Size: 4/5. Mewtwo is still a big target, but the duck is lower than it was in Melee.
Size isn't too much of an issue for me, but some people might think otherwise. P:M height right now is fine, but I personally would like taller for the sake of canon.
Weight: 3.5/5. Mewtwo is now about as heavy as Wario, ranking as a heavy-weight.
Mewtwo being Ganon weight is nice for his SHFFL game as it stands.
Speed: 3/5. Mewtwo has sped up a little, but is still far from the fastest in the game. (Running and walking animations are unchanged.)
Nguz nailed it with his speed so far. He still isn't "fast" per se, but much better than Melee.
Attack Speed: 2.5/5. While some of his attacks come out quickly, laggy Smash Attacks bring the overall speed down.
This is pretty much as it is right now.
Power: 4.5/5. Mewtwo has recieved a substantial boost in power, now hitting nearly as hard as Dedede, Ganondorf and Bowser, with some attacks that are stronger than some of theirs. Mewtwo is no pushover this time!
Giving Mewtwo more power right now is kind of a dumb idea. Hitting Ganon or Bowser hard would be insane. I assume this was done with Brawl specs for Ganon and Bowser and not P:M? (Considering P:M Ganon and Bowser hit like 105 artillery...)
Fall Speed: 1.5/5. Mewtwo is still floaty, and is actually lighter in the air than when he's on the ground. (Has something to do with the levitation...).
This is pretty much as it is right now. Psychic power is the only reason why a nearly 300 pound Pokemon floats so nicely.
Recovery: 5/5. Mewtwo has among the very best recoveries in the entire game, with the highest and longest second jump of any character (Yes that includes Yoshi...). This, combined with his 3rd jump, means that Mewtwo can recover from virtually any situation. Slow air speed makes him an easy target however...
This is pretty much how it is right now.
Tier Ranking: 7/36. Mewtwo's tier rank is tied with Marth's...
Right now, tier lists don't make much sense, especially for a PSA project. Assuming Brawl context.
Jab: Shadow Spark. (Dark Fire.) Basically the same move from Melee, the attack is a little stronger, but it now has stun and knockback, K.O.ing at very high percents. 8% damage.
The Ganon jab fits him pretty well right now, but this would have been a good idea had we not the Ganon jab.
Dash Attack: Shadow Shove. (Dark Fire.) The same attack from Melee, only it now pushes foes away from Mewtwo every time it hits, making it more effective. 10% damage.
Pushing enemies directly away from Mewtwo is non-conducive to a combo game, even in Brawl. If anything, making the knockback vertical or diagonal away would benefit him more.
F-Tilt: Psychic Swipe. Mewtwo swings his arm in a sideways motion, creating a burst of wind in front of him, reaching about as far as Marth's sword. K.O.'s at 120% or higher. Medium knockback. 12% damage at the sweetspot.
There was some talk on the Mewtwo S4 boards about giving him Psycho Cut in place of one of his specials, but I think this would be the perfect place for it. He could just wave his arm and create an ethereal blue blade in front of him, hitting pretty much like his current F-Tilt. Also, he learns Psycho Cut naturally, so it makes sense.
U-Tilt: Mental shove. Mewtwo shoots a small shockwave from his eyes as he looks up, striking foes above him. The move has low stun, but medium knockback, K.O.ing at 125% or higher. The reach is similar to the tail move from Melee. 10% damage.
His current U-Tilt works fine as it is, but I'm no stranger to giving Mewtwo more psychic based attacks. The only thing would be over-polarization on disjointed moves making him super powerful.
D-Tilt: Tail Sweep. The same move from Melee, very good for starting combos. 9% damage at the sweetspot.
This move is great as is.
F-Smash: Shadow Bomb. (Dark Fire.) The same move from Melee, only it's now Mewtwo's F-Smash rather than his D-Smash. The power is greatly increased, but the move has a lot of lag. 22-30% damage. (Has frames of Flinch-resistance.) Can K.O. at 55% damage.
The damage and knockback are way too high to be balanced. Other than that, I actually enjoy his F-Smash as it is.
U-Smash: Galaxy Blast. (Dark Fire.) The same move from Melee, only bigger and reworked a little. If any player is caught in the start of the move, they are dragged in to take the full damage of the attack. It has good knockback, but if it misses, it has a lot of wind down time. 18-28% damage. Can K.O. at 65% damage.
Knockback on this would be an issue. The one we have works fine, as it links properly and is a little hard to DI out of.
D-Smash: Dark Shockwave. (Dark Fire.). Mewtwo floats up a little bit while charging power in both hands. It then drops and smashes the ground with its fists, causing a blast of Dark Fire to radiate quickly on either side of it. When done un-charged, the move has little power or knockback but is quick. 16-30% damage. Has super armor frames when he hits the ground, but Mewtwo is wide open while charging. Can K.O. at 65% damage.
