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Hitboxes in Smash are like circles. Think of a hitbox unit of 1 as a unit of diameter for that circle.how much bigger are the nair hitboxes now? i know the numbers but how significant is the change?
Sheik's Fair has its hitbox reduced by exactly 1 unit of diameter.For those curious of the Sheik fair change:
Sheik's hurtbox was moved backwards, it the same diameter.Hitboxes in Smash are like circles. Think of a hitbox unit of 1 as a unit of diameter for that circle.
When a hitbox is increased or decreased by 1, it increases/decreases by a very noticeable amount. Less than 1 is not as noticeable.
What this basically did was it eliminated some of the "dead zones" in Nair so that Mewtwo's hurtbox is not as vulnerable during the attack, but it has not increased the range of the move very much.
Edit: for reference, here is Sheik's Fair reduction. Notice how the "bubble" at the tip is now smaller:
Sheik's Fair has its hitbox reduced by exactly 1 unit of diameter.
His tail is wagging faster then my dogs at dinner time.I was following links in the 1.1.5 thread, and I saw this reaction to Mewtwo's new running speed by 2GG| BAM The Loyal:
Mewtwo is as fast as Sheik and is now faster than Meta Knight. Source: https://twitter.com/SilentDo0m
yeah but what character balance is being done here? Especially when even people in this thread are saying the weight buff is overall "eh" and only accept it because its better than nothing. I don't think Mario and Sonic guy was talking about "logical sense", but rather balance because he is right. M2 shouldn't be lighter than G&W still.This is so arbitrary. Who cares if it barely makes sense? It's Smash. Rosalina's a heavyweight in Mario Kart yet she's only 77 weight here. Olimar is the size of a penny, yet he's heavier than both of them. Logic may sometimes go out the window in favor of character balance and archetypes. It's what makes a fighting game a fighting game.
Also, is there a source on up smash having earlier FAF?
Edit: Saw the post. Awesome.
Just curious.. Anyone notice any changes in air speed or acceleration speed?
I remember mewtwo getting a buff in air speed out of no where(saw it on smash wiki) in patch 1.1.3, but I don't remember seeing anyone mentioning it on this board through testing. I asked, and someone said it could have been due to his increase in dash speed. I don't know how that exactly works or how they could be correlated even.
Mewtwo is the exact definition of a "glass cannon". This increased weight doesn't really help much. And I don't know if this is just me, but has Disable received a buff? It's ending lag seems to be less than what it used to beWow, I didn't expect Mewtwo to get even faster. And with a small weight buff too. I would've preferred an even 75, but I'll take what I can get.
To me, it's a mix between High Tier and Mid TierI see. Wasn't expecting any.
With yesterday's patch, where do you guys see Mewtwo in the tier list now? It would be hard to argue against the notion of him being mid tier now.
I wonder if they will keep releasing patches....It's hard to say anything concrete without seeing tournament results -- but I think Mewtwo will settle in high tier. I base this primarily on the following core belief -- which comes mostly from other fighting games I've played at a competitive level.
Once the meta fully develops, mobility and space control will become the essential defining characteristic of strong characters -- absent any enormous flaws holding them back (It is a necessary condition, but not "entirely" sufficient -- though I think it's a strong indicator). This is where 1.1.4/1.1.5 Mewtwo really shines -- all of these speed buffs, (both to his frame data and to his movement) end up having the following major effects:
Mewtwo can chase, punish, retreat better. He's one of the strongest characters in the game at doing this now -- very easy for him close gaps, get big conversions off read rolls, mis-spaced attacks, baits, etc.
Mewtwo can control space better: It's very easy for him to abuse his fast movement speed to get in -- or space opponents out with his d-tilt, shadow balls, and very quick fair/bair/uair (which hard hard/impossible to punish, have great range, and set up for mix-ups/50-50's which can kill) and incredible aerial and grounded mobility. Most of the cast will struggle to keep up with this
Mewtwo has an incredibly good neutral because of this, and he's got enough power to really be an effective punishing char.
