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Lol, not true (I still love tales though XD). Anyway, I'm gonna except Lloyd and Batman.
I was actually hoping I could use Lip and Chaos, but since you might change, that's fine.
Also, nobody likes spoilers.
Froggy and Tails sounds good.
Oh, don't worry, anybody who hasn't been graded by a commie automatically gets at least one.
'Kay.
So far, Eru and Nintendogs (and Dry Bones himself, if that's okay) are the ones I'll pick.
Oh, don't worry, anybody who hasn't been graded by a commie automatically gets at least one if they want.
Okay, sounds cool.
That's fine.
You can nominate anybody you want. This is about you, the people awesome movesets. But, I think I'll pick Pelleas and Chris Lionheart, along with Zelos.
The Current List *=permission needed
Lloyd (half_silver28)
Batman
Gemini Spark (Spadefox)
Chaos
Lip*
Froggy (dancingfrogman)
Tails
Cervantes* (MasterWarlord)
Nightmare*
Shinon (TWILTHERO)
Sagi
Mia OR Volke*
Erutashi (Iron Thorn)
Nintendogs
Dry Bones*
I gave half these people their S- and A-ranks, yet I don't have any characters in the list... Aw, heck, pick whoever you want, if anyone.
Anyone else feel there are too many SSEs going on? I really can't follow or really get into all of them because of the sheer number. So I'd like to make a different type of request, one that we not start any new SSEs until the current ones finish. If you've already started or at least announced yours, fine, but no more, okay? Please...
And we better get a girl to volunteer for this TYATM spot as quickly as possible. If no one volunteers by the top of the hour, I vote we pick someone who hasn't been included yet and pretend they're a girl.
"He's back! Mewtwo has joined the Brawl!"_Unlock message.
About MEWTWO:
"Mewtwo (ミュウツー, Myūtsū?) is a fictional character in Nintendo's and Game Freak's Pokémon series of video games. Mewtwo was introduced in the first-generation games, as one of the series' species that can be captured and used in battles against other Pokémon in battles central to the series. The player first learns of Mewtwo towards the later part of the game through research documents left in a ruined laboratory on Cinnabar Island, where it is revealed to be a genetically modified descendant of Mew[1] created after years of work by a solitary scientist.[2] It eventually proved too powerful to contain."_Wikipedia
Animations
Idle: MEWTWO stands in a similar stance as he did in Melee.
Walking: MEWTWO steps powerfully and briskly in a quick-ish fashion.
Running: Similar animation as in Melee; he floats to his destination.
Dizzy/Stunned: MEWTWO stumbles back a bit, his right arm grasping his head as a migrain ensues, while his left arm dangles, and his feet remain in a fighting stance.
Crouching: MEWTWO crouches, posting his right arm, while waving his left arm freely, his tail twitching occasionally.
Rolling: Similar to that of Melee's; he slides backwards just above the ground.
Shielding: Folds his arms, standing erect, smirking slightly (as if he is watching feeble attempts to reach him fail).
Side-Step: Similar to his Air-Dodge, MEWTWO TELEPORTS out of view for a moment, a white star remaining in his place. This dodge lasts as long as any other. It is just different in appearance.
Air-Dodge: Similar to that of Melee's. He teleports, quickly reappearing, a 'star' (light) remaining where he vanished, and moving along the same path he would be.
Ledge-Grab: MEWTWO holds on with one arm, while the other hands at hi side, as his feet attempt the grib the ledge.
Climb-Up (from ledge): MEWTWO pulls himself up quickly, similar to that of Melee's animation.
Ledge-Roll: MEWTWO climbs up quickly, then performs his normal rolling animation, away from the ledge.
Ledge-Jump: Same as in Melee's. MEWTWO pulls himself up and then leaps into the air.
Item Carrying: *See miscellaneous
Poses
Victory Pose 1: MEWTWO spins in a circle (resembles his TELEPORT attack) while laughing cruelly
Victory Pose 2: A portal appears and MEWTWO steps out of it; with a sweep of his arm and outstretched palm, he slides the losers back a few paces (they don't go out of animation, they just slide further back) as he walks closer to the screen, before turning his back, folding his arms, and laughing cruelly once more.
Victory Pose 3: MEWTWO sighs and then teleports into the far-off background, as a slight chuckle emanates in the background.
Losing Pose: MEWTWO preforms his fainting animation from Pokemon Stadium (PKS 2 if they have different animations); however, as he falls to the floor, he stops himself in a crouching position, and looks up at the 1st place winner menacingly, his eyes fading into a psychic aura of pale blue.
Alt. Costumes
Alt. Costume 1: MEWTWO is hued red; His tail (and darker purple areas of body) is dark red; his skin is a pale red; his eyes glow red when he uses psyhic attacks, as does the psyhic energy he produces
Alt. Costume 2: MEWTWO is hued green; see above
Alt. Costume 3: MEWTWO is hued orange
Alt. Costum 4: MEWTWO is hued black and silver; black replaces dark purple, while silver is his skin color; black is the color of psychic energy he produces
Alt. Costume 5: Metal MEWTWO is an alt. costum; he's geared up in the armor from the Anime. I know, not from the game, and usually I go by the game--but you just can't beat Pokemon's First Movie.
This costume is like Wario's second, in that it has a set of color variations as well; all alt. costumes apply to Metal MEWTWO except for the last, which is replaced by Yellow and black (instead of black and silver)
Miscellaneous
MEWTWO's shield from the anime is his shield this time around.
*MEWTWO carries items by making them float beside him telepathically, as he did in Melee. Item-usage animations are similar as well.
Stats:
*1 being worst, ten being best
Walking Speed: 4/10
Running Speed: 6/10
Primary Jump: 6/10
Secondary (double) Jump: 7/10
Size: 7/10
Range: 5/10
Weight: 7/10
Power: 6/10
Final Smash: 5/10
Abilities
Footstool Jump: Yes
Wall Jump: No
Wall Cling: No
Crouch: Yes
*Is crouching really an ability?
