Honestly, with the Smash 4 mechanics, Mewtwo doesn't need much changing from Melee to be good. Teleport recoveries are great in Smash 4 with the new ledge game, so Mewtwo benefits from that. He had two kill throws, which are all the
rage in this game. D-tilt, U-tilt and U-air already give him a nice Smash 4 combo game and his edgeguarding would be good great given his air speed, b-air, d-air and Shadow Ball (for onstage edgeguarding). Plus, multi-hit moves are harder to fall out of in Smash 4 than in Melee overall, so that automatically buffs n-air and jab. (Yes, even Sm4sh Zelda's U-smash, F-smash and n-air link better than they do in Melee).
The only glaring flaws I see with Melee Mewtwo in Smash 4 are the tall frame + light weight (hasn't stopped Rosalina) and the lack of kill moves outside of his throws (he has f-air, d-smash, and fully Charged Shadow Ball for his most reliable ones assuming no buffs to his forward and up smashes).
It seems to me that Mewtwo doesn't need that many buffs to be viable in Smash 4 even if he were just a Melee port (which he likely won't be given how much time the dev team is spending on him).
I'm definitely going to at least submain Mewtwo because I play multiple characters like that. Speaking of multiple characters, I decided to pick up Little Mac, Ganondorf, Bowser and former Brawl main Lucario as submains for this game when I was playing with customs. At this rate, I'll probably actively play half the cast by the end of the year lol. I think I'm merging with @
Macchiato
.
I have main or submain these characters so far:
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Seriously considering:
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