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Editing Mewtwo (SSBM)
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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 the third longest wavedash 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 the third longest wavedash 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. | ||
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 | 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). | ||
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, effective at comboing against many characters. Mewtwo can also perform [[double jump cancel]]s, which, when combined with [[L cancel]]ing, is an exceptional substitute for SHFFLing, as Mewtwo can quickly perform a [[forward aerial]] and follow up with another option. The long [[hitbox]] duration in Mewtwo's [[neutral aerial]] and it's knockback can make it a useful tool in the air, and Mewtwo's disjointed [[back aerial]] can be a good off-stage edgeguarding tool. 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 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, effective at comboing against many characters. Mewtwo can also perform [[double jump cancel]]s, which, when combined with [[L cancel]]ing, is an exceptional substitute for SHFFLing, as Mewtwo can quickly perform a [[forward aerial]] and follow up with another option. The long [[hitbox]] duration in Mewtwo's [[neutral aerial]] and it's knockback can make it a useful tool in the air, and Mewtwo's disjointed [[back aerial]] can be a good off-stage edgeguarding tool. 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. |