TamJammerz
Smash Apprentice
- Joined
- Sep 19, 2007
- Messages
- 115
Mewtwo
Humph... Took a look at the current Mewtwo support thread and... It is dissapointing, to say the least. I just thought that I would bring my talents and immerse them upon the magnificent Psychic Pokemon entitled Mewtwo. Enjoy reading through this!
Background Info
Who is Mewtwo? Mewtwo is Pokemon #150 in the National Pokedex, and is currently (to my knowledge) the 2nd most powerful Pokemon in the Pokemon universe (standing second to Arceus).
Mewtwo is, obviously, a Pokemon of the Psychic type. Mewtwo is one of the only Pokemon who has the ability to "speak" to humans (he actually telepathically communicates by linking minds) and is one of the few Pokemon who was created and cloned by humans (he is a clone of Pokemon #151, Mew).
In Pokemon Red, Blue, and Yellow, a player can attain and capture Mewtwo via the Unknown Dungeon, appearing as Level 70. Mewtwo was an overly powerful Pokemon, and even with the introduction of Dark and Steel type Pokemon in the 2nd generation of Pokemon, Mewtwo still retained his most powerful Pokemon through both the 2nd and 3rd generations. It wasn't until the 4th generation where Mewtwo was outdone (stat-wise) by Arceus.
Mewtwo In Melee and Brawl
In Super Smash Bros. Melee, Mewtwo appeared as one of the 4 playable Pokemon characters. Mewtwo was slow-moving and a light character, despite his towering height. Mewtwo was an unstable character and was avoided use by players because of his awkward game.
If Mewtwo is to return to Brawl, he would be sure to receive a vast more amount of buffs before you can even think about the nerfs. First of all, Mewtwo's speed. I really didn't find it necessary for Mewtwo to have been a slow character in Melee. I know that he is care-free and all, but come on... The guy can freaking levitate and glide through the air. Mewtwo would most likely receive a small speed boost.
I wouldn't change Mewtwo's height or weight, but Mewtwo has huge lag time in his attacks. This can be a huge burden for Mewtwo players to carry while playing, and can be costly as well.
It is also quite possible for Mewtwo to receive some changes in his Special Moves, as well, especially Confusion. This attack is fairly never used by a majority of the Smash community and is up to receive a buff or even a replacement for a comepletely different move. Disable could also be in this situation, also.
Gliding and floating might also be a possibility for Mewtwo. Gliding is a must, but floating would make recovery with Mewtwo way too easy.
Reasons For Mewtwo's Return
1. A Veteran of War, errrr, Smash
The biggest reason would probably be Mewtwo's veteran status. Having appearing in Melee before as an uncloned, fully original character boosts Mewtwo's chances significantly. Mewtwo fans can rest assured that the horned humanoid will be making a triumphant return.
2. I Don't Wanna Be Different!
Well, you are. Mewtwo is surely a very unique character in Smash. His unique arsenal of attacks (especially his Special Attacks) are quite different when compared to other fighters.
3. Imma Bad Guy!!
Mewtwo qualifies as a villain. Face it, he's evil, ruthless, and has a stained past. Mewtwo would fill up the growing villain roster for Brawl.
A picture of Mewtwo when he was young. What's the story? Click here to learn of Mewtwo's dark past.
The Movelist
... What, you didn't think that TamJammerz would write a movelist, did you? Well, this one won't be as original, since I changed some of Mewtwo's attacks while keeping some others. So he's half new, half old
***NOTE!!!***
All of Mewtwo's physical attacks shown here are extended by Psychic energy. That means that all his attacks will have improved reach, because of Psychic energy that reach out when he attacks.
Visuals
Opening Appearance - Mewtwo teleports onto the stage.
Fighting Pose - Relaxed with his arms to his side.
Slow Walk - Mewtwo slowly levitates forward.
Fast Walk - Mewtwo leans forward and levitates forward at a faster speed.
Dash - Mewtwo glides forward at a fast speed.
Jump - Mewtwo simply glides up into the air.
Midair Jump - Mewtwo flips in an awkward path, propelling himself upwards.
Glide - Mewtwo basically dashes in the air.
Float - Mewtwo sits on his tail in midair.
Up Taunt - Mewtwo's signiature spinning laugh.
