Mewtwo (SSBU): Difference between revisions

Tag: Mobile edit
Tag: Mobile edit
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Mewtwo has surprisingly good range for a lightweight fighter. All of its smash attacks have [[disjointed]] hitboxes that allow them to beat out attacks safely; this is especially evident with up smash, as using it at the right time can prevent any [[stall-then-fall]]s. Forward smash can be angled up or down to catch an airborne opponent or to edgeguard low recoveries, respectively. Mewtwo's tail attacks also offer excellent range, despite not being as disjointed. Its back aerial in particular offers very large coverage behind Mewtwo and can be used in decently quick succession, making it a useful walling tool against opponents with low range attacks. Its tilts also use its tail, so they have good range as well. Tying into this is its aforementioned mobility; Mewtwo's extremely fast horizontal movement speed grants it a very potent punishment game with its range, allowing it to bait approaches and easily punish them with its long-reaching moves.
Mewtwo has surprisingly good range for a lightweight fighter. All of its smash attacks have [[disjointed]] hitboxes that allow them to beat out attacks safely; this is especially evident with up smash, as using it at the right time can prevent any [[stall-then-fall]]s. Forward smash can be angled up or down to catch an airborne opponent or to edgeguard low recoveries, respectively. Mewtwo's tail attacks also offer excellent range, despite not being as disjointed. Its back aerial in particular offers very large coverage behind Mewtwo and can be used in decently quick succession, making it a useful walling tool against opponents with low range attacks. Its tilts also use its tail, so they have good range as well. Tying into this is its aforementioned mobility; Mewtwo's extremely fast horizontal movement speed grants it a very potent punishment game with its range, allowing it to bait approaches and easily punish them with its long-reaching moves.


To compensate for its large size, Mewtwo is granted with  traits and unique defensive options that allow him to escape pressure. Its forward and back rolls have among the longest traveling distances in the game, making them deceptively effective for movement compared to those of other characters of similar size. Its [[edge attack]] has among the longest ranges out of the roster, allowing it to punish reckless edgeguarders. All of its air dodges render it invisible; combined with its fast air speed and moderate air acceleration, Mewtwo can play mind games with its aerial drift while invisible. Offstage, Mewtwo's incredibly long-distanced recovery enables him to use air dodges and safely recover in situations when many other fighters wouldn't. In addition, using a neutral air dodge immediately after using Mewtwo's double jump causes it to immediately gain height while maintaining intangibility and invisibility, making it useful to mix up opponents in the air. Mewtwo's Teleport travels a significant distance and can be used very quickly out of shield (frame 9 intangibility) as a long-ranged evasive maneuver, allowing it to gain more favorable stage positioning and space from aggressive opponents – especially when teleporting off of platforms to avoid pressure. And though it is brief, Disable provides intangibility frames just before Mewtwo emits the light from its eyes, giving it niche defensive use with good timing even in the air where the projectile cannot be [[Priority|clanked]] with.
To compensate for its large size, Mewtwo is granted with  traits and unique defensive options that allow him to escape pressure. Its forward and back rolls have among the longest traveling distances in the game, making them deceptively effective for movement compared to those of other characters of similar size. Its [[edge attack]] has among the longest ranges out of the roster, allowing it to punish ledgetrapping attempts. All of its air dodges render it invisible; combined with its fast air speed and moderate air acceleration, Mewtwo can play mind games with its aerial drift while invisible. Offstage, Mewtwo's incredibly long-distanced recovery enables him to use air dodges and safely recover in situations when many other fighters wouldn't. In addition, using a neutral air dodge immediately after using Mewtwo's double jump causes it to immediately gain height while maintaining intangibility and invisibility, making it useful to mix up opponents in the air. Mewtwo's Teleport travels a significant distance and can be used very quickly out of shield (frame 9 intangibility) as a long-ranged evasive maneuver, allowing it to gain more favorable stage positioning and space from aggressive opponents – especially when teleporting off of platforms to avoid pressure. And though it is brief, Disable provides intangibility frames just before Mewtwo emits the light from its eyes, giving it niche defensive use with good timing even in the air where the projectile cannot be [[Priority|clanked]] with.


Despite Mewtwo's strengths, it has some noticeable weaknesses, the most glaring of which is its infamously poor endurance. Mewtwo's very light weight makes it easy to KO, while its tall frame, average falling speed and below average gravity make it easier to combo compared to other characters of its weight class. Furthermore, Mewtwo lacks an effective aerial move to disrupt combos, and an attempt to Teleport out of a combo can be interrupted due to its startup or punished due to its noticeable ending lag and momentum. And compared to all other characters in the game, Mewtwo is also unable to reliably double jump out of juggling pressure due to it taking a noticeable amount of time for his hurtbox to shift vertically. However, its aerial speed and recovery mix-ups can mitigate some of these shortcomings.
Despite Mewtwo's strengths, it has some noticeable weaknesses, the most glaring of which is its infamously poor endurance. Mewtwo's very light weight makes it easy to KO, while its tall frame, average falling speed and below average gravity make it easier to combo compared to other characters of its weight class. Furthermore, Mewtwo lacks an effective aerial move to disrupt combos, and an attempt to Teleport out of a combo can be interrupted due to its startup or punished due to its noticeable ending lag and momentum. And compared to all other characters in the game, Mewtwo is also unable to reliably double jump out of juggling pressure due to it taking a noticeable amount of time for his hurtbox to shift vertically. However, its aerial speed and recovery mix-ups can mitigate some of these shortcomings.
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