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List of things to buff Mewtwo

godogod

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I think Recover as an up b would be too big of a drawback. Considering how light he is, him getting back on the stage is far more than important than healling damage. He'd essentially be super light little mac in the air. That would make more sense for a down b move, though recovering half damage is pushing it imo. Hyper Beam sounds like Robin's neutral B charged all the way, which I don't mind. Shadowball volley, warpshock, and future sight sound good as well.



Up B:
Some damaging teleport move but with less distance.
Longer distance teleport move with slower start up. Would be hilarious and interesting to see it similar to Lucario's extreme speed actually.

B: Generic lucario customs. It is hard to imagine Sakurai implementing entirely new moves. If I come up with something, I"ll post it later.

Side B: Barrier. A blue barrier encased around mewtwo Reflects all projectiles and damages opponents a little if too close on start up.
Psychic: A stronger command grab, or maybe a more ranged grab but with less damage that can lead up to combos.

Down B:
Hypnosis+Dream Eater: Works similar to Nosferatu. Do the disable animation once to put a foe to sleep(like they're stunned), and press down b again to drain health until they wake up(lasts as long as the stun animation as Disable).

Calm Mind: . It takes a 2-3 second charge up like deep breathing Mewtwo gains significant knockback resistance(Ike to Ganondorf heavy), and his specials and dark moves do more damage for 7-10 seconds(about 2% more damage)
 
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Furret24

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Ohoho, I got this.

Neutral customs
Shadow Volley - Mewtwo charges two smaller Shadow Balls in both of his hands. He can launch either independently, and they are fired faster than default SB. Shadow Balls have reduced damage and knockback but would be primarily used for shield pressure. Will not kill unless the opponent is at a percentage where other moves are much better options.

Hyper Beam - This move cannot be used until it is fully charged. It has a long charge up time, very obvious when about to execute, but very high damage and very high knockback. If used in the air, it would be angled directly down. Mewtwo is immobile while using this move. Can kill early. Getting hit by an aerial Hyper Beam will spike the opponent.

Side customs
Protect - Mewtwo creates an impenetrable, blue orb around him for a brief time - he is immobilized by this. Projectiles are not reflected back, but if Mewtwo uses Protect while an opponent is very close to him, they will take slight damage and be pushed out by a windbox. Drawbacks I'm not too sure about other than higher endlag. Helps to negate some shield pressure and possibly useful for edgeguarding.

Swift - Good old Swift. Mewtwo creates three stars and fires them out. Their is slight tracking but nothing that can't be dodged. The stars dissipate after a few seconds. A damage rack-up move. No kill power.

Up customs
Recover - Gives up major recovery move for a self-heal move, which takes about 3-4 seconds to execute. Once executed, Mewtwo's percentage is halved.

Warp Shock - Teleport's execution time is lengthened and its distance is reduced, but there will be a few frames where electricity will form where Mewtwo exits. Think N-Air, but a stationary AOE effect. Like Shadow Volley, it will not kill unless the opponent is at a point where you'd wonder why you didn't use something better.

Down customs
Future Sight - a counter for Mewtwo. If hit during the move, Mewtwo will have the Disable animation and send them a ways back. Medium kill power.

Mind Blast (PEW PEW EYES, YEAH) - High start-up lag: Mewtwo rears its head back and darts it forward with glowing eyes. A psychic blast, which will travel at medium speed, will fly out and be denoted by wave lines along the ground a la Mewtwo Strikes Back. Projectile travels in a straight line, and has high damage and knockback, making it an extremely high-risk, high reward. Obviously, it's a kill move.

Reasoning: Since Mewtwo is a glass cannon, I tried to make many of his customs compliment that while at the same time allowing Customs that could appeal to other playstyles or new experimentation with custom combos.

Hope you guys like them :)

Edited for easier reading
I think Recover would be better if you healed 2/3% every second of holding it as opposed to halving his damage after a few seconds, along with making it a down special custom.
 
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BarSoapSoup

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Recover as an up b would be too big of a drawback. Considering how light he is, him getting back on the stage is far more than important than healling damage. He'd essentially be super light little mac in the air. That would make more sense for a down b move, though ad a down brecovering half damage is pushing it imo. Hyper Beam sounds like Robin's neutral B charged all the way, which I don't mind. Shadowball volley, warpshock, and future sight sound good as well.



