Apparently Raykz already commented on Thursday about what I wanted to say about D-throw (and Confusion to an extent), but I'll share my thoughts from the Social anyway, since this thread is more appropriate for it:
I've really being enjoying Mewtwo on days 2 and 3. He's still a weird character that takes time to adjust to, but I can tell that I'm understanding him more and getting better with him each day. I still find his weight stupid, but it sort of makes sense from gameplay perspective since they're really pushing for a glass cannon thing with him. Lighter than a short 2D man though? Smh.
Anyways, I find Mewtwo's d-throw to be very comparable to that of Greninja's. Neither lead into anything guaranteed, but they put Mewtwo/Greninja in a very advantageous positions that can lead into possible mixups and followups.
For example, both have a great chance at getting a running U-smash followup at mid-high percents on many characters (especially fast fallers like Falcon, Fox and Greninja) but can also opt for an f-air, n-air or U-air if they decide to jump or are too floaty for the U-smash to connect. I've gotten quite a few kills so far with D-throw --> U-smash despite it not being guaranteed at all.
At lower percents, Mewtwo can try for either D-tilt, N-air, F-smash, D-smash, Shadow Ball or even another grab/Confusion. The mixups out of D-throw should be used and explored. It's not a bad throw at all.
N-air is really nice thanks to its nearly non-existent endlag, though I still wish it either had a bit more range or priority. It gets beat out by a lot of moves with more range or priority (Luigi Cyclone, Doc Tornado, swords, etc) and that isn't fun. Still a great move though.
F-air is an awesome move. Fairly quick, decent range, disjointed, solid kill power even though it's not as good as Melee, and it's a fantastic edgeguard. Short hop F-air is one of Mewtwo's better approach options at mid range for its combination of speed, range and knockback.
D-tilt might actually be Mewtwo's best move imo. The range on the tail is great and it's tied for Jab as Mewtwo's fastest move iirc. It's also his most reliable combo starter and a generally good poke.
Jab is awesome now. Multi-hit jab links fairly well and does good damage and knockback. Jab 1 cancel is good and I think it guarantees D-tilt and grab at most percents. Jab 1 > Disable isn't guaranteed at all, but is still a good and scary setup that can end a stock very well.
Love U-tilt and U-air for their range. U-tilt combos are fun and getting U-tilt > U-smash at kill percents feels very rewarding. U-air isn't incredible for combos, but I've gotten U-air to F-air successfully a few times and N-air is a pretty safe followup from it.
That's all for now. Mewtwo's such a strange and interesting character that's fun to play and experiment with! I've barely touched my other characters since I've been trying to figure out this weird beast.
probably all known information
http://www.ssbwiki.com/Mewtwo_(SSB4)
ssbwiki found quite a few nerfs and buffs
no wonder I think mewtwo is mid/low this time I don't mind the nerfs so much. (except the weight one)
This is nice so far, but they still fail to mention some things:
- Jab can be cancelled, links better and has a finisher with knockback
- D-smash has less endlag and hits at a higher angle
- Confusion has more hitstun, making it harder to punish Mewtwo after a successful hit
- Special moves still Double Jump Cancel