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Chiroz

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Greninja has the same, blue pikmin are also immune to his Nair
Yea, but at least your N-Air isn't a multi hit that lasts forever, lol. Also doesn't Greninja's U-Air hit Pikmins? I used to main Greninja pre Wii U and I don't remember ever fearing a Pikmin getting latched to be honest.

Yellow Pikmin are immune to Mewtwo's N-Air :(.



Anyways, it's sad.
 
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Cutie Gwen

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Yea, but at least your N-Air isn't a multi hit that lasts forever, lol. Also doesn't Greninja's U-Air hit Pikmins? I used to main Greninja pre Wii U and I don't remember ever fearing a Pikmin getting latched to be honest.

Yellow Pikmin are immune to Mewtwo's N-Air :(.



Anyways, it's sad.
Uair isn't lagless. I feel like Mewtwo will get better soon, besides, it took almosta friggin year for Zelda to go from **** to almost ****
 

Chiroz

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Greninja has the same, blue pikmin are also immune to his Nair
Yea with just 5 second test there's plenty of stuff you can do.

If Pikmin latch on to your head then U-Tilt kills them (all of them). On your middle area then N-Air, U-Air, Jab, Multi-Jab and B-Air. If they latch on the any other place then N-Air or D-Tilt can kill them. I imagine D-Smash and Side-B probably cover most if not all locations too, but that's not such a good move. You can also counter latched Pikmins.

D-Tilt, N-Air and U-Tilt cover ALL latch areas and are very safe and don't suffer extra hitlag on Pikmins. It's not even remotely the same. Blue Pikmins latching on to your mid area might be hard to get off, but that's 1 specific color and 1 specific area and your options are still better than Mewtwo's even in that case.



I used to devour Olimar mains back in 3DS, lol.




Mewtwo literally can't hit Pikmins, like all his attacks whiff (except for Multi-Jab and N-Air).

Edit: Just tested, and no, D-Smash does not hit Pikmins.

Literally, no matter where they latch on Mewtwo only has those 2 attacks to hit Pikmins, every single other attack whiffs.
 
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U-Throw

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@ Chiroz Chiroz - All of this is true, I suppose, but I'd like to point out a few minor fallacies. Firstly, I don't use Smashes all the time. I was just citing them as examples of Lucas having unsafe moves, which was, apparently, not entirely true. My apologies. Secondly, although Lucas's D-Smash has more knockback than Mewtwo's, Lucas's D-Smash's horizontal knockback angle is inferior to Mewtwo's vertical knockback angle. It allows Mewtwo's D-Smash to KO earlier in most situations. Thirdly, in regards to your comment on windboxes, I suppose that's true. Technically, a windbox is any attack that moves opponents without inflicting any actual knockback. Knockback that operates separately from a character's damage is referred to as "set knockback." However, what you intend to say when you use the term "windbox" is perfectly clear, so I won't bother you about it. I'll have to start trying to use Mewtwo's U-Smash as a roll-in punish. That could be really helpful. Thanks for that tip, along with the rest. I'll try to remember them the next time I play:)!

Also, in regards to the stuff about Pikmin, I've actually killed some with either Mewtwo's F-Smash or D-Smash. It's been awhile since I fought an Olimar player, so I can't remember which, but I'm pretty sure it was his F-Smash. Oh, and I think Shadow Ball works, too. I'll have to test all of this out when I get the chance, but I'm 90% sure what I'm saying is true. Please correct me if I'm wrong, however.
 

