colored blind
Smash Journeyman
It'd be possible. They made Roy's slashes red instead of Marth's blue.
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Healing never broke Yoshimitsu in any iteration of Tekken or SoulCalibur as far as I know.It's just wrong that you can just heal instantaneously, no matter the risks. Direct healing should ONLY be possible with items on. It's broken because no other character can just heal themselves on the spot like that.
I agree with this. Heh... if you ask me, counter hits should apply in general, not just in that particular case... which makes me wonder if the issue has been discussed before, but I guess that's for another thread.15 is like a smash attack...
i say it should heal very slowly, have at least 1-2 sec of end lag, and you take extra damage if you get hit when you're using it
hmm i prefer the reflector idea i guess, but could make it so that a FEW moves have healing properties, say heals 1% if it hits the opponent. would just be nice to get recovery in there since its one of his main moves in pokemonHealing never broke Yoshimitsu in any iteration of Tekken or SoulCalibur as far as I know.
Though it works for him because no matter which game, Yoshimitsu's strength lies in close range combat, and healing is a kind of last resort option to force the opponent into closing in. Mewtwo isn't exactly that kind of character.
That said, even recovering up to something like 9 or 10% after a KO or 2 to 3% here and there after sending an opponent off stage/far enough doesn't seem broken to me, as it comes at the expense of positioning/edgeguarding/follow-ups. The key is the healing rate here really.
I agree with this. Heh... if you ask me, counter hits should apply in general, not just in that particular case... which makes me wonder if the issue has been discussed before, but I guess that's for another thread.
not sure, sounds like a bit of a waste of a move though. and i guess ur right about mew2 not needing a shield. but i feel that alot of mew2 is about thinking outside the box (since in melee he was such a strange and diverse character). so we have swift for his fthrow, and disable is possible... what else???i saw some bad ideas while I was gone
1. Mewtwo having a reflector isn't that great of an idea, tbqh. It'd be nice, but his character really doesn't need a reflector. The "reflector" he had in Melee was just there for mindgames...and to be quite honest it usually worked, no matter how good my opponent was. It's instinct to shield if you see your own projectile coming back at you, I guess. At any rate, Mewtwo wasn't designed to be such a defensive character that he'd have a reflector. He was designed to be disorienting, so that fighting Mewtwo would be a different experience from fighting any other character. It's the reason that his Up-b and Airdodge go invisible so you can't tell where he'll end up, his side B doesn't ACTUALLY reflect projectiles, his fully charged Shadow Ball wobbles up and down after you shoot it, etc. He's supposed to psyche you out, get inside your head. That's the reason he's a psychic type . To that end...
2. Healing damage sounds like a ****ing awesome ide. Something like that could really differentiate him from the rest of the cast, and I can think of a few ways that something like that could be done.
- Make it a charge move, like DK's Punch or Samus' Charge Shot. Each Charge heals 1%, and you can hold 10 charges and unleash it whenever you want. I wouldn't really give it too much ending lag, but make it like the other charge moves (besides Lucarios) so that you can't charge it in the air. Otherwise, people would run offstage, charge it, and go back to the stage with Mewtwo's awesome recovery. Yay even more camping in Brawl :x
- Make it heal 1% every 30 frames (aka 2% a second) and it's only activated while you're holding down the button. Give this a fair amount of startup time, but not too much ending lag. This would be a nice move to force ppl to approach =) Mewtwo's approach game will probably be pretty weak without wavedashing so this would be nice too.
We could theoretically borrow scripts from Samus' homing missiles to do that.unless you plan on programming it somehow that it chases down the opponent like the real swift does (IIRC, it never misses in the games), i dont know what the purpose of that is
no no lol, i meant as it has the swift animation, but the 3 stars do 4-5% damage each but have no KB, so u cant DI out of them lol. imagine fox's back and upthrow but with stars. maybe make it so each one does something like 6-7% each, but go at different angles, so its hard to dodge them all with DI. would just be a nice visual thing for mew2 lolswift for fthrow? wont that be the same thing as shadowballs except...star shaped?