This is a cool concept, but I've always had an intrinsic problem with smashes that move the general placement of the user. Aside from the move properties, making smooth animations of characters that move during smashes is difficult and will almost always end up being choppy.
D-Smash is fine as it is, seeing as not all D-Smashes need to hit both sides of the character. That being said, both his F-Smash and D-Smash do essentially the same thing with different hitboxes. I'll post a move idea in the random thoughts.
N-Air: Shockwave. Mewtwo releases a blast of air on either side of it, each reaching about as far as Sheik's sex kick in the front and halfway back its tail in the back. Does 15% damage with medium knockback.
Mewtwo's N-Air is probably his most important move, IMO. It is conducive to his combo game and racks damage easily. Props for a cool idea, though.
F-Air: Shadow Claw. (Dark Fire.) Exactly the same move from Melee, with a slight boost in damage. The move has high combo potential, comes out quickly with low lag, and can be a finishing blow. 14% damage. High Knockback.
Shadow Claw is perfect as it is.
D-Air: Psychic Shove. Mewtwo points downwards, creating a blast of wind that can readily spike foes. It reaches about as far down as Ganondorf's Thunder Stomp, and has a 1-20 chance of having a Dark Fire effect for a boost in spiking ability. 16% damage normally, 20% with the Dark Fire effect. Medium to high knockback.
D-Air is perfect as it is. The only thing I would change on it is having it Shadow element instead of Electric element, but that is a minor gripe, as both are cool.
U-Air: High Tail Flip. (Dark Fire.) The same move from Melee, now with a Dark Fire effect at the sweetspot. 10-16% damage. Medium knockback.
IIRC, I think U-Air has Shadow sweetspots right now. If not, it totally should.
B-Air: Reverse Psychic Swipe. Mewtwo turns halfway and swings its arm behind it, smacking the foe with a blast of wind. It does 14% damage at the sweetspot, and has a reach equal to the tail move from Melee. Medium Knockback.
I'll post an attack idea following up on this.
Grab: Mewtwo now has an extended reach to his grabs, equal to Link's Clawshot. When a grab is attempted, a twinkle quickly extends, latching onto foes and pulling them in to be thrown. The grab is also fast in close, and it gives Mewtwo one of the best running grabs in the game.
Pummel: Palm Spark. Zap 'em good. 3% damage.
Jeez, man! If Mewtwo had a long grab, he would be FAR too powerful. His U-Throw is the strongest throw in the game as it is in terms of knockback. Combine that with an easy to combo D-Throw, and you have a more grab-centric character than DK, and DK is a character that literally NEEDS to grab to land hits.
F-Throw: Psychic Toss. Mewtwo whirls the opponent in front of it once(Think the Confusion animation from Melee.) and tosses them away from him. 12% damage.
I already posted a neat F-Throw idea in my previous post. This one is pretty cool, but the Confusion animation is janky at best even in Melee where it was perfected.
B-Throw: Reverse Throw. The same throw from Melee, just a little stronger. 12% damage.
B-Throw is good as is. I posted my views on it already.
D-Throw: Tail Slap. Mewtwo's last returning tail move, it is unchanged since Melee, doing 11% damage with combo potential.
I had a cool idea for D-Throw and I can't remember if I posted it already, but I'll post it in the random thoughts.
U-Throw: Psychic Whirlwind. The same throw from Melee, and the strongest U-Throw in the game. A reliable finisher, K.O.ing at 110% damage or higher. 14% damage.
Already perfect.
B: Shadow Ball. (Dark Fire.) Mewtwo's projectile returns! It keeps all of its former characteristics, only it does more damage than before and reaches further. 28% damage fully charged.
As it stands, the range is fine on Shadow Ball and 3% extra damage isn't too much more. I would just have the projectile more erratic in it's flight path to make it easier to chase behind after throwing.
Up-B: Teleport. The same move from Melee: a reliable and fast recovery move that can be used to approach and escape while on the ground.
I already expressed my views on Teleport in my post.
Side-B: Psychic. Mewtwo flashes his eyes towards the opponent in the same way that "Disable" was animated in Melee. Instead of Disable, Mewtwo unleashes Psychic in the form of a blue energy wave. It can be charged for additional damage, doing a maximum of 12%. It reaches 3/4's of the way across Battlefield fully charged. Medium knockback.
A chargeable Side-B is a great idea on Mewtwo. 12% is a little low, but might be alright depending on the charge time. If that's the case, it would not be storable. With this idea, though, I think Mewtwo would become very projectile centric, almost to Samus levels.
