I don't think they're baseless ideas, I think we're all just theorycrafting (or theorysmashing in this case). We should encourage people to keep trying to find hidden strats a tech, because even if it isn't 100% viable, having more options is ALWAYS a good thing. The reason Mewtwo or even my Mewtwo for that matter is able to compete on the national stage is because I know more than the opponents do. Mewtwo isn't completely terrible, he just has huge GLARING weaknesses.
These weaknesses can be cloaked and suppressed with solid play. Yes, you have to work harder than the other guy, but if you play it correctly, even if the opponent does pretty well, you're still competitive, which is the point I think ChivalRuse and others are trying to make.
What I hate is how incomplete of a character Mewtwo is. Two of his special moves aren't working as intended at all. Confusion being as slow as it is, would be a great move if it always forced techs with grab-like priority. Unfortunately, you can be punished for landing such a difficult to land move by almost every character or everyone can just jump out of it before you can make use of it. Disable also having TERRIBLE everything. It is slow, its range could be better, it has a requirement for the opponent to be grounded and facing you. I'd rather have Sing because it at least lasts long enough at 50%+ for you to recover from the move's lag and punish with a powerful attack.
If Disable effectively shut down the opponent's aerials, or didn't have a facing requirement or was left as it were and hit through shields, then it would be exactly what Mewtwo needs to be a tourney viable character. As it is, the stun doesn't last very long at all, can be powershielded/reflected, and can still get you punished for landing it because it has VERY brief aerial stun which allows every character to refresh whatever aerial they were doing before they touch the ground. The only thing saving Mewtwo is that it is such a difficult to land and underused move that it just catches people off guard and they don't know how to respond to it, even if they have a lot of Mewtwo experience.
So, basically I don't mean for everyone to stop trying to post ideas and strats, I'm just looking for things that are universal and consistent. Something that can shut down people that can Smash DI out of your forward air combos, something that can punish someone even if they know the match-up, as well as things that can stomp the unexpecting opponent, because that's one of my favorite things about playing Mewtwo. They never see it coming.
These weaknesses can be cloaked and suppressed with solid play. Yes, you have to work harder than the other guy, but if you play it correctly, even if the opponent does pretty well, you're still competitive, which is the point I think ChivalRuse and others are trying to make.
What I hate is how incomplete of a character Mewtwo is. Two of his special moves aren't working as intended at all. Confusion being as slow as it is, would be a great move if it always forced techs with grab-like priority. Unfortunately, you can be punished for landing such a difficult to land move by almost every character or everyone can just jump out of it before you can make use of it. Disable also having TERRIBLE everything. It is slow, its range could be better, it has a requirement for the opponent to be grounded and facing you. I'd rather have Sing because it at least lasts long enough at 50%+ for you to recover from the move's lag and punish with a powerful attack.
If Disable effectively shut down the opponent's aerials, or didn't have a facing requirement or was left as it were and hit through shields, then it would be exactly what Mewtwo needs to be a tourney viable character. As it is, the stun doesn't last very long at all, can be powershielded/reflected, and can still get you punished for landing it because it has VERY brief aerial stun which allows every character to refresh whatever aerial they were doing before they touch the ground. The only thing saving Mewtwo is that it is such a difficult to land and underused move that it just catches people off guard and they don't know how to respond to it, even if they have a lot of Mewtwo experience.
So, basically I don't mean for everyone to stop trying to post ideas and strats, I'm just looking for things that are universal and consistent. Something that can shut down people that can Smash DI out of your forward air combos, something that can punish someone even if they know the match-up, as well as things that can stomp the unexpecting opponent, because that's one of my favorite things about playing Mewtwo. They never see it coming.