His weight is a significant drawback, but I don't think it's enough to keep him out of high tier once the meta settles. It'll probably keep him out of top, he'll have some bad matchups where he gets gimped (though some of those got nerfed this patch, which helps him) -- but he's fundamentally a very strong offensive presence now for all the reasons mentioned above. That kind of character tends to do well. I think his weight now feels fair -- there is a reason it's that low. He didn't have the tools to justify it at launch, but the mobility, pressure, and power of 1.1.4/1.1.5 Mewtwo do balance his weight.
Patch 1.1.3 was a gift from god. Hoo-Hah was one of the most aggravating thing in the world. But yeah, Mewtwo is an amazing character as of nowIf they do I think it's unlikely Mewtwo will be the focus of those patches -- and I don't think he should be. If his weight was 80 and his grab range was longer, he'd be top tier... but he's already good . Most of the cast needs a lot more work than he does at this point. Though I love Mewtwo, for the health of the game I'd prefer if future patches focus on bringing up the characters who need it more, and controlling any absurd things like Hoo-Hah that happen to crop up.
The great thing about our tools is the level of variation that you can achieve. Mewtwo doesn't work if you try the same things over and over, but he has tools that function in a bewildering array of situations... Look at how you are being punished and work in some variation... if your approaching FAirs are shielded, try approaching with double confusion, or tomahawking. If they are punishing your landings, try faking left and teleporting right. The key to winning with Mewtwo is to play semi-defensively (using SB for pressure) and to only commit to moves when you are confident they cant be punished in return. You don't want to trade hits, you want to win exchanges without being struck or you don't actually get an advantage... Our hits do lots of damage and knockback and it doesn't take too many to bring the opponent in reach of the 70% needed to disable > FC FSmash, and our upthrow is murderporn.I think some people are overestimating M2. He'll be mid-top at best because, well, it gets comboed easily. His masive body and lightweight doesn't help once a person starts to understand how to deal with our tools.
Yes, I think this is awesome for him to have buffs but smart players will beat us. I've got many problems aproaching for people who waits to punish my movements, slow or fast characters against.
You know, Falcon is a even tastier combo food than Mewtwo and we can all agree he is High tier. The fact that a character is easy to hit or to kill is not enogh to doubt a character's viability.I think some people are overestimating M2. He'll be mid-top at best because, well, it gets comboed easily. His masive body and lightweight doesn't help once a person starts to understand how to deal with our tools.
Yes, I think this is awesome for him to have buffs but smart players will beat us. I've got many problems aproaching for people who waits to punish my movements, slow or fast characters against.
I thought Falcon was high Mid-tier? Anyway, I think with these buffs and the nerfs to top characters like Sheik, ZSS, and MK, Mewtwo could make a case for being in High Tier. However, I think it's still likely he could just stay in Mid-tier. Only time will tell. But one thing's obvious, he's going to be moving up. I'm interested to see where the meta takes Mewtwo, and hope Mewtwo mains are successful in their endeavors with the character.You know, Falcon is a even tastier combo food than Mewtwo and we can all agree he is High tier. The fact that a character is easy to hit or to kill is not enogh to doubt a character's viability.
ZeRo has confirmed on Twitter he has switched mains and will start to main Mewtwo now.... (kappa)There's gonna be a spike of bandwagoners now. ugh. Nothing has annoyed more more than facing Mewtwos in FG, mostly the spammy shadowball, roll, and grab the entire match kind.
I wonder how many tourney users there will be.
So what? They suck. I uptaunt them while they charge their SB, reflect it back at them, and then proceed to destroy them without charging mine once. The only time you should be getting annoyed with such players is with yourself for failing to read their obvious spammage and missing the opportunity to punish them deeply, firmly, roughly, and bareback.There's gonna be a spike of bandwagoners now. ugh. Nothing has annoyed more more than facing Mewtwos in FG, mostly the spammy shadowball, roll, and grab the entire match kind.
