Nobie
Smash Champion
- Joined
- Sep 27, 2002
- Messages
- 2,251
- NNID
- SDShamshel
- 3DS FC
- 2809-8958-8223
I was thinking about Mewtwo's weaknesses, and I think there's one crucial weakness that hampers him more than anything else. It's not the size, nor the floatiness, nor the light weight, though those all contribute.
It's that Mewtwo literally has fewer invincibility frames on evasive moves compared to most if not all characters. Every time you roll, what would have whiffed if you used a different character hits Mewtwo. When you do a regular get-up from the ledge, Mewtwo somehow gets hit when others would be able to shield in time. It makes it so that his rolls are literally only really good for getting distance and not actually being used for reads.
The only saving grace is that his air dodge has fewer invincibility frames but also allows him to act earlier than any other character out of an air dodge. It's great for avoiding attacks that require precise timing.
Basically, lingering hitboxes are hell for Mewtwo, and if Mewtwo could only get some invincibility frames closer to the standard, then it would help a lot.
It's that Mewtwo literally has fewer invincibility frames on evasive moves compared to most if not all characters. Every time you roll, what would have whiffed if you used a different character hits Mewtwo. When you do a regular get-up from the ledge, Mewtwo somehow gets hit when others would be able to shield in time. It makes it so that his rolls are literally only really good for getting distance and not actually being used for reads.
The only saving grace is that his air dodge has fewer invincibility frames but also allows him to act earlier than any other character out of an air dodge. It's great for avoiding attacks that require precise timing.
Basically, lingering hitboxes are hell for Mewtwo, and if Mewtwo could only get some invincibility frames closer to the standard, then it would help a lot.