LRodC
Smashing With Mewtwo and Cloud
I mean, as for weight, I don't think it's a huge deal. Mewtwo's meant to be really evasive due to his great air dodge, his excellent speed in both the air and ground, and great ability to avoid juggles. If they had the choice to improve frame data on moves or improve his weight, I'd rather have the better frame data. Imagine what Mewtwo could do with a frame 2-3 jab for example or a quicker forward tilt. That would be a way better buff than weight, IMO. Melee Mewtwo needed the weight more than this Mewtwo. In the end, weight makes the character less risky, that's about it. Occasionally you die super early to an attack that would've killed someone else 10% later, but that's usually the result of me messing something up such as a landing, leaving myself open, or going autopilot. The better you get, the less issue weight becomes, I think. I would definitely appreciate if it got buffed just like I would for anything, but I don't think it would be the end of the world for his competitive viability if he never got a weight buff. I think he has other issues to tackle first and that this is incredibly overblown.So can we all agree that he needs:
-grab dash fixed and just grab against short characters need to being more reliable. The short character thing can be fixed by moving the hitbox down like what the devs did with WFT
-fix the sding with teleport(give teleport a bigger/more forgiving box to snap on to a ledge), though they might have to fix it for all the teleport moves. Less landing lag would be nice too.
-up tilt having a larger hitbox (like up air)so it can hit more reliably close to him(front and back)
-down throw following up to a combo. It needs some use. We got two throws that kill in different directions, and we got another throw that racks up damage. Even if down throw is only usable at low percents. What happend to down throw not leading to up smash like the trailer? Bummer
I still think he should get:
- melee weight back
-disable needs more range or faster start up.. Its incredibly difficult to pull it off in an actual competitive match. Something should be done about using it on air too.
-ftilt should have a shorter animation or faster start up.
I hope this is the last time I post my list. I've/we've been beating the dead horse, but Feb could be the very last balance patch, and that will be it. The devs are listening. We can agree to disagree on some specific ones, but there's no denying there's a few fundamental things that need fixing still for (up tilt, down throw, teleport, and disable to be reliable at least).
Dash grab being more reliable on small characters would definitely be an appreciated buff. Short grab range may be a balance decision due to his excellent grab game and mobility, so I'm not sure if that's intended or not. As long as it matches the animation.
Teleport bouncing is annoying, and I agree that it should get patched out. However, I don't think it's a terrible thing that affects Mewtwo's viability as much as it is annoying to keep it in mind. You have to watch out that you're not under any stage lips when you use it. If you're careful, it's a non issue a majority of the time. I died by teleport bouncing a lot earlier on, but it rarely if ever happens now that I got better at it. Not really arguing it, just saying it's not that bad.
Agreed with up tilt. Surprised it wasn't touched yet.
Down throw comboing would be nice to give it some identity given that his other throws are very good. I'd like a simple combo throw as a mix up if anything. I don't think it should be better than down tilt. It would be useful in scenarios where you could be like "okay, you shielded down tilt? Let me just grab you and get you into my second combo tool". I don't think it's a needed change necessarily and he can do without it just fine, but it would be cool to have. It might also be a conscious balance decision too since he already has a combo tool in d-tilt. If he were to have a combo throw though, I just hope it isn't something brain dead. (FYI, in the trailer, it didn't true combo either. The opponents just did nothing to make him look more powerful.)
Like I said before, I support f-tilt being buffed. However, it could receive a damage/knockback reduction to compensate like Ike's. (It could possibly do 8% damage)
I think disable is about as good as it's gonna get without being stupid or not making sense. You have to be really careful with how you balance moves like that. The most I'd support is it getting some knockback in the air. Otherwise, I think it's safe to keep it how it is at the moment. It's a fine tool for hard reads and a lot of the time, opponents don't see it coming or forget about it. If you make it faster, you could potentially have really dangerous and unavoidable kill setups with Disable, and Mewtwo would automatically go to top tier without question with a punish game that beats Zero Suit Samus. Gotta be careful with this one.
That's about it. I know you comment about the buffs you want all the time because you want Mewtwo to be a great character. However, you have to admit Mewtwo is way, way better than what he used to be and he has an actual identity now. You may agree or disagree with how things are with him still, but I don't think it's necessary to cry for buffs anymore in order to make us relevant. I think it's healthy for us to be optimistic for the metagame of the character. The board has been doing an excellent job with being heavily productive with Mewtwo's metagame and making up for lost time. It's much better than the Zelda boards who are extremely pessimistic, consistently trash their own character, and ask for buffs so much that they forget to work on metagame development. I think people are starting to see Mewtwo's upside now. I see heavy potential this character as well and I'm going to make the most of him because he's a really fun character to use (and he's Mewtwo, I mean come on).
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