Editing Mewtwo (SSBM)
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<!--Note: Mewtwo being considered a | <!--Note: Mewtwo being considered a villian is questionable so please don't add it in without discussing it first--> | ||
{{ArticleIcons|melee=y}} | {{ArticleIcons|melee=y}} | ||
{{disambig2|Mewtwo's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Mewtwo}} | {{disambig2|Mewtwo's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Mewtwo}} | ||
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|rankingPAL = 21 | |rankingPAL = 21 | ||
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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. | '''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. 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. | ||
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|neutralinfdmg=2% (loop) | |neutralinfdmg=2% (loop) | ||
|neutraldesc=Mewtwo emits a pulse of dark energy out of its hand, which can be followed up by repeated blasts of shadow energy. The first hit can both be canceled, and can lock opponents. | |neutraldesc=Mewtwo emits a pulse of dark energy out of its hand, which can be followed up by repeated blasts of shadow energy. The first hit can both be canceled, and can lock opponents. | ||
|ftiltname=Tail Whip ({{ja|テイルウィップ|Teiru | |ftiltname=Tail Whip ({{ja|テイルウィップ|Teiru Uippu}}) | ||
|ftiltdmg=10% (near), 8% (mid), 5% (far) | |ftiltdmg=10% (near), 8% (mid), 5% (far) | ||
|ftiltdesc=Mewtwo flicks its tail forward. It has rather low startup and good disjointed range, making it a good spacing tool. Can be aimed up or down. | |ftiltdesc=Mewtwo flicks its tail forward. It has rather low startup and good disjointed range, making it a good spacing tool. Can be aimed up or down. | ||
|utiltname=Flip ({{ja| | |utiltname=Flip ({{ja|フリップ|Furippu}}) | ||
|utiltdmg=10% (near), 8% (mid), 6% (far), 5% (tip) | |utiltdmg=10% (near), 8% (mid), 6% (far), 5% (tip) | ||
|utiltdesc=Mewtwo backflips and swings its tail. It deals more damage to opponents near Mewtwo. It is a good combo starter, great for juggling. | |utiltdesc=Mewtwo backflips and swings its tail. It deals more damage to opponents near Mewtwo. It is a good combo starter, great for juggling. | ||
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|fairdmg=14% | |fairdmg=14% | ||
|fairdesc=Swipes its left arm forward, engulfed with shadow energy. High vertical knockback, useful for combos, juggling, and KOs, but mediocre range. Can lead into an up tilt if [[DJC]]'d, depending on the character. Can KO at 120%. | |fairdesc=Swipes its left arm forward, engulfed with shadow energy. High vertical knockback, useful for combos, juggling, and KOs, but mediocre range. Can lead into an up tilt if [[DJC]]'d, depending on the character. Can KO at 120%. | ||
|bairname=Tail Flick ({{ja| | |bairname=Tail Flick ({{ja|テールフリック|Tēru Furikku}}) | ||
|bairdmg=13% (near), 11% (mid), 9% (far) | |bairdmg=13% (near), 11% (mid), 9% (far) | ||
|bairdesc=Whips its tail behind itself. Decent range and is a decent [[wall of pain]] technique. Deals more damage if the opponent is closer to Mewtwo's body. | |bairdesc=Whips its tail behind itself. Decent range and is a decent [[wall of pain]] technique. Deals more damage if the opponent is closer to Mewtwo's body. | ||
|uairname=Somersault Kick ({{ja| | |uairname=Somersault Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}}) | ||
|uairdmg=10% (near), 12% (mid), 14% (far) | |uairdmg=10% (near), 12% (mid), 14% (far) | ||
|uairdesc=Flips upward, hitting with its tail. A good juggling move. Deals more damage if the opponent hits the tip of Mewtwo's tail. | |uairdesc=Flips upward, hitting with its tail. A good juggling move. Deals more damage if the opponent hits the tip of Mewtwo's tail. | ||
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|grabname=Psychic ({{ja|サイコキネシス|Saikokineshisu}}, ''Psychokinesis'') | |grabname=Psychic ({{ja|サイコキネシス|Saikokineshisu}}, ''Psychokinesis'') | ||
|grabdesc= | |grabdesc= | ||
|pummelname=Dark Shock ({{ja| | |pummelname=Dark Shock ({{ja|ダークショック|Dāku Shokku}}) | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Mewtwo zaps the opponent in its grasp. Moderately slow. | |pummeldesc=Mewtwo zaps the opponent in its grasp. Moderately slow. | ||
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|fthrowdmg=3% (throw), 2% (Shadow Balls) | |fthrowdmg=3% (throw), 2% (Shadow Balls) | ||