Up B:
Some damaging teleport move but with less distance.
Longer distance teleport move with slower start up. Would be hilarious and interesting to see it similar to Lucario's extreme speed actually.

B: Generic lucario customs. It is hard to imagine Sakurai implementing entirely new moves. If I come up with something, I"ll post it later.

Side B: Barrier. A blue barrier encased around mewtwo Reflects all projectiles and damages opponents a little if too close on start up.
Psychic: A stronger command grab, or maybe a more ranged grab but with less damage that can lead up to combos.

Down B:
Hypnosis+Dream Eater: Works similar to Nosferatu. Do the disable animation once to put a foe to sleep(like they're stunned), and press down b again to drain health until they wake up(lasts as long as the stun animation as Disable).

Calm Mind: . It takes a 2-3 second charge up like deep breathing Mewtwo gains significant knockback resistance(Ike to Ganondorf heavy), and his specials and dark moves do more damage for 7-10 seconds(about 2% more damage)
I had thought of a lot of these as potential moves, actually. Especially barrier and calm mind. I didn't consider psychic because I feel like psychic is his F-Smash, since its similar to his animations in Stadium, Stadium 2, Colosseum, XD and Battle Royale. Edit: Otherwise, these are really neat ideas and I wouldn't mind having some of them in place of mine.

Furret24 Furret24 said :
Recover would be better if you healed 3% every second of holding it as opposed to halving his damage after a few seconds, along with making it a down special custom

Why don't you guys love pew pew eyes ;-;
 
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Furret24

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I had thought of a lot of these as potential moves, actually. Especially barrier and calm mind. I didn't consider psychic because I feel like psychic is his F-Smash, since its similar to his animations in Stadium, Stadium 2, Colosseum, XD and Battle Royale. Edit: Otherwise, these are really neat ideas and I wouldn't mind having some of them in place of mine.

Furret24 Furret24 said :
Recover would be better if you healed 3% every second of holding it as opposed to halving his damage after a few seconds, along with making it a down special custom

Why don't you guys love pew pew eyes ;-;
I prefer recovery over pew pew eyes.

...

Guys, I just thought of a new idea for Mewtwo's jab.
 

BarSoapSoup

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I prefer recovery over pew pew eyes.

...

Guys, I just thought of a new idea for Mewtwo's jab.
I guess we already have Hyper Beam. I guess you can say Mewtwo's looks will never kill. Now, how to tie a noose?...

jk. What's your idea for jab?
 
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Furret24

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I guess we already have Hyper Beam. I guess you can say Mewtwo's looks will never kill. Now, how to tie a noose?...

jk. What's your idea for jab?
It was a joke about making his pew pew eyes part of the infinite in his jab. :p
 

meleebrawler

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Now, now, these are the customs I see for Mewtwo:

B2: Jagged Shadow Ball (or Aura Sphere) - Basically the equivalent of Melee Shadow Ball, complete with charge damage.
B3: Psycho Cut - Fire a projectile that pierces, is much wider and charges much faster, but is much weaker. For harassment.

Side B2: Mirror Coat - Improved reflecting power (up to 2.1x), startup and window, but no grab or aerial bounce.
Side B3: Psychic - Turns back projectiles without changing ownership (ala Melee), the grab does much more damage and has great launch power. Has a bounce but doesn't go as high as Confusion.

Up B2: Retaliate - Teleport goes less distance but has a brief window to input an attack or defend afterwards before going helpless.
Up B3: Discharge Teleport - Increased startup, Mewtwo emits a powerful burst of energy when he disappears.

Down B2: Glare - Move has less range, but is faster, and paralyzes instead of stunning. This means it works on aerial opponents but always stuns for the same duration (meaning no charged smashes, only quick followups), and of course can't be used in quick succession.
Down B3: Confuse Ray - Increased startup, Mewtwo emits a slow-moving orb that travels a moderate distance. Opponents hit by the orb temporarily have their controls reversed.
 

godogod

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^^outside of jagged shadowball and mirror coat, I like those ideas a lot. I forgot about psycho cut. I've mentioned before months earlier(like others). I can see it working like greninja's water shuriken.. Or maybe just piercing through multiple enemies.
 
