• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

What if Mewtwo had custom moves?

TM 023

Smash Cadet
Joined
Nov 13, 2015
Messages
51
Location
Brazil, AM
3DS FC
2015-1144-0090
My ideas here:
  • Neutral B:
  1. Something like his foward throw (Could be Shadow Ball Barrage or Will-o-Wisp): He charges his move a bit faster, and then release a gust of small Shadow Balls (pretty similar to Sheik's Needles);
  2. Focus Blast (there's enough Aura Sphere suggestions): He charges his move more slowly, and then release a yellow sphere that goes in a diagonal way (like Robin's Arcfire+, but a bit slow) and explodes when it hits the ground or an opponent. This move is pretty strong when it hits an opponent, and a bit weak when it hits the ground;
  3. Hidden Power: A projectile with a similar function of G&W's Judge. Its effets varies, cause each use has a different type. The effects could be chosen randomly or in a sequence, like Duck Hunt's Down B.
  4. Brick Break: We don't have screens to break, so let's break shields. It works like Marth's Shield Breaker.

  • Side B:
  1. Protect: Reflect projectiles and incoming attacks (like Pit's Down B). It also breaks in a specific %, but has a much faster startup and you can keep holding the special like Fox's Reflector. And could turn arround opponents who tries to get close;
  2. Incinerate: Create a fireball in front of Mewtwo that destroys projectiles and damage opponents if they get close to the fireball;
  3. Rock Tomb/Stealth Rock: Mewtwo throws some boulders in front of him that keeps bouncing away. It would be nice as an edgeguard tool.

  • Down B:
  1. Iron Tail: Mewtwo uses his tail to attack. It has huge range damage, shield damage and knockback. But it has a slow startup;
  2. Miracle Eye: Dunno, please help me with this :) :idea:
  3. Me First: An counterattack. If Mewtwo is hit while he's doing his pose, he will counterattack with a very speedy move that has almost no ending lag and it can combo pretty well.
  • Up B:
  1. Hi Jump Kick/Zen Headbutt: Mewtwo jumps in a determinated height and delivers a freaking powerful kick/headbutt. Mewtwo takes 15-20% if he misses the attack. A bit bad for recovery, but freaking strong;
  2. Teleport Attack: Mewtwo warps and reappears in a shorter distance, but with an attack to protect him.
  3. Ice Beam: Yeah, it's pretty strange but here we go: It works like Goku's Kamehameha in Battle Stadium: D.O.N (a funny fighting game with anime characters). When you use this move (which you can charge but you can't store), Mewtwo will shoot an ice ball that you can choose the direction (all eight directions), and the move has a recoil that sends you farther the longer you charge. The fully charged version is a beam that freezes opponents and has a lot of range. On the ground, there's no horizontal recoil, only in the air, but if you use the fully charged Ice Beam against the floor, you'll go up with the beam's recoil.
Yeah, that's it. Hope you liked o/
 
Top Bottom