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'''Confusion''' ({{ja|ねんりき|Nenriki}}, ''Psychokinesis'') is {{SSBM|Mewtwo}}'s [[side special move]]. Mewtwo psychokinetically whirls the opponent in front of it around and lets the opponent land clumsily on the ground, doing some minor damage in the process.
'''Confusion''' ({{ja|ねんりき|Nenriki}}, ''Mindpower'') is {{SSBM|Mewtwo}}'s [[side special move]]. Mewtwo psychokinetically whirls the opponent in front of it around and lets the opponent land clumsily on the ground, doing some minor damage in the process.


==Overview==
==Overview==
Confusion is able to reverse projectiles, similar to the [[Reflector]] of [[Fox]] and [[Falco]] and the [[Cape]] of [[Mario]] and [[Dr. Mario]]. Unlike those moves, however, a reversed [[projectile]] is still considered the "property" of the original character and thus is unable to harm the projectile's original owner (unless it is normally capable of doing so). However, in a three- or four-way melee situation, Confusion reflected attacks will damage other fighters that didn't use the attack. It also cannot reflect [[Thunder Jolt]] unless used at the exact moment that the attack is used.
Confusion's primary function is as a special [[grab]]. Upon using the move, Mewtwo will perform a swiping motion; if an opponent is in front of it, the opponent will be grabbed, twirled around a bit, take 10% damage, and begin [[tumbling]] downwards facing away from Mewtwo. As a grab, the move is [[unblockable]].


Also, Confusion can be used on the ground to completely stop momentum or in the air to add a small upward force to the rising animation or used to stall (once and then must touch the ground first) while recovering.
Confusion's secondary function is as a [[reflect]]or, though one that is unique in a bad way - reflected projectiles remain property of their original owner, so Mewtwo cannot actually damage opponents by reflecting their projectiles (unless the projectile can normally hurt its owner).


This is widely considered a very impractical move for its lack of a really damaging or disrupting effect, and the opponent usually recovers from the [[tumble]] animation before Mewtwo recovers from its attack animation.
Using Confusion will halt Mewtwo's sideways momentum if it is grounded, and like Mario's [[Cape]], will give it a small vertical hop the first time it's used in the air.


Confusion has a second and actually more practical but more obscure use. Confusion can be used to pull an opponent through a platform. Simply jump up through the platform slightly and activate the move, and as Mewtwo passes back through the bottom, the foe will clumsily land there as well. On [[Battlefield (SSBM)|Battlefield]], the player can cause an opponent to panic waste their jump and be unable to recover for an instant KO by pulling them through the right or left edge of the stage. This technique works with any thin obstacle. Also, less practical in stages that are too thick, Mewtwo cannot pull them through the course but will instead pull them directly to the edge, which often results in Mewtwo getting edge hogged while trying to recover from being off the stage.
Unlike other aerial grabs, Confusion holds the opponent at a distance from Mewtwo as it falls downwards. As characters being thrown are not checked for terrain collision, this opens up a gimmick where Mewtwo can use Confusion to pull opponents down through solid thin platforms, most notably the sides of {{SSBM|Battlefield}}. If done correctly, the opponent will be caught underneath the stage, which can cause them to panic, waste their [[double jump]] and/or [[triple jump]], and be unable to recover. If the platform is too thick, the opponent will be pushed outside the stage and likely grab onto the edge.


Another practical use is its function as an air-grab. If confusion is used on an airbourne opponent, their momentum will be disrupted, they will take damage, and potentially be open for an attack from Mewtwo.  
Overall, while the "edge trick" is something that opponents must be wary of, Confusion is widely considered a poor and ineffective move. While its grab range is surprisingly large, it is outclassed by Mewtwo's normal throws (for damage, combos, and KOs) and [[powershield]]ing (for reflection); even if the move connects, every character in the game can subsequently [[punish]] Mewtwo with a [[back aerial]] during its ending lag.


This move can be used to perform a [[glitch]] known as the [[Soul breaker]], which causes characters to be indefinitely attached to Mewtwo until it is KO'ed.
Confusion can be used to perform a [[glitch]] known as the [[Soul breaker]], which causes characters to be indefinitely attached to Mewtwo until it is KO'ed.


