Editing Mewtwo (SSBM)

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'''Mewtwo''' ({{ja|ミュウツー|Myūtsū}}, ''Mewtwo'') is an unlockable [[character]] in ''[[Super Smash Bros. Melee]]''. It is one of the eleven playable characters that can be unlocked in the game. It is voiced by {{s|wikipedia|Masachika Ichimura}} in the game, reprising his role from the Japanese version of ''[[bulbapedia:M01|Pokémon: The First Movie - Mewtwo Strikes Back]]''.
'''Mewtwo''' ({{ja|ミュウツー|Myūtsū}}, ''Mewtwo'') is an unlockable [[character]] in ''[[Super Smash Bros. Melee]]''. It is one of the eleven playable characters that can be unlocked in the game. It is voiced by {{s|wikipedia|Masachika Ichimura}} in the game, reprising his role from the Japanese version of ''[[bulbapedia:M01|Pokémon: The First Movie - Mewtwo Strikes Back]]''.


Mewtwo currently ranks 20th on the ''Melee'' [[tier list]], in the D tier, which is its worst placement in the whole series. Its positives include a long and safe recovery, potent chaingrabbing abilities, a large pool of mixup options, decent combo abilities, and among the best throws in the game. This gives it a decent advantage state to utilize and threatening once it begins to combo foes. However, Mewtwo suffers from an unusual combination of being a large target and a lightweight; this, combined with its floatiness, makes it vulnerable to early KOs. Additionally, Mewtwo lacks safe and reliable KOing options, with most of them having little reach, and many weak attacks, giving it relatively fewer approach and offensive options as other characters.
Mewtwo currently ranks 20th on the ''Melee'' [[tier list]], in the D tier, which is its worst placement in the whole series. While initially deemed the worst character in the game, the changing metagame of ''Melee'' caused Mewtwo to experience a rise of six places. Mewtwo's positives include a long, safe, and difficult-to-counter recovery, a rather good chaingrabbing ability, a large variance of mixup options, a decent combo ability, and among the best throws in the game. However, Mewtwo suffers from an unusual combination of being a large target and a lightweight; this, combined with its floatiness, makes it an easy target to KO. Additionally, Mewtwo has limited KOing options, with most of them having little reach, and many weak attacks, giving it relatively fewer approach and offensive options as other characters.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Mewtwo defies any typical character archetype; despite being a big target with some powerful moves and a very high air speed, Mewtwo has a rather slow dash, a low weight and a low falling speed. As a result of these traits, Mewtwo has among the longest wavedashes in the game, but a very poor [[SHFFL]], despite its low lag and high speed aerials. Mewtwo also can effectively [[moonwalk]], potentially aiding its edgeguard game.
Mewtwo defies any typical character archetype; despite being a big target with some powerful moves and a very high air speed, Mewtwo has a rather slow dash, a low weight and a low falling speed. As a result of these traits, Mewtwo has among the longest wavedashes in the game, but a very poor [[SHFFL]], despite its low lag, high speed aerials. Mewtwo also can effectively [[moonwalk]], potentially aiding its edgeguard game.


Among Mewtwo's primary strengths is its versatile grab game. Despite possessing a merely average grab range, Mewtwo's throws can serve a variety of purposes; its forward throw is good for racking up damage or starting combos, while its down throw can potentially start chainthrows or be used as potential combo starters in tandem with one of its tilts. Mewtwo's back and up throws are also among the most powerful in the game, and both can KO reliably on some characters at 100%; the differences in their trajectories also gives Mewtwo varied options against both fast fallers and floaty characters (the up throw works better against the latter, while the back works better against the former).
Among Mewtwo's primary strengths is its varied grab game. Despite an only average grab range, Mewtwo's throws can serve a variety of purposes; its forward throw is good for racking up damage or starting combos and its down throw can potentially start chainthrows or be used as potential combo starters when compounded with one of its tilts. Mewtwo's back and up throws are also among the most powerful in the game, and both can KO reliably on some characters at 100%; the differences in their trajectories also gives Mewtwo varied options against both fast fallers and floaty characters (the up throw works better against the latter, while the back works better against the former).


Mewtwo also has interesting approach and combo options. Despite having among the worse SHFFLs, Mewtwo's high air speed, low falling speed, and fast, low lag, high hitstun aerials also gives it plenty of options in the air, easily and effectively comboing against many characters. Mewtwo can also perform double-jump cancels, which, when combined with L-Cancelling, is an exceptional substitute for SHFFLing, as Mewtwo can quickly perform a Forward Aerial and follow up with another option. Mewtwo also has a very long wavedash (the third longest in the game), making techniques such as wave-smashing and wave-grabbing considerably more useful for Mewtwo.
Mewtwo also has very good approach and combo options. Despite a poor SHFFL (among the worst in the game), Mewtwo's high air speed, low falling speed, and fast, low lag, high hitstun aerials also gives it plenty of options in the air, easily and effectively comboing against many characters. Mewtwo can also perform a Double-Jump Cancel, which, when combined with L-Cancelling, is an exceptional substitute for SHFFLing, as Mewtwo can quickly perform a Forward Aerial and follow up with another option. Mewtwo also has a very long wavedash (the third longest in the game), making techniques such as wave-smashing and wave-grabbing considerably more useful for Mewtwo.