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MarioMeteor

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If it is as simple as you make it out to be, then it shouldn't be deciding when it does and doesn't hit. You should be able to know when it does and doesn't hit because its fixed.
That's kind of what I'm trying to say. A simple move shouldn't whiff so erratically. If they can do Marth's up tilt right, I don't see how they screwed up Mewtwo's.
Rarely as in once every three-dozen fights or so.
What's once in a dozen for you could just as well be every other match for someone else.

,Mario and others' F-Smashes can whiff at point blank, as Sonicninja115 Sonicninja115 stated in his response.
Really? Like who? The only other f-smash I've seen whiff is Samus'.
I said Confusion is a defensive option. Mewtwo shouldn't be acting aggressively - it is better to have more defensive options on a defensive glass cannon than offensive options. You have me at Disable's short duration and range. Of course it can be shielded - its not a command grab. You should never use Disable in the air when you have options like N-Air, which is infinitely better as an approach tool and in aerial combat. I don't see why disable being a ground-based move is a reason its terrible.
It's far more trouble to land than it's worth. And what's a glass cannon with no offense? A punching bag, that's what.
And I wouldn't bash it for being reflectable when fire breathing, missiles and charge shots can be countered by mid-air sword parries and super lasers and singularity devices can be stuffed in my pants pocket. :p
Honestly, I believe all that before I'd accept that waving a piece of cloth at someone looking at you stuns them.
 

Sonicninja115

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That's kind of what I'm trying to say. A simple move shouldn't whiff so erratically. If they can do Marth's up tilt right, I don't see how they screwed up Mewtwo's.

What's once in a dozen for you could just as well be every other match for someone else.


Really? Like who? The only other f-smash I've seen whiff is Samus'.

It's far more trouble to land than it's worth. And what's a glass cannon with no offense? A punching bag, that's what.

Honestly, I believe all that before I'd accept that waving a piece of cloth at someone looking at you stuns them.
All characters that have Fsmashes were the character steps forward can whiff, though I believe that one or two have a backwards hitbox.

RosaLuma is a glass cannon. However, her defense is a bit better then Mewtwo's on account of luma. Glass cannon isn't offense as much as kill power.

Mewtwo is a defensive/punishing character. Which means that his moveset fits into that category, and it does.

Utilt explained.

Fair explained.

Disable is frame 16... That is as fast as Fsmash and Confusion. There are mixups and low level techs to make it even safer. Plus, the new shieldstun mechanics helped it.
 

Sonicninja115

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Confusion is frame 12, Fsmash is frame 19...
I checked KuroganeHammer and those were the numbers they had. Confusion is 12-15, so technically and Dsmash is the 16 one. My B on the Dsmash.

However, Disable has more range then Dsmash and confusion and, last I checked, Fsmash. Making it better then smashes.

The FAF for Disable is 48, confusion is only three less at 45 and Dsmash is 44. ( lack of range) Fsmash clocks in with 53.

Disable has worse frame data then Dsmash, but much better range.

Disable is just plain better then Fsmash.

Confusion was just there because they had similar frame data.
 

Furret24

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I checked KuroganeHammer and those were the numbers they had. Confusion is 12-15, so technically and Dsmash is the 16 one. My B on the Dsmash.

However, Disable has more range then Dsmash and confusion and, last I checked, Fsmash. Making it better then smashes.

The FAF for Disable is 48, confusion is only three less at 45 and Dsmash is 44. ( lack of range) Fsmash clocks in with 53.

Disable has worse frame data then Dsmash, but much better range.

Disable is just plain better then Fsmash.

Confusion was just there because they had similar frame data.
Disable's range must be deceptive, since it looks like it has the range of jab.
 

420quickscoper

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Disable's range must be deceptive, since it looks like it has the range of jab.
The very last little star, or spark, it emits is showing its full range. I think it has three or four sparks. So it's not deceptive one bit. Just look closer.
 
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Furret24

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The very last little star, or spark, it emits is showing its full range. I think it has three or four sparks. So it's not deceptive one bit. Just look closer.
But if I do that, it appears to have the same range as fsmash.
 