==Origins==
==Origins==
[[File:ConfusionGenV.png|thumb|Confusion in Generation V.]]
[[File:ConfusionGenV.png|thumb|Confusion in Generation V.]]
Confusion is a special Psychic-type attack from the Pokémon series that was introduced in Generation I. It is often learned by Psychic type Pokémon at a somewhat low level. In battle, it is a somewhat weak attack that has only a base power of 50, 100% accuracy. This move also has a 10% chance of confusing the opponent.
Confusion is a special Psychic-type attack from the Pokémon series that was introduced in Generation I. It is often learned by Psychic-type Pokémon at low levels (typically below level 15). In battle, it is a somewhat weak attack, with a base power of 50 and 100% accuracy. The move also has a 10% chance of confusing the opponent.


In the anime, Confusion could be used to halt and throw a Pokémon, or a projectile through telekinetic powers, resembling its effect in ''Melee''.
In the anime, Confusion could be used to halt and throw a Pokémon or a projectile through telekinetic powers, resembling its effect in ''Melee''.


==Gallery==
==Gallery==
<gallery>
<gallery>
File:Confusion.jpg|Mewtwo, redirecting one of [[Link]]'s arrows back at him with Confusion
File:Confusion.jpg|Mewtwo, redirecting one of [[Link]]'s arrows back at him with Confusion
File:Confusioncommandgrab.gif|Confusion is a grab, meaning it is unblockable
File:Confusioncommandgrab.gif|Confusion is a grab, meaning it is unblockable.
File:Confusionowner.gif|Although it reflects projectiles, the projectiles are still owned by the thrower.
File:Confusionowner.gif|Although it reflects projectiles, the projectiles are still owned by the thrower.
File:Confusioneffects.gif|Although the owner still owns it, secondary effects of reflected projectile still work.
File:Confusioneffects.gif|Although the owner still owns it, secondary effects of reflected projectile still work.
File:Confusionglitch.gif|Confusion can be used to pull enemies through thin platforms,
File:Confusionglitch.gif|Confusion can be used to pull enemies through thin platforms.
</gallery>
</gallery>
{{Special Moves|char=Mewtwo|game=SSBM}}
{{Special Moves|char=Mewtwo|game=SSBM}}

Revision as of 00:16, January 4, 2015

Confusion
Confusion
Confusion in Melee.
User Mewtwo
Universe Pokémon
Article on Bulbapedia Confusion (move)

Confusion (ねんりき, Mindpower) is Mewtwo's side special move. Mewtwo psychokinetically whirls the opponent in front of it around and lets the opponent land clumsily on the ground, doing some minor damage in the process.

Overview

Confusion's primary function is as a special grab. Upon using the move, Mewtwo will perform a swiping motion; if an opponent is in front of it, the opponent will be grabbed, twirled around a bit, take 10% damage, and begin tumbling downwards facing away from Mewtwo. As a grab, the move is unblockable.

Confusion's secondary function is as a reflector, though one that is unique in a bad way - reflected projectiles remain property of their original owner, so Mewtwo cannot actually damage opponents by reflecting their projectiles (unless the projectile can normally hurt its owner).

Using Confusion will halt Mewtwo's sideways momentum if it is grounded, and like Mario's Cape, will give it a small vertical hop the first time it's used in the air.

Unlike other aerial grabs, Confusion holds the opponent at a distance from Mewtwo as it falls downwards. As characters being thrown are not checked for terrain collision, this opens up a gimmick where Mewtwo can use Confusion to pull opponents down through solid thin platforms, most notably the sides of Battlefield. If done correctly, the opponent will be caught underneath the stage, which can cause them to panic, waste their double jump and/or triple jump, and be unable to recover. If the platform is too thick, the opponent will be pushed outside the stage and likely grab onto the edge.

Overall, while the "edge trick" is something that opponents must be wary of, Confusion is widely considered a poor and ineffective move. While its grab range is surprisingly large, it is outclassed by Mewtwo's normal throws (for damage, combos, and KOs) and powershielding (for reflection); even if the move connects, every character in the game can subsequently punish Mewtwo with a back aerial during its ending lag.

Confusion can be used to perform a glitch known as the Soul breaker, which causes characters to be indefinitely attached to Mewtwo until it is KO'ed.

Origins

File:ConfusionGenV.png
Confusion in Generation V.

Confusion is a special Psychic-type attack from the Pokémon series that was introduced in Generation I. It is often learned by Psychic-type Pokémon at low levels (typically below level 15). In battle, it is a somewhat weak attack, with a base power of 50 and 100% accuracy. The move also has a 10% chance of confusing the opponent.

In the anime, Confusion could be used to halt and throw a Pokémon or a projectile through telekinetic powers, resembling its effect in Melee.

Gallery