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Dring King Foo!!!!!so i have some money now, I can afford to drive to tournaments. I'm definitely going to be the best mewtwo. Get used to my name and figure out the best way to chant it *****es. Three syllables is awkward so you can abbreviate if you have to. King is my middle name
I just got to play Mewtwo yesterday! Only got 3 games in, but theres a couple things I'd like to note. You can jump or float out of teleport if you saved your jump, but every time I teleported sideways or down, I lost my jump! But on the bright side, turning around during teleport is really easy and very handy! So if you want to teleport right and turn, you press Up B, Right, and in the middle of your movement to the right, you tap Left. One last thing, his tail hurt-box seems LONGER. When they said they fixed his hurt-boxes, I guess they mean proportional to his tail
As things are subject to change and that this character is a work in progress, but from the build I played, he could keep his double jump if he used teleport from the stage, no matter the direction it went in. Also there are hurtboxes in the tail, but they don't extend past his tail, even with the increase in length of it on the model. I can 100% confirm that you can clank with swords with his tail, so its indeed an improvement.
That being said....I'm still on the fence about being to act of teleport. I mean it doesn't necessarily break him, and considering some of the more ridiculous things some of the other characters can do currently, especially with their recoveries, it is a possibility he needs this to keep up. I also want to think this is a good change, but the more I play him, the more I feel like its unnecessary, that the light buffs to the other aspects of his design were enough, and it might be ultimately degenerative to his design. Its still hard to say though, but what do you guys think? Am I being crazy or what?
It is not bigger. This is a common misconception. Like I mentioned many times, his slimmer body gives the illusion that his tail is bigger. His tail remained the same size but his torso slimmed down.. so you can see how it might look "bigger"now that his tail is even bigger, good luck dash dancing and not getting hit in the tail by someone with good timing. when he is in hitstun and being comboed, he will still get hit with things that most characters wouldn't because of his huge tail.
We sort of have M2K on our team. I think, and perhaps I am wrong about this, but I think that he said that he wouldn't main Mewtwo unless some things about him were tweaked (Buffed). I personally forsee him settling with a character like Roy rather than Mewtwo. Again, I could be proven wrong about this.We have m2k on our team though...
M2K goes Mewtwo in locals and early bracket all the time.I don't know if M2K ever went Mewtwo in a Melee tournament (Maybe in his early days), but it's entirely possible I have much more tournament experience with Mewtwo than he does. I would be pretty confident to say that many Melee Mewtwo mains played Mewtwo more than M2K ever has.
It's OK to criticize or have negative posts, just expect some debate from myself and others.That post made me feel a little more optimistic about it stallion. I don't think I'll be able to fully shake some doubt about it, but I'll try. Also I'll stop cluttering this thread with posts that don't contribute anything positive.
So in light of that, I have a question for you mew2 lovers. How useful, if it all, do you think disable will be now that it can hit opponents facing an opposite direction, or for that matter, how effective will it be against characters on both extreme ends of the size range?
Does disable do more than the one or less damage it did in melee? Does it still have that neat trick where if you disable a knocked down opponent at the peak of their bounce, they go into tumble and fall again? It was useless in Melee because nobody needs to add that little damage, and especially at the risk of losing a chance of a tech chase, but I'd love to have a reason to use that for bonus damage or just to **** with people I guess.Disable is great. Just don't throw it out often. Decently fast start up and paralyzes the opponent for a million years. It has good knockback on airborne foes too.
You don't have to be flashy to be good with a character. Its all about consistency. You can't be aggro using Mewtwo, that'll just get you killed. But yeah, teleport definitely does add some cool things for Mewtwo. Not sure if you checked out the video, but I had one posted a while back where I incorporated hover canceled aerials and teleports. http://www.youtube.com/watch?v=RNTaxnLZF8YWe sort of have M2K on our team. I think, and perhaps I am wrong about this, but I think that he said that he wouldn't main Mewtwo unless some things about him were tweaked (Buffed). I personally forsee him settling with a character like Roy rather than Mewtwo. Again, I could be proven wrong about this.
And although M2K is obviously a much better player than a large majority of smash players, Mewtwo isn't a character somebody can just coast with. A pocket Mewtwo that you only really use casually is not going to win you tournament matches unless there are people just horrendously unused to the match-up. Applying skills from other characters and thinking that's enough to skillfully use Mewtwo won't be enough either. I don't know if M2K ever went Mewtwo in a Melee tournament (Maybe in his early days), but it's entirely possible I have much more tournament experience with Mewtwo than he does. I would be pretty confident to say that many Melee Mewtwo mains played Mewtwo more than M2K ever has. I'm not necessarily comparing skill-sets (M2K can still kick my butt), but I'm rather saying that we won't really have M2K on our team unless he makes Mewtwo his main and puts a ton of effort into him. I actually think a relatively unknown person might end up impressing the community more with Mewtwo than a well-known person. It will all depend on who puts more time into learning everything about him.
Does disable do more than the one or less damage it did in melee? Does it still have that neat trick where if you disable a knocked down opponent at the peak of their bounce, they go into tumble and fall again? It was useless in Melee because nobody needs to add that little damage, and especially at the risk of losing a chance of a tech chase, but I'd love to have a reason to use that for bonus damage or just to **** with people I guess.
But it's only been that fast on platforms that you don't land in a grounded animation on, and even then you have to wait at the very least a few frames to fall to the platform. Grounded ending animation is 30 frames in melee, teleporting to the top BF platform in melee gives you that animation. In P:M, grounded animation ends (almost) instantly, so you can act straight from there instead of having to teleport above a platform them land on it.the landing recovery on Teleport in Melee from special fall is 4 frames, so it's always been that fast.
his grounded movement is gonna be amazing if he can teleport sideways onto level ground with that same ending animation, even disregarding his wavedash, due to his running speed and teleport.wait, it's 4 frames of landing recovery without entering the Special Fall animation?
I can see how that could raise some eyebrows