D-B: Barrier. Mewtwo throws up a barrier around itself in the form of a blue energy bubble. The shield will reflect energy projectiles and counter moves being thrown at the moment of activation. Sword wielding characters and characters with tether grabs will be able to disrupt the move. reflected projectiles will do 1.5% more damage, and the shield will do 8% damage with high stun, but no knockback.
I enjoy the idea of a full body reflector, akin to Shines and Ness' magnet, but counter triggers would not be good. It would give Mewtwo a Win button. It creates a polarizing move where you reflect projectiles, which forces them to approach, then just counter when they attack. To make it weaker, it would have greater start lag, but would relegate it to being a reflector only. IMO, just having the barrier not counter and reflect all projectiles would be a better designed move, but Nguz is cooking up some Psychic gumbo in the Pokemon kitchen for this one.
Final Smash: Psychic Blast. Mewtwo shows what it can really do with this move! When the move is activated, Mewtwo forms a barrier around itself and expands it into a blast of energy that shoots straight upward, K.O.ing anyone in the way and even destroying otherwise invincible items (ATs and Pokemon for eg.). The move does 60% damage in a single hit and is an instant K.O., with a width of about the distance between the platforms on Spear Pillar. To balance this out, the move can only be done on the ground, and it only goes up, so on a large stage or a stage with multiple floors, its usefulness is halved as foes can easily hide. Characters with multiple jumps on a small stage can wait it out. Overall, when the move connects, it K.O.'s but the Mewtwo player will have to be cunning to get it to hit. Move source: The First Movie. (Yeah I know, its anime, but Lucario has a Kamehameha, so its permissible...)
Not worrying about Final Smashes is the key to P:M. He could have whatever he wants and I would not care, as making Final Smashes takes away from actual balancing. This was most likely Brawl context.
Ledge attacks.
Less than 100% damage: Shove. Mewtwo comes up onto the stage holding a hand in front of it, mentally shoving the opponent back. 8% damage.
100% damage and higher: Hand Smack. The same move as Melee. 10% damage.
Ledge attack is fine. I'm not even sure if there are two separate ledge attacks in the code for Brawl for anyone based on percents.
The "getting up" attack: Iron Tail. Mewtwo spins itself to its feet, in a breakdance fashion rather than the Melee way, using a hand to levitate itself to its standing position. The move knocks foes over with the tail. 10% damage. (I actually looked the name to that one up...)
Iron Tail is a cool attack, but he doesn't learn it aside from move tutor and TM. It would be fine as a graphical enhancement, but no changes to the Get-up attack's properties.
Ledge dodges: Same as Melee.
Ledge climbs: Same as Melee, but floatier.
Side-Step, Roll and Air dodges: Same as Melee.
His ledge movement is fine as it is. Right now, you can't even wave-edge unless you drop then DJ WL the ledge.
Battle stance: Same as Melee, with new gestures and tail flicks.
Entrance: Teleports onto the stage saying "You dare defy me?"
Entrance animations are not a priority, and I already stated my ideas on it.
Taunts.
U-Taunt: Spins while chuckling. Same as Melee.
> Taunt: Floats off the ground with glowing eyes.
D-Taunt: Holds up its right hand and creates two mini-Shadowball that orbit its outstreched hand.
Damn, these taunt ideas are cool as hell. The only thing I would change would be to have the Mini Shadow Balls orbit a bent arm upward, almost like his U-Smash charge arm. He would just hold his hand in front of his face, which IMO, makes it look way more badass.
Victory Poses: The regular three: Same as Melee, but with voice acting inserted. Mewtwo also has three special poses. For Lucario and the other Pokemon, Mewtwo turns away from them, giving them a dismissive wave of its hand. For the Pokemon Trainer, Mewtwo faces him with Special Pokeballs orbiting him. For Ness, and Lucas, Mewtwo faces them while floating, looking down on them as if scolding them.
Victory Phrases. (In English!)
#1: "I am the supreme being."
#2: "Behold my power!"
#3: "I can't be beaten."
To Pokemon Trainer: "Your Pokemon are mine!"
To Pikachu and Jigglypuff: "You should have fled."
To Lucario: "Get out of my sight!"
To Ness or Lucas: "Foolish child. You shouldn't have tried."
Victory animations are low priority right now. Also, I don't think that you can make character specific victory animations. As an aside, do those first three lines exist elsewhere (ie, Pokemon movies or anime)? If they do, the new RSBE could shoop those in no problem.
Victory music: Any suggestions? I don't know what to put here...
As is stands, custom victory music cannot be made for specific characters. Shun_One was looking into the codes to see if it could be done, but it can't without a lot more work than needed.
Loss pose: Same as Melee. (If it not broken, don't fix it right? Hello reader!
I haven't actually seen his loss animation so far, as I've not lost with Mewtwo yet. I don't imagine that it would need to be changed anyways.