unless you plan on programming it somehow that it chases down the opponent like the real swift does (IIRC, it never misses in the games), i dont know what the purpose of that is
why? not all moves have to be amazingly good lol, look at marios dtilt or jiggz sing. It would suit the character perfectly, and i do think u should be able to DI then i guess lol, but maybe make all the stars come out a few frames apart, so if u DI badly, u take like 20% damage loljust because they don't have KB doesn't mean you can't DI them...unless you plan on making them have no stun as well, like fox's lasers. that seems pretty silly though...
yeah ok, that'll work lol make the normal fthrow do 5% though, seems like alot to do 17%every move should have a use...just ask sirlin...lol. a competitive game should never limit the options of its characters by making moves useless. thats why we have brawl+ =). (but jiggs' sing does have a use. ledgecanceled sing is legit.)
if you really want to put swift in fthrow, make it like homing missile so it's true to the games, make it do like 3% a star and give it 3 stars. make normal fthrow do like 8 damage, so if all stars hit it'll do 17% which isn't that big a deal.
why not? im they all home, then surely u cant DI awaythe 17% isn't guaranteed, is the thing
u cant use fox or falcons bthrow for the animation surely? cause then they turn round. plus the swift idea is cooler lolI just discovered what Mewtwo's side + B does is put the character into his or her spinning animation (the animation in which one can tech once the ground is struck). It is first sped up and after it is done the character can do whatever to get out of the spinning.
Here is my idea:
Have that happen, but have it be like the Flame Choke and force them o be on the groudn so Mewtwo can do a forward tilt or something of that like.
As for the forward throw, take the one that Fox and Falco have and, if possible, replace the lasers with Aura Spheres and have the animation slow
yeah i like the first idea more too, fits to the swift move perfectly.Or you can just run away from the stars lol
But yeah, two solutions here:
1.Make the stars home in, but lower the damage of the throw itself
2.Don't make the stars home in, but make the basic grab do more damage.
I would prefer option number one here.
i think the general idea for disable is that it will use the stun animation from ZSS and the effect of the deku nut which stunsI just want to say that I'm glad someone is taking the initiative for this project. Mewtwo was my main since Melee came out and his absence in Brawl was a good part of the reason I stopped playing(couldn't find a character I really liked). So I'm really looking forward to this.
I don't know much about hackin's, but I'll offer some of my input.
For his Down+B, I know its possible to add fire/lightning/darkness affects to moves that don't normally have them, but is it possible to add status effects like flower and stun? If so, you could just use a short-ranged attack like Lucas' down+B and give it the stun effect, and speed up the animation to replicate the Disable. Maybe make the hitbox bigger to give it more range.
Another idea would be to have Mario's Cape as a side+B, but just make the cape invisible, or maybe make it transparent(Light Screen!). On contact with another player and it would send them into the "tumble" animation and spike them(as its been discussed) and on projectiles it would reflect them. Though that's probably asking to much, but one thing that really disappointed me about Mewtwo in Melee was that he couldn't actually reflect projectiles, just deflect. If and when Confusion is implemented, it should be able to fully reflect shots like it should've.
Also, I don't think he should be buffed in many areas, though I think having a game-changer would be neat. If you want something that will make him better/give more strategies: no lag/paralysis after Teleporting. Who knows what kind of combos can be had.
I had this idea earlier, but kept forgetting about it when I posted...It'd be crazy awesome to have someone who has teleporting as a significant portion of their gameplay, like Bison/Dictator from Street Fighter. No freefall after teleport, like Lucario's Extremespeed would radically shift his gameplay while keeping in Mewtwo's unorthodox style.Also, I don't think he should be buffed in many areas, though I think having a game-changer would be neat. If you want something that will make him better/give more strategies: no lag/paralysis after Teleporting. Who knows what kind of combos can be had.
I agree with that too.and he should also be able to up-b twice if starting from the ground... also like lucario...
In Melee, you could direct the airdodge to go anyway you want correct?...for his airdodge... he should just get invisible(like his melee melee airdodge...but whith a brawl airdidge...)... he's kinda not the type to havea dodging animation... and it would be really cool and continuing his style=)