Template:SSB4 to SSBU changelist/Mewtwo

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Revision as of 22:58, June 1, 2020 by Porplemontage (talk | contribs) (New Page: ===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...)
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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 Mewtwo's idle pose has been altered; it now keeps one of its arms lifted. However, it will revert to his 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 backwards.
  • Change Side taunt now has it slightly levitate over the ground.
  • Change Mewtwo's victory poses have been slightly altered:
    • Change The pose where Mewtwo laughs and floats has it float higher and look farther away from the screen.
    • Change The pose where Mewtwo thrusts its hand outward has an altered camera angle more towards its hand.
    • Change The pose where Mewtwo faces away from the screen has Mewtwo keep its eyes shut for slightly longer.
  • Change As with all previous downloadable fighters in SSB4, Mewtwo now has a unique Palutena's Guidance conversation.

Attributes

  • Buff Like all characters, Mewtwo's jumpsquat takes 3 frames to complete (down from 5).
  • Buff Mewtwo is heavier (74 → 79), weighing as much as Kirby. This improves its survivability.
  • Buff Mewtwo runs faster (2.05 → 2.255).
    • Buff Mewtwo's initial dash is significantly faster (1.4 → 2.255).
  • Buff Mewtwo walks slightly faster (1.2 → 1.26).
  • Buff Mewtwo's traction is significantly higher (0.04 → 0.116), going from the second-worst in the game to above-average. This makes it easier for Mewtwo to punish out of shield.
  • Buff Mewtwo's air speed is higher (1.25 → 1.313).
  • Buff Mewtwo performs its double jump more quickly, improving its recovery and combo game.
  • Change Mewtwo's falling speed is faster (1.5 → 1.55). This improves its vertical survivability, but makes it more susceptible to combos.
  • Buff Both rolls grant more intangibility (frames 4-13 → 4-15 (forward), 5-16 (back)).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 30 → 35).
  • Buff Spot dodge grants more intangibility (frames 2-14 → 3-17).
  • Nerf Spot dodge has more startup (frame 2 → 3), with its total duration increased as well (FAF 25 → 26).
  • Buff Air dodge grants more intangibility (frames 2-24 → 3-26).
  • Nerf Air dodge has more startup (frame 2 → 3) and significantly increased ending lag (FAF 29 → 52), no longer being the fastest in the game. In combination with the removal of unlimited air dodging, this greatly hinders Mewtwo's approach and defensive options.
  • Nerf Mewtwo has an additional hurtbox in its tail that extends to near the tip. This reduces the disjoints of Mewtwo's attacks involving its tail, and gives it a bigger hurtbox overall.

