Template:SSB4 to SSBU changelist/Mewtwo: Difference between revisions

 
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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 and stands more upright. However, it will revert to its idle animation from ''SSB4'' while holding a small [[item]].}}
*{{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 backward.}}
*{{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.}}
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**{{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]]:
**{{buff|Dash attack's 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.}}
**{{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 unless done at point-blank on smaller characters, 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.}}
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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 accomodate 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|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.}}
**{{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.}}
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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 accomodate 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.}}
***{{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|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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**{{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.}}
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