Rivals of Aether

Rivals of Aether

Mewtwo
67 Comments
7axel7  [author] 7 May @ 8:52pm 
Yep, the latest rivals update caused some issues. I have fixed them now, and also added a buncha quality improvements!
Annathoth 2 May @ 10:28pm 
to add to the comment before me
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
yukio0411 25 Apr @ 7:35pm 
There are places where the position of the hitbox is strange.
stand work Bair
welovehomeschool 31 Mar @ 7:59am 
can you add snapshots into this workshop page
7axel7  [author] 28 Feb @ 8:50pm 
There aren't any armor sprites, but there is an alt inspired by that vibe. No abyss or final smash yet, but chaos emeralds should work
Parchment 8 Feb @ 3:11pm 
Couple questions, 1, is there an armored alt costume? And 2. Is this compatible with other workshop items? (Final smash, kirby, chaos emeralds, koffing neutralizing Gass, abyss runes, etc)
7axel7  [author] 6 Feb @ 5:59pm 
Happy Birthday Mewtwo!
Aperson 6 Feb @ 2:05am 
Happy Birthday Mewtwo.
7axel7  [author] 30 Jan @ 2:15pm 
Thanks for the feedback! I've fixed the css slots, and will keep an eye on the move balancing and feel. Nspecial would definitely still be fine with less knockback yeah. I'm glad that I got lotsa feedback comparing my translations of issues with ultimate Mewtwo and things that don't fit into rivals well, since I think thats the real design challenge for characters like this
WilcoLatte 27 Jan @ 2:29pm 
Thank you for responding to me! I looked at your new patch for M2 that you did recently too.

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]
WilcoLatte 27 Jan @ 2:29pm 
-is a bit more zoomed out in general than in smash. This may be why the height of m2's double jump and up b height was confusing me. Also the frame 11 FCSB thing I just got from the mewtwo discord. I didn't test it myself because frankly I trust them with mewtwo related things much more than I trust myself.

The change of forward smash being angled up makes sense to me now! Thank you for the clarification.

I know what you mean by basing your shadowball texture off of the anime's shadowball. I would love if in the future you did a revamp of the texture, even if it's only adding some more of the outside glow color in the inside in a spark-like way that makes it look like energy, like what the purple on the inside of the ball in the anime version looks like. I love what you've done with the nair and downsmash sprite, so I know you can pull it of if you put your mind to it. This does not necessarily need to happen anytime soon though. [2/5]
WilcoLatte 27 Jan @ 2:29pm 
Also, in the select screen, there are not enough little color selector boxes for all of your 12 colors, only the default 5. I have no idea how you would code the interface to change this, I just know that a lot of other people have done it.


Ok, now for the things I still have to say about the balancing of specific moves:

Thanks for changing the angle of bair! I don't think it made a huge difference, and I personally would probably change the angle of both the sweetspot and the sourspot by another 10 degrees each, but that's just me. The more I play this character, the more my brain seems to be fine with its gameplan not being the same as SSBU's mewtwo.

I would probably also increase the percent that fully charged shadow ball gives by like 5% and slightly reduce the knockback, because it feels deadly but not strong in a way, if that makes sense. Like it kills reallllly well, like a little too well for something you can just throw out and catch recoveries really easily, but- [3/5]
WilcoLatte 27 Jan @ 2:28pm 
-when it doesn't kill it feels like nothing happened because it only dealt 15%. Adding orbs to the higher damage shadowball would make the total % comparable to SSBU m2, although still slightly less.

For fair I would be fine with the knockback multiplier being reduced but it being a couple frames faster. I'm kinda grasping at straws here but I am far too protective of my SSBU fair 😭

In smash, Sephiroth's side b, once you have enough orbs on them, is kind of a deadly move that you get pretty scared about. I think your M2's side b needs more killpower because I feel like there's been times where my opponent was at like 150% and got hit by several orbs and barely went anywhere. Not nearly as scary. The orbs only dealing 2 percent each also feels a little low to me.
However, maybe it's wrong for me to compare these two moves because M2's is way less committal and also you can combine it with shadow ball, making it super easy to land. So I don't know if my buffs are a good idea.
WilcoLatte 27 Jan @ 2:28pm 
Nair also needs some knockback growth. I will be offstage at times chaining like 3 nairs and it feels like when I'm far off the stage it should at least have the potential of killing. Right now they are at like over a hundred and it still feels like nair goes the same distance as they did at fifty.