Mewtwo also has rather good range. Its forward smash can extend relatively far, and all of its tilts have long, disjointed hitboxes, allowing Mewtwo to effectively attack from a distance, especially when compounded with its long wavedash. Mewtwo also has one of ''Melee'''s strongest projectiles in [[Shadow Ball]]. When fully charged, it can KO reliably at roughly 100%; its jagged path also can make it difficult to dodge, and its recoil can potentially extend Mewtwo's recovery.
Mewtwo also has rather good range. Its forward smash can extend relatively far, and all of its tilts have long, disjointed hitboxes, allowing Mewtwo to effectively attack from a distance, especially when compounded with its long wavedash. Mewtwo also has one of ''Melee'''s strongest projectiles in [[Shadow Ball]]. When fully charged, it can KO reliably at roughly 100%; its jagged path also can make it difficult to dodge, and its recoil can potentially extend Mewtwo's recovery.


Mewtwo also has an outstanding recovery. While it cannot harm edgehoggers, a combination of a low falling speed, a high air speed, among the best jumping prowess, and long distance with its [[Teleport]] give Mewtwo a very long and safe recovery. Additionally, its neutral aerial slightly slows down its movement in the air, and slightly charged Shadow Balls can give recoil sufficient enough to send Mewtwo backwards a good distance. Lastly, its [[Confusion]] attack can act as a second jump (when used in the opposite direction of its momentum) and [[Disable]] can be used to stall its descent.
Mewtwo also has possibly the best recovery in the game. While it cannot harm edgehoggers, a combination of a low falling speed, a high air speed, among the best jumping prowess, and long distance with its [[Teleport]] give Mewtwo a very long and safe recovery. Additionally, its neutral aerial slightly slows down its movement in the air, and slightly charged Shadow Balls can give recoil sufficient enough to send Mewtwo backwards a good distance. Lastly, its [[Confusion]] attack can act as a second jump (when used in the opposite direction of its momentum) and [[Disable]] can be used to stall its descent.


Mewtwo's biggest flaw is its frailty. A combination of a large frame and floatiness makes Mewtwo easy to juggle and KO. Mewtwo's defense game is also mixed; its air dodge makes it invisible and opponents cannot guess where it will appear and its rolling dodges are fast and cover much distance, but Mewtwo's large frame makes it prone to shield stabbing, and its spot dodge is also rather poor. Mewtwo also has possibly the worst [[tech]] ability in the game; although its rolling tech covers a long range, it is very slow compared to that of other characters, and as a consequence, Mewtwo is particularly easy to [[tech-chase]].
Mewtwo's biggest flaw is that its varied attributes hinder it in terms of survivability. A combination of a large frame and floatiness makes Mewtwo easy to juggle and KO; while other large characters such as {{SSBM|Donkey Kong}} have added weight to make them resilient to some KOs, Mewtwo has no such advantage. Mewtwo's defense game is also mixed; its air dodge makes it invisible and opponents cannot guess where it will appear and its rolling dodges are fast and cover much distance, but Mewtwo's large frame makes it prone to shield stabbing, and its spot dodge also being rather poor. Mewtwo also has possibly the worst [[tech]] ability in the game; although its rolling tech covers a long range, it is very slow compared to that of other characters, and as a consequence, Mewtwo is particularly easy to [[tech-chase]].


Mewtwo also suffers from a lack of reliable KO options; all of its strongest moves have either poor range or low speed. Its back and up throws are powerful, but they require Mewtwo to grab the opponent first, and the latter throw's KOing capabilities are extremely dependent on the opponent's falling speed (for example, {{SSBM|Fox}} and {{SSBM|Falco}} would survive the longest despite having the third highest vertical endurance). While having a wide variety of other KO potential attacks, most of its attacks suffer from range and/or speed problems, such as its forward air, down smash, down air, and Shadow Ball. Mewtwo also has highly situational specials. While [[Confusion]] can temporarily distract opponents, it has high ending lag and relatively little use; additionally, while it can reflect projectiles, they still remain property of the original character's (meaning they won't hurt whoever it came from). [[Disable]] only works in close ranges, and cannot combo effectively into other attacks.
Mewtwo also suffers from a lack of reliable KO options; all of its strongest moves have either poor range or low speed. Its back and up throws are powerful, but they require Mewtwo to grab the opponent first, and the latter throw's KOing capabilities are extremely dependent on the opponent's falling speed (for example, {{SSBM|Fox}} and {{SSBM|Falco}} would survive the longest despite having the third highest vertical endurance). While having a wide variety of other KO potential attacks, most of its attacks suffer from range and/or speed problems, such as its forward air, down smash, down air, and Shadow Ball. Mewtwo also has highly situational specials. While [[Confusion]] can temporarily distract opponents, it has high ending lag and relatively little use; additionally, while it can reflect projectiles, they still remain property of the original character's (meaning they won't hurt whoever it came from). [[Disable]] only works in close ranges, and cannot combo effectively into other attacks.

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