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idle, back air, and dash attack have their hurtboxes not placed properly so it's really small above and behind mewtwo
and the hurtboxes for dashing and jumping look like they were made for different animations, in jump mewtwos arms are out in the sprite but to the side in the hurtbox and dash is desynced and doesn't have the turn around animation
stand work Bair
As a response to what you said in your response: Thank you for clarifying the reasons behind a lot of your decisions about changing mewtwo from what it was in SSBU. I have not really entered the rivals workshop competitive scene or the base rivals scene, but I do follow the SSBU scene a decent bit. So I am going to trust you on your balancing choices.
I will also respect your choices on shadowball charging because you have obviously put a lot of thought into it. And, funny that I'm only realizing this now, I'm sure that the main reason that you made this change was to counteract the main, and lame, playstyle of SSBU mewtwo: Shawdowball camping. Which I strongly dislike. So I really need to give you more credit than I have so far.
A few things I want to add: After playing your mewtwo for a little while, I am realizing that the camera in Rivals- [1/5]