Sonicninja115

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But if I do that, it appears to have the same range as fsmash.
I look into it more. But it appears that disable is slightly longer, plus Mewtwo lurches forward quite a bit. More then Fsmash lurches at least.
 

meleebrawler

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No need, got a perfect example of Disable's range right here:


Example occurs at 1:41. Disable has more range than fsmash, because if you hit at the very tip and try an fsmash without moving, you'll miss.
 
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Green L

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Because down throw is useless to use as it is. It doesn't reliably lead to any string of combos, unlike those 40 characters you mentioned and Melee Mewtwo,
I don't think smash 4 needs yet another "Grab, aerial, repeat" character. You guys should hope for NON GRAB combos from his tilts and be unique. Seriously, it's almost as if this community only cares about grab follow ups and not much else.
 

420quickscoper

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I don't think smash 4 needs yet another "Grab, aerial, repeat" character. You guys should hope for NON GRAB combos from his tilts and be unique. Seriously, it's almost as if this community only cares about grab follow ups and not much else.
Finally, someone understands my point.

Mewtwo already has pretty good combo ability anyways...
 

godogod

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I don't think smash 4 needs yet another "Grab, aerial, repeat" character. You guys should hope for NON GRAB combos from his tilts and be unique. Seriously, it's almost as if this community only cares about grab follow ups and not much else.
Like I said, his down throw is useless to use to use. There's nothing wrong with having his down throw have some actual utility, considering his up and back throw serve as kill throws, like it does in Melee. Also, most competent fighters that have throw combos, have a ombo that doesn't rely on throws. Who cares if there is another throw combo? Everyone has their own unique special stats, and each move is different from the other and is effected by the damage and knockback of the move, along with the fall speed and weight.

Also I did mention a buffed up tilt, and don't understand why you selectively took that out of the original post of mine you quoted.
 

Ryusuta

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Finally, someone understands my point.

Mewtwo already has pretty good combo ability anyways...
We UNDERSTOOD what you're saying, we just don't agree. It's arbitrary to make Mewtwo suffer a weakness that - by your own admission - a fair number of the cast doesn't have. Why the hell would you want to limit his tools? What good is down throw right now other than as a very poor tech chase setup?

I know you don't like Smash 4 being grab-centric, but it IS. And while that remains the case, Mewtwo needs, nay DESERVES, to have the tools to compete on that level.

Mewtwo had a good grab game in Project M and hell, even in MELEE. Lacking it now is pretty crippling.

More to the point, if you don't like MY suggestion, come up with a better one and argue in favor of it. Simply saying "no 'cause I don't like throwing" isn't helpful or productive.
 

420quickscoper

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We UNDERSTOOD what you're saying, we just don't agree. It's arbitrary to make Mewtwo suffer a weakness that - by your own admission - a fair number of the cast doesn't have. Why the hell would you want to limit his tools? What good is down throw right now other than as a very poor tech chase setup?

I know you don't like Smash 4 being grab-centric, but it IS. And while that remains the case, Mewtwo needs, nay DESERVES, to have the tools to compete on that level.

Mewtwo had a good grab game in Project M and hell, even in MELEE. Lacking it now is pretty crippling.

More to the point, if you don't like MY suggestion, come up with a better one and argue in favor of it. Simply saying "no 'cause I don't like throwing" isn't helpful or productive.
I was thinking that down throw could be a much better tech-chase scenario that knocks them straight forwards and onto the ground, and have a small window to tech so you can dash attack them if they don't tech. (Do you like that idea? Please tell.)
I do not believe he needs a throw combo to compete. What he actually NEEDS is hitbox buffs, forward throw having set knockback so it always does 13%, and maybe a few other things that needs to be fixed.

Down throw is a want, not a need. Look at... Wario. Wario has no throw combos, but still a great character nevertheless. I completely understand that Wario's the much better character and all, but this still shows that Mewtwo can be viable without a down throw buff. You dig?

After all, Mewtwo's meta isn't too touched when you think about it. Look, I'm sorry for all the invalid points I made, and I hope you can forgive me. Cheers... please.

