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Yes, they do. Back-Air specifically seems to work in this way.I might be imagining things, but do the hitboxes on Mewtwo's tail attacks have different start up frames? I swear I saw the tip hitbox of his bair come out before the middle hitbox and the base hitbox.
Slow grab and long duration. Equally slow jab and dash attacks and long duration. Slow start-up on aerials without good damage and knockback. Terrible landing lag on aerials.
Not to mention the lightest character in the game. Wow, they seemed determined to make Mewtwo terrible in this game. At least his Dtilt is good with some sick animations.
Yeah, I wish Mewtwo offered something different such as Duck Hung or Rosalina. But, really he seems the standard close combat type with a simple projectile. At least anyone with a sword differs in that they can space moves, but I cannot really see that happening with Mewtwo unless his tail has no hurtbox as in Melee. Melee Mewtwo could leverage say disjoint on his moves.It's what I've been saying for a while now.
His Up-B was purposely made incredibly slow, has a lot of vulnerability, has a self windbox that is only a con (there is 0 pros to having it) and is one of the Up-B's with the most landing lag in the game.
His F-Throw and D-Throw are both pretty bad compared to the rest of the cast. He was purposely made incredibly mediocre. Confusion and Disable, while miles better than in Melee, are still just "okay" moves when you take everything into consideration. Mewtwo's only 2 good moves are D-Tilt and Shadow Ball.
I have a theory that Sakurai honestly fears strong projectiles, he things they might be OP because he probably balances mostly around FFA.
Hurtbox*, to be clear.He doesn't have a hitbox on the tip of his tail. Neither in Melee, or in this game.