage with the floatiest, five-jumpiest, most aerial-mobiliest, side-b falling speed stalliest character in the game. Having access to new stuff encourages using it to extremes. I have no doubt that, if it became a regular thing to refresh hover on edge-grab, people would get used to having it and stop using it just because they can and move on to learning and using the rest of the character, using it only when necessary.
Fair enough. Have you addressed MewTwo losing hover when grabbing an edge though? I'm talking about when you double jump to the edge, and lose it without ever using it. I made a thread here in the M2 forums but i don't suppose you guys can read everything so i ask here to bring your attention to it.Sorry didn't see this until now --
if we allowed Hover to refresh on ledge grab, then infinite *invincible* ledge drop -> Hover -> Uair -> ledge grab stall loops would be a thing.
Yes, Mewtwo does have an infinite invincible stall in ledge drop -> Up-B -> regrab but it lacks any sort of hitbox, allowing the opponent to hog Mewtwo with a quick RAR wavedash pretty effectively. In turn, invincible hover nair would have a pretty massive hitbox for the opponent to contend with...
I think you can see why we took that out, even if not refreshing at the ledge isn't the most totally natural choice.
EDIT: it actually would be invincible for the first 29 of 39 frames, although this wouldn't be completely impervious to lingering attacks it would still be annoying enough to be pretty questionable. The final bit is that Peach's regrab doesn't give her another Float, either, so it makes more sense to follow this precedent than to go against the precedent in order to introduce a ledge stall tactic that could range from annoying to potentially broken.
I was actually wondering what the general consensus so far on Mewtwo's ability at a competitive level. In my personal experience he seems solid, but I wouldn't go as far as to say overpowered. He still has his glaringly exploitable weaknesses, just with a bit more kick to his strengths. But what do you guys think? And what do your friends think, if they're not too salty to function.
Double jump takes hover away.Fair enough. Have you addressed MewTwo losing hover when grabbing an edge though? I'm talking about when you double jump to the edge, and lose it without ever using it. I made a thread here in the M2 forums but i don't suppose you guys can read everything so i ask here to bring your attention to it.
Yeah I seriously struggle with this. Along with the problem mentioned earlier about playing on autopilot.In my experience Mewtwo has trouble if the opponent keeps landing behind him as his only move that really covers both sides is Nair.
ive not had this problem unless i dont fully understand the situation. i usually just bair when they land behind. but more of a retreating bair so they cant punish if they shield it. it hasnt failed me yetIn my experience Mewtwo has trouble if the opponent keeps landing behind him as his only move that really covers both sides is Nair.
Where this post about fox < mewtwodid someone in here seriously say that Melee Mewtwo stomps the spacies? lol what game were you playing?
at the very best it's 6:4 in Falco's favor and 7:3 in Fox's. FD only helps if they decide to play like idiots
I am glad at all the positive feedback that Mewtwo:M is getting. there are some things that i want to test, and I'll hopefully have videos up after casuals next week, so i can join in this conversation without having something to show that i know how to play the game rather than theorycrafting lol
the new tip of the tail hitbox on bair is really good, and only looses to other disjoints. some characters can grab it too I think. using it in Hover is good if a little situational, as an edgeguard it is pretty scary.Has anyone tried to incorporate Mewtwo's bair at the tip as an approach option? The tip of his tail has no hurtboxes, yet it has a hitbox. It could work with a backwards wavedash. SH float could be a poking tool similar to Marth's fair.