Crawl: No
Specials
Neutral Special: LIGHT SCREEN
-A yellow rectangle is held before MEWTWO (his stance is the same he takes in Melee when he holds a crate/barrels). LIGHT SCREEN is a cross between Pit's Mirror Shield and Fox's reflector. It will reflect all projectiles they reflect (except it kills thrown Pikmin on contact), as well as weak attacks (A's, A-taps/etc.), but unlike Pit's Shield, LIGHT SCREEN will break if it is attacks to much. Note it won't be broken by projectiles, only physical attacks, such as Ganondorf repeatedly A-tapping it. LIGHT SCREEN will also diminish naturally overtime, decreasing in effectiveness and size (just like a shield).
MEWTWO also has a small ammount of lag when surrendering this move, but over all it fairs decently against fighters like ROB who depend on projectiles. Light Screen does 0%, but inflicts slightly more damage on opponent from a reflected projectile than the initial projectile.
Side Special: PSYCHIC
-This move is similar to Din's Fire. Mewtwo controls a purple aura that controls similarly to Zelda's side special. Once the aura is over a target, release the special button to put your enemy under your control. This acts like a ranged grab; if you press the special button, the target will flinch, taking 3% damage everytime you do so. Moving the control stick will cause MEWTWO to lob the target in that direction. You can slam them into walls or other opponents for heavy damage (around 18% if you slam then hard enough).
MEWTWO can't keep his opponent in this position for very long, however, so K.O.'ing with this technique isn't handed to you; it has very bad ending lag, and doesn't travel very far away, giving an opponent ample time and room to avoid being edgeguarded continuously. PSYCHIC does 3 to 22% damage, 3% if you attack them once with the special button and then allow them to struggle free, 22% being the most damage possibly done by slamming them. Just plain throwing them into the air does 3% damage. The 22% damage dwindles to 16% damage due to the stale move system.
Note: If MEWTWO is attacked during this, the psychic blast acts like Lucas's/Ness's PK thunder, and will continue to travel a short distants on it's own before 'popping'. Like a regular grab, opponents can squirm free of MEWTWO's mental grasp.
Down Special: FUTURE SIGHT
-FUTURE SIGHT resembles Snake's down special, in the way it is set. Pressing down and special in unision sets the move, FUTURE SIGHT. Randomly, within the next 15 seconds a pillar of blue-purplish light will zoom at the target nearest MEWTWO when he activated the move. The light will appear over MEWTWO, and then seek out it's target. When it floats above the target's head, a blue, virtical light appears from it. The light slightly resembles LUCARIO'S FORCE PALM in color and shape, but is vertical instead of horizontal. The light will hover over it's target's head .5 seconds before forming the actual attack, giving the opponent time to roll-dodge, side-step, air-dodge, or shield. When shielding, this move will scoot the target to either left or right (depending on the angle the shield is hit), giving the target a chance to escape punishment from MEWTWO.
FUTURE SIGHT can be used for spiking, but is unpredictable for MEWTWO's opponent, and MEWTWO himself. MEWTWO has no control of when the attack activates, it is all random, so it is a tad harder to play it into your advantage, but is still in your advantage. The unpredictability is useful for catching your opponent offguard, and can be useful for interupting combos, juggling, and chain grabbing. Future Sight moves decently fast and executes swiftly.
FUTURE SIGHT does 15% damage initially, but will wither down to 9% damage; not the strongest, but still helpful. Once again, MEWTWO does not have the ability to execute the attack, only to set it. Knockback is actually pretty good, and can K.O. a middle weight like Mario in the high 90's/low 100's.
Up Special: TELEPORT
-It's back! This was to good a move to be waisted. As in Melee, TELEPORT quickly transports MEWTWO to safety; however this time around a bit less lag is present after the move, and MEWTWO brings his foe with him!
This is not a given; the same requirements in order to pull of JIGGLYPUFF's down special are here for MEWTWO's TELEPORT. What I mean is, in order to teleport a foe, MEWTWO's opponent must be touching the center of MEWTWO's body as he executes teleport. If this requirement is met, when MEWTWO teleports he'll bring his foe with him. This is handy because when you are being edgeguarded and can pull this off, MEWTWO will grab the ledge (assuming you're going for it), and your opponent will be left stranded in the air... usually. Everything appears parallel to him just as they were before he teleported.
MEWTWO is also able to attack when reappearing after TELEPORT! It is in a Meta Knightesque fashion--1 attack, and then you're defenseless, but the attack is optionable. When MEWTWO attacks, he reappears while spinning, his tail doing 4-11% damage, the stale move system being considered. If he does not attack, he will appear in his curled-up defenseless position. MEWTWO's attack has poor knockback and not-that-great-a priority, but decent, mediocre range (for a hand-to-hand combat move).
Note: MEWTWO can NOT grab the edge while performing his TELEPORT attack (the optional spinning attack).
Standard Attacks
Standard A: MEWTWO swings his fisted palm across his body (swings it towards background), a psychic glow surrounding his fist. MEWTWO's Standard A is pretty regular, doing 3 to 6% damage.
This has priority over other Standard A's, and the weaker A combos. The only downside is it won't really get to express it's superiority over A combo's, because it has very short range, extending out just a smidgeon from MEWTWO's body.
Ending lag=nonexistant really, as soon as he's done swiping (which is a relatively fast swipe), he can role or continue into v
Standard A, A: Holding down the standard (usually A) button or tapping it again after MEWTWO does his Standard A will bring about this attack.
After MEWTWO does his initial swipe (Standard A), he will rotate his body in the same direction he swiped, smacking his foe with his powerful tail, which has some range, unlike his swipe.
This secondary hit (A, A) does 4 to 7% damage and has fair knockback (about 3/4ths of Ike's 3rd combo strike aka AAA). However, MEWTWO's tail lacks the priority of his first Standard attack, making him still unable to break through those walls of Standard A combos.