On the topic of down throw again, isn't it kind of okay to let it stay useless? There are a ton of other useless throws out there. Some characters only have one good throw.

I get what you're saying and I really respect your opinion (i'm sorry pls no hurt) but I just don't really feel the same way. Don't you think other buffs could fix him as well? Hell, hitbox fixes would make him go up a little bit.

Regardless of buffs, I can really only see Mewtwo going up, unless every character below him gets buffed and he doesn't get touched. In that case, yeah, there might come a time where he actually needs this kind of stuff to compete.

I don't feel like Mewtwo is solo-viable but good enough to the point where he's a viable secondary. I do want him to be a solo viable character, but we don't NEED buffs to actually go up the metagame.

We need Mewtwo's development. Some people I know around the Mewtwo boards are always on point when discovering new things and stuff like that. Still, Mewtwo is developing quite slowly. The reason for that is because we have so little people working on him.
We need more people, don't you think?
 
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Sonicninja115

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I was thinking that down throw could be a much better tech-chase scenario that knocks them straight forwards and onto the ground, and have a small window to tech so you can dash attack them if they don't tech. (Do you like that idea? Please tell.)
I do not believe he needs a throw combo to compete. What he actually NEEDS is hitbox buffs, forward throw having set knockback so it always does 13%, and maybe a few other things that needs to be fixed.

Down throw is a want, not a need. Look at... Wario. Wario has no throw combos, but still a great character nevertheless. I completely understand that Wario's the much better character and all, but this still shows that Mewtwo can be viable without a down throw buff. You dig?

After all, Mewtwo's meta isn't too touched when you think about it. Look, I'm sorry for all the invalid points I made, and I hope you can forgive me. Cheers... please.

On the topic of down throw again, isn't it kind of okay to let it stay useless? There are a ton of other useless throws out there. Some characters only have one good throw.

I get what you're saying and I really respect your opinion (i'm sorry pls no hurt) but I just don't really feel the same way. Don't you think other buffs could fix him as well? Hell, hitbox fixes would make him go up a little bit.

Regardless of buffs, I can really only see Mewtwo going up, unless every character below him gets buffed and he doesn't get touched. In that case, yeah, there might come a time where he actually needs this kind of stuff to compete.

I don't feel like Mewtwo is solo-viable but good enough to the point where he's a viable secondary. I do want him to be a solo viable character, but we don't NEED buffs to actually go up the metagame.

We need Mewtwo's development. Some people I know around the Mewtwo boards are always on point when discovering new things and stuff like that. Still, Mewtwo is developing quite slowly. The reason for that is because we have so little people working on him.
We need more people, don't you think?
Mewtwo is only a standard secondary at this point. In the future however, I see him being a solid main with a secondary to cover bad MU's.
 

Furret24

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I was thinking that down throw could be a much better tech-chase scenario that knocks them straight forwards and onto the ground, and have a small window to tech so you can dash attack them if they don't tech. (Do you like that idea? Please tell.)
I do not believe he needs a throw combo to compete. What he actually NEEDS is hitbox buffs, forward throw having set knockback so it always does 13%, and maybe a few other things that needs to be fixed.

Down throw is a want, not a need. Look at... Wario. Wario has no throw combos, but still a great character nevertheless. I completely understand that Wario's the much better character and all, but this still shows that Mewtwo can be viable without a down throw buff. You dig?

After all, Mewtwo's meta isn't too touched when you think about it. Look, I'm sorry for all the invalid points I made, and I hope you can forgive me. Cheers... please.

On the topic of down throw again, isn't it kind of okay to let it stay useless? There are a ton of other useless throws out there. Some characters only have one good throw.

I get what you're saying and I really respect your opinion (i'm sorry pls no hurt) but I just don't really feel the same way. Don't you think other buffs could fix him as well? Hell, hitbox fixes would make him go up a little bit.

Regardless of buffs, I can really only see Mewtwo going up, unless every character below him gets buffed and he doesn't get touched. In that case, yeah, there might come a time where he actually needs this kind of stuff to compete.

I don't feel like Mewtwo is solo-viable but good enough to the point where he's a viable secondary. I do want him to be a solo viable character, but we don't NEED buffs to actually go up the metagame.

