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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|As with other previous downloadable fighters in ''SSB4'', Mewtwo's appearance is largely unchanged, though its model features a more subdued color scheme. Its body appears to have a glossy sheen, and the end of its tail is also slightly larger.}} | *{{change|As with other previous downloadable fighters in ''SSB4'', Mewtwo's appearance is largely unchanged, though its model features a more subdued color scheme. Its body appears to have a glossy sheen, and the end of its tail is also slightly larger.}} | ||
*{{change|Mewtwo's [[idle pose]] has been altered; it now keeps one of its arms lifted. However, it will revert to | *{{change|Mewtwo's [[idle pose]] has been altered; it now keeps one of its arms lifted and stands more upright, similar to its stance in ''Pokémon Stadium''. However, it will revert to its idle animation from ''SSB4'' while holding a small [[item]].}} | ||
*{{change|Mewtwo's falling animation has been altered; it does not keep its arms folded, only doing so when falling forward or | *{{change|Mewtwo's falling animation has been altered; it does not keep its arms folded, only doing so when falling forward or backward.}} | ||
*{{change|Side taunt now has it slightly levitate over the ground.}} | *{{change|Side taunt now has it slightly levitate over the ground.}} | ||
*{{change|Mewtwo's [[victory pose]]s have been slightly altered:}} | *{{change|Mewtwo's [[victory pose]]s have been slightly altered:}} | ||
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***{{change|The clean fourth hitbox has more knockback scaling (50 → 71). This makes it safer on hit at lower percents, but hinders its combo potential at higher percents, removing guaranteed KO setups into up smash.}} | ***{{change|The clean fourth hitbox has more knockback scaling (50 → 71). This makes it safer on hit at lower percents, but hinders its combo potential at higher percents, removing guaranteed KO setups into up smash.}} | ||
**{{buff|The clean tipper hitbox launches towards Mewtwo like the rest of the hitboxes (361° → 110°), improving the move's consistency.}} | **{{buff|The clean tipper hitbox launches towards Mewtwo like the rest of the hitboxes (361° → 110°), improving the move's consistency.}} | ||
**{{change|The move has a slightly altered animation, | **{{change|The move has a slightly altered animation, with Mewtwo beginning its tail swipe lower to the ground and landing on its feet immediately after the flip. This improves its overall reach on both sides, but makes landing the clean fourth hitbox noticeably harder due to being outprioritized by the other hitboxes.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{nerf|Down tilt has slightly more ending lag (FAF 21 → 24), hindering its combo potential.}} | **{{nerf|Down tilt has slightly more ending lag (FAF 21 → 24), hindering its combo potential.}} | ||
**{{change|It has an altered animation: Mewtwo sweeps its tail inward instead of outward.}} | **{{change|It has an altered animation: Mewtwo sweeps its tail inward instead of outward.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{ | **{{change|Dash attack has a new animation that puts Mewtwo's body more parallel to the ground during the attack.}} | ||
**{{buff|Its clean sweetspot and late sourspot deal more damage (10%/4% → 12%/4.5%) with no compensation on knockback, granting the clean sweetspot KO potential at realistic percentages.}} | |||
**{{buff|It has gained a shieldstun multiplier of 1.3×. In combination with its higher damage and the increased shieldstun for ground attacks, this makes it safer on shield.}} | **{{buff|It has gained a shieldstun multiplier of 1.3×. In combination with its higher damage and the increased shieldstun for ground attacks, this makes it safer on shield.}} | ||
**{{nerf|Due to the changes to [[jostle]] mechanics, it can no longer [[cross-up]] shields, allowing it to be punished more easily despite its increased shieldstun.}} | **{{nerf|Due to the changes to [[jostle]] mechanics, it can no longer [[cross-up]] shields unless done at point-blank on smaller characters, allowing it to be punished more easily despite its increased shieldstun.