However, after saying all that about how I would tweak moves, I still find myself playing this character and really enjoying it. Also most of the things I'm talking about above are just that "I think" or "I feel" that it should be a certain way, not that there is an inherit problem with the move. And most of the time my tweak is just to make the move closer to how it is in Smash. So, um, idk. Do with that information what you will. Basically the character is still great and a blast to play, so honestly you could just ignore me and be fine. [5/5]

P.S. I will post some mewtwo clips in the workshop discord soon. Totally. Also sorry I took so long to respond.
Quantumleaper NEO 24 Jan @ 5:30pm 
FTilt has an INSANE hitbox that kills at like 80% at center stage. I blame the knockback angle.
7axel7  [author] 16 Jan @ 3:15pm 
Hello WilcoLatte, thanks for taking the time to comment! I will try and respond to what you said here:
Art:
Yep, I used SSBU models as a base, and started with applying a buncha filters and stuff to em. I tried to match the ultimate colors, but they were a bit too muted so I upped the saturation in a patch, the original colors are on the "dull" alt

Bair:
There are still sourspots on bair and uair, but rivals doesn't have as many strange hitboxes since DI is such an important mechanic. The bair sourspot has an angle that sends up a bit more than the sweetspot, but I could definitely lower both of those angles if it would make the character flow better with momentum

Jab: yep its pretty good, and has vibes from a grab which gives it the ultimate vibes. I don't think there are any infinites with it, since enemies can tech jab 2 and jump or airdodge before getting stronged, or even counterattack if they run outta other options
7axel7  [author] 16 Jan @ 3:14pm 
Fair: yeah ultimate fair is crazy strong! I'm trying to balance this character around competetive workshop, so dtilt and fair are more in line with other characters there, I think that fair is still really good. If they turn out to be too weak I will consider buffing fair and dtilt, but I dont wanna be too hasty

Jumps: I referenced footage of ultimate when tuning the jumps and gravity, but the scales of the games are a bit different so its more based on common platform heights and vibes

Strongs: I made Fstrong angled up by default to differentiate the hitbox placement from dstrong and to make using different moves having a meaningful choice, ustrong is still pretty laggy and punishable, especially since it lingers for a while, giving people a chance to get into position, but I could nerf it further
7axel7  [author] 16 Jan @ 3:14pm 
Nspecial: You can't charge the shadowball for a buncha reasons, first off is that charging it and standing far away gives a lot of free pressure that mewtwo really doesn't need, Its a lot more fun to try and follow up on your comboes instead of just taking the free charge whenever you launch someone away. To properly use the move, you should STILL be doing that little dance of pulling it out and putting it away, b-reversing it and shmooving around to keep your enemies on your toes as to when you actually throw it, since pulling it out makes the animation already mostly done, so you can quickly release it if you need to. Also, mewtwo can set up a Future Sight trap, or grab the trap onto yourself, or mess around with teleport cancel approaches, so you don't really need another thing to do when far from an opponent.
7axel7  [author] 16 Jan @ 3:14pm 
Shadowball does less damage in this for lots of reasons, mainly balancing, but also since rivals DI lets you combo in and out of it better than SSBU. I'm not sure how you got it to shoot out on frame 11, in my testing its frame 14 which is pretty close. You can also get some more damage out of your shadowball by putting future sight orbs on yourself, since each orb does 2% damage, bumping 15 up to 21% plus comboing out of the ball and the orbs. I based the texture on the anime, and wanted to add some zappy particles to it, but didnt have the time (and the art skills).