MEWTWO pivoting back to face forward is the only ending lag, and doesn't take very long at all (under a second), but is still punishable, since priority is low, meaning an opponent can defend rather easily while still on the offensive.
Dashing Attack: As MEWTWO floats across the ground, he shoots his arms out in front of him with a psychic aura around his palms. This resembles his Dash Attack from Melee.
MEWTWO's Dash Attack has mediocre priority. It has middle-low knockback, not being a prime 0HKO move, but will work well to be rid of your opponent in sudden death matches. MEWTWO does 6 to 11% damage with his Dashing Attack.
MEWTWO's Dash Attack sends his opponents forward and slightly into the air, followed by low ending lag, allowing you to effectively set up juggling or Dash + Fair comboes. If you love spamming, this is probably what you'll take a liking to in MEWTWO. However it's not a wall of spam--it has medoicre priority, and can potentially be countered by a side-step, although the low ending lag will make it harder to score a hit on MEWTWO like this.
Ledge Attack: MEWTWO crawls up quickly, performing a similar move as his old Down Smash; a small explosion of psychic energy happens at his feet as he crouches on the edge of the stage.
While similar-ish in appearance to his old Down Smash, it does not have the power. It is a quick-ish attack that leaves a MEWTWO open for attack for around .5 seconds after he uses it. It has fair knockback, but only does 7 to 14% damage. Priority is high against physical attacks, but most projectiles will make it through, damaging MEWTWO.
Tilts
Forward Tilt: MEWTWO's eyes close. He tilts his head downward a bit, and when his eyes close, a white flash goes off before him. He then looks up as his eyes open.
The action may seem simple, but it's a pretty good psychic attack. MEWTWO concentrates on the space right in front of him, causing a small explosion to go off. This sends opponents into the air, and can K.O. Mario (I use him as an example because he's 'medium') at around 112%.
MEWTWO's forward tilt can be useful if you are looking to set up an opponent for juggling. It itself can juggle, but is a bit hard to position under an opponent, and is a slower FTilt than most others, so you'd be better off using something else. Priority is pretty good, covers all Standard A's and A combos, but a bit of lag pursues while MEWTWO lifts his head back up. Missing with this move can very well result in punishment.
Down Tilt: MEWTWO 2.0's down tilt resembles MEWTWO's (Melee) old downtilt. MEWTWO crouches swiftly and sweeps the area around him with his tail.
MEWTWO's down tilt is good for tripping. It'll cause character's to trip based on the following:
Light-weight: Trips at 0-8% damage
Medium-weight: Trips at 14-23% damage
Heavy-weight: Trips at 0-16% damage
MEWTWO's down tilt (if it doesn't trip) sends his opponent into the air slightly. This move has low priority but will not usually be cancelled by other attacks since it is lower to the ground. This move has decent range and is able to extend under an attack like Captain Falcon's Standard A combo, allowing you to avoid damage and deal it at the same time. Being hit while on the ground by the very tip of MEWTWO's tail has a 25% chance of tripping, regardless of weight and/or damage.
MEWTWO suffers a small amount of ending lag as he regains his stance, having to climb off his knees to do so; however he does this virtually effortlessly and I'm not sure if the lag should even be mentioned. The lag is very minimal and not easily punished.
Up Tilt: With his left arm (psychic glow emitting from his fisted palm), MEWTWO slashes through the air above him, averting his gaze upwards to see the pain he inflicts.
This Up Tilt executes rather quickly, but isn't as fast as some, Shiek's being an example of a quicker one. I'd say this attacks speed is a medium-fast pace. MEWTWO's Up Tilt deals around 8 to 12% damage.
MEWTWO's Up Tilt is decent for juggling; however, it has below-average priority, doesn't have much range, and is a bit slower than other Up Tilts. But, MEWTWO makes up for these cons with virtually no ending lag, allowing him to successfully avoid punishment for messing up, and even potentially letting him get out of the way of a powerful Dair.
Smash Attacks
Forward Smash: MEWTWO assumes a stance similar to that of his old Neutral Special, Shadow Ball. He charges a small orb of dark psychic energy in ONE of his palms. He brings the arm that's connected to his charging palm back, while balling his other hand into a fist that crosses his chest.
When he executes the attack, he thrushes out his charged/charging palm forward, sort-of resembling his old forward smash (he grunts in a similar fashion), but only with one palm extended, the other trailing behind his back out-stretched.
MEWTWO's Forward Smash isn't that bad. It's got a bit better-than-average priority, stopping most projectiles in their tracks with 'no damage' guaranteed. This smash attack will send opponents at an upwards angle away from MEWTWO. MEWTWO does 12-23% damage with this move, and can K.O. Mario at around 84% from the edge of Final Destination, DI not considered.
This Forward Smash has a bit of power put into it, but also a bit of lag. As MEWTWO reassumes his stance, he is wide open to counter-attacks. The speed of which this attack executes is fairly quick, but avoidable with not-too-much effort. A side-step + FSmash will make MEWTWO think twice about performing this move on you again.
Up Smash: MEWTWO has recieved a completely new Up Smash. He drops down to all fours, and his tail remains poised slightly above his back. When the attack ensues, he sweeps the air above him with his powerful tail, moving it first towards his head, and then backwards. When his tail reaches the point it initially left from, his back will follow-up with a 'jump' (like how Bowser leaps upwards).
When MEWTWO strikes with his tail, it is likely medium and tiny characters will avoid damage (heavy characters may not be so lucky); however when MEWTWO jumps up with his back, all characters can be caught up in it. This is a strong move, doing from 14% damage up to 26% damage. In order to rack up a lot of damage, MEWTWO's opponent must be hit by all three attacks (first tail sweep, 1, it coming back, 2, and MEWTWO's back-jump, 3).
