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« Reply #519 on: January 06, 2012, 02:45:39 AM » |
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Okay... Time to go more into detail here...
Remember, I'm using normal Brawl physics, not Brawl+.
AAA: Eh, I don't find much use for it, the second hit comes out too late, and the foe hits me before the second part can even be done... But, it seems a lot like the Melee version, although the animation needs more life to it.
Forward Tilt: This is one of the few moves I can regularly find use for, it's fast, has a lot of range, little end lag, and great base knock back, a excellent "GET OUT" move.
Up Tilt: Eh, this one's more situational, but I think it could work well on Battlefield, it only seems to knock foes away well when you hit with the tip of his tail... Also, it seems like if you try to hit the foe when they're in front of you, the tail just goes through them without hurting them at all.
Down Tilt: In normal Brawl... This move isn't as good as it was, since it has too much end lag to follow up with... Although it is effective on fast fallers... But if you were to make a normal Brawl version, I'd go with making this move have more start up lag, but less end lag, this way, you can follow it up.
Forward Smash: I already said it's problems before... But, I'll say them again, too much range, seemingly no kill power at all.
Up Smash: Hm... Kinda odd... It's alright for some cases, like if you spot dodged a foe, and you can catch them in end lag, or if it's used as an anti air... But other wise, it's hard to use. It also seems to have no kill power. At all, Peach just went a little in the air, being hit at 120%... So you might want to fix that up.
Down Smash: I believe this is the only smash that can kill in this build. It can kill Mario with no DI at 92% at the center of Smashville. It's a bit hard to land though... Maybe buff the knock back some, since it's a slow move, with a lot of end lag.
Dash Attack: The hit box seems to last the whole animation almost... All except the start up lag, but even after the dark energy is gone, it can hit you.
Neutral Air: Seems alright, just needs some way to not be too unsafe... Maybe just a tad bit of knock back on the last hit, and a little tiny bit on the landing lag animation? Just for a frame or so, this way a foe could still punish foolish uses of neutral air.
Forward Air: Hard to hit with honestly, but that's how it was in Melee as well, it has good kill power too, so this one seems alright... Not sure though about if it's 100% like Melee or not, look at it side by side with Melee's.
Up Air: ...Oddly hard to hit with, it's like the hit box doesn't cover the whole tail, much like up tilt, in front of Mewtwo, the tail goes through the foe without even hurting them...
Down Air: This one's not bad, however, it seems odd... It's like the hit box stays too long... What was it like in Melee? I don't recall it being this easy to use... Although, I don't mind in a way that you don't need to sweet spot it anymore, it reminds me of Ness' down air, just make the hit box last less long, and this should be fine.
Back Air: Hm... Not bad for off stage, but meh on stage, due to it's landing lag.
Neutral Special: Well... Not much to say yet, since it's the same as the last version... Too fast.
Side Special: An oddball... On the ground, it's... Well, I'm not 100% sure yet, it seems like you can shield after using it... So you might be able to punish foes trying to counter attack you... But in the air, while the uses on stage are about the same. You can off stage use it to gimp foes big time. Since it takes the foe down with you. It can even air combo, I think a neutral air is fast enough to follow it up.
Up Special, not much to say, it still has that glitch Lucario's has, where if you play with the tap jump mechanic turned off, and you use it on stage, you can't use it again until you jump... Maybe see to fixing it if possible.
Down Special, man... This one is broken as I said before. Since it has SO much range, and it's quick, it's the only move here I can say is really broken... Fix it.
Grab: There is something wrong with this... His grab range seems normal at first glance, but I can't seem to shield grab Peach floating towards me... Yet with Ganon, I have no problem at all with this... This hinders Mewtwo pretty badly. His grab should be more Brawl like.
Up Throw: As you already said, it needs more kill power.
Back Throw: Seems alright, although my memory on Melee is fuzzy...
Forward Throw: Pretty nice honestly.
Down Throw: Uh... I can't say anything about it, since in the build I have, it traps the foe in Mewtwo... Filler to prevent freezing I would think. Though I admit it is funny to jump off the stage like this.
Final Smash: As someone else said... It doesn't quite have the oomph for a Final Smash, it should have more start up, but in exchange deal 40, to 55% damage... Maybe even 60%. But I am glad you didn't go overboard with the GFX though.
Air Dodge: It sends Mewtwo downward... This should be changed, just make it more like Lucario, or Ganon's air dodge physics wise. Looks wise, it's very nice.
Dodge Roll: Seems alright to me so far.
Spot Dodge: It makes Mewtwo turn around... Which is very odd, that should be changed. Also for general dodging... For normal Brawl, those dodges should have as much invincibility as any other character in normal Brawl...
Alright... I'll try getting more info at some point, but right now... Other then a few things I mentioned, he seems too weak... Mainly due to the non-Brawl mechanics in some things, like dodging, grabbing. Little things like that.
Also... One more thing, I hope the next version includes a version for those who don't use Riivolution for sounds... Since his noises are annoying. Especially his air dodge... "HUAHG!" <_>
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