Uspecial: Uspecial teleports you the angle you hold, and can be switched up more using the c stick up or down. the forwards drift at the end is to make ledge cancels cleaner and more versatile! If you wanna drift back at the end instead, you can b-reverse the startup
7axel7  [author] 16 Jan @ 3:14pm 
Fspecial: This move hurting mewtwo keeps in line with the glass cannon idea, and it also interacts well with your other moves. You can still do a bunch of cool traps and combos with it, but now you need to space well or use your dspecial to block the explosion

I appreciate the feedback! I hope my response didn't sound too dismissive, I definitely care what mewtwo mains have to think about my iteration of the character, and hope that some more of my design process makes sense with these messages
WilcoLatte 16 Jan @ 2:25pm 
[11/11] This is the last out of 11 comments because I had to break up my review cuz 1000 character limit. Steam shows the newest first, so the order of my comments will be reversed from read order.

Closing thoughts:

Jeez I wrote a lot. Also I was pretty nit-pickey. Sorry about that...
I do hope you take the time to read what I wrote 7axel7, but I can't stop you.
I still love to play this character. You did a great job with almost everything and I'm so happy we finally have a good rep in RoA. The only things I really actually want you to change are the back air angle, the forward air start up, the Shadow Ball texture, and to be able to charge up the meter a little bit by holding shadow ball in the prepare state. If you actually, miraculously, changed those things, I couldn't be happier. Period.

P.S. This Mewtwo is tied for my RoA workshop main with FelixBlobDev's Toon Link.
WilcoLatte 16 Jan @ 2:21pm 
[10/11]

Oh yeah one more thing; why is the shadowball's texture just a black ball? The visual looks so cool in SSBU and you could honestly just use something similar to down smash and it would look so good.