We need Mewtwo's development. Some people I know around the Mewtwo boards are always on point when discovering new things and stuff like that. Still, Mewtwo is developing quite slowly. The reason for that is because we have so little people working on him.
We need more people, don't you think?
I like how you think making fthrow do consistent damage is more important than making dthrow have any sort of use.
 

420quickscoper

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Do I even need to say anything here?
I-I already knew... just was making sure.

I'm not saying that fthrow is more important than dthrow. I'm just saying that forward throw should be fixed because it's actually broken since not all hits connect on high percents with lighter characters. It just bothers me.

Down throw bothers me too, but it's not exactly "broken". It still is useless no doubt. Hell I even said that it could be buffed to be a great tech chase option. I would be fine with down throw comboing, in fact I support all your opinions, I just think there are more interesting ways to buff a character.

Yes I would love a down throw combo, but I just think that it's not what Mewtwo needs. If Mewtwo needs anything other than the fixes I mentioned before, it would probably be Shadow Ball doing damage while charging. I'd say it boost his viability. Maybe not to fully solo viable, but a decent character.


Or you know, we could just wait for buffs and sit here all day.

If we don't get fixes on things that are broken on Mewtwo, I will be pretty dissapointed. They've hopefully noticed by now. The next patch is approaching pretty soon.
 
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Green L

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Also, most competent fighters that have throw combos, have a ombo that doesn't rely on throws. Who cares if there is another throw combo?
Have you forgotten about Ryu, Sonic, Pac man, Peach? These characters have a bad grab game but they have grabless combos. Why not be like them? Some characters who are "good" in this game have their viability based almost entirely around their repetitive grab combos and they don't offer much else. Mario, ness, Donkey Kong. Smash 4 doesn't have to be so grab obsessed. What's wrong with mewtwo setting the example and NOT rely on grabs? Mewtwo could have more combos and be unique by having his combos come from up tilt and other tilts like you mentioned
 
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420quickscoper

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Have you forgotten about Ryu, Sonic, Pac man, Peach? These characters have a bad grab game but they have grabless combos. Why not be like them? Some characters who are "good" in this game have their viability based almost entirely around their repetitive grab combos and they don't offer much else. Mario, ness, Donkey Kong. Smash 4 doesn't have to be so grab obsessed. What's wrong with mewtwo setting the example and NOT rely on grabs? Mewtwo could have more combos and be unique by having his combos come from up tilt and other tilts like you mentioned
He actually has a lot of combos of down tilt, up tilt and jab.
 
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Furret24

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Have you forgotten about Ryu, Sonic, Pac man, Peach? These characters have a bad grab game but they have grabless combos. Why not be like them? Some characters who are "good" in this game have their viability based almost entirely around their repetitive grab combos and they don't offer much else. Mario, ness, Donkey Kong. Smash 4 doesn't have to be so grab obsessed. What's wrong with mewtwo setting the example and NOT rely on grabs? Mewtwo could have more combos and be unique by having his combos come from up tilt and other tilts like you mentioned
Because Sakurai doesn't want there to be combo starters that aren't throws outside of a select few. Sure we get a few things like jab and dtilt. But those don't compare to things like Cargo and dthrow Ball.
 
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Mario & Sonic Guy

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An increased grab range, especially for its dash grabs, would probably be one of the biggest things that Mewtwo needs.
 

420quickscoper

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Because Sakurai doesn't want there to be combo starters that aren't throws outside of a select few. Sure we get a few things like jab and dtilt. But those don't compare to things like Cargo and dthrow Ball.
Nah. Down tilt basically has the amount of setups a lot of other down throws have. If you know what to do after down tilt, at low percents you can get around 30% damage, which is pretty awesome.

Yeah, it doesn't go through shields like grabs, but it's a spacing tool so yeah.

Jab is a bit more read based, really.

He has a few other combo moves as well.
 
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Furret24

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Nah. Down tilt basically has the amount of setups a lot of other down throws have. If you know what to do after down tilt, at low percents you can get around 30% damage, which is pretty awesome.

Yeah, it doesn't go through shields like grabs, but it's a spacing tool so yeah.

Jab is a bit more read based, really.