Chiroz

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@ Chiroz Chiroz - All of this is true, I suppose, but I'd like to point out a few minor fallacies. Firstly, I don't use Smashes all the time. I was just citing them as examples of Lucas having unsafe moves, which was, apparently, not entirely true. My apologies. Secondly, although Lucas's D-Smash has more knockback than Mewtwo's, Lucas's D-Smash's horizontal knockback angle is inferior to Mewtwo's vertical knockback angle. It allows Mewtwo's D-Smash to KO earlier in most situations. Thirdly, in regards to your comment on windboxes, I suppose that's true. Technically, a windbox is any attack that moves opponents without inflicting any actual knockback. Knockback that operates separately from a character's damage is referred to as "set knockback." However, what you intend to say when you use the term "windbox" is perfectly clear, so I won't bother you about it. I'll have to start trying to use Mewtwo's U-Smash as a roll-in punish. That could be really helpful. Thanks for that tip, along with the rest. I'll try to remember them the next time I play:)!

Also, in regards to the stuff about Pikmin, I've actually killed some with either Mewtwo's F-Smash or D-Smash. It's been awhile since I fought an Olimar player, so I can't remember which, but I'm pretty sure it was his F-Smash. Oh, and I think Shadow Ball works, too. I'll have to test all of this out when I get the chance, but I'm 90% sure what I'm saying is true. Please correct me if I'm wrong, however.

Shadow Ball does work, but you need to inflict about 3 Baby Shadow Balls of damage, so if you don't have one charged you won't be getting it off in less than 60 frames. And if you do have one charged, it is worth wasting a charged Shadow Ball for? I mean technically you are completely right that it kills the Pikmins, but it's not really helpful to kill them that way.


Huh! You are right, F-Smash seems to work on most of our latch locations (apparently we have a ton of latch locations). I didn't know that. F-Smash isn't exactly a good move to get rid of Pikmins, but it's definitely the best we have, so I'll start using it vs Olimars. Thanks for that!
 
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DrRiceBoy

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What should I actually do vs Olimar? The matchup is pretty tough because like you all said, the pikmins are annoying. Olimar running around and spamming fsmash and side-b is infuriating to fight against.
 

U-Throw

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Found a funny (and somewhat flashy) Mewtwo compilation. Most of this is on for For Glory but there are still some good moments (e.g. 0:58). Lots of teleport ledge cancels.

https://www.youtube.com/watch?v=cdBQqWZ_wwM
That was awesome! The ledge cancels were particularly impressive, and I loved the way the player used Mewtwo's N-Air to drag opponents down. I'll have to start doing that more often. The D-Air meteor smashes were impressive, as well. Combine that with the flashiness and humor in this video, and I found it quite enjoyable. Thanks for the posting this!

I mostly just shield when Pikmin are latched to me.
Yeah, that definitely works, but getting rid of them is much better. Pikmin devour shields in large numbers, and your options when shielding are very limited and telegraphed. It gives Olimar a chance to approach that you don't want him to have, especially since he has a ranged grab. Killing off Pikmin is a much better alternative, in my opinion.

Now, if you could get the timing between Pikmin strikes down to a science, like Raykz is suggesting, then Power Shielding might become a viable option, but, given the variables involved, I question the feasibility of such a task.

I apologize for the double post, mods. If there's any way to merge my posts, please do so.
What should I actually do vs Olimar? The matchup is pretty tough because like you all said, the pikmins are annoying. Olimar running around and spamming fsmash and side-b is infuriating to fight against.
I usually just try to play super-defensively. Basically, I either shield or reflect incoming Pikmin and throw Shadow Balls until I see an opening. Once I get that opening, I run in, punish Olimar as hard as I can, and then return to my previous shenanigans. It works most of the time, but it gets pretty tedious after awhile. Also, remember that you can reflect all of Olimar's Smash Attacks, which causes the relevant Pikmin to inflict surprisingly large damage and knockback on Olimar. I've actually gotten a few KO's using that method. It's particularly effective if, when you're trying to recover from being knocked off-stage, the Olimar player sits at the ledge and charges up an F-Smash.

I hope this helps!
 
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Ryu Myuutsu

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It seems that Pikachu is unable to do the infinite combo anymore. That was a neat technique, but this is probably for the best. Infinites shouldn't be a thing.
I'm loving the Robin buffs, the power increase and the end lag reduction on his Thunder spells is a step on the right direction.
 