|fthrowdesc=Mewtwo throws its foe diagonally forward and then shoots five small [[Shadow Ball]]s (which can be [[absorb]]ed and [[reflect]]ed). Great damage racker if used against a wall or overhang but can be SDI'd out of. The speed which the Shadow Balls are fired is dependent on the opponent's weight. | |fthrowdesc=Mewtwo throws its foe diagonally forward and then shoots five small [[Shadow Ball]]s (which can be [[absorb]]ed and [[reflect]]ed). Great damage racker if used against a wall or overhang but can be SDI'd out of. The speed which the Shadow Balls are fired is dependent on the opponent's weight. | ||
|bthrowname=Telekinesis ({{ja| | |bthrowname=Telekinesis ({{ja|テレキネシス|Terekineshisu}}) | ||
|bthrowdmg=8% (collateral), 11% (throw) | |bthrowdmg=8% (collateral), 11% (throw) | ||
|bthrowdesc=Mewtwo telekinetically tosses its opponent behind itself. One of the strongest back throws in the game, among its best KO moves, being the third strongest back throw (only losing out to {{SSBM|Dr. Mario}} and {{SSBM|Ness}}) | |bthrowdesc=Mewtwo telekinetically tosses its opponent behind itself. One of the strongest back throws in the game, among its best KO moves, being the third strongest back throw (only losing out to {{SSBM|Dr. Mario}} and {{SSBM|Ness}}) | ||
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|uthrowdmg=12% | |uthrowdmg=12% | ||
|uthrowdesc=Mewtwo uses Psychic to swirl the opponent around its body before launching them upwards. The strongest up throw in the game and the strongest throw in ''Melee'' overall (being even stronger than {{SSBM|Ness}}'s back throw), being one of Mewtwo's best KO moves, which begins KO'ing at around 120%. At low percentages, it can chaingrab fast fallers and can lead into forward aerial to regrab on Fox/Falco. | |uthrowdesc=Mewtwo uses Psychic to swirl the opponent around its body before launching them upwards. The strongest up throw in the game and the strongest throw in ''Melee'' overall (being even stronger than {{SSBM|Ness}}'s back throw), being one of Mewtwo's best KO moves, which begins KO'ing at around 120%. At low percentages, it can chaingrab fast fallers and can lead into forward aerial to regrab on Fox/Falco. | ||
|dthrowname=Tail Slap ({{ja| | |dthrowname=Tail Slap ({{ja|テールスラップ|Tēru Surappu}}) | ||
|dthrowdmg=5% (hit 1), 6% (throw) | |dthrowdmg=5% (hit 1), 6% (throw) | ||
|dthrowdesc=Mewtwo throws the enemy down and strikes them with its tail. Can reliably lead into follow-ups, usually forward aerial. Can be used to [[chaingrab]] large characters like {{SSBM|Bowser}}. The tail can hit nearby opponents. | |dthrowdesc=Mewtwo throws the enemy down and strikes them with its tail. Can reliably lead into follow-ups, usually forward aerial. Can be used to [[chaingrab]] large characters like {{SSBM|Bowser}}. The tail can hit nearby opponents. | ||
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|ssname=Confusion | |ssname=Confusion | ||
|ssdmg=10% | |ssdmg=10% | ||
|ssdesc=A | |ssdesc=A grab that spins foes around, flipping them. This is very punishable, as its htistun is so low that every character in the game can connect with a back aerial before Mewtwo can act. The attack also reflects projectiles, but this has a fatal flaw: the projectile's ownership does not change. This means that only projectiles that would normally hurt the user would feel any effects of this. | ||
|usname=Teleport | |usname=Teleport | ||
|usdmg=- | |usdmg=- | ||
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*'''[[Event 51: The Showdown]]''': In the game's final event match, the player must fight against a team consisting of Mewtwo, {{SSBM|Ganondorf}} and [[Giga Bowser]]. All characters have three lives, with no time limit. | *'''[[Event 51: The Showdown]]''': In the game's final event match, the player must fight against a team consisting of Mewtwo, {{SSBM|Ganondorf}} and [[Giga Bowser]]. All characters have three lives, with no time limit. | ||
=== | ===Ending images=== | ||
<center><gallery> | <center><gallery> | ||
MewtwoClassicMode.jpg|Classic Mode | MewtwoClassicMode.jpg|Classic Mode. | ||
MewtwoAdventureMode.jpg|Adventure Mode | MewtwoAdventureMode.jpg|Adventure Mode. | ||
MewtwoAllStarMode.jpg|All-Star Mode | MewtwoAllStarMode.jpg|All-Star Mode. | ||
</gallery></center> | </gallery></center> | ||