Tiny characters will unlikely be hit by any but the first attack unless under about 15% damage and will most likely never be hit by all three. Medium characters will take the first two attacks until about 26% damage, and heavy weights will suffer all three until about 32% damage. This move is pretty good at KO'ing, and will pawn Mario (by pawn I mean K.O.) at around 88% damage off the top of the screen.
MEWTWO has good priority this time, at least his tail does. His back has slightly less priority but still works pretty good. This move has a sort-of long animation, as his tail sweep isn't the very fastest in the game. It's still kinda fast though. Ending lag isn't that great--once MEWTWO executes the attack, he drops back down to all fours, then climbs to his normal stance. When he is assuming his normal stance, he can be easily punished. This move is best used right after an Ftilt at low percentages, as it'll catch a foe in as many of the three attacks as possible, and rack up damage pretty quickly.
Down Smash: MEWTWO crosses his arms across his chest and crouches down, his tail wrapping around his body. He remains in this position and begins to gain a purple psychic tint and shakes slightly if the move charges/is charged. When he attacks, he leaps into the air slightly (resembling Lucario's Up Taunt in stance), and a white wave rushes along the ground on all sides. The white wave travels about 1.5 MEWTWO character spaces.
This move is very powerful, but also very laggy. Start-up lag is more common with this move, since MEWTWO always crouches before executing his attack, even if you C-Stick it (don't charge). However with the lag comes high pay, in the form of 13 to 26% damage. MEWTWO's Down Smash is very powerful, and can K.O. a middle-weight like Mario at around 77%.
As stated earlier, MEWTWO's Down Smash has a lot of start-up lag. A bit of ending lag persues, but not quite as much. MEWTWO simply lands on the ground and re-gains his stance, so not much ending lag is present. Barely enough to punish MEWTWO for missing. Although this move is powerful and has good range (1.5 MEWTWO character spaces is pretty good, in my opinion), it is very easily countered from the air. No hitbox strays any further than MEWTWO's hip, so doing a short-hop + Fair will probably get you a free hit on MEWTWO.
This move has awesome priority over Forward Smashes, standards, tilts, and even some Specials. It's good for clearing the area of pesky double-teamers as well but, once again, executes rather slowly, so it may be hard to land a hit. Overall I think this move is best used when the opponent is vulnerable, very ignorant, or has no other options other than to head straight into it. I'm sure there's a way to set up the first and last situations during a match. One example would be to wait until they are out of recovery options and are free-falling to the stage. Charge up MEWTWO's Down Smash, and watch them fly.
You see the dust flying from DK's hands? That's the best example of what the white wave he creates looks like. Imagine it a bit more vertical in appearance than horizontal, and there you go.
(You have to follow the link, I figured the picture was just a tad to big to be posted onto the forum)
Aerials
Nair (Standard Air/Neutral Air Attack): As MEWTWO free-falls in the air, pressing the Standard attack button will trigger this move. MEWTWO's tail glows purple with a psychic aura. He crouches in mid-air, folding his arms across his chest as he curls his tail around his body, forming a protective 'barrier' between his body and opponents (barrier being the tail). This lasts for 1 second, and then his tail uncurls.
MEWTWO's Nair isn't offensive. It doesn't have any extending hitboxes, so it's range is 0/10. In order to hit with this move, MEWTWO has to literally fall right on top of his opponent, or luck out and have them run into him. MEWTWO's nair does 6% to 11 % damage, with no chance of K.O.'ing (besides really, really dumb luck).
MEWTWO's Nair has just below-average priority, and (as stated earlier) no range. Sound bad? It is, kind of. Without doing to much damage, and no guarantee you will even hit with it, it isn't really a + for MEWTWO. The good thing about this move is that, while it has low knockback, it can set up juggling farely well, and has virtually no ending lag.
This move will send MEWTWO's foe going in the direction they came from, so short hop + Nair on a downward falling opponent = Juggling. As I said earlier, this move has low knockback, which further helps with juggling. Even on light, high damage characters, knockback seems low.
Fair (Forward Air Attack): MEWTWO lunges forward in a front flip, bringing his tail down hard over his opponents head. MEWTWO's Fair resembles DK's and the Ice Climbers, in that it has a bit of start-up lag, and that the actual attack is a bit later in the animation. MEWTWO attacks with his tail, serving a mighty blow to whoever is caught in its wake.
MEWTWO's Fair does 13 to 21% damage, a mighty fine Fair indeed. It is a strong and reliable attack with good priority, but lag included. MEWTWO's Fair lags a bit at the beginning as he flips, but when his tail begins to go downwards is when it gets deadly. If an opponent is hit by any part of this attack, they are spiked downward.
Now you may think, 'Well that's not fair, look at Ice Climbers, you have to time the attack right in order to spike', but let me explain: MEWTWO's whole Fair is that one moment you get for the Ice Climbers spike. It has a lot of animation in the beginning, all of which is lacking a hitbox, and then as MEWTWO regains his free-fall stance, no hitbox is present. Only one small instance does MEWTWO have a chance to damage an opponent (although that one small instance also presents a guaranteed spike).
MEWTWO's Fair has decent priority, lots of power, and enough lag to pull it into balance. The speed of the actual attack is fast enough, although the start-up animation lag makes it seem longer.
BAir (Back Air Attack): This move resembles Melee MEWTWO's Bair. MEWTWO swishes his tail up and down through the air, knocking his opponents aside.
MEWTWO's Bair is a mediocre move, with decent power, knockback, fast-ish attack speed, and low lag. MEWTWO's Bair does 11 to 17% damage.
MEWTWO's Bair is capable of K.O.'ing Mario at around 85% from a single jump off of Final Destination (I'm talking about edgeguarding, of course). Knockback is pretty good, sending Mario about 1.5 Battlefield platforms away at 0% damage (Mario being at 0%).
Thanks goes to SirKibble (I think it was him) for recommending battlefield platforms to describe distance.