He has a few other combo moves as well.
I dunno. Dtilt stops working around 30% on most characters while most dthrows still combo even past 60%.

What combo moves does he have outside of jab, dtilt, and utilt?
 

420quickscoper

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I dunno. Dtilt stops working around 30% on most characters while most dthrows still combo even past 60%.

What combo moves does he have outside of jab, dtilt, and utilt?
All of his aerals kind of, actually. Neutral air has two types of combo ability in it, even.

Down tilt actually works around 0-80 on a character like Mario. On floaties around 50. And on fastfallers, 0-100.
 

Sonicninja115

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I dunno. Dtilt stops working around 30% on most characters while most dthrows still combo even past 60%.

What combo moves does he have outside of jab, dtilt, and utilt?
Dtilt works around 0-140%ish.

Fthrow deals rather insane damage for a throw and serves to reposition the opponent. Giving you either advantage or time to charge an SB.

Dthrow tech chases. Or another way to say it is gives you a vortex. No matter what the opponent does, Mewtwo can counter it in some way.

If the DJ, what else can they do? They have to land. Punish their extreme disadvantage with a move that breaks both airdodge and has high reach, plus low startup-Usmash.

DI down, easy tech chase.

DI away, DA/running Usmash.

And just don't DI back.

Also, Utilt combos from 0-60% dealing about 15-30 a combo. Utilt also combos into Usmash, which kills. Just Jab-step-Utilt-Usmash.

Jab, Dtilt, Utilt, Nair, Fair, Uair, Bair, Confusion and Disable. (Last two are technicalities, with Disable holding them and Confusion starting a 50/50)

How much do you guys actually know about Mewtwo? Do you know he has a pseudo infinite and many kill combos? The infinite is actually an infinite, but there is a way to get out. Still working on completely getting around it.
 
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420quickscoper

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Dtilt works around 0-140%ish.

Fthrow deals rather insane damage for a throw and serves to reposition the opponent. Giving you either advantage or time to charge an SB.

Dthrow tech chases. Or another way to say it is gives you a vortex. No matter what the opponent does, Mewtwo can counter it in some way.

If the DJ, what else can they do? They have to land. Punish their extreme disadvantage with a move that breaks both airdodge and has high reach, plus low startup-Usmash.

DI down, easy tech chase.

DI away, DA/running Usmash.

And just don't DI back.

Also, Utilt combos from 0-60% dealing about 15-30 a combo. Utilt also combos into Usmash, which kills. Just Jab-step-Utilt-Usmash.

Jab, Dtilt, Utilt, Nair, Fair, Uair, Bair, Confusion and Disable. (Last two are technicalities, with Disable holding them and Confusion starting a 50/50)

How much do you guys actually know about Mewtwo? Do you know he has a pseudo infinite and many kill combos? The infinite is actually an infinite, but there is a way to get out. Still working on completely getting around it.
I think I'm okay, like some others. Some people don't know that much.
What do you think of me based on a video (if you saw it)?
May wanna PM you.
 
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Sonicninja115

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I think I'm okay, like some others. Some people don't know that much.
What do you think of me based on a video (if you saw it)?
May wanna PM you.
You know more then most here apparently... If people want to complain about his combo game, they should at least know what it entails.

Go ahead with the PM. I watched your vid earlier, but my internet was pretty bad so I couldn't post afterwards.
 

meleebrawler

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An increased grab range, especially for its dash grabs, would probably be one of the biggest things that Mewtwo needs.
The short dashgrab does make sense considering Mewtwo's general aversion to rushing down foes himself. A longer pivot grab would be more interesting.
 

Mario & Sonic Guy

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The short dashgrab does make sense considering Mewtwo's general aversion to rushing down foes himself. A longer pivot grab would be more interesting.
The main problem is that for a fighter who strongly relies on its grabs, Mewtwo needs a better grab range to take better advantage of them.
 

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The main problem is that for a fighter who strongly relies on its grabs, Mewtwo needs a better grab range to take better advantage of them.
I think balance is the reason for our poor grab range and I don't see that changing, but at the same time I do agree as we do need the wiffing on short characters fixed like Wii Fit got a few patches back.
 
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