}} | ||
**{{nerf|It has a higher hitlag multiplier (1× → 1.25×), making it easier to DI.}} | **{{nerf|It has a higher hitlag multiplier (1× → 1.25×), making it easier to DI.}} | ||
**{{change|It launches at lower angles (60°/70°/80° → 54°/60°/70°), further improving the clean hit's KO potential, but hindering the late hit's combo potential.}} | **{{change|It launches at lower angles (60°/70°/80° → 54°/60°/70°), further improving the clean hit's KO potential, but hindering the late hit's combo potential.}} | ||
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**{{buff|The last hit has more knockback scaling (107 → 111), improving its KO potential.}} | **{{buff|The last hit has more knockback scaling (107 → 111), improving its KO potential.}} | ||
**{{change|The move hits four times instead of seven. However, the first three hits deal more damage (1% → 2%), leaving its total damage output unchanged.}} | **{{change|The move hits four times instead of seven. However, the first three hits deal more damage (1% → 2%), leaving its total damage output unchanged.}} | ||
***{{nerf|The last hit has less startup to | ***{{nerf|The last hit has less startup to accommodate for this change (frame 34 → 22). This significantly shortens the move's hitbox duration, while its total duration remains unchanged, greatly increasing its ending lag as well. As a result, the move is much less effective as an anti-air, and easier to punish if it misses or is shielded.}} | ||
**{{nerf|Due to the changes to jostle mechanics, the first hit is notably more difficult to land, sometimes missing opponents even at point blank range due to Mewtwo's character model pushing them away. As a result, the move is much less consistent at hitting opponents than in ''Smash 4'', especially as an out-of-shield punish.}} | |||
**{{change|The energy swirl is opaque and stylized, instead of a translucent whirl of particles.}} | **{{change|The energy swirl is opaque and stylized, instead of a translucent whirl of particles.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
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***{{buff|However, the last hit has a larger hitbox (10.9u → 13.5u).}} | ***{{buff|However, the last hit has a larger hitbox (10.9u → 13.5u).}} | ||
**{{change|The move hits six times instead of nine. However, the first five hits deal more damage (1% → 1.6%), leaving its total damage output unchanged.}} | **{{change|The move hits six times instead of nine. However, the first five hits deal more damage (1% → 1.6%), leaving its total damage output unchanged.}} | ||
***{{nerf|The last hit has less startup to | ***{{nerf|The last hit has less startup to accommodate for this change (frame 39 → 27), This considerably shortens the move's hitbox duration, and significantly increases its ending lag in combination with its slower interruptibility, no longer allowing Mewtwo to act only five frames after the hitboxes cease.}} | ||
**{{change|Due to the change to the [[Sakurai angle]] against aerial opponents (45.2637° → 38°), the move has improved edgeguarding potential, but coupled with its increased ending lag, it has almost entirely lost its combo potential into other aerials without landing.}} | **{{change|Due to the change to the [[Sakurai angle]] against aerial opponents (45.2637° → 38°), the move has improved edgeguarding potential, but coupled with its increased ending lag, it has almost entirely lost its combo potential into other aerials without landing.}} | ||
**{{change|The last hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI, but giving Mewtwo more time to react to the direction the opponent is sent into.}} | **{{change|The last hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI, but giving Mewtwo more time to react to the direction the opponent is sent into.}} | ||
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**{{nerf|It [[auto-cancel|auto-cancels]] later (frame 36 → 37).}} | **{{nerf|It [[auto-cancel|auto-cancels]] later (frame 36 → 37).}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial's sweetspot has increased knockback scaling (90 → | **{{buff|Back aerial's sweetspot has increased knockback scaling (90 → 101) while its middlespot and sourspot deal more damage (11%/9% → 12%/11%), improving its KO potential.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial deals more damage (11%/10%/9% → 12%/11%/10%).}} | **{{buff|Up aerial deals more damage (11%/10%/9% → 12%/11%/10%) and has increased knockback scaling on the sweetspot, with its middlespot and sourspot mostly compensated (97 → 98/92/92), notably improving its KO potential.}} | ||