The attack is medium when it comes to speed, not finishing fast, but not starting slow. The attack itself is a bit on the slow side, but that just means a hit box is presented for a longer time, no big con by my standards. MEWTWO's Bair also has decent priority over a lot of attacks that would be used against it. This includes standards and standard comboes (Ganondorf's standard is a bit powerful and might break through), as well as most Tilts.
This Bair is useful when edgeguarding, as it lasts for a decent amount of time and has good knockback. The attack hits twice (one swipe up, and then one back down), so Mario's cape may not deflect both attacks; he capes you, you turn around, he passes you, and your second attack smacks him. MEWTWO suffers from a bit of ending lag, making his Bair punishable if you mess up.
DAir: MEWTWO's Dair slightly resembles his Dair from Melee. He twists his body around so it's lying vertical in the air slightly, and he is facing the camera (screen). He then balls his fist, emits a psychic glow from his palm (simultaneously), and slashes downwards.
MEWTWO's Dair is fairly powerful, with medium priority. MEWTWO does 11 to 18% damage. This move can spike as well as MEWTWO's Fair.
This move spikes the opponent downward if it connects. While a spike is guaranteed if it's a hit, start-up lag is present, making a bit difficult to time when to execute the attack. MEWTWO's Dair has medium priority, so strong upsmashes will win the hit if both attacks are executed at the same time. If MEWTWO lands on the ground as he is performing his Dair, he will suffer from quite a bit of landing lag, as he twists and turns on the ground for a moment, trying to get in an upright position. In the air, MEWTWO also suffers a bit of ending lag, only slightly enough to get punished by.
Throws
Grab Attack: MEWTWO's throws and attacks are similar to Melee's. MEWTWO mentally grasps his foe (from a very close distance, of course), and holds them slightly suspended in the air. When you press the Standard Attack Button (usually A), a surge of red energy flows through MEWTWO's body, top to bottom. Then, the surge of red energy moves from the opponents feet to the opponents head.
This all happens very, very quickly, all within about a second. It's only really supposed to look cool, and does 2 to 5% damage. Because this is a grab attack, no nockback is present.
Forward Throw: All of MEWTWO's throws are similar to Melee MEWTWO's throws, as stated earlier. As MEWTWO's opponent is suspended in place, MEWTWO winds back, then spins forward quickly, bringing his tail around which deals his foe a mighty blow.
Doing 6 to 14%, MEWTWO's forward throw is a pretty good attack. Coupled with the traditional awesome KO potential that was present in Melee MEWTWO (oh yeah, it's back), it is a great attack.
As stated above, MEWTWO's FThrow has great knockback and kill potential, getting rid of Mario at around 89% (DI not included, of course).
Up Throw: MEWTWO twirls his body extremely fast, and his opponent as well, until he lands on the ground with his arms braced at his sides and feet firmly planted while looking upwards. You know what happens next...
As MEWTWO's opponent is shot straight up into the air, they also recieve 5 to 15% damage. MEWTWO's Up Throw has a lot of knockback once again, and will K.O. Mario at around 94% off the top of the screen (from final destination).
Down Throw: MEWTWO drops his enemy to the floor, body slams them, then hops up quickly while his tail hits them again. This move will send MEWTWO's opponents in the air just above his head and slightly behind him.
This move doesn't have K.O. potential, and does 5 to 14% damage. That is all there really has to be said about this move.
Back Throw: Resembling MEWTWO's BThrow from Melee, this move telekinetically throws MEWTWO's opponent over his head.
Following the tradition, MEWTWO's BThrow pwns. It has great knockback/K.O. potential, doing 4 to 15% damage. This move can K.O. Mario from around 89% damage.
Final Smash
Storm of Tears
As MEWTWO activates his final smash, his eyes glow dark purple, as does the rest of his body. MEWTWO leaps into the background, and turns the sky dark with threatening black clouds and hellish lightning. Rain begins, and water rushes in from the background.
The stage is flooded, water rising to just above 3/4's full. A few boards rise from the depths to serve as small, one-character platforms. MEWTWO's final smash is all pretty, but doesn't actually do much. It creates a new stage, that pits his other opponents against each other, above the water. Sure there is a drowning hazard, but the water actually helps in that it's harder to KO from the bottom. Top and side KO's are quite easy to score though.
Why this final smash is so bad:
A) Causes no actual damage to MEWTWO's opponents
B) If it is a 1 vs. 1 match/team match with no one left on MEWTWO's team, MEWTWO's opponent(s) won't be kO'd unless tey are dim enough to try to swim throughout the whole final smash.
C) MEWTWO cannot directly attack his opponents; his only form of attack is the actual final smash itself, throughout which he floats high in the background's sky.
D) It's based on the anime.
Assist Trophy
Clone Balls: These are the pokeballs MEWTWO uses in his movie, and they are pretty helpful. Around 15 of these appear from the background (they teleport in and then zoom to the stage), and they seek out the foes nearest them. They can be countered/attacked, causing them to drop to the floor and teleport away. However, if one smacks its target, a white light will emit from it, latch onto the foe, and drag them into the pokeball. Once capturing an enemy, it remains in place (even in the air) and rocks back and forth as the character inside tries to escape. Being inside a Clone Ball will rack up damage slowly, causing 1% damage per second.
If the balls are attacked, more damage will accumulate for the trapped Brawler inside. The 15 appear quickly, 5 at a time, after one gets K.O.'d, another will take it's place. If all of your foes are trapped before all 15 spawn, then they will stop spawning. It is possible to escape a ball like a grab, but much harder. Occasionally, a Clone Ball will attack another Clone Ball already holding a character, increasing the damage to 2% per second, and making it all the harder for the character to escape. The clone balls will spit characters out and disapear after around 20 seconds of carnage.
