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Mewtwo Adjustments #2257

Merged
merged 9 commits into from
Mar 6, 2024
Merged

Mewtwo Adjustments #2257

merged 9 commits into from
Mar 6, 2024

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jaccob101
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@jaccob101 jaccob101 commented Feb 10, 2024

This aims to pull Mewtwo more in-line with his post-3.02 design. His tail moves have less range, he has a slightly worse disadv, but some other tools have been improved.
Assets:mewtwo trim.zip
Hitboxes: https://imgur.com/a/ak8Y0cc

#General :

  • [-] Initial Dash: 1.5 -> 1.45
  • [-] Run Speed Max: 1.71 -> 1.66
  • [-] Gravity: 0.85 -> 0.82
  • [-] Fall Speed: 1.7 -> 1.5
  • [-] Fastfall Speed: 2.48 -> 2.3

Tail:

  • [-] 0.85x length on tilts, up and back air. Note that tail length isn't 1:1 with total hitbox coverage, done via animations
  • [-] Grounded tail move hurtboxes now come out frame 3 to match aerials, both clear 3 frames after hitbox clear
  • [-] Hitboxes on tail moves shrunk, pulled in to barely reach the tip generally.

Jab 1:

  • [*] Jab-lock hitbox only hits downed opponents, and pulled forwards to match better

Forward Tilt:

  • [$] Trails adjusted to match angled movement better
  • [/] Sweetspot switched from base to tail
  • [-] Damage: 11/10/9 -> 11/9/7
  • [+] KBG: 78 -> 100
  • [-] BKB: 30 -> 15
    Stronger overall, but lowered bkb (used to be 70) makes it significantly worse than beta

Down Tilt:

  • [$] Sweeping portion sped up, tail position changed to make the move lower-angled and spend more time in endlag
  • [-] Hitbox Activity: 5-8 -> 5-7

Dash Attack:

  • [$] Effects now clear when hitboxes do
  • [+] Hitbox Activity: 10-21 -> 10-22
  • [*] Movement on late-hit is less choppy due to above motion rate changes
  • [-] Hitboxes reduced, now only cover his chest and hand area (no rear-end hitbox)

Neutral Air:

  • [/] Angle: 215/110 -> 235/115
    Should make cross-ups less random feeling for both parties

Back Air:

  • [)] Damage: 13/11 -> 13/12/11
  • [-] BKB: 22 -> 5
  • [-] KBG: 94/90 -> 105/100/100
    Makes it significantly weaker at all percents, but a lot weaker early. Higher KBG should make staled bair trains far weaker.

Up Smash:

  • [$] Effects pulled down and shrunk slightly to better match move's hitbox

Neutral Special:

  • [*] Cancel behavior corrected (currently doesn't allow jump cancels in air, etc)

Side Special:

  • [/] Unfloat confusion now uses pm input, input side b after float release (a 10f window)
  • [$] Effect now follows the reflector/Mewtwo, and starts to clear when the reflector dies out
  • [+] Reflect Window: 12-35 -> 8-31
  • [-] Gravity frame: 36 -> 32 (matches above)

Up Special:

  • [-] Jump is now used once Mewtwo goes invulnerable, grabbing ledge and being hit out of reappearance will now leave Mewtwo without float/jump.
  • [+] Actionable frame: 10 -> 8 (appearance)
  • [/] Grounded teleport no longer slides off ledge during startup (compensate for checking situation kind during invisibility instead of frame 1)

Down Special:

  • [+] Now B-Reversable
    I think this can work due to disable range and furafura cancel window changes done previously

#Up Throw:

  • [+] FAF: 73 -> 72

Also thought about removing up b re-use check, re-enabling side b fastfall now that the effect follows, and making bair use tipper mechanics to match his other tail moves. Also, potentially keeping tail hurtboxes active during endlag

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github-actions bot commented Feb 10, 2024

Download the artifacts for this pull request:

@WuBoytH WuBoytH added character change For working on general character changes semver:patch includes assets labels Feb 10, 2024
@jaccob101 jaccob101 force-pushed the mewtwo-tp-jump branch 3 times, most recently from 2988ae2 to fc16b76 Compare February 16, 2024 09:23
…suals more natural and fixes me unintentionally increasing effective disjoint
@WuBoytH WuBoytH added the balance approved This change has been approved for balance label Mar 6, 2024
@WuBoytH WuBoytH merged commit 685e388 into HDR-Development:dev Mar 6, 2024
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