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Yes, Sm4sh is seriously looking like a really well balanced game at this point. Only Samus seems to be lacking.
 
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Ryu Myuutsu

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Yeah, a lot of underperforming character have been getting buffs so I just hope Samus gets something in the near future. There is still DLC left to come so patches will still be a thing.
 

DrRiceBoy

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I agree, the recent character buffs/nerfs are a step in the right direction. Adding on to what you guys have already said, I really like the global one frame nerf to rolls and spot dodges. It's not much, but it definitely helps. I really do hope that they continue to nerf rolls and spot dodges, and along the way nerf shields and air dodges as well.
 
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I agree, the recent character buffs/nerfs are a step in the right direction. Adding on to what you guys have already said, I really like the global one frame nerf to rolls and spot dodges. It's not much, but it definitely helps. I really do hope that they continue to nerf rolls and spot dodges, and along the way nerf shields and air dodges as well.
I think shields should be broken more easily- which would inspire more aggressive play.
 

Igzex

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Our fair lady tests our commitment with her less than ideal re-balancing patterns. I deter not from my devotion to her...
 

Chiroz

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Doesn't Confusion already kind of do that since it's a grab?
No I mean Disable can already be dodged by jumping, ducking or looking to the other side, why does it have to also deal 1/50 shield damage and 0 frames shield stun + 0 shield push.

I think with all the different ways to avoid Disable it should at least do 1/2 shield damage or a ton of shield push.
 

MewtwoMaster2002

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No I mean Disable can already be dodged by jumping, ducking or looking to the other side, why does it have to also deal 1/50 shield damage and 0 frames shield stun + 0 shield push.

I think with all the different ways to avoid Disable it should at least do 1/2 shield damage or a ton of shield push.
True. While I feel like Disable needs to be fixed to be useful, I don't see any moves being changed drastically unless there are examples I can't think of...
 

U-Throw

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I agree with everything about Smash 4 being pretty well-balanced at this point. Most of the characters are usable in a tournament setting, and even the low-tiers can put up a fight against the top-tiers. Barring Smash 64, where tier lists basically mean nothing, I think Smash 4 is the most balanced Smash game to date. In regards to the global, one-frame nerf to rolls and sidesteps, I haven't noticed anything, but I'm sure it's a healthy change. Making shields easier to break would be a plus, I guess, but, in terms of health, regeneration, depletion, and damage taken, shields are the weakest they've ever been. In addition to that, many attacks deal more shield push than they dealt in previous installments. I don't think shields are the cause of Smash 4's more defensive gameplay.
True. While I feel like Disable needs to be fixed to be useful, I don't see any moves being changed drastically unless there are examples I can't think of...
I wouldn't call Disable un-useful. It comes out quickly and leaves opponents completely vulnerable if they're hit by it. Plus, even if an opponent jumps, they can still be knocked back, which gives Mewtwo the advantage. That said, it's definitely a situational move, so giving it the ability to either break shields or deal high amounts of shield push would be nice. I also think it would be nice to have Disable break through super armor. I can't tell you how many times I've Disabled Ryu while he's charging up Focus Attack and gotten punched in the face for my efforts.

However, all that said, I just don't see changes like these happening. Like MEWTWOMASTER2002 said, when it comes to balance patches, Sakurai has never changed moves in such a dramatic manner before. Mewtwo will probably wind up being buffed in a patch sooner or later, but I doubt drastic changes to Disable will be among the buffs. Personally, I'm fine with that, since, on top of the fact that Disable is already pretty useful as it stands, Mewtwo has far more pressing matters that should be addressed first.
 
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Eight_SixtyFour

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I still think they're a tad risky, but those ledge cancels were impressive, especially on Big Battlefield.
Definitely risky due to the inconsistency of Teleport (can it always register landing on the ground as landing on the ground??), but something to use every now and then. Teleporting to the ledge is something that we need to look into imo.
 