Snake Codec
Snake: Hey, Otacon, what's going on? Otacon: What do you mean, Snake? Snake: I feel... different. Otacon: Your life signs are stable, nothings showing on the scanner--although your neural readings are a bit off--what's going on? Are you stressed? Snake: I feel... Mad. And who is this guy? Otacon: That's MEWTWO. And he's the reason you feel different. MEWTWO is communicating to you through psychic energy--he's full of hate and negative emotion that he transfers to pure, ruthless power. Snake: ANOTHER psychic? Come on... Anyways, how do I handle this 'MEWTWO' character? Doesn't look he can take much--he looks kinda frail. Otacon: MEWTWO is fast, strong, and anything but frail. Plus he can attack with his mind; it's best not to give him time. Snake: Gotcha--why is he so mad anyways? Otacon: MEWTWO was created in a lab on Cinnabar Island by a team of expert scientists, who used replicated DNA belonging to MEW. Snake: That explains the funny name... the funny, ORIGINAL name... Otacon: MEWTWO was angered by the scientists--he didn't enjoy being their pet, so he destroyed their lab along with everyone in it. Snake: Sounds like quite a character.... Otacon talk to me later, your voice is annoying me.. Otacon: Snake? Otacon: I said talk to me later.
[MEWTWO's laugh quietly remenesces in the background]
*End Codec*
Role in the SSE
MEWTWO is a nuetral character in the Subspace Emissary. He seems more bad than good, but isn't exactly helping the primid.
Almost all of MEWTWO's SSE levels are within the subspace emissary (along with Sonic in my version), and he has a few.
I'm not going to detail with all of the levels, but it's basically like this:
MEWTWO discovers a portal to the SS (subspace); this portal is located in/around the Unknown Dungeon.
MEWTWO begins in the dungeon, and navigates (past very tough pokemon--MEWTWO's levels are rather hard) to the SS portal. Shadow bugs float down upon him, and try to cover him. He lets them, and his eyes glow blue, before all of the shadow bugs blast off of him. The shadow bugs return, but form into three pokemon (at once) that you previously encounter in the cave: Rhydon, Ditto/Graveler (random), and Onyx. After defeating the three subspace monsters (harder than regular pokemon, who were hard to begin with), MEWTWO heads into SS.
Throughout almost all of the levels from here on out, MEWTWO is battling through a shower of shadow bugs that are constantly raining down upon him. If he sits still for too long, he'll be covered in them, and become trophy-atized. The shadow bugs also make replicas of non-SS foes, such as wild pokemon sucked into the SS (mostly Ditto, Rhyhorn, Rhydon, and Graveler, with an Onyx as a mini-boss thrown into the mix randomly every once in a while).
At the end of MEWTWO's Subspace adventures (which he goes through alone), he faces Perfect Tabuu. MEWTWO is trophy-atized right away during a cutscene. This is where Sonic comes in; the pair's Subspace merges, and Sonic faces off against Perfect Tabuu. Sonic's part consists of Tabuu in the background constantly chasing Sonic, who must avoid Perfect Tabuu's pawnsome attacks (including a death ring--not the three red rings, a huge white one that can only be airdodged the last second). Once you complete the 'course' with Sonic, Sonic reaches MEWTWO's trophy; Sonic doesn't materialize MEWTWO just yet, however.
Sonic sees the 7th chaos emerald (he chases them in his SSE) guarded by...nothing. Sonic takes it, and transforms into Super Sonic; You battle Perfect Tabuu as Super Sonic; you can't be damaged, but Tabuu will manipulate chunks of subspace as well as use his attacks to form a constant yet changing barrier that always works at pushing you off-screen. Tabuu is in his giant-face form for this fight; once Sonic uses his emeralds, they get scattered through-out subspace once more, he thinking Tabuu was defeated.
Perfect Tabuu instantly recovers, and sends a volume of shadow bugs to MEWTWO's trophy, in order to get a replicate to fight Sonic.
A new MEWTWO emerges, but not for Tabuu. MEWTWO's trophy eyes glow blue, and a blue aura surrounds the Primid-MEWTWO. Instead of attacking Sonic, the trophy MEWTWO stands by his side: Now the fight against Perfect Tabuu resumes.
Little damage can be done to Perfect Tabuu, and you certainly don't defeat him. After draining his set HP to zero, the shadow MEWTWO is hit dead-on by Tabuu's "death ray". The shadow MEWTWO is vaporized; Sonic, realizing what's happened, materializes the real MEWTWO, who faces Tabuu angrily.
MEWTWO floats into the air, raises his arms, and causes parts of Subspace to rip from the ground and float around him; Sonic has no choice but to retreat a fair distance, due to the Subspace floor being destroyed by MEWTWO. Tabuu chuckles and turns into face-Tabuu, and hovers before MEWTWO. The two lock gazes. Tabuu shoots lazers from his eyes that meet an invisible boundary in front of MEWTWO.
MEWTWO, however, begins to get pushed back. Slightly but steadily, he gets pushed farther into the distant Subspace. But then Tabuu gets a look of dismay on his face; the perspective switches to right beside Sonic who is watching the stare-off from a distance--and you see MEWTWO is actually still, while Tabuu, though he is projecting his lazers fiercely, is getting pushed back.
Tabuu, however, has had enough of this; he transforms back into Perfect Tabuu (full-bodied), and points atMEWTWO who is instantly teleported away, to Ganondorf. a random area (within the Great Maze, where he joins the rest of the party).
Perfect Tabuu, while still perfect, as injured by Super Sonic to a point where his wings are now fragile and close to broken; Sonic, seeing small shards of Tabuu's wings fall off, chases after Tabuu, who takes flight to meet the rest of the cast.
You know how it goes now--Tabuu teleports and greets the rest of the cast, and as he is about to trophy-atize them all once more, Sonic rushes catches up, and takes out Perfect Tabuu's protection--his wings.
It is now up to Sonic, MEWTWO, and the rest of the cast to destroy Tabuu once and for all.
------
I know I got a bit specific for the final level/boss fight for MEWTWO, but eh, oh well!