Ok also something that the folks on the Smash Bros Ultimate Mewtwo Main Discord arose is that fully charged shadow ball on this character comes out at frame 11, which is a lot faster then the frame 16 fully charged shadowball in SSBU, which is a big balancing factor to the move and because yours doesn't have that, it's a little too good. Also, fully charged shadowball deals almost 30% in SSBU, where as here it only deals 15%? That's less then two f-tilts, and considering how much damage you have to deal to get F.C.S.B. it just doesn't feel right. The knockback is still plenty strong, but the damage should be increased.
WilcoLatte 16 Jan @ 2:20pm 
What if the main way of charging the shadowball was still dealing damage, but you could secondarily hold the shadowball in the the "prepare" state to also charge the meter up. Lets say for example 5 seconds of total charging time from uncharged to full charged. Since mewtwo has to deal 50 damage to fully charge the shadow ball, that would mean for every second you prepare the shadowball you add an extra 10 damage to the meter (or every frame after startup adds 0.166666... damage). You could change how many seconds it takes of charging, but in general I would really really, rreeaallyy like this feature back in. Because currently, there isn't much of a point to the prepare state at all. It offers some movement options, and threatening and spacing, sure, but why can't it also give a little bit of meter?
WilcoLatte 16 Jan @ 2:19pm 
-instead of the charge-up-by-holding-it-in-prepare-mode system. While in general I dislike boring meters like joker's and little mac's that just charge up whether you hit them or they hit you, this mewtwo rendition does have promise because you are only rewarded if you do work yourself. I just think that you should also, additionally, be able to charge up the shadow ball in the "prepare" state also, If only less than in SSBU.
In SSBU, it takes 2.41666... seconds to fully charge shadowball from nothing, including startup and assuming you charge all at once. It's like you are playing an extra little game--always trying to charge your shadow ball a little bit here and there to use your down time wisely while your opponent isn't nearby or isn't directly hitting you; you can get pretty schmoovey with it. Basically it adds a fun extra challenge with a reason behind it, and it leads to a lot of cool looking movement. This meter kind of gets rid of that extra minigame, and that's a shame.
WilcoLatte 16 Jan @ 2:18pm 
-why can mewtwo get hit by the future sight too? It just doesn't make sense to me. That doesn't happen with sephiroth, and it feels like an unnecessary nerf to something that doesn't need to be nerfed. It just feels like it blocks fun traps and combos that mewtwo could do with it. I don't know. I should playtest the move more because maybe it does need a balancing factor and I am actually just wrong.
Down special is kind of a fun move. It makes a very satifiying sound and effect, and is sort of like a mini-disable. Plus, it can really help mewtwo get out of tricky situations. However, I think it's a little too good of a get-out-of-jail-free card. You can spam it, and it doesn't have that much end lag, so it's difficult to punish. Or, It might not be. This also requires further testing on my part.
And finally, neutral special. Shadow ball. The most powerful move on SSBU mewtwo's kit. And here I don't like parts of it. It was definitely a conscience choice to use a meter system-
WilcoLatte 16 Jan @ 2:18pm 
-adaptive hitstun like what's on SSBU's side special? It's less good at lower percents but even better at higher ones. Also right now you can do an infinite which is a little funny.
Upsmash has very little endlag which was its balancing feature in SSBU. I will still use this version though as now I can spam it. Yay.
Forward smash can no longer be angled which would probably be difficult coding wise so that's fine, but it feels like the version in your Mewtwo is the Fsmash angled up in SSBU, not the standard Fsmash angled forward. So that feels a bit strange to me.
Okay, now on to the specials:
Does up special only have specific angles? It's hard to tell. I don't know if I like how you can't teleport straight up or straight down; there's always some built in drift. That is obviously a conscience choice, but idk.
M2's Side special is basically just sephiroth's, and that's fine. I accept that this isn't a carbon copy character, so new specials are fine. The one thing that confuses me is-
WilcoLatte 16 Jan @ 2:17pm 
-they are light and a glass cannon, but making it come out later feels like it adds a layer of sluggishness and really takes away from the satisfying glass-cannon aspect of mewtwo you are trying to achive.
Down tilt has very little starting knockback which makes it hard to combo off of at lower percents which is different to how it is in SSBU.
Mewtwo's double jump can be cancelled by using an airial just like absa which I don't dislike, it's just different. However, is it just me or does it feel like double jump just gives you less height it does in SSBU. If so, that's a little sad.
Down air doesn't reach as far down as the sprite suggests and I think it should have a sourspot like in SSBU to balance it if you do extend it down.
Jab 1, the telekinesis thingy, seems a little too good. You can just jab and then hit them with basically anything, even smash attacks if you read their option. I will still use it because it's good, but it could be balanced. For example, how about you add-
WilcoLatte 16 Jan @ 2:16pm 
Nair could have zappier noises like user MEW3 suggested, and in general the sweetspots of tail moves could sound more satisfying to hit. Other than that the sound design is great.
I don't like that back air barely sends to the side. It used to be this devastating tool that made mewtwo an absolute menace at edgeguarding and was one of its best moves but now I feel like I hit three in a row and it does nothing because they can just DI in and live for free. I know you said it was like that so it could be used as a combo route to fair and such, but the role Bair serves mewtwo is edgeguarding, and being really good at that. Mewtwo has so many other moves that combo into on another. U-tilt, d-tilt, jab, nair, fair, up-air. Back air doesn't also need this functionality.
Fair comes out frame 11 instead of frame 7, and I don't like that. It used to be this scary tool that was a little uniquely powerful and busted for how fast it is and that was a privilege mewtwo would only get because-
WilcoLatte 16 Jan @ 2:15pm 
-a lot of attention to.

So knowing this, here goes. I apologize in advance if I get really nitpicky about things, but as I said, this character means a lot to me. I would deeply appreciate if you, 7axel7, took the time to read my wall of text as um, it took a little while to write out, and also I genuinely believe that my thoughts could better the character for everyone who plays it.

I really like the sprites. The style might not fit 100% with the base RoA cast but it feels very smooth and flow-ey. Did you use rotoscoping or did you just use the SSBU models as a base and do it manually?
The base colors feel strange and muted though. I'm sure this is on purpose but I don't know how I feel about it. Also I prefer alts changing the color of the tail instead of the psychic attacks but that's just me.
It was definitely a conscience choice to get rid of the sweet-spot sour-spot gradient on the tail moves. I'm not sure if I agree with the choice, but you did a great job with it anyways.
WilcoLatte 16 Jan @ 2:15pm 
So, over the course of several years, I had been thinking of how I would make my mewtwo workshop character if I were to make one myself. I know that it takes an exorbitant amount of time, energy, and coding, but I still think that I would enjoy doing it.