Ground attacks

  • Neutral attack:
    • Buff The first hit has a longer hitbox duration (frame 5 → frames 5-6) and less ending lag (FAF 25 → 22).
    • Buff The first hit transitions into the infinite faster (frame 10 → 7).
    • Buff The first hit has altered angles to keep opponents closer to Mewtwo (76°/70° → 361°/180°), and a hitstun modifier of 6, allowing it to lock opponents and connect better into the infinite.
    • Buff The infinite has received several changes to allow it to connect much more effectively and rack up more damage overall, despite dealing slightly less damage per hit (1% → 0.8%):
      • Buff It has less startup (frame 8 → 5), a shorter gap between hits (6 frames → 3), and a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1× → 0.4×), making it harder to escape.
      • Buff It has a different launch angle to keep grounded opponents closer to Mewtwo (70°/89° → 361°).
      • Buff It deals less knockback (14 base/30 scaling → 8/10) and each hit has a hitstun modifier of 3.
      • Buff It has a larger hitbox (5.2u → 5.6u).
    • Buff The infinite's finisher has a longer hitbox duration (frame 6 → frames 6-7).
    • Buff The finisher deals slightly more damage (2% → 2.5%) with no compensation on knockback, allowing it to KO under 200% near the edge.
    • Nerf The first hit deals less damage (4% → 3%) and knockback (50/20 base/20/60 scaling → 25/20 base/15 scaling), removing its guaranteed jab cancel setups from Smash 4, despite its lower ending lag and hitstun modifier.
    • Nerf Like other neutral attacks, the first hit can transition into the infinite by simply holding the attack button or pressing it once more if it hits an opponent, rather than only by pressing it multiple times. This makes it harder to jab cancel, as the window to input other attacks instead of triggering the infinite is effectively shortened.
    • Nerf The finisher has more ending lag (FAF 36 → 41).
    • Change The first hit and the finisher have higher hitlag multipliers (1× → 1.8× (hit 1), 2× (finisher)).
    • Change The infinite has gained a shieldstun multiplier of 4×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Mewtwo more easily if they shield 10 hits or more.
  • Forward tilt:
    • Buff Forward tilt deals more damage (10%/9%/8% → 11%/10%/9%) and knockback (20 base/100 scaling → 70/75), increasing its safety on hit at low percents and greatly improving its KO potential.
      • Nerf However, this removes its ability to lock opponents at low percents.
    • Buff It has larger hitboxes (4.3u/3.7u/2.9u → 5u/4.6u/4.2u) with altered placements (X offset: 0u/1.8u/0u → 1.5u/2.5u/2u, Z offset: 0u/-2u/0u → 0u/0u/0u (Z-offset)), improving its range.
    • Change It has an altered animation: Mewtwo spins its full body around before swinging its tail.
  • Up tilt:
    • Buff Up tilt deals more damage (6%/5%/4.5%/4.5% → 7%/6%/5.5%/5.5% (clean), 5%/4%/3% → 6%/5%/4% (late)), with knockback mostly compensated on all but the clean fourth hitbox (114/80/55 → 105/71). This slightly improves the move's KO potential, without worsening its combo ability due to Mewtwo's faster jumpsquat.
      • 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.
    • Change The move has a slightly altered animation, having Mewtwo land on its feet immediately after the flip.
  • Down tilt:
    • 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.
  • 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.
    • 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 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.
  • Forward smash:
    • Buff Forward smash can be angled.
    • Buff It has a longer hitbox duration (frames 19-21 → 19-22).
    • Buff The sweetspot deals more damage (19% → 20%) and knockback (21 base/85 scaling → 30/90), significantly improving its KO potential (allowing it to KO under 90% from the center of Final Destination, compared to previously not KOing until around 110% under the same circumstances).
    • Buff The sweetspot is larger (5.6u → 6.3u), improving its range.
  • Up smash:
    • Buff Up smash's first hit sends at an autolink angle (100° → 368°), allowing it to connect better into the subsequent hits.
    • Buff The last hit has a longer duration (frames 34-35 → 22-25).
    • 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.
      • 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.
    • Change The energy swirl is opaque and stylized, instead of a translucent whirl of particles.
  • Down smash:
    • Buff Down smash has less ending lag (FAF 44 → 41).
    • Buff It deals more damage (15% → 16%) with no knockback compensation, improving its KO potential. Alongside its reduced ending lag, this also makes it safer on shield.
    • Buff It deals additional shield damage (0 → 8 (close)/4 (far)), allowing it to better wear down shields, even with the potential of breaking them depending on charge.
    • Buff It has a longer hitbox duration (frames 21-22 → 21-23).
    • Buff It has much larger hitboxes (4u/8.7u → 7.5u/11u) that are placed higher (Y offset: 3.5u/3.5u → 4u/4u), improving its range. In combination with its longer hitbox duration, this makes it more effective for 2 frame punishes.
    • Nerf It has a higher hitlag multiplier (1× → 1.3×), making it easier to DI.

