Chiroz
Tier Lists? Foolish...
Honestly if I were the guy patching/balancing Mewtwo I would do the following:
Quality of Life changes:
1. Fix B-Air, U-Air and U-Tilt animations so that it's perfectly clear when the hitbox starts and ends (Some people claim F-Air also has this problem, but I've never seen it, so I don't know if also fix F-Air or not).
2. Fix the "self-windbox" at the end of aerial Teleport. This would remove the "landing slide" Teleport tech, but it would also remove Mewtwo's inability to sweetspot the ledge whenever there's any solid object close to the edge (making him bounce off and SD).
Nerfs:
Buffs:
1. N-Air always performs the last hit upon landing (like many other multi-hit aerials).
2. N-Air's hitbox increased in size.
3. Lower N-Air's start-up by a few frames (Maybe down to 4-5 frames instead of 7).
Note: Basically make N-Air Mewtwo's true anti-air and anti-juggle aerial by giving it a faster startup, more reliable hitbox and a safe way to land it.
4. Disable now deals a decent amount of Shield Damage (it can already be avoided in many ways, make it at least relatively unsafe to shield yet not excessive).
5. Down-Smash's vertical hitbox increased (Only the vertical hitbox so that it can hit through platforms and hit people hanging from the ledge on all stages. No need to increase it's horizontal hitbox).
6. Buff his Grab range slightly.
7. Buff Teleport slightly. I think the fairest way to go about this would be lowering it's start up a bit (and maybe the frames where Mewtwo is intangible). That way it can still be punished by someone expecting it, while having a buffed overall speed. The buffed overall speed will stop chars like Falcon, Mario, etc from just being able to throw an U-Air after you've teleported and still being able to fast fall down on you with a D-Air before you can react from Teleport, but the endlag staying the same will allow for opponents who were expecting the Teleport to still be able to punish effectively.
Apart from this I don't think Mewtwo needs much. He is a solid character to be honest, not top tier material but a good contender for high-mid tier as long as his juggling/combo food issue gets worked on. I honestly don't think he needs to be heavy or anything like that.
Quality of Life changes:
1. Fix B-Air, U-Air and U-Tilt animations so that it's perfectly clear when the hitbox starts and ends (Some people claim F-Air also has this problem, but I've never seen it, so I don't know if also fix F-Air or not).
2. Fix the "self-windbox" at the end of aerial Teleport. This would remove the "landing slide" Teleport tech, but it would also remove Mewtwo's inability to sweetspot the ledge whenever there's any solid object close to the edge (making him bounce off and SD).
Nerfs:
Buffs:
1. N-Air always performs the last hit upon landing (like many other multi-hit aerials).
2. N-Air's hitbox increased in size.
3. Lower N-Air's start-up by a few frames (Maybe down to 4-5 frames instead of 7).
Note: Basically make N-Air Mewtwo's true anti-air and anti-juggle aerial by giving it a faster startup, more reliable hitbox and a safe way to land it.
4. Disable now deals a decent amount of Shield Damage (it can already be avoided in many ways, make it at least relatively unsafe to shield yet not excessive).
5. Down-Smash's vertical hitbox increased (Only the vertical hitbox so that it can hit through platforms and hit people hanging from the ledge on all stages. No need to increase it's horizontal hitbox).
6. Buff his Grab range slightly.
7. Buff Teleport slightly. I think the fairest way to go about this would be lowering it's start up a bit (and maybe the frames where Mewtwo is intangible). That way it can still be punished by someone expecting it, while having a buffed overall speed. The buffed overall speed will stop chars like Falcon, Mario, etc from just being able to throw an U-Air after you've teleported and still being able to fast fall down on you with a D-Air before you can react from Teleport, but the endlag staying the same will allow for opponents who were expecting the Teleport to still be able to punish effectively.
Apart from this I don't think Mewtwo needs much. He is a solid character to be honest, not top tier material but a good contender for high-mid tier as long as his juggling/combo food issue gets worked on. I honestly don't think he needs to be heavy or anything like that.
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