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meleebrawler

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Yes, Sm4sh is seriously looking like a really well balanced game at this point. Only Samus seems to be lacking.
And yet even she can do some impressive stunts. Though judging a character solely based on whether they get buffed/nerfed
is kind of short-sighted. I remember in the beginning everyone thought Link was better than Toon Link because he got noticeable
buffs whereas Toon Link got nerfs. We'll never know if that was really true, but at least now it's debatable.
 

Chiroz

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Definitely risky due to the inconsistency of Teleport (can it always register landing on the ground as landing on the ground??), but something to use every now and then. Teleporting to the ledge is something that we need to look into imo.
If you measure the distance correctly Teleport will always know whether it's grounded or aerial consistently.

The problem is if you measure it incorrectlt, even by a miniscule bit then you suffer the windbox. Which both pushes you off the stage causing you to SD or lose all stage advantage AND suffer a huuuuge amount of lag before you land on the ground (that is if you don't SD).

Basically the risks for missing a ledge cancel for Mewtwo are super incredibly high because of his self-windbox bull****.



Yes, Sm4sh is seriously looking like a really well balanced game at this point. Only Samus seems to be lacking.
I don't think Samus and Mewtwo are that different.

Both floaty and tall. Have deadzones in all their smashes. Their Up-Smashes don't link correctly. Their aerials have wonky hitboxes.


All Mewtwo has above Samus is 3 better specials. But Samus' Up-Special is so freaking good it makes up for the other 3. Plus Samus aerials are so good, and U-Air has auto-link and also auto cancels which allows Samus to true combo out of it with most of her ground moves, something Mewtwo only dreams about.




That's without saying that Samus weight + mobility allow her to escape combos easily and she dies at 180% from Sheik, while Mewtwo gets comboed into oblivion and dies around 120%.

The best Samus around here is able to avoid all bouncing fish setups past 40% and he can also SDI out of Sheik's U-Air with 100% consistency, it's crazy.

He is top 20 in the region and he beat many of the top 10 players last week at a tourney.
 
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Ryu Myuutsu

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The best Samus around here is able to avoid all bouncing fish setups past 40% and he can also SDI out of Sheik's U-Air with 100% consistency, it's crazy.

He is top 20 in the region and he beat many of the top 10 players last week at a tourney.
Who would that be? Do you also have some videos showcasing that player?
 

U-Throw

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If you measure the distance correctly Teleport will always know whether it's grounded or aerial consistently.

The problem is if you measure it incorrectlt, even by a miniscule bit then you suffer the windbox. Which both pushes you off the stage causing you to SD or lose all stage advantage AND suffer a huuuuge amount of lag before you land on the ground (that is if you don't SD).

Basically the risks for missing a ledge cancel for Mewtwo are super incredibly high because of his self-windbox bull****.





I don't think Samus and Mewtwo are that different.

Both floaty and tall. Have deadzones in all their smashes. Their Up-Smashes don't link correctly. Their aerials have wonky hitboxes.


All Mewtwo has above Samus is 3 better specials. But Samus' Up-Special is so freaking good it makes up for the other 3. Plus Samus aerials are so good, and U-Air has auto-link and also auto cancels which allows Samus to true combo out of it with most of her ground moves, something Mewtwo only dreams about.




That's without saying that Samus weight + mobility allow her to escape combos easily and she dies at 180% from Sheik, while Mewtwo gets comboed into oblivion and dies around 120%.

The best Samus around here is able to avoid all bouncing fish setups past 40% and he can also SDI out of Sheik's U-Air with 100% consistency, it's crazy.

He is top 20 in the region and he beat many of the top 10 players last week at a tourney.
I don't know what you're talking about when you say that Mewtwo's U-Smash doesn't link correctly. The first strike only knocks opponents out if you just barely graze them. If it doesn't link correctly, then you probably deserved it. Believe me, I've had it happen to me, and it's really not that hard to avoid. You just have to time it right.

