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In comparison to its ground game, Mewtwo's aerial game is potent overall; its aerial moves deal respectable damage, high knockback and the ability to combo into themselves. Neutral aerial has a long lasting active hitbox that can shield stab, outlast air dodges and start combos if landing as the enemy is being hit. Mewtwo's forward aerial boasts impressive speed, power and range alongside the ability to combo into itself at low percentages and the ability to KO at higher percentages. Its back aerial is similar to the forward aerial, but has a slow start-up to offset the very large sweeping hitbox behind itself while also possessing the ability to combo into itself before becoming a KOing option at high percentages. Mewtwo's up aerial is a standard sweeping attack of moderate power while its down aerial possesses considerably powerful knockback and a meteor smash. | In comparison to its ground game, Mewtwo's aerial game is potent overall; its aerial moves deal respectable damage, high knockback and the ability to combo into themselves. Neutral aerial has a long lasting active hitbox that can shield stab, outlast air dodges and start combos if landing as the enemy is being hit. Mewtwo's forward aerial boasts impressive speed, power and range alongside the ability to combo into itself at low percentages and the ability to KO at higher percentages. Its back aerial is similar to the forward aerial, but has a slow start-up to offset the very large sweeping hitbox behind itself while also possessing the ability to combo into itself before becoming a KOing option at high percentages. Mewtwo's up aerial is a standard sweeping attack of moderate power while its down aerial possesses considerably powerful knockback and a meteor smash. | ||
Finally, its special moves are powerful yet risky much like its ground game. [[Shadow Ball]] is one of the strongest and fastest projectiles in the game when fully charged | Finally, its special moves are powerful yet risky much like its ground game. [[Shadow Ball]] is one of the strongest and fastest projectiles in the game when fully charged. Firing while in the air will result in Mewtwo being pushed backwards a short distance from the recoil. [[Teleport]]'s ending lag, momentum, and start-up have been increased since ''Melee'', and while these traits make it generally more risky to use when warping to the floor due losing its ability to play [[mindgame]]s, it is still useful due to its range and because it renders Mewtwo invulnerable for a split second as well as giving it considerable horizontal momentum. [[Confusion]] and [[Disable]], both of which were notorious in ''Melee'' for being virtually useless, have been buffed considerably and now help Mewtwo offensively as well as defensively. Confusion helps Mewtwo's defense due to it now being a proper [[reflect]]or and also helps its offense due to it acting as a long-range command grab, which can enable it to grab even highly disjointed attacks such as {{SSB4|Ike}}'s forward smash. Confusion also helps Mewtwo's recovery somewhat due to granting it a slight vertical boost when used in midair and can completely reverse aerial momentum and direction. Disable now immobilizes the opponent longer depending on how damaged they are and has decreased cooldown. Additionally, all characters now perform an animation when snapping out of it, essentially giving Mewtwo a cue when to unleash an attack. Despite their vast improvements, Confusion and Disable have noticeable ending lag. | ||
Despite Mewtwo's strengths, it has notable weaknesses that are exploitable. Like {{SSB4|Fox}}, the most notable of them is its frailty; Mewtwo's tall frame combined with its low weight makes it very easy to KO, but its tall frame coupled with its average falling speed and high enough gravity make Mewtwo an easier character to combo than other characters of its size such as {{SSB4|Rosalina}} and {{SSB4|Palutena}}. This leads to Mewtwo being brought to KO percentages more easily than potentially any other character in the game. However, unlike Fox, it is also susceptible to juggling due to its gravity being low enough and lacking a long-lasting down aerial move to cover its landing although it can use Teleport to go under the opponent as a risky choice. Despite Mewtwo having a very large amount of strong KOing options, it lacks a conversion from a weak hit into a KO move resulting in Mewtwo having to rely on more risky, laggier options to score a KO. | Despite Mewtwo's strengths, it has notable weaknesses that are exploitable. Like {{SSB4|Fox}}, the most notable of them is its frailty; Mewtwo's tall frame combined with its low weight makes it very easy to KO, but its tall frame coupled with its average falling speed and high enough gravity make Mewtwo an easier character to combo than other characters of its size such as {{SSB4|Rosalina}} and {{SSB4|Palutena}}. This leads to Mewtwo being brought to KO percentages more easily than potentially any other character in the game. However, unlike Fox, it is also susceptible to juggling due to its gravity being low enough and lacking a long-lasting down aerial move to cover its landing although it can use Teleport to go under the opponent as a risky choice. Despite Mewtwo having a very large amount of strong KOing options, it lacks a conversion from a weak hit into a KO move resulting in Mewtwo having to rely on more risky, laggier options to score a KO. |