I never did get around to doing that though, so I had mixed first impressions when I heard there was a third mewtwo, one that is much more based on Smash Ultimate mewtwo. Both happy that there would finally be a good rep, and also sad that I wasn't the one to make it (though knowing me I probably never would have actually done it).

So, after playing the character, I realized that 7axel7's goal for the character was not to make a perfect copy of smash ultimate mewtwo, but to take it as a base to make a character with some different gimmicks. I am very biased towards base SSBU mewtwo, but I still think that I might have valuable criticism because platform fighter character design and game balancing in general is something I pay-
WilcoLatte 16 Jan @ 2:14pm 
So, ummm, when writing my review for this character I did not realize that comments had a 1000 character limit. So, because of that, I will break it into 11 parts. I apologize about the incoming wall of text.

Hmmm. I have a lot of thoughts about this character. I hope you don't mind me sharing them (don't worry I still love it).

Mewtwo is my main in smash ultimate. They are hands down my favorite character by far to play, and since I also love pokemon, it's just the perfect fit. So you can imagine my excitement when I found two mewtwo workshop characters added to Rivals of Aether (this was some years before yours). However, when I looked at them, I was a little disappointed. One of them changed the moveset drastically by giving mewtwo more real pokemon moves, which is cool and all, but it's not what I'm looking for. The other was closer to mewtwo's moveset in smash, but it didn't really capture what I like so much about playing mewtwo.
Pogo 14 Jan @ 5:48pm 
you know the char is bad when the creator cant win a single game with it
Davity2802 10 Jan @ 10:48am 
does jab combo into itself...i think this character has an infinite
Nugear 9 Jan @ 12:23pm 
Again, @7axel7 your Mew 2 mod is pretty fun and i don't see a reason to change anything. Unique take and also very good implementation. who knows someone may just come do the sprite update for you
7axel7  [author] 9 Jan @ 10:42am 
In response to Mew3 and others:

Utilt:
Utilt pushes you forwards with a small step, so if you want to cover behind you, input the utilt behind you to get the small step back. you can also turn around right before the swipe in this move, letting you switch up the timing and angle of the hit

Bair:
Just like in ultimate, Bair has a sweetspot at the base of the tail and a sourspot at the tip. The base has the meatier sound and particle effects, so you can figure out what hit you got and follow up accordingly. When the enemy DIes in, they will be sent more upwards and less out so you can use this to your advantage by comboing out of it, perhaps into sweetspot fair. Ftilt and bair sweetspot could be beefier too maybe

Nair:
Whoops yeah the sound should definitely be zappier, I will fix that for next patch

Spriting:
Yep, the spritework is pretty experimental since I wanted to learn new techniques, and I'm much better at programming than art
7axel7  [author] 9 Jan @ 10:42am 
NSpecial:
You don't need to land Dspecial to gain nspecial charge, since just damaging opponents will work! Medium charge shadowballs are also great to approach and combo out of, and even prepping NSpecial and not shooting is great for conditioning, b-reversing, and threatening space, since it shoots out quickly when prepped.

DSpecial:
This move interacts well with the Future Sight orbs since it lets you absorb them for charge, and works in the air when parry doesn't which is very nice for a floaty. It can also protect against multiple projectiles and hitboxes in one use