And we better get a girl to volunteer for this TYATM spot as quickly as possible. If no one volunteers by the top of the hour, I vote we pick someone who hasn't been included yet and pretend they're a girl.
Lol, not true (I still love tales though XD). Anyway, I'm gonna except Lloyd and Batman.
I was actually hoping I could use Lip and Chaos, but since you might change, that's fine.
Also, nobody likes spoilers.
Froggy and Tails sounds good.
Oh, don't worry, anybody who hasn't been graded by a commie automatically gets at least one.
'Kay.
So far, Eru and Nintendogs (and Dry Bones himself, if that's okay) are the ones I'll pick.
Oh, don't worry, anybody who hasn't been graded by a commie automatically gets at least one if they want.
Okay, sounds cool.
That's fine.
You can nominate anybody you want. This is about you, the people awesome movesets. But, I think I'll pick Pelleas and Chris Lionheart, along with Zelos.
The Current List *=permission needed
Lloyd (half_silver28)
Batman
Gemini Spark (Spadefox)
Chaos
Lip*
Froggy (dancingfrogman)
Tails
Cervantes* (MasterWarlord)
Nightmare*
Shinon (TWILTHERO)
Sagi
Mia OR Volke*
Erutashi (Iron Thorn)
Nintendogs
Dry Bones*
Timon and Pumba (BKupa666)
Indiana Jones
Chris Lionheart (Chris Lionheart)
Zelos
Pelleas
Phoenix Wright* (Chief Mendez)
Gray Fox*
Cutlass* (cheap_josh)
Philip the Bear*
Colette* (jiggy37)
Light & Ryuk* (MarthTrinity)
Egoraptor*
Big Daddy & Little Sister* (KoJ)
Shaman (Vaul)
Mew (LUVTOY77-ROGUE WIREFRAME)
Ty (TheSundanceKid)
Arwing* (Sonic the Baron)
Gigyas* (Darkurai)
Firestar*
Sain* (TVTMaster)
Zora Soldier*
Team Big Shots* (Commander Bltizkrieg)
Gigan*
Paper Luigi (SirKibble)
Cutman
Protoman
Wes* (smashbro)
smashbot226 (smashbot226) Cel Link
Godtier
Alice (darkserenade, a.k.a. me)
Yeager
Cless
REMEMBER, YOU CAN STILL REQUEST FOR A CHANCE TO HAVE YOUR MOVESET IN MY SSE.
I will be making an SSE. Here is how you can apply:
One S grade from any commie who's judging results in 3 chars to submit. As a rule, I must accept at least 2 since you did so well.
One A grade from any commie who's judging results in 2 chars to submit. I have to accept at least one.
Two B grades from any commie who's judging results in 1 char to submit. I don't nessicarily have to accept this one.
So yeah! ALSO: I won't be on Smashboards for a majority of the day, so don't expect an immediate response.
I gave half these people their S- and A-ranks, yet I don't have any characters in the list... Aw, heck, pick whoever you want, if anyone.
Anyone else feel there are too many SSEs going on? I really can't follow or really get into all of them because of the sheer number. So I'd like to make a different type of request, one that we not start any new SSEs until the current ones finish. If you've already started or at least announced yours, fine, but no more, okay? Please...
And we better get a girl to volunteer for this TYATM spot as quickly as possible. If no one volunteers by the top of the hour, I vote we pick someone who hasn't been included yet and pretend they're a girl.
I like the new Mewtwo. Some constructive criticism:
I don't quite understand how Psychic works. You say that releasing the button throws your opponent, but that also is how you control your opponent, and it's only after your opponent is under your control that they can break free. But that would mean that it's impossible to break free becasue Mewtwo would just throw them! I would love some more explination for this move, t seems to be really cool so far, I just don't "get" the specifics..
Also, I think you need some sort of warning of when Future Sight will go off. As it its, it's almost broken, becuase the opponent will have to constantly block to try to gues when it will attack, giving Mewtwo near unrestrained controll over the match. Again, it's a great attack , concept wise, it just needs a bit more tuning,
I like the new Mewtwo. Some constructive criticism:
I don't quite understand how Psychic works. You say that releasing the button throws your opponent, but that also is how you control your opponent, and it's only after your opponent is under your control that they can break free. But that would mean that it's impossible to break free becasue Mewtwo would just throw them! I would love some more explination for this move, t seems to be really cool so far, I just don't "get" the specifics..
Also, I think you need some sort of warning of when Future Sight will go off. As it its, it's almost broken, becuase the opponent will have to constantly block to try to gues when it will attack, giving Mewtwo near unrestrained controll over the match. Again, it's a great attack , concept wise, it just needs a bit more tuning,
I'll get on explaining Psychic more--and Future Sight has a visual warning, kinda--the blue light will move from MEWTWO over to his opponent--so they see it coming, spacing would be important however, and there is enough time fo them to side-step once it reaches them (I'll be sure to add that bit)
Ah, I thought that Future Sight first went to the opponent and then started and invisible countdown. So I guess I no longer have any problems with that move.
Oh, and I forgot to mention: Thank you for not making Mewtwo a light-weight.
Sweet. I think it's safe to say that was a good one, considering he placed in the Top 50, I think around #25 or so... One of my favorites of my 2.0 movesets, and actually one I considered revamping and resubmitting.
Ah, I thought that Future Sight first went to the opponent and then started and invisible countdown. So I guess I no longer have any problems with that move.
Oh, and I forgot to mention: Thank you for not making Mewtwo a light-weight.
Yeah, a light appears above MEWTWO, THEN heads to the opponent at a not-fast/not-slow speed.
Also I had worded Psychic wrongly, thanks for bringng that up:
The special button (B usualy) only does 3% damage, so ANY time you move the control stick MEWTWO throws his opponent in that direction..
