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Batter the Beast

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Posts posted by Batter the Beast

  1. B. I'm talking Villager, Sheik and other people with highly annoying projectiles that constantly keep someone at bay if they aren't super careful.

    I feel like you're leaving someone out :^)

    Anyway I'd say any of the Marios would be good against the people Ike struggles with since he's very hard to projectile camp against and can win jab wars that ike likely can't win.

  2. Why does DSmash suck tho? There's no use for it, since FSmash is the exact same and yet more damage and range.

    dsmash can be acted out of slightly faster than fsmash (FAF of 44 compared to 53) and has higher KBG (118 vs 90/85) so it KOs earlier (I don't have smash on me atm to test this claim but it'll take like a minute in training mode to test). You can also hit some people in their ledge sweetspot vulnerability so it's worth throwing out when someone is grabbing the ledge. I still prefer to throw out fsmash randomly due to the longer range but dsmash does have its merits.

    And why make the DThrow set up right next to you, but unable to connect anything?

    I dunno man, they even changed the angle to lead into stuff better but the hitstun is too low and/or the FAF is too high on dthrow. If I get a grab at low % I just pummel and fthrow but I'm almost never going for a grab at low% because I'm too busy spamming tilts.

  3. Oh hey Mewtwo, my favorite legendary. I dabbled with him a butt ton on release... and he suffered from a lot of flaws. Low weight, big hurtbox, bad hitboxes, bad landing lag, confusion is terrible on the ground, yadda yadda we've heard this stuff a billion times. He wasn't without his redeeming traits, however. His dtilt is one of the best in the game, stuffing a lot of ground approaches and leading into fair, which is another amazing move Mewtwo has. Upthrow and backthrow are good killthrows, which, while not on Ness' level, still KO at relatively low %s, though his grab hitbox is less than stellar. His airdodge has one of the lowest FAFs in the game, meaning that Mewtwo can act quickly out of his airdodge. Not only that, but his airdodge renders him invisible for a little bit (though tags still show, Nintendo pls), meaning that airdodge can serve as a decent mixup tool. Air confusion is a decent combo tool, a way to help Mewtwo recover, and a way to inhibit juggles due to just how far it moves Mewtwo. Speaking of recovery, Mewtwo's double jump is one of the highest game. His flaws really held him back, but these positive traits gave him a little bit of usability and remain after all his changes.

    Due to his status as one of the worst fighters in the game, Mewtwo has seen a lot of buffs in patches. The 1.1.3 patch greatly improves Mewtwo's game and, in my opinion, brings him into tournament viability.

    [spoiler=Mewtwo's buff history]1.0.8

    • Neutral aerial's landing lag decreased: 19 frames → 16.

    1.1.0

    • Forward throw deals 2.5% more damage: 10.5% → 13%.
    • Down smash's knockback growth increased: 112 → 118, KOing 9% earlier.

    1.1.3

    • Mewtwo's walking speed increased: 1.0 → 1.1
    • Mewtwo's dashing speed increased: 1.696 → 1.9, going from being tied for the twentieth fastest to the twelfth fastest.
    • Mewtwo's air speed increased: 1.15 → 1.25
    • Sourspotted forward smash deals 1% more damage: 15% → 16%.
    • Forward smash's hitbox size increased: 2.0 → 3.0.
    • Neutral aerial's landing lag decreased: 16 frames → 13.
    • Forward aerial's start-up decreased: 6 frames → 5.
    • Forward aerial's range increased due to having moved forward one unit.
    • Forward aerial's landing lag decreased: 18 frames → 14.
    • Back aerial's x-axis offset increased: 5.1 → 5.5.
    • Back aerial's landing lag decreased: 21 frames → 17.
    • Up aerial's damage increased: 7% → 9% (far) → 9% → 10% (mid).
    • Up aerial's hitboxes' sizes increased: 4.7 → 5.0 (hitbox 0), 3.9 → 4.5 (hitbox 1), 3.1 → 4.0 (hitbox 2).
    • Up aerial's base knockback increased: 0 → 40.
    • Up aerial's landing lag decreased: 16 frames → 13.
    • Down aerial's hitbox duration increased: 2 frames → 4.
    • Down aerial's hitboxes have moved down one unit, giving it more range.
    • Down aerial's landing lag decreased: 22 frames → 18.
    • Down throw's angle altered: 69° → 74°.
    • Shadow Ball's hitbox size increased.
    • Shadow Ball's aerial recoil decreased.
    • Shadow Ball's visuals improved.
    • Confusion's range increased due to its grab parameter having become larger.

