godogod
Smash Ace
- Joined
- Apr 11, 2014
- Messages
- 643
The purpose of this thread is to discuss Mewtwo's shortcomings and accompanied buffs for not only smash fans, but in hopes of reaching the developers to make him a competitive and enjoyable fighter in a future patch for the smash community!
Here's a video created by Brian C that recognizes much of Mewtwo's shortcomings:
Summarized Complaints From the Video
1. Up air, forward air back air, up tilt, have animations that do not match their hitboxes and tend to miss completely as a result
2. Forward smash tends to whiff at point blank range
3. Grab animation whiffs often, particularly against short characters
4. Mewtwo is the second lightest character in the game, even significantly lighter than his melee counterpart(from 85 in melee to 72 in smash four). Doesn't help that he has a large hurtbox
5. Teleport often fails to connect to certain stage ledges, often making him bounce away from the ledge leaving the player to SD. Teleport also leaves him vulnerable to damage throughout the animation, unlike other up special recoveries that behave similarly to teleport from other characters(Palutena and Zelda)
That being said, the most universal buffs smashboard mewtwo users have agreed on are:
1. An increase in weight. Back to Melee weight(85) at least or up to medium weight(95-100).
2. Fixing hitboxes with their animations for up air/back air/forward air, to connect more reliably
3. Fixing up tilt, forward smash(point blank range) to connect more reliably.
4. Grab hitbox is fixed, notably against short characters and when grabbing while dashing
5. Shadowball having a hitbox when charging like SSBM.
6. Faster tilts and aerials, specifically up tilt, up air, and back air.
7. Fixing the self destructs when Mewtwo teleports to an edge(under the stage) form an angle successfully,instead of bouncing back.
8. Down smash having a larger hitbox, or being able to hit from behind like Lucas. Up tilt hitting more reliably and coming out faster to cover rollers is also good.
9. Disable having more range on the ground, and more knockback in the air
Feel free to post your thoughts and ideas.
Here's a video created by Brian C that recognizes much of Mewtwo's shortcomings:
1. Up air, forward air back air, up tilt, have animations that do not match their hitboxes and tend to miss completely as a result
2. Forward smash tends to whiff at point blank range
3. Grab animation whiffs often, particularly against short characters
4. Mewtwo is the second lightest character in the game, even significantly lighter than his melee counterpart(from 85 in melee to 72 in smash four). Doesn't help that he has a large hurtbox
5. Teleport often fails to connect to certain stage ledges, often making him bounce away from the ledge leaving the player to SD. Teleport also leaves him vulnerable to damage throughout the animation, unlike other up special recoveries that behave similarly to teleport from other characters(Palutena and Zelda)
That being said, the most universal buffs smashboard mewtwo users have agreed on are:
1. An increase in weight. Back to Melee weight(85) at least or up to medium weight(95-100).
2. Fixing hitboxes with their animations for up air/back air/forward air, to connect more reliably
3. Fixing up tilt, forward smash(point blank range) to connect more reliably.
4. Grab hitbox is fixed, notably against short characters and when grabbing while dashing
5. Shadowball having a hitbox when charging like SSBM.
6. Faster tilts and aerials, specifically up tilt, up air, and back air.
7. Fixing the self destructs when Mewtwo teleports to an edge(under the stage) form an angle successfully,instead of bouncing back.
8. Down smash having a larger hitbox, or being able to hit from behind like Lucas. Up tilt hitting more reliably and coming out faster to cover rollers is also good.
9. Disable having more range on the ground, and more knockback in the air
Feel free to post your thoughts and ideas.
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