**{{nerf| | ***{{nerf|Its increased knockback hinders its combo potential at higher percents, especially out of an immediate double jump.}} | ||
**{{change|It has an altered animation: Mewtwo no longer faces the screen after finishing its tail sweep.}} | **{{change|It has an altered animation: Mewtwo no longer faces the screen after finishing its tail sweep.}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial's sweetspot is placed lower (Y offset: -6.5u → -7.7u), improving its vertical range.}} | **{{buff|Down aerial's sweetspot is placed lower (Y offset: -6.5u → -7.7u), improving its vertical range.}} | ||
**{{nerf| | **{{nerf|It has more ending lag (FAF 46 → 48).}} | ||
**{{nerf|The sourspot has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}} | **{{nerf|The sourspot has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}} | ||
**{{change|It now uses a [[darkness]] effect.}} | |||
===Throws and other attacks=== | ===Throws and other attacks=== | ||
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**{{buff|Pummel deals more hitlag (7 frames → 14), but has less startup (frame 4 → 1) and significantly less ending lag (FAF 19 → 7), shortening its duration.}} | **{{buff|Pummel deals more hitlag (7 frames → 14), but has less startup (frame 4 → 1) and significantly less ending lag (FAF 19 → 7), shortening its duration.}} | ||
**{{nerf|It deals less damage (2% → 1.3%).}} | **{{nerf|It deals less damage (2% → 1.3%).}} | ||
**{{change|It | **{{change|It has a new animation where it clenches its hand to attack. Additionally, Mewtwo no longer leans into the opponent when performed.}} | ||
**{{change|It now attacks with dark energy rather than electricity, accompanied by the attack having a [[darkness]] effect instead of an [[electric]] one.}} | |||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{buff|Forward throw's Shadow Balls launch at a lower angle (43° → 38°), slightly improving its ability to set up edgeguards.}} | **{{buff|Forward throw's Shadow Balls launch at a lower angle (43° → 38°), slightly improving its ability to set up edgeguards.}} | ||
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**{{change|It has an altered animation: Mewtwo tosses the opponent over its shoulder nonchalantly.}} | **{{change|It has an altered animation: Mewtwo tosses the opponent over its shoulder nonchalantly.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|Down throw has less ending lag (FAF | **{{buff|Down throw has less ending lag (FAF 46 → 42), granting the move combo potential; most notably, it now has a KO setup into forward aerial at high percentages.}} | ||
*[[Edge attack]]: | *[[Edge attack]]: | ||
**{{buff|Edge attack deals more damage (7% → 9%).}} | **{{buff|Edge attack deals more damage (7% → 9%).}} | ||
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*[[Shadow Ball]]: | *[[Shadow Ball]]: | ||
**{{buff|Like other [[charge-cancel]]able moves, Mewtwo can cancel Shadow Ball by spot dodging or jumping.}} | **{{buff|Like other [[charge-cancel]]able moves, Mewtwo can cancel Shadow Ball by spot dodging or jumping.}} | ||
**{{buff|It has less startup (frame 23 → 18) | **{{buff|It has less startup (frame 23 → 18) and ending lag (FAF 49 → 40).}} | ||
**{{buff|It reaches its full charge more quickly (138 → 123 frames).}} | **{{buff|It reaches its full charge more quickly (138 → 123 frames).}} | ||
**{{buff| | **{{buff|Uncharged Shadow Ball deals more damage (2.5% → 4%).}} | ||
**{{buff|Fully charged Shadow Ball has more knockback scaling (67 → 71), improving its KO potential.}} | **{{buff|Fully charged Shadow Ball has more knockback scaling (67 → 71), improving its KO potential.}} | ||
**{{buff|The changes to Shadow Ball in combination with the universally increased hitlag and Mewtwo's faster mobility allow it to combo into other attacks at various percentages depending on charge and positioning, such as dash attack and forward aerial.}} | |||
**{{nerf|The move can no longer be charge-canceled immediately, instead incurring 4 frames of lag beforehand.