    Note - a few things were nerfed, but they are insignificant compared to the sheer amount of buffs he's received

    sources: smashboards & ssbwiki

    With these changes, Mewtwo now has almost no issues with landing lag, and confusion functions a tad better. Now, Mewtwo holds the title of the twelfth fastest character, tied with Meta Knight, a character who benefits from his good run speed. This means that, along with the other speed changes. Mewtwo's mixup game is that much better. Fair is now practically safe on shield, and comes out at a blistering frame 5, making it a good move to just throw out in the neutral, especially because it still has decent damage and KO power. Up air is now a much better tool, and is now an incredible juggling and air dodge punishing move. Back air's hitbox now matches the animation better, meaning that it hits very high, stuffing many aerial approaches. Nair's lower landing lag means it is an okay mixup tool and combo starter, though I honestly wouldn't rely on it that much since it still has too much landing lag to be a tool in the neutral. Mewtwo's ground options were already pretty good, so those didn't really need to be changed much.

    All is not is well in Mewtwo's world, however. He still has the second lowest weight in the game as well as a big hurtbox, meaning that on top of getting KOd early, a lot of moves can hit him. This arguably makes him glassier than Jiggs. Mewtwo also doesn't have super fast options in the neutral. While fair comes out on a fast frame 5, that is his fastest option in a game with 1-2 frame jabs and the like. Mewtwo will lose a jab war with anyone in the upper tiers, which hinders his neutral. Disable is very situational, though if it lands at >90 or so, Mewtwo can charge up an upsmash for the stock. Grounded confusion is still awful and Mewtwo has almost no good options out of a low % grab except 13% from fthrow and a bit more damage from pummel. His grab frame data and hitbox is also just abysmal. He also can't just throw out smashes with abandon like other characters due to the large endlag on most of them, though his smashes generally KO at about 100% or so.

    So while Mewtwo is flawed, his neutral, juggle, and KO game is pretty darn good now, and his spacing tools are overall great, meaning that he's actually a glass cannon now instead of a glass nerf gun. I'm thinking about dual maining this guy with Megaman, he's that good now.

  4. Just so I don't sound like a fanboy, here's what I like and don't like about FE5

    The Good

    • Well thought out maps and situations that force the player to come up with a flawless plan in order to succeed or you can just warpskip lol
    • A relatively low amount of "freebies" in terms of items or gold along with a capture system that lets the player obtain more rare items than they would have in any other FEs
    • Staves are extremely powerful so they feel worth using and are all but necessary, but have low uses so planning their usage is important
    • Fun to LTC due to the powerful tools that the player can obtain
    • Units have more merit than "how high are their stats" and "are they mounted", due to character specific items and skills
    • Indoor chapters that disable mounting so foot units see more usage
    • Low dependence on stats due to most stats capping at 20 and enemies relying more on powerful weapons and good formations rather than having high stats
    • Enemy units can do things they don't normally do in other FE games, like capturing, stealing items, and even trading in some really specific cases
    • Escape chapters
    • Fatigue promoting diversifying the units that the player uses and planning ahead, which is good in theory
    • A story that doesn't encompass the whole world or rely on deities/legends to resolve it
    • A lord with character development who is punished for their flaws and poor choices
    • The story is presented somewhat in gameplay, such as having low gold and needing to steal and needing to recruit some units with grey morality due to being a small resistance group
    • Good OST and graphics, though the maps and unit sprites can be ugly at time

    The Bad

    • Events like enemy reinforcements have little warning and can ruin a new player's run of a chapter despite them making good choices based on the information they were given
    • Some recruitment and gaiden chapter requirements are vague or just impossible to know without looking at a guide
    • Units aren't given a lot of character depth overall, though that's to be expected of an early FE game
    • A lot of randomness due to extra turns, small mov/bld growths, true RNG, etc
    • Fatigue isn't implemented well and many players that know what they are doing can find ways to circumvent it
    • The entirety of Chapter 24x
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