Mewtwo (SSB4): Difference between revisions

Line 139: Line 139:
|neutral1dmg=4%
|neutral1dmg=4%
|neutralinfdmg=1% (loop), 2% (finisher)
|neutralinfdmg=1% (loop), 2% (finisher)
|neutraldesc=Mewtwo extends its arm and summons repeated pulses of dark energy, finishing with a stronger blast. The first hit can be [[jab cancel]]led, which allows Mewtwo to combo it with another neutral attack, a throw or any other attack.
|neutraldesc=Mewtwo extends its arm and summons repeated pulses of dark energy, finishing with an energy-infused arm swipe. The first hit can be [[jab cancel]]led, which allows Mewtwo to combo it with another neutral attack, a throw or any other attack.
|ftiltname= 
|ftiltname= 
|ftiltdmg=10% (near), 9% (mid), 8% (far)
|ftiltdmg=10% (near), 9% (mid), 8% (far)
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|dashname= 
|dashname= 
|dashdmg=10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot)
|dashdmg=10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot)
|dashdesc=Mewtwo performs a dark energy-infused double palm thrust. Above average knockback.
|dashdesc=Mewtwo slides forward, outstretching its arm and attacking with dark energy. Above average knockback.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|19}} (blast), {{ChargedSmashDmgSSB4|15}} (arms)
|fsmashdmg={{ChargedSmashDmgSSB4|19}} (blast), {{ChargedSmashDmgSSB4|15}} (arms)
|fsmashdesc=Mewtwo performs dark energy-infused palm thrust. Moderate start-up and endlag, but powerful enough to KO quite reliably. KOs at 114% while the sourspot KOs at 131%.
|fsmashdesc=Mewtwo thrusts its arms out, releasing a blast of shadow energy from its palms. Moderate start-up and endlag, but powerful enough to KO quite reliably. KOs at 114% while the sourspot KOs at 131%.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (last hit)
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (last hit)
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|dairname= 
|dairname= 
|dairdmg=14% (grounded opponents and aerial sourspot), 15% (aerial sweetspot)
|dairdmg=14% (grounded opponents and aerial sourspot), 15% (aerial sweetspot)
|dairdesc=Mewtwo performs a downward twisting stomp, creating a trail of dark energy. Fast start-up, low landing lag and high knockback scaling enables it to easily [[meteor smash]] aerial opponents extremely hard even at low percentages, making it one of the best meteor smashes in the game. Grounded opponents are sent diagonally upwards with high knockback, which also makes it one of Mewtwo's viable KOing options. KOing at 134%.
|dairdesc=Mewtwo performs a downward arcing kick, creating a trail of dark energy. Fast start-up, low landing lag and high knockback scaling enables it to easily [[meteor smash]] aerial opponents extremely hard even at low percentages, making it one of the best meteor smashes in the game. Grounded opponents are sent diagonally upwards with high knockback, which also makes it one of Mewtwo's viable KOing options. KOing at 134%.
|grabname= 
|grabname= 
|grabdesc=Mewtwo grabs a nearby opponent with psychokinesis.
|grabdesc=Mewtwo grabs a nearby opponent with psychokinesis.
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|nsdefname=Shadow Ball
|nsdefname=Shadow Ball
|nsdefdmg=2.5% (minimum charge), 25% (full charge)
|nsdefdmg=2.5% (minimum charge), 25% (full charge)
|nsdefdesc=Mewtwo fires a large, dark purple sphere of dark energy. It can be fired immediately or be charged up. While its charge time is quite long, a fully charged Shadow Ball is one of Mewtwo's viable KOing options, as it KOs at 112%. If used in the air, Mewtwo will recoil backwards a great amount, which can help or hinder its recovery. A fully charged Shadow Ball has [[transcendent priority]], but can still cancel out certain projectiles. Does a great amount of [[shield damage]] if fully charged, but not enough to break one.
|nsdefdesc=Mewtwo fires a large, dark purple sphere of negative energy. It can be fired immediately or be charged up. While its charge time is quite long, a fully charged Shadow Ball is one of Mewtwo's viable KOing options, as it KOs at 112%. If used in the air, Mewtwo will recoil backwards a great amount, which can help or hinder its recovery. A fully charged Shadow Ball has [[transcendent priority]], but can still cancel out certain projectiles. Does a great amount of [[shield damage]] if fully charged, but not enough to break one.
|nsc1name=N/A
|nsc1name=N/A
|nsc1dmg=
|nsc1dmg=
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|fsname=Psystrike
|fsname=Psystrike
|fsdmg=30%
|fsdmg=30%
|fsdesc=Mewtwo Mega Evolves into Mega Mewtwo Y and sends out an immense, powerful sphere of psychic energy. The blast plows through both foes and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow.
|fsdesc=Mewtwo Mega Evolves into Mega Mewtwo Y and sends out an immense, powerful sphere of psychic energy. While Mega Evolving and conjuring the sphere, time slows down for a few moments. The blast itself plows through both foes and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow.
}}
}}


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