Chiroz
Tier Lists? Foolish...
Confirmed Melee Moveset:
Missing Moves:
Up-Air
Up-Tilt
Down-Tilt
Melee Properties:
Air Dodge
Running
Item Holding/Using
Double Jump
Spot Dodge
Roll
Confirmed Colors:
Regular
Shadow Mewtwo
Blueish Purple (Could be replacing old Melee blue palette)
Teal/Shiny (Could be replacing old Melee green palette)
Orange
Colors that WILL be there:
Yellow
Corfimed Nerfs:
Shadow Ball - Seems to be less jagged
No DJC (Could be a nerf or a buff, I personally see it as a buff)
Neutral Air - Seems to have some nasty landing lag
Air Dodge - Not being able to directional air dodge takes away a lot of mind games from Mewtwo's arsenal (Also air dodge and teleport are now very distinct which also takes away a lot of air dodge mind games)
Down-Smash - Although technically unchanged, this game's engine/mechanics revolve a lot more around rolls and cross ups which are easier to deal with if your character has an attack that hits on both sides. Mewtwo, having no attack that hits on both sides, will have a harder time punishing these and thus will seem to have a worse Down-Smash (unless Down-Tilt can now hit on both sides).
Confirmed buffed: (At least from what we can tell)
Jab - The suck-in effect + finisher make his jab viable in the game
Forward-Throw - Now seems to correctly connect all of the Shadow Balls as they all seem quite bigger. The move is also much faster in itself
Down-Throw - Seems to have greater combo potential at low %s (Although to be honest it's always had great combo potential)
Up-Smash - Now has killing potential. Also the suck-in effect prevents opponents from falling out and also makes the hitbox work correctly from a greater distance
Down-Aerial now comes out MUCH faster
Neutral-Air the suck in effect will give this move many new properties which will help Mewtwo (If this move has some auto cancel window then this move can probably be Fast-Falled into a combo!!!)
Side-B - Mewtwo can now act out faster than in Melee. Now actually reflects projectiles (and assigns ownership to Mewtwo) instead of just deflecting them.
Down-B - Mewtwo crouches before performing the move which will allow him to **** shorter opponents he couldn't hit before. Also stuns the opponent for a longer amount of time (at least from what we can see). Hopefully this means Mewtwo won't go punished for this move all the time
Attacking during Double Jump now seems to retain momentum
Mewtwo seems have a much faster run speed
Crouching seems to have been buffed. Mewtwo crouches further allowing him to avoid attacks he wouldn't have been able to avoid before.
Up-B - Although seemingly unchanged the new ledge mechanics allow Mewtwo to always trump whomever is at the edge, basically guaranteeing Mewtwo a completely free ledge since this move gives him invulnerability
Missing Moves:
Up-Air
Up-Tilt
Down-Tilt
Melee Properties:
Air Dodge
Running
Item Holding/Using
Double Jump
Spot Dodge
Roll
Confirmed Colors:
Regular
Shadow Mewtwo
Blueish Purple (Could be replacing old Melee blue palette)
Teal/Shiny (Could be replacing old Melee green palette)
Orange
Colors that WILL be there:
Yellow
Corfimed Nerfs:
Shadow Ball - Seems to be less jagged
No DJC (Could be a nerf or a buff, I personally see it as a buff)
Neutral Air - Seems to have some nasty landing lag
Air Dodge - Not being able to directional air dodge takes away a lot of mind games from Mewtwo's arsenal (Also air dodge and teleport are now very distinct which also takes away a lot of air dodge mind games)
Down-Smash - Although technically unchanged, this game's engine/mechanics revolve a lot more around rolls and cross ups which are easier to deal with if your character has an attack that hits on both sides. Mewtwo, having no attack that hits on both sides, will have a harder time punishing these and thus will seem to have a worse Down-Smash (unless Down-Tilt can now hit on both sides).
Confirmed buffed: (At least from what we can tell)
Jab - The suck-in effect + finisher make his jab viable in the game
Forward-Throw - Now seems to correctly connect all of the Shadow Balls as they all seem quite bigger. The move is also much faster in itself
Down-Throw - Seems to have greater combo potential at low %s (Although to be honest it's always had great combo potential)
Up-Smash - Now has killing potential. Also the suck-in effect prevents opponents from falling out and also makes the hitbox work correctly from a greater distance
Down-Aerial now comes out MUCH faster
Neutral-Air the suck in effect will give this move many new properties which will help Mewtwo (If this move has some auto cancel window then this move can probably be Fast-Falled into a combo!!!)
Side-B - Mewtwo can now act out faster than in Melee. Now actually reflects projectiles (and assigns ownership to Mewtwo) instead of just deflecting them.
Down-B - Mewtwo crouches before performing the move which will allow him to **** shorter opponents he couldn't hit before. Also stuns the opponent for a longer amount of time (at least from what we can see). Hopefully this means Mewtwo won't go punished for this move all the time
Attacking during Double Jump now seems to retain momentum
Mewtwo seems have a much faster run speed
Crouching seems to have been buffed. Mewtwo crouches further allowing him to avoid attacks he wouldn't have been able to avoid before.
Up-B - Although seemingly unchanged the new ledge mechanics allow Mewtwo to always trump whomever is at the edge, basically guaranteeing Mewtwo a completely free ledge since this move gives him invulnerability
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