FSpecial:
This is a really good advantage tool and trap, and being able to damage Mewtwo as well makes them truly a glass cannon character. You should be getting more out of the Future Sight orbs than the opponent, since you choose how to put them down, have interactions with them with your other specials, and are floaty with dangerous moves to help control the pace of the game to use timings on the explosions
7axel7  [author] 9 Jan @ 10:41am 
This Mewtwo is balanced with other workshop tournament characters in mind, and since they are hard to play, you will need to learn how to get the most out of your tools to feel like a really strong glass cannon. I will make patches and fixes to keep this vision in line!
Sheush 9 Jan @ 9:59am 
Please let him act out of upB like PM and HDR he neeeeeds it
Also I read it somewhere here but i too don't like the utilt pushing you forward,
Good mewtwo tho really mewtwo good btw
Nugear 9 Jan @ 5:25am 
also the sprite animation isnt bad. in fact is perfect. Proper outlines, making the eyes more viable and noticeable (more clear and detailed) and flatter colours (not so 3d colouring) and your done
Nugear 9 Jan @ 5:14am 
The Idea and concept is Great. all u need now is a resprite. I think this is a great way to start ur mods. dont stress too much about the sprites. if u can do more smash characters like Sephiroth, Beyonetta, Cloud and Corin. that would be awesome
Siz 8 Jan @ 3:23pm 
I like the idea to change Mewtwo's side B to a version Sephiroth's Shadow Flare, and I especially like that shadow ball can carry it along. I love the changes, I think this mod deserves a much higher rating than it currently has. I feel like the gimmick can be pushed a bit more, just cause I'm used to that with Rivals characters, but I like where it's at.
BasedNameHere 8 Jan @ 2:29pm 
Just looked at the hitboxes. Apparently, you went all out on them which is kinda insane and respectable to be honest. Seems a little unnecessary but it is interesting nonetheless. Also, I'm glad mewtwo's main weakness of tail hurtboxes was removed, making him on par with the rivals cast almost. The biggest problem with him seems to be how his teleport works. It's kinda weird since it's just the original one from ssbu. I feel like it would be better as a faster, damageless version of Forsburn's teleport instead, allowing you to teleport on stage more reliably. Nonetheless, pretty good.
Agent10008 8 Jan @ 11:59am 
looks like a dead cells character and i love it
MEW3 7 Jan @ 3:04pm 
(2/2)
Not a huge fan of the new gimmicks/specials either. Neutral B feels too weirdly nerfed with it basically being reliant on a sort of Rebel's Guard. Against physical attacks it's basically parry 2 which is kinda pointless and in general idk why you'd wanna give a character a counter-like move when (to me at least) they're some of the less inspired special attacks in Smash games. The Sephiroth side b is kinda cute but idk why you'd wanna give Mewtwo (A lightweight) a tool that he can hurt himself with?
Sorry if this came off as rude, I don't hate what you did here, but as someone that almost religiously plays Mewtwo in Smash games and has been looking forward to a good RoA Mewtwo I do feel very underwhelmed about this character.
MEW3 7 Jan @ 3:01pm 
(1/2)
Idk why Uptilt pushes you forward whenever you use it but it kinda ruins one of its uses from Smash games (Specifically Ult) where it helps cover your back.
Dtilt feels a bit too slow, can't really be spammed like in the Smash games.
Maybe it's just me but Bair seems to send opponents up rather than sideways? Whenever I try to edgeguard someone with Bair it seems to take longer than it should because they keep going up instead of sideways.
Sound effects don't really feel right either. I think that the sound effects for most of the tail attacks sound too soft if that makes sense. It's like how Ike's SFX have never felt quite as beefy as they did in Brawl. And Idk why Nair makes whatever sound it does rather than an electric sound.
While I don't think the spritework meshes well with the rest of the game, I don't think this is a huge issue and can remain as is.
Guide Missile 7 Jan @ 1:47pm 
is this rotoscoped? very smart
Metal Valiant 7 Jan @ 1:36pm 
yeah if I had, like, one complaint it's that the sprites don't look (for lack of a better term) ROA-y. like they jut out compared to other mods. otherwise this is near perfection, can tell you put some time into this and yeah spriting and coding is tough, otherwise I'd be making mods on the regular
Samurai Monke 7 Jan @ 3:28am 
why does mewtwo have no eyes
Squid Daddy 6 Jan @ 7:18pm 
I like the new victory theme you added. Way better then one Nintendo used.
Squid Daddy 6 Jan @ 7:05pm 
Type 333 to ban welovehomeschool