I've heard that argument before, but I really don't think Mewtwo's rise is all (or even mostly) attributable to novelty or MU/inexperience. I don't believe this. I think most matchups are flat or better for Mewtwo now -- because so many characters have trouble dealing with Mewtwo's neutral (biggest reason) and punish game (other big reason).
I hypothesize that match-ups are better than you think -- including against the top tier characters. Especially Now.
Nairo beat Blue because Nairo's a better player, but with ZSS's staircase weakened I think that's probably close to even. Mewtwo's neutral is (debateably) better -- and they can both wreck the other off a punish. ZSS has better frame data (which is significant), but Mewtwo has stronger space control. Probably still slightly better for ZSS but it's not a bad matchup.
Cloud (I'm not sure I believe he's top tier, but that's a different issue) gets totally screwed off-stage by mewtwo and is much weaker than Mewtwo in neutral. Cloud's kill options against Mewtwo are limited and punishable. I think this is in Mewtwo's favor
Sheik was never that bad of a match-up for Mewtwo post 1.1.4 -- and now with her kill set-ups further weakened -- he'll still get rushed down but she'll struggle to kill and be facing a raged Mewtwo with superior space control who can kill her with any of like... 8 moves. I think this is in Mewtwo's favor post patch.
Rosa and Mewtwo are 50/50, according to Dabuz -- I agree with this from my own experience. Mewtwo can do a good job of terrorizing luma with fast fairs and uncharged shadow balls, and tears her up if he's not zoned out.
ESAM thinks Mewtwo/Pika is slightly in Pika's favor. I don't know this match-up well myself -- but I think that's significant since Pika is really good at getting in and is a beast in advantaged state (Two things Mewtwo doesn't like)
I'm not claiming I know any of this to be true, but I think there is legitimate reason to believe the new Mewtwo is in a very strong place now. We'll know soon enough I guess =p. Excited to see how the tournament results play out in upcoming months.
^^^There's many ways to fix Mewtwo, Increasing his ground dash speed mobility, weight, other attributes(air acceleration, gravity, size), and frame data all benefit him nicely. As you said, a combination of them is best. Particularly frame data + an attribute
Cloud has more range, more disjoint, (had) more run speed,
Technically Mewtwo is faster now on the ground now. :D I definitely agree with you that Cloud gives Mewtwo trouble. Rush down characters and any characters that out range him or short(kirby).
Do you guys think another patch is possible at this point? Bottom tier characters got buffed quite a bit overall, and most of the top tiers got nerfed quite a bit.Are you guys happy with Mewtwo or are there a few things you think he should get patched up still?
-At the very least, IMO he should get a grab fix(increase range horizontal and vertical) and patch his teleport SDing issue(this goes for all teleporters). A weight buff to 77-85 range, and speeding up tilt and forward tilt (also up tilt having a slightly bigger horizontal range) would be amazing... I'm not expecting it, but that would really truly make me satisfied with using him.
I didn't say Cloud's neutral was bad (I would never argue this), but I do stand by my claim that Mewtwo's neutral is better than Cloud's in this matchup (and comparable overall IMO) -- for the following reasons:Rich Brown has been known to switch to his Olimar for the Cloud matchup. What makes you think Mewtwo wins that matchup, Mew^2 vs M2K? Is that it?
How can you say Mewtwo had a better neutral than Cloud lmao. Cloud has more range, more disjoint, (had) more run speed, better frame data, less ending lag, more damage, more kill power AND he also forces the opponent to approach him ALWAYS. Better juggle game, more options OoS and out of a dash.
What exactly does Mewtwo have that gave him a better neutral? Shadowball and Confusion? And that's it?
Mewtwo can handle Cloud, yes, it's not a horrible matchup for Mewtwo, he has a lot of tools to help him deal with Cloud and he can edgeguard Cloud incredibly well, but Mewtwo does not (at least did not) have a better neutral than Cloud.
Cloud probably has one of the best neutrals in the whole game, top 3 IMO. I mean just the act of charging limit forces the opponent to approach you. Approach a char that has one of the biggest disjoints in the whole game while also having virtually no startup and no landing lag on his aerials.