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Mewtwo will be in brawl because....

Joined
Oct 23, 2007
Messages
1,303
Location
Rochester, NY
How's this for an improved Mewtwo:

Standard Special <Shadow Ball>: Mewtwo charges a ball of dark energy in his hands. The energy even damages foes that touch it while it is charging. It can be held once fully charged, causing Mewtwo’s hands to glow purple while a Shadow Ball is at the ready. This move should be virtually unchanged from its Melee counterpart.

Side Special <Confusion>: The range for this move should be nearly doubled since Melee. Mewtwo sends out a wave of psychic force that can send things flying in the opposite direction. Projectiles are deflected and actually do damage to their owners this time. Foes that are caught at a very close range will also be sent flying horizontally, but at when hit from farther away the move acts like it did in Melee.

Up Special <Teleport>: Like Shadow Ball, this move can be the same as it was in Melee. Mewtwo vanishes and then instantly reappears a short distance away. The default direction is upwards, but this can be altered so that Mewtwo can Teleport in any direction.

Down Special <Recover>: Mewtwo glows and recovers energy, causing his damage percentage to drop slightly. The amount he recovers is affected by many factors. Mewtwo will recover less and less energy each time if the move is used often. It will increase if Mewtwo’s damage percentage is high. Usually, if Recover is used in moderation, it will restore around 10% damage the first time, 6% if used immediately after, followed by 2% and 1%. But, for example if Mewtwo has more than 150% damage and the move hasn’t been used in several minutes, 50% damage recovery is possible.

Final Smash <Psychic>: Mewtwo traps foes nearby (within a fairly large radius; comparable to the radius of Raikou’s attack in Melee) with his mental powers. They remain trapped on the spot for a few moments. Then Mewtwo unleashes his psychic strength and sends the foe flying upwards. Any foe with 30% damage or more is likely to be sent off the top of the screen. Severe damage is also done at the point that Mewtwo releases the Psychic attack, so even foes that survive will still be susceptible to an imminent KO.

His other attacks don't need much change, but he certainly needs to be heavier and faster, but with the same amazing jumping ability.
 

cityofgarbage

Smash Rookie
Joined
Oct 23, 2007
Messages
20
i don't think mewtwo being a villain has anything to do with it. but i do think mewtwo will return based solely on the fact that he has an original moveset.
 

MysticKenji

Smash Master
Joined
Jul 15, 2007
Messages
4,341
Location
Orlando, FL / Pittsburgh, PA
How's this for an improved Mewtwo:

Standard Special <Shadow Ball>: Mewtwo charges a ball of dark energy in his hands. The energy even damages foes that touch it while it is charging. It can be held once fully charged, causing Mewtwo’s hands to glow purple while a Shadow Ball is at the ready. This move should be virtually unchanged from its Melee counterpart.

Side Special <Confusion>: The range for this move should be nearly doubled since Melee. Mewtwo sends out a wave of psychic force that can send things flying in the opposite direction. Projectiles are deflected and actually do damage to their owners this time. Foes that are caught at a very close range will also be sent flying horizontally, but at when hit from farther away the move acts like it did in Melee.

Up Special <Teleport>: Like Shadow Ball, this move can be the same as it was in Melee. Mewtwo vanishes and then instantly reappears a short distance away. The default direction is upwards, but this can be altered so that Mewtwo can Teleport in any direction.

Down Special <Recover>: Mewtwo glows and recovers energy, causing his damage percentage to drop slightly. The amount he recovers is affected by many factors. Mewtwo will recover less and less energy each time if the move is used often. It will increase if Mewtwo’s damage percentage is high. Usually, if Recover is used in moderation, it will restore around 10% damage the first time, 6% if used immediately after, followed by 2% and 1%. But, for example if Mewtwo has more than 150% damage and the move hasn’t been used in several minutes, 50% damage recovery is possible.

Final Smash <Psychic>: Mewtwo traps foes nearby (within a fairly large radius; comparable to the radius of Raikou’s attack in Melee) with his mental powers. They remain trapped on the spot for a few moments. Then Mewtwo unleashes his psychic strength and sends the foe flying upwards. Any foe with 30% damage or more is likely to be sent off the top of the screen. Severe damage is also done at the point that Mewtwo releases the Psychic attack, so even foes that survive will still be susceptible to an imminent KO.
...
*starts clapping*
This needs to be in the Mewtwo thread.
 

AIM0001

Smash Lord
Joined
Oct 3, 2007
Messages
1,152
How's this for an improved Mewtwo:

Standard Special <Shadow Ball>: Mewtwo charges a ball of dark energy in his hands. The energy even damages foes that touch it while it is charging. It can be held once fully charged, causing Mewtwo’s hands to glow purple while a Shadow Ball is at the ready. This move should be virtually unchanged from its Melee counterpart.

Side Special <Confusion>: The range for this move should be nearly doubled since Melee. Mewtwo sends out a wave of psychic force that can send things flying in the opposite direction. Projectiles are deflected and actually do damage to their owners this time. Foes that are caught at a very close range will also be sent flying horizontally, but at when hit from farther away the move acts like it did in Melee.

Up Special <Teleport>: Like Shadow Ball, this move can be the same as it was in Melee. Mewtwo vanishes and then instantly reappears a short distance away. The default direction is upwards, but this can be altered so that Mewtwo can Teleport in any direction.

Down Special <Recover>: Mewtwo glows and recovers energy, causing his damage percentage to drop slightly. The amount he recovers is affected by many factors. Mewtwo will recover less and less energy each time if the move is used often. It will increase if Mewtwo’s damage percentage is high. Usually, if Recover is used in moderation, it will restore around 10% damage the first time, 6% if used immediately after, followed by 2% and 1%. But, for example if Mewtwo has more than 150% damage and the move hasn’t been used in several minutes, 50% damage recovery is possible.

Final Smash <Psychic>: Mewtwo traps foes nearby (within a fairly large radius; comparable to the radius of Raikou’s attack in Melee) with his mental powers. They remain trapped on the spot for a few moments. Then Mewtwo unleashes his psychic strength and sends the foe flying upwards. Any foe with 30% damage or more is likely to be sent off the top of the screen. Severe damage is also done at the point that Mewtwo releases the Psychic attack, so even foes that survive will still be susceptible to an imminent KO.

His other attacks don't need much change, but he certainly needs to be heavier and faster, but with the same amazing jumping ability.
I agree I like this move set. espeacilly the teleport attack. that'd be a unique move and the final smash idea a good 1 as well:chuckle:
 
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