Editing Mewtwo (SSBM)

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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.


Mewtwo also has moves with 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 deadliest projectiles in [[Shadow Ball]]; when fully charged, it can KO reliably at roughly 100%; its jagged path also can make it difficult to dodge.
Mewtwo also has moves with 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 deadliest 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 its [[up special]] 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. Properly timed [[aerial]]s as Mewtwo ascends upward will elongate it's [[double jump]], significantly improving distance, and charged Shadow Balls can give recoil sufficient enough to send Mewtwo backwards a good distance. Lastly, its [[Confusion]] attack can also act as a midair jump (when used in the opposite direction of its momentum) and [[Disable]] can be used to stall its descent.
Mewtwo also has an outstanding recovery. While its [[up special]] 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. Properly timed [[aerial]]s as Mewtwo ascends upward will elongate it's [[double jump]], significantly improving distance, and charged Shadow Balls can give recoil sufficient enough to send Mewtwo backwards a good distance. Lastly, its [[Confusion]] attack can also act as a midair jump (when used in the opposite direction of its momentum) and [[Disable]] can be used to stall its descent.

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