Side Taunt - Mewtwo explodes with energy coursing through his body,
Down Taunt - Mewtwo floats off the ground and sits on his tail for a second.
Standard Attacks
A, A, A - Mewtwo swipes his left arm twice and then presses it forward, knocking enemies back.
Dash A - Mewtwo drills forward, surrounded by dark energy.
Strong A (Side) - A simple tail whipe forward.
Strong A (Down) - A tail sweep downward.
Strong A (Up) - Mewtwo flips backward, striking enemies with his tail.
Smash A (Side) - Mewtwo presses both arms forward, creating a small explosion ahead of him.
Smash A (Down) - Mewtwo points down to both sides of him, creating small explosions towards the ground.
Smash A (Up) - Mewtwo spins upwards slightly off the ground, creating an explosion above him with his palms.
Aerial Attacks
A - Lightning sparks engulf Mewtwo's body, juggling opponents.
Smash A (Front) - Mewtwo swipes his palm forward.
Smash A (Back) - Mewtwo performs a backflip, spiking enemies behind him downward with his tail.
Smash A (Down) - Mewtwo flips downwards and strikes enemies with his palms.
Smash A (Up) - Mewtwo flips back, striking enemies with his tail.
Grabs
Z - Mewtwo presses his palm forward, unleashing a small, psychic extension that will latch on to enemies.
A - Mewtwo shocks the opponent.
Front - Mewtwo spins the opponent a few times and flings them forward.
Back - Mewtwo brings the enemy behind him and presses them forward.
Down - Mewtwo hurls the enemy down and whacks them with his tail.
Up - After a few initial spins around his body, the opponent's body is launched up into the air.
Special Attacks
B: Shadow Ball - This attack is chargeable. When released, Mewtwo will fire forward a dark ball of energy that will zip forward, leaving behind a trail of dark energy that can damage opponents. The size, speed, and power of the ball depends on how long you charged the attack. The charge is saveable.
Smash B: Confusion - Hold B to continue the attack. Mewtwo simply swipes his hands upwards consecutively. During this motion, purple flames will rise up in front of Mewtwo in a straight line, damaging enemies and launching them upwards. Holding B will have Mewtwo repeat this motion, but the flames will shrink and lose power the longer you hold B. There is an 8-10 second recharge grace period in between Confusions until it can be unleashed at full power again.
Down B: Barrier - Mewtwo spins around for about 2 seconds, a forcefield forming around him. If any attack comes in contact with Mewtwo during this, the enemy who unleashed the attack will be knocked back, receiving 2x the damage (1.5x if 2x sounds too powerful ). This applies also with projectiles, except they are reflected at twice the speed, but do the same damage.
Up B: Teleport - Upon the initial dissappearance, hold the analog stick in the direction you wish Mewtwo to teleport to.
Final Smash: Psychic - Mewtwo floats off the ground and unleashes a forcefield around him. Mewtwo will then "sit in the air", his palm on his forehead. Any enemy caught in the forcefield will then be lifted off their feet and shocked repeatedly, followed by a final knock back explosion.
User Submitted Movelists
shadenexus18's Final Smash
Mewtwo's Final Smash "Prelude to Chaos." Mewtwo sends a large Shadow Ball to the middle of the screen opening a rift in the space/time continuium.(an alternate dimension) This whole naturally has a "vacuum" effect sucking all opponents toward it. If they touch it, it's an instant meteor K.O.
ZenJestr's Special Moves, Final Smash, and Taunts
B: Shadow Ball - same as Melee, sucks ppl in a bit if theyre near it while its chargin this up...
Up B: Teleport - same as Melee
Side B: either...
Confusion - similar to Melee. M2 still does the same motion more or less...but it actually reflects projectiles instead of redirecting them...less startup lag and (I forget who mentioned this....so I cant give the person the credit for it....sorry person...) can catch energy based projectiles (Samus' charge shot, Fox/Zamus' lasers, Super Scope shots, etc.) as if it grabbed them like an item....the biggest thing it can catch is a fully charged Charge Shot from Samus...so you could essentially catch multiple Fox lasers until you reach the total % of a Charge Shot...press Side B to do the reflect and spin thing, hold B while doing it to catch energy projectiles...