}} | **{{nerf|The move can no longer be charge-canceled immediately, instead incurring 4 frames of lag beforehand.}} | ||
**{{nerf|Rather than gaining additional shield damage when charged that increases alongside the charge level, it has negative shield damage even when uncharged, which further decreases as it is charged (0 (minimum), 3 (maximum) → -0.6, -4). This worsens fully charged Shadow Balls' ability to break shields.}} | **{{nerf|Rather than gaining additional shield damage when charged that increases alongside the charge level, it has negative shield damage even when uncharged, which further decreases as it is charged (0 (minimum), 3 (maximum) → -0.6, -4). This worsens fully charged Shadow Balls' ability to break shields.}} | ||
**{{change|Mewtwo always vocalizes when releasing a fully charged Shadow Ball, regardless whether the full charge was stored or not.}} | |||
*[[Confusion]]: | *[[Confusion]]: | ||
**{{buff|Confusion has less startup and reflects projectiles faster (frame 12 → 10), with its total duration reduced as well (FAF 45 → 43).}} | **{{buff|Confusion has less startup and reflects projectiles faster (frame 12 → 10), with its total duration reduced as well (FAF 45 → 43).}} | ||
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*[[Teleport]]: | *[[Teleport]]: | ||
**{{buff|Teleport has less ending lag on the ground (FAF 53 → 45).}} | **{{buff|Teleport has less ending lag on the ground (FAF 53 → 45).}} | ||
**{{buff|It has less landing lag (30 frames → 20).}} | |||
**{{buff|It can grab onto ledges more easily, with the new ledge grab range being roughly twice its original size.}} | **{{buff|It can grab onto ledges more easily, with the new ledge grab range being roughly twice its original size.}} | ||
**{{buff|It grants slightly more intangibility frames (frames 9-17 → 9-19).}} | **{{buff|It grants slightly more intangibility frames (frames 9-17 → 9-19).}} | ||
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*[[Disable]]: | *[[Disable]]: | ||
**{{buff|Disable grants full intangibility during frames 10-16.}} | **{{buff|Disable grants full intangibility during frames 10-16.}} | ||
**{{buff|The hitboxes are placed lower (Y offset: 0u → -1.7u) and further out (Z offset: 0u → 2.5u), improving the move's range against short opponents, as well as horizontally alongside the previous change.}} | **{{buff|The hitboxes are placed lower (Y offset: 0u → -1.7u) and further out (Z offset: 0u → 2.5u), improving the move's range against short opponents, as well as horizontally alongside the previous change.}} | ||
**{{nerf| | **{{change|It has an altered animation: Mewtwo spreads its arms out without leaning forwards, which resembles its official artwork. The particle effect has also been changed to become a green flash of light that travels outwards at eye level, making its hitbox clearer.}} | ||
**{{nerf|It has more ending lag (FAF 48 → 53).}} | |||
**{{nerf|The ground-only hitbox is slightly smaller (2.34u → 2.3u).}} | **{{nerf|The ground-only hitbox is slightly smaller (2.34u → 2.3u).}} | ||
*[[Psystrike]]: | *[[Psystrike]]: | ||
**{{buff|Psystrike deals more damage (30% → 40%).}} | **{{buff|Psystrike deals more damage (30% → 40%).}} | ||
**{{change|It has altered knockback (50 base/80 scaling → 80/40), making it stronger on smaller stages but weaker on larger stages.}} | **{{change|It has altered knockback (50 base/80 scaling → 80/40), making it stronger on smaller stages but weaker on larger stages.}} | ||
**{{change|It has modified visual effects. The projectile is colored purple and white throughout the orb instead of purple at the edge and black/yellow/blue in the center. The center of the orb resembles a burst of energy instead of a vortex, and the move causes more intense visual effects when it hits an opponent.}} | **{{change|It has modified visual effects. The projectile is colored purple and white throughout the orb instead of purple at the edge and black/yellow/blue in the center. The center of the orb resembles a burst of energy instead of a vortex, and the move causes more intense visual effects when it hits an opponent.}} | ||
**{{change|The final blow of the attack now happens on all opponents simultaneously rather than one at a time.}} |
edits