Post by Tatatat on May 24, 2015 3:54:03 GMT
Mewtwo is the second hardest character to unlock, yet he is one of the worst? Well, I have created a character mod for Mewtwo to completely change that. In Melee Mewtwo has one of the worst SHFFL's and his varied stats make it harder for him to survive. For the most part Mewtwo has received buffs but he has been nerfed in some areas. The download link will be at the bottom of the post. (This character mod requires 20XX as it uses Frame Speed Modifiers and uses a modded start.dol)
What you should know:
Most of the time mewtwo's tail hitboxes are Hitbox 1: Inner tail hitbox, Hitbox 2: Middle Tail Hitbox, Hitbox 3: Outer tail Hitbox.
Changes:
Higher weight, less traction, Faster fast fall, Higher full jump, Exactly the same double jump,\ faster terminal velocity, Smaller model, Slightly bigger shield,
Jab- Removed rapid-jab, Jab is now a two hitting semi-spike. Has low base knockback but high knockback growth.
Dash-attack - MUCH Bigger hitbox, less endlag
D-Smash: Bigger hitbox, more knockback.
F-smash: Bigger hitbox
U-smash: Multi-hit part has less knockback to give less hitstun for SDI'ing. Multi-hit part sends opponents Downwards. Bigger Hitboxes.
U-tilt: Bigger hitbox, less knockback growth, more base knockback.
Ftilt-low: Very slightly longer reach.
Ftilt: Slightly more base knockback, +1 damage.
D-tilt: Slightly more knockback growth.
Less landing lag on all aerials.
Nair: MUCH bigger hitboxes, More knockback, Traps opponents better, Final Hit has more knockback growth ,+1 damage, and much bigger hitbox. Has a hitbox on landing.
Fair: Completely different move, One hitbox by hand and one smaller hitbox by head that spikes. The hitbox by the hand is the sweetspot and deals more damage/knockback. Similar to a sex kick, Can hit twice. A gif showing the attack is below
Bair: longer auto-cancel window, Hitbox 1 and 2 send opponents up, Hitbox 3 is Sakurai angle. More base knockback and bigger hitboxes.
Dair: Much more base knockback, Bigger hitboxes.
Uair: Has a long auto-cancel window. +1 damage, Hitbox 1 and two send opponents up, hitbox three sends opponents up and behind you. Higher base knockback. Hitbox 1 and two have less knockback growth. Hitbox 3 is bigger.
B-throw: More knockback growth, +1 damage.
D-throw: More base knockback and knockback growth, Electric effect,
U-throw: Bit more knockback.
Neutral-B: Has no hitbox while charging when not fully charged. More damage and knockback while charging when fully charged, Can jump-cancel shooting the shadow ball.
Side-B: Completely revised, more damage, Bigger reflector, more aerial lift. Reflector is closer to mewtwo's body, Jump cancellable.
Up-B: Has a hitbox at the end of the move if you finish the move in the air that meteor smashes the opponent. Punishes early edge-hoggers. 0 landing lag from SpecialFall animation. Less travel range. Could be used as an unique OOS option.
Down-B: Longer range.
www.dropbox.com/s/lxxuo0gs9hd3aqv/M-Files.rar?dl=0
What you should know:
Most of the time mewtwo's tail hitboxes are Hitbox 1: Inner tail hitbox, Hitbox 2: Middle Tail Hitbox, Hitbox 3: Outer tail Hitbox.
Changes:
Higher weight, less traction, Faster fast fall, Higher full jump, Exactly the same double jump,\ faster terminal velocity, Smaller model, Slightly bigger shield,
Jab- Removed rapid-jab, Jab is now a two hitting semi-spike. Has low base knockback but high knockback growth.
Dash-attack - MUCH Bigger hitbox, less endlag
D-Smash: Bigger hitbox, more knockback.
F-smash: Bigger hitbox
U-smash: Multi-hit part has less knockback to give less hitstun for SDI'ing. Multi-hit part sends opponents Downwards. Bigger Hitboxes.
U-tilt: Bigger hitbox, less knockback growth, more base knockback.
Ftilt-low: Very slightly longer reach.
Ftilt: Slightly more base knockback, +1 damage.
D-tilt: Slightly more knockback growth.
Less landing lag on all aerials.
Nair: MUCH bigger hitboxes, More knockback, Traps opponents better, Final Hit has more knockback growth ,+1 damage, and much bigger hitbox. Has a hitbox on landing.
Fair: Completely different move, One hitbox by hand and one smaller hitbox by head that spikes. The hitbox by the hand is the sweetspot and deals more damage/knockback. Similar to a sex kick, Can hit twice. A gif showing the attack is below
Bair: longer auto-cancel window, Hitbox 1 and 2 send opponents up, Hitbox 3 is Sakurai angle. More base knockback and bigger hitboxes.
Dair: Much more base knockback, Bigger hitboxes.
Uair: Has a long auto-cancel window. +1 damage, Hitbox 1 and two send opponents up, hitbox three sends opponents up and behind you. Higher base knockback. Hitbox 1 and two have less knockback growth. Hitbox 3 is bigger.
B-throw: More knockback growth, +1 damage.
D-throw: More base knockback and knockback growth, Electric effect,
U-throw: Bit more knockback.
Neutral-B: Has no hitbox while charging when not fully charged. More damage and knockback while charging when fully charged, Can jump-cancel shooting the shadow ball.
Side-B: Completely revised, more damage, Bigger reflector, more aerial lift. Reflector is closer to mewtwo's body, Jump cancellable.
Up-B: Has a hitbox at the end of the move if you finish the move in the air that meteor smashes the opponent. Punishes early edge-hoggers. 0 landing lag from SpecialFall animation. Less travel range. Could be used as an unique OOS option.
Down-B: Longer range.
www.dropbox.com/s/lxxuo0gs9hd3aqv/M-Files.rar?dl=0