Aerial attacks

  • Buff All aerials have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 17 → 10 (back), 13 → 8 (up), 18 → 11 (down)).
  • Neutral aerial:
    • Buff The looping hits' deal more set knockback (22/46 → 30/60), and their feet hitboxes send at an autolink angle (110° → 367°), allowing them to connect more reliably.
    • Nerf The move takes longer to interrupt (FAF 46 → 50).
    • Nerf The looping hits have smaller hitboxes (3u → 2.5u), reducing the move's range for most of its duration.
      • 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.
      • 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.
    • 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 move has altered visuals: rather than emitting multicolored orbs, Mewtwo discharges electricity around itself while flashing with a blue overlay.
  • Forward aerial:
    • Buff Forward aerial's arm hitbox is larger (3.9u → 4.5u).
    • Buff It sends at a lower angle (50° → 47°), slightly improving its KO potential near the edge.
    • Nerf It has more startup (frame 6 → 7) and ending lag (FAF 38 → 40). In combination with the new knockback speed up effect decreasing hitstun for higher knockback values, this removes its combo potential into itself.
    • Nerf It auto-cancels later (frame 36 → 37).
  • Back aerial:
    • Buff Back aerial's sweetspot has increased knockback scaling (90 → 97), improving its KO potential.
  • Up aerial:
    • Buff Up aerial deals more damage (11%/10%/9% → 12%/11%/10%).
    • Nerf It has less knockback scaling (97 → 86), hindering its KO potential despite its increased damage output.
    • Change It has an altered animation: Mewtwo no longer faces the screen after finishing its tail sweep.
  • Down aerial:
    • Buff Down aerial's sweetspot is placed lower (Y offset: -6.5u → -7.7u), improving its vertical range.
    • Nerf The move has more ending lag (FAF 46 → 48).
    • Nerf The sourspot has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 36 → 40 (standing), 43 → 48 (dash), 41 → 43 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).
    • Nerf Dash grab has less range (Z2 offset: 12.7u → 12u).
    • Buff Pivot grab has more range (Z2 offset: -15.2u → -17.3u).
  • Pummel:
    • 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%).
    • Change It uses a darkness effect and visuals, rather than electric ones.
  • Forward throw:
    • Buff Forward throw's Shadow Balls launch at a lower angle (43° → 38°), slightly improving its ability to set up edgeguards.
    • Buff The Shadow Balls have a lower SDI multiplier (1× → 0.8×), making them harder to escape.
    • Change The speed of the throw is no longer weight dependent, causing the shots to connect less reliably against lightweights, but more reliably against heavyweights.
    • Change The universally increased hitlag causes the shots to connect more reliably at lower percents, while the knockback speed-up effect causes them to connect less reliably at higher percents.
      • Nerf However, the new mechanic of hitlag being reduced as the number of players in a match increases worsens the shots' ability to connect in battles with more than two players.
    • Change The throw has more set knockback (30 → 35).
  • Back throw:
    • Buff Back throw deals more damage (10% → 11%) with no compensation on knockback, improving its KO potential.
    • Change It has an altered animation: Mewtwo tosses the opponent over its shoulder nonchalantly.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Shadow Ball:
    • Buff Like other charge-cancelable moves, Mewtwo can cancel Shadow Ball by spot dodging or jumping.
    • Buff It has less startup (frame 23 → 18), with its total duration reduced as well (FAF 49 → 44).
    • Buff It reaches its full charge more quickly (138 → 123 frames).
    • Buff The universally increased hitlag in combination with Mewtwo's faster mobility allow Shadow Balls to combo into other attacks depending on charge and positioning, mainly dash attack and forward aerial.
    • Buff Fully charged Shadow Ball has more knockback scaling (67 → 71), improving its KO potential.
    • 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.
  • Confusion:
    • Buff Confusion has less startup and reflects projectiles faster (frame 12 → 10), with its total duration reduced as well (FAF 45 → 43).
    • Buff It has larger hitboxes (6.4u/9.2u → 7.4u/10.2u), improving its range.
    • Buff It incapacitates opponents for a certain amount of time after they are swirled around, which increases alongside their percent. Mewtwo has an advantage of one frame over the opponent starting at 15%, which increases by one frame for each additional 25%, until capping at six frames with a percentage of 140%. This grants the move followup potential, notably enabling a near-inescapable KO setup into forward aerial when performed in the air with the opponent at 140% or higher.
    • Nerf It halts Mewtwo's horizontal momentum in the air, hindering its utility as a recovery move and landing mixup.
    • Change It no longer corrects the opponent's position to the center of the ripple, which may leave them too far away to follow up with an attack, but far enough to be unable to punish Mewtwo with an aerial attack after using the move.
  • Teleport:
    • Buff Teleport has less ending lag on the ground (FAF 53 → 45).
    • 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).
    • Nerf It retains less horizontal momentum on the ground due to Mewtwo's increased traction, making ledge-canceling notably harder to perform.
    • Change It has a darker, more distinct visual effect when Mewtwo disappears and reappears.
  • Disable:
    • Buff Disable grants full intangibility during frames 10-16.
    • Buff The projectile has a longer duration (frames 16-22 → 16-23), also traveling farther as a result.
    • 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 The move has more ending lag (FAF 48 → 53).
    • Nerf The ground-only hitbox is slightly smaller (2.34u → 2.3u).
    • Change It has an altered animation: Mewtwo spreads its arms out without leaning forwards. The particle effect has also been changed to become a green flash of light that travels outwards at eye level, making its hitbox clearer.
  • Psystrike:
    • 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 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.