Samus's Up Special is also a fairly bad recovery move. Sure, Screw Attack excels at KO'ing, but it's a really telegraphed recovery move because it's her only option, provided she isn't within tethering range. Teleport excels at recovery, not KO'ing. It's hardly fair to compare them. And I don't think one good KO move can compare to KO projectile, a command grab that doubles as a reflector, and a powerful punish tool, especially when said KO move is a poor recovery option. Of course, I wouldn't say Samus's other Special Moves are as bad as you seem to think, especially Charge Shot. Sure, it's inferior to Shadow Ball, but that doesn't mean it's bad.

I'd also say that Mewtwo's aerials are better than you seem to think. His D-Air is quick for a meteor smash of its power, and it can KO without spiking opponents. Mewtwo's B-Air and U-Air have strange hitboxes, true, but his U-Air is a mediocre juggle move, while his B-Air covers a broad range and can create a "wall of pain" at certain percentages. Plus, you can use both his B-Air and U-Air to hit opponents through the lip of thin stages. It's a good way to knock your opponent away from the ledge as you recover. Granted, Mewtwo's B-Air has quite a bit of startup, but, once you get the hang of it, it's a pretty useful move.

Mewtwo's F-Air also has a misleading animation, but it combos into itself and low percentages and KO's at high percentages. Plus, it comes out very quickly for a move of its power level. Depending on the situation, it can be effective edge-guarding move thank to its high, horizontal knockback. His N-Air has a large hitbox and traps opponents with auto-link angles, which deals decent damage. Plus, going off what @pikazz says, Mewtwo's N-Air true combos into any aerial, barring his D-Air, at specific percentages. Also, similarly to Mewtwo's B-Air and U-Air, when recovering, you can use a rising N-Air to catch opponents sitting at the edge of the stage, which is facilitated by his N-Air's lingering hitbox, though the opponent must be closer to the ledge than with Mewtwo's U-Air and B-Air.

One matchup doesn't define a character. Besides, the Mewtwo/Sheik matchup really isn't too bad. Sheik may be able to rack up damage, but she has problems KO'ing Mewtwo, and Needle can be reflected. Plus, Shadow Ball overpowers Needle, and Sheik is pretty light. The matchup is difficult, but it's not totally in Sheik's favor. If you play defensively, keep Shadow Ball partially charged at all times, and watch out for Bouncing Fish, you should be fine.

Considering that, according to the latest community tier list, Mewtwo ranks 6 spots above Samus, I'd say you're likely either overrating Samus or underrating Mewtwo. Neither of them of are great, but neither are terrible, either. As a far as tier lists go, they're both pretty average.

EDIT: I edited out the stuff about Teleport ledge-cancelling. I was misinformed. My apologies. I also lack the ability to grammaticize today. >_<
 
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Eight_SixtyFour

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If you measure the distance correctly Teleport will always know whether it's grounded or aerial consistently.

The problem is if you measure it incorrectlt, even by a miniscule bit then you suffer the windbox. Which both pushes you off the stage causing you to SD or lose all stage advantage AND suffer a huuuuge amount of lag before you land on the ground (that is if you don't SD).

Basically the risks for missing a ledge cancel for Mewtwo are super incredibly high because of his self-windbox bull****.
.
Yeah, I didn't word it clearly. This is what I meant. The aerial drift is stupid.
 

Ryu Myuutsu

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So, can you define the fighting styles of some members of the Smash cast?

For instance, what do you guys think of Fox and Falco's styles?

I believe Fox fights using Taekwondo, since his fighting stance involves him jumping on his feet repeatedly and attacks mainly with kicks. With Falco, I believe he uses a variation of Kung Fu Crane Style(?), which fits him considering he uses his wings to chop and swipe.
 
