According to @
ShadowLBlue
, it wiped the memories of all the characters of everything that happened in the movie.
Ah. As long as it doesn't affect a character's long-term knowledge (such as how to fight), it shouldn't cause too many problems.
Also, Sonic would be immune to the heat of a star, but what about the impact of the star hitting him? And then there's Rosie's blast from Mario Golf.
Yes, since he can collide with a wall at light speed without flinching.
If I'm not mistaken, Super Sonic could also just plain fly out of the water.
Yes, he could, but I was working with the unlikely situation of Rosalina grabbing Super Sonic, just to cover every angle.
I was saying after he wipes their mind, their going to temporarily be dazed. And we don't know the limit of it, but at the minimum we know it can wipe several hours of memories.
Are the characters dazed in the movie after the brainwashing? Either way, Sonic's immense will power (he resists negative influences on his mind from Dark Gaia, a god of destruction, even after he's transformed physically into the Werehog) would likely mitigate the dazing, or at least allow him to remain conscious. Either way, Super Sonic's large Ring count allows him to tough it through most barrages.
Don't agree, but I'm not sure Rosalina can hit him enough times with a star to knock out all his rings. She can always suck him in a black hole though (assuming she can accurately land one).
Yeah, Super Sonic's large Ring count would give him the advantage here. Sonic can outrun black holes as shown in Sonic Colors, and remains conscious even while in the middle of one. This goes hand-in-hand with the fact that Sonic Unleashed's speed measurements have the Light Speed Dash clocking in at about 300 speed units, while Sonic's regular running is at 2000+. Light can't escape a black hole, but Sonic may be able to. Either way, Chaos Control.
- Can Heal 50% of his own HP
- Variety of elemental attacks
- Can fly and teleport
- Taunt can force opponents who might try stalling into attacking blindly
- Endure can ensure he survives any hits. Afterwards he can teleport/fly away and recover, or if he wants to be bold can counter a physical move with Counter, inflicting twice the damage taken.
- Mimic lets him copy last move used, i.e. Rosalina gets a taste of her own black holes!
- Barrier/Light Screen increase defense to physical/non-physical attacks by 100%; both completely wrap around body and can be used on move.
- Strongest skill (imo): Can wipe memories from at least last few/several hours. If you have your memory wiped, they'll not only forget all they learned about how to fight him, but they'll forget their in a death match plus be dazed since they won't know where they are or why they are there.
- Can conjure up a massive storm, creating hurricane level winds.
- multiple moves that can't be evaded like Swift and Shock wave.
- Trick Room would be useful against Sonic, since it lets the slower character move first for 5 turns
- Torment keeps foes from using same move twice; could be useful for stopping Rosalina from using black holes more than once.
- He has a move called Magic Move that can prevent use of held item for 5 turns. So temporarily stops Super Sonic. Can be combined with...
- Trick, which swaps Mewtwo's held item with targets. So now Super Sonic is no longer an option.
- Snatch lets him steal effect of any status boosting or healing move; debatable could be used to mimic Super Sonic's nigh-invulnerability.
- Disable makes a target unable to use move for 4 turns.
So yes, Mewtwo is rather powerful. As for how long a turn lasts, I think a minute sounds fair.
All of those moves have limited usage, though. I'm assuming you mean turns lasting a minute as in the effects of a move (i.e. X happens for Y turns = X happens for Y minutes), and not the cooldown between moves.
Just a rough outline of how he'd do against some high ranking characters:
vs
-Instantly wipes memory, and while he's dazed uses...
-Trick lets him take at least one (I'd argue all 7) Chaos Emerald, at minimum stopping Super Sonic, and at maximum (if you believe he can take all 7 with trick) stopping any Chaos powers.
-Flies into air out of Sonic's range and uses Trick Room to ensure he gets to attack first 5 times. I'd personally think the smart thing to do would be use Embargo to keep mewtwo from using any of the remaining emeralds (only lasts 5 turns. Should a turn equal a minute?)
-Taunt (for 5 turns) keeps Sonic from stalling for time while his 6 emeralds are useless
-Without the emeralds, Sonic loses a massive edge. However IDK enough about Wisps to say how the fight goes from here, I believe @
Munomario777
did a post on them. Nonetheless I think we can all agree a ground bound Sonic is beatable.
-Willpower, and how long do they stay dazed in the movie again?
-Except Sonic doesn't "hold" the Emeralds; they're absorbed into his body. They don't even physically appear when he transforms in some games; Sonic just turns Super.
-What range? Sonic has multiple methods to fly. Other than Super Sonic, he also has Darkspine Sonic, Excalibur Sonic, the Extreme Gear, etc., not to mention that the Emeralds would still be in his possession for reasons mentioned above.