..However he can't edgeguard TOO effectively with Psychic because the throw doesn't throw very far, doesn't do great damage, and he finds it hard to follow up due to bad ending lag (and Psychic doesn't have as much range as Din's Fire).
And yeah, I remember seeing complaints about how MEWTWO was heavier in Pokemon, so I decided to stay true to the game and people's wishes!
@darkserenade, use Timon & Pumbaa and Indiana Jones, who have both gotten an S and A, respectively (my other movesets are not judged yet)
LEVEL 4:
Dinosaur World
As an introduction to this new world, several scenes are shown around the island. Brightly colored hills and trees are everywhere. Blocks that spin when hit float above the ground in some places. And young cavemen wander some regions, dragging their little clubs behind them.
Mama Luigi is seen, happily taking a morning stroll, while eating a bagel. However, omething on the side of the path he's on stops him. Rock sits in a small ditch, along with several other stones and pebbles. Mama Luigi picks up Rock excitedly and pulls out a chisel, wishing to make a football. Rock is not interested in becoming a football, so he simply falls on Mama Luigi's foot. He jumps around, holding his pained foot, then turns angrily to Rock, who sits where he fell. You play as Mama Luigi in a simple, one stock, 1 vs. 1 against Rock.
Rock falls to the ground, seemingly unharmed. Mama Luigi wipes his brow, and sees that Rock is not football material. Choosing another stone from the ditch instead, Mama Luigi continues his walk. Rock just sits there, although he happened to fall on a hill, so he rolls down after Mama Luigi. A basic three-part level follows through Dinosaur World. There are standard Super Mario World enemies, especially Koopa Football Players and Caterpillars.
Next, we are treated to another cutscene, in a completely different area of Dinosaur World, a much darker area. Here, we see several holes in the ground, dirt flying out of five of them, as well as a good deal of groaning, due to hard work being completed. A wooden sign is also shown, with the following written on it: Bowser's CastleOil Tycoon. Stanley Yelnats peers out of his hole that he's digging, to see if his supervisor is nearby, then hops out of his hole, dragging his shovel behind him, and sighs deeply. Ever since he and his four friends were relocated from Camp Green Lake, they had been working for an entirely different purpose. They were to dig for oil, for their masters.
Suddenly, Stanley hears a cry from the hole Zero was digging. Zero quickly jumps out as oil starts to flow freely from the ground in the hole. Stanley and his friends, Zero, Armit, X-Ray, and Magnet, all crowd around the hole and cheer, hoping that their masters would be kind enough to let them have a lunch break. However, rumbling is heard from the hole, and the five friends back up. Oil sprays like a geyser from the hole, drenching the Camp Green Lake inmates, and shooting out Monty Mole, who is pissed. Threatening with vicious slashes from his digger claws, Monty points them back to their wholes, making infuriated noises, while throwing rocks everywhere. As soon as the hapless youngsters are back to work, Monty wanders off, and runs into Koopa, Goomba, and Blooper, the rest of Bowser's Minions. Koopa appears slightly angry, and (is it possible?) a bit depressed, as well. Goomba peers quizzically at his friend, and a flashback begins.
The entire Koopa Troop (the four of Bowser's Minions, and Dry Bones as well, included) stand in front of Bowser, who is sitting lazily on his throne, apparently talking to them. He suddenly stands up and calls forward two Koopas (the Koopa of Bowser's Minions watching his peers, interested), and points to his feet, which the two turtles begin licking enthusiastically. Dry Bones looks infuriated at this sight, and begins to edge away from the Troop. Once he is far enough away, Dry Bones makes a running start, and charges at Bowser. As he gets a few yards away from the unaware Koopa King, Dry Bones does his special ability from Mario Strikers Charged (where he does a somersault, disappears, and reappears behind his target) to get behind Bowser. Then, with a tremendous effort, Dry Bones does a quick, effective slide tackle into Bowser, knocking him helplessly into a pool of lava. Cruelly watching his master flail about, Dry Bones laughs in his clattering manner, and turns back to the Troop, expecting applause for freeing them for Bowser's tyranny. He is shocked to see the furious Troop advancing (Hammer Bros tossing hammers), ready to avenge the supposed killing of the master they lived to serve. Although his situation looked grim, Dry Bones was a crafty being, and quickly proceeded to hijack the nearby Koopa Clown Car. Clumsily crashing through the castle wall, Dry Bones made an escape into the starry sky...
Mewtwo looks great so far, luvtoy rouge. Much better then your other movesets. I'll be watching it, can't wait to see it completed.
@Vaul asking me to regrade his moveset: You cut out the specials entirely and everything else is the same. . . Is the forum laggy for you and glitchin today or something?
@Mewtwo's Stats: He seems a tad bit heavy and big, none of his stats are really below average except for his walking speed. Just my two cents though =)
Seems maybe a little underpowered to me. I can see him having better jumps, seeing as he could pretty much carry himself psychically through the air, a la Ness and Lucas.
Filipino would fit in much better here then the SSB4 thread. SSB4 thread fails due to idiots (MASTER CHIEF LOL) and pieman. He'd be a welcome addition to this thread.
On Mewtwo, I can't be sure until you tell me his attack speed. Otherwise it's balanced.
Gah at shapeshifter strong bad review. Seeing as you actually care enough to remember to ask me, I'll do that review before any further work on my SSE.
Filipino would fit in much better here then the SSB4 thread. SSB4 thread fails due to idiots (MASTER CHIEF LOL) and pieman. He'd be a welcome addition to this thread.
@Mewtwo's Stats: He seems a tad bit heavy and big, none of his stats are really below average except for his walking speed. Just my two cents though =)
He's intended to be a big guy this tme around I decided that his jumps shouldn't be below average so I left them both at average, and put his speed just a bit below (although i know he is fast in his games, his run is quick enough though)
Seems maybe a little underpowered to me. I can see him having better jumps, seeing as he could pretty much carry himself psychically through the air, a la Ness and Lucas.