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Browny

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However, all that said, I just don't see changes like these happening. Like MEWTWOMASTER2002 said, when it comes to balance patches, Sakurai has never changed moves in such a dramatic manner before.
diddy uair?
chairzards dthrow and uthrow?
samus upsmash?
sonics bthrow?

And to a lesser extent, sheiks bair

They all got changed massively in patches

All Mewtwo has above Samus is 3 better specials. But Samus' Up-Special is so freaking good it makes up for the other 3. Plus Samus aerials are so good, and U-Air has auto-link and also auto cancels which allows Samus to true combo out of it with most of her ground moves, something Mewtwo only dreams about.

The best Samus around here is able to avoid all bouncing fish setups past 40% and he can also SDI out of Sheik's U-Air with 100% consistency, it's crazy.
Mewtwo has an amazing dtilt for poking while Samus has literally nothing, and you've got high damaging + kill throws vs pretty much the worst set of throws in the game.

Also, videos.

Samus isn't a unique character with regards to SDI, if someone has found a way to SDI out a shieks uair, that could knock shiek down off top tier. Until then, proof is needed.
 

meleebrawler

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diddy uair?
chairzards dthrow and uthrow?
samus upsmash?
sonics bthrow?

And to a lesser extent, sheiks bair

They all got changed massively in patches



Mewtwo has an amazing dtilt for poking while Samus has literally nothing, and you've got high damaging + kill throws vs pretty much the worst set of throws in the game.

Also, videos.

Samus isn't a unique character with regards to SDI, if someone has found a way to SDI out a shieks uair, that could knock shiek down off top tier. Until then, proof is needed.
Changing the knock back value or damage of a move, no matter how drastic the change, is nothing compared to giving it totally different functions. The examples you gave happen all the time, just not as drastic.
 

U-Throw

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diddy uair?
chairzards dthrow and uthrow?
samus upsmash?
sonics bthrow?

And to a lesser extent, sheiks bair

They all got changed massively in patches
Sure, they got hitbox and knockback changes, which, in turn, changes the way they're used, but giving Disable the ability to break shields is a whole other animal. As far as I know, no move has ever gotten a modification that adds a completely new function to its arsenal. I suppose it could happen, but I don't view it as a very likely possibility, especially when Mewtwo has other, more pressing matters that should be addressed first.

I completely agree with the second part of your post, though.
 

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Changing the knock back value or damage of a move, no matter how drastic the change, is nothing compared to giving it totally different functions. The examples you gave happen all the time, just not as drastic.
Zard's Dthrow went from Kill to Combo, Sheik's Bair was the same
Sure, they got hitbox and knockback changes, which, in turn, changes the way they're used, but giving Disable the ability to break shields is a whole other animal. As far as I know, no move has ever gotten a modification that adds a completely new function to its arsenal. I suppose it could happen, but I don't view it as a very likely possibility, especially when Mewtwo has other, more pressing matters that should be addressed first.

I completely agree with the second part of your post, though.
Ganon's Aerial Wizard Foot can break shields now
 
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meleebrawler

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Zard's Dthrow went from Kill to Combo, Sheik's Bair was the same

Ganon's Aerial Wizard Foot can break shields now
Charizard's dthrow change is still just a knockback adjustment. The kind of new function I think of is like his dsmash burying people, or teleport suddenly gaining a hitbox.

Also Wizard's Foot always dealt fairly high shield damage, though I don't know if it does more now.
 

Cutie Gwen

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Somewhere out there on this big blue marble
Charizard's dthrow change is still just a knockback adjustment. The kind of new function I think of is like his dsmash burying people, or teleport suddenly gaining a hitbox.

Also Wizard's Foot always dealt fairly high shield damage, though I don't know if it does more now.
That adjustment heavily changed how Charizard is in the current metagame

He can instabreak them from what I saw now, and he barely scratched them out of my experience
 
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