-Actually, Taunt only keeps the opponent from using "status moves", which are attacks that change the weather, gives the opponent a status effect, or changes the user's stat. I don't see where you got that definition from.
-He loses one massive edge, but he still has his natural abilities. I went into detail on the Wisps in my Sonic overview
post I did a while back. A notable Wisp is the Violet Wisp, which turns Sonic into a black hole, sucking in everything around him for an instant kill and becoming invulnerable to attacks.
vs
-mind wipe Rosalina after she makes a black hole and then use...
-Torment. Means that if she can't hit Mewtwo with her first black hole, she can't use it again.
-Mimic black hole and use it on Rosalina. If Rosalina's used up her star and mega mushroom, she's dead since she can't outrun a black hole.
-Disable works the same except it only lasts 4 turns. So that can be used to stop Lumas from changing into another cosmic thing.
-The Lumas can still attack, and they aren't too dumb to; they're fully intelligent beings with the ability to speak, as well as shooting their own Star Bits to create cosmic entities. If Rosalina is incapacitated, the Lumas can still create black holes and such.
-Since Torment only hits one opponent to my knowledge (based on the way Pokemon works), the Lumas not affected by the attack could still create black holes.
-The black hole attack is done by the Lumas, and involves them permanently turning into a black hole. If Mewtwo used this attack, he would be a black hole and be unable to move or attack beyond sucking things in at a close range. Not to mention that in Galaxy's ending, the Lumas overflowed a supermassive black hole, so they could do the same to this regular one and cause Mewtwo to explode.
-Again, a different Luma besides the one that was hit could use the attack. Even if it affected all opponents, Rosalina could simply summon more.
Are we going by anime logic or game logic, though? Because Mewtwo has shown the following abilities overall;
- Psychokinesis (the ability to grab and move objects without physically doing so)
- Telepathy (projecting vocalizations without opening it's mouth)
- Teleportation (...teleporting. )
- Mind control (taking control of a Nurse Joy to the extent that she remembers nothing from between when she was taken under control to being snapped out of it)
- Levitation (in his battle with Mew)
- Induction of amnesia (the "mind-wiping" ability seen in both the first movie and it's TV sequel)
- Use of elemental attacks (Flamethrower, Thunder, etc.)
- Superhuman strength
- Creation of psychokinetic barriers that reflect projectile attacks (Barrier)
- Can create and fire an immensely powerful beam of energy (Hyper Beam)
- Can create a ball of dark energy that can be launched towards a foe (Shadow Ball)
- Can block incoming physical attacks and swiftly counterattack (Counter)
- Can create a strong pulse of psychic energy (Psychic)
- Can recover from damage in battle (Recover)
- Can generate star-shaped rays that never miss (Swift)
- Can copy an opponent's attacks (Mimic)
- Can stun an opponent and leave them open to attack (Disable)
We're going by both, but if there's a contradiction, the games take precedence. The techniques you listed would all have limited usage because of PP, due to how Mewtwo's attacks (and those of all other Pokemon) work in the games.
While Sonic has shown the following abilities overall;
- Spin Dash (curls into a ball and revs in place)
- Homing Attack (curls into a ball and lunges towards nearest enemy)
- Top speed of 730 mph (transsonic speed)
- High resistance to physical damage
- Can break the sound barrier for a split second to create a shield
- Can harness the power of the Chaos Emeralds to transform into Super Sonic, rendering him immune to physical damage
- Incredible willpower
- Extreme acrobatic skill and reflexes
- Can utilise Chaos Control to teleport
- Well-versed in sword combat
- Highly proficient in melee combat
Those are some of them, but I compiled an extensive list
here.
This would ultimately come down to Sonic's biggest flaws; his overconfidence and ego, combined with his tendency to be impulsive and his "act first, think later" mentality, will be his undoing against Mewtwo's extreme mental abilities and overall stronger attacks.
Sonic isn't one to hesitate to use his full power when it's necessary, and he's fought enough god monsters in his day to know a powerful foe when he sees one.
To be blunt, Mewtwo has the upper hand in this fight due to his superior strengths, but Sonic's ludicrous speed is a hard thing to counter unless Mewtwo uses Disable immediately in the fight.
Considering how Super Sonic only loses about twenty Rings (at most) when getting hit by attacks from gods of destruction, combined with his maximum Ring count of 999,999, Mewtwo won't be KOing Sonic anytime soon. Sonic's speed would definitely be way too much for Mewtwo, especially when combined with Chaos Control's teleportation, time freezing, and such.
In the first movie, Mewtwo wiped the memories of New Island and the events of the plot from everyone's minds, while he only wipes Team Rocket's in Mewtwo Strikes Back. So Mewtwo can seemingly control it's extent and who it affects.
Ah. What's the maximum amount of time he's wiped from someone's memory?