Disable - same as Melee...comes out faster has more range and can stun people in the air...if someone is about to attack you and you use Disable on them before the move makes contact with you, they cant use that same move for a few seconds (like 10-12 or something)...so if Cpt. Falcon was chargin up a Falcon Punch and you use Disable on him...he cant use Falcon Punch for a while...(oh yea it only works for Special Moves and Smashes...)
Down B: (if Confusion was Side B, then Disable, if not then...)
Barrier - M2 creates a bubble of light around him and it lasts for about 8.2 seconds...during this time Mewtwo recieves less % (slightly) and has super armor...(he can still move around and do stuff)...there is a 14.5 second time thing until you can use Barrier again (so Mewtwo doesnt only die of suicides or something...)
or
Recover: for those ppl who have ever played Pokemon Stadium (2)...(I havent played the GC or Wii versions of the 3D pkmn games...) and have seen Mewtwo use Recover...the animation is just like that.....hold Down B to recover some %...you get 8-9% every second you hold it down...
Final Smash: Psychic - in the first movie, when M2 breaks out and starts destroying stuff with his mind by causing mental explosions and stuff...well...press A (or w/e button you assigned that button to) to do that and by pressing B you can grab people psychically and do buffed up versions of your grabs both visually and in strength & knockback....your grab range is that of the Extended Grapple Beam + Link's Clawshot...and the grab can be angled (so you dont only grab just in front of it...its anywhere around M2 depending on how you angle it)....
Taunt 1: same as Melee
Taunt 2: M2 spins while rising upwards a bit while laughing (kinda like one of its Victory Poses in Melee, but with glowing eyes)
Taunt 3: puts its right hand near the left side of its face in a way as if it was holding a Shadow Ball (but its not) and its hand is covered in the shadowy flame stuff like when he has his Shadow Ball fully charged...and its eyes are glowing then it quickly brings down its hand diagonally...
IsmaR's Stats, Special Moves, and Final Smash
*Faster running speed, less lag when starting up if nothing else.
*Longer range on grabs, where does it say that mewtwo has to touch it to grab something?
*Gliding ability, Mewtwo can levitate, and it'd be awesome if he could glide of float.
*Stronger attacks, mewtwo is known for its TREMENDOUS attack.
*Faster attack speed, Mewtwo is also known for its blindingly fast speed.
*Improved or changed B>, B^ and BV, self explanatory:
My variations:
B> Tri-attack: Mewtwo crossses its arms, and shoots off a 3 colored beam, with the effect
of fire, electricity, or ice. Shorter range than Shadow ball, but much faster.
BV Barrier: Similar to Zelda's B, but repels players inside of its distance as well, with moderate damage. If players run into it, they will be knocked back with minor damage.
B^ Teleport: Same as previous one, but like Meta Knights Bv, attacks once it reappears. If it connects to something in the air, Mewtwo can perform it again.
*Larger size, Mewtwo is only like TWICE Pikachu's size in melee, WTF?? 6'7" vs 1'4"??
*More weight, 269lbs ain't that big, but certainly ain't small.
*More knockback in attacks, so he can send a Rhyhorn flying in the movie, but can't do it to Pichu and Jigglypuff in Melee?
*Different A,A,A attacks, were these ever useful in Melee??
*Keep everything else, floatyness was what made him KING of recovery.
*Final Smash, well, I'd like seeing that blue energy ball attack(I call it aura sphere) he used in the 1st movie
Here @ 4:09 onwards
http://www.youtube.com/watch?v=9k91Su1NwtE
He should be able to fly into people, and shoot them with it by pressing B
KAFOR's Final Smash
An idea for his Final Smash would be for him to mentally control one of his opponents for a matter of seconds. While you control this character, you could have him fight for you, or jump him off the edge of the stage to his death. It is similar to a mind control technique where you temporarily control your opponent's character while Mewtwo is standing invincible in a 'mind controlling' bodily stance.
sonic smash down's Final Smash
floats to center of stage. does like dbz pose and does like there doin a powerup. after a huge blast of energy engulfs the stage for like 4 or 5 sec. and it just disappears after doin some serious damage. then last he unleashes a phy-wave onto the stage doin serious knockback but not as much damage. virtually almost killin the others.