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(Undid edit by 72.223.11.97: Uh...firstly, not relevant to Smash, and second, not particularly interesting trivia.) |
(Added that Up tilt can lead into Up Smash, airdodge is the fastest in the game, and jab is good at out prioritizing other moves.) Tag: Mobile edit |
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Mewtwo's throws are among the most potent in ''SSB4'', giving it a very threatening grab game despite it being toned down from ''Melee''. Its forward throw has a very high damage output that makes it very useful to refresh its most [[stale-move negation|stale]] moves. Its back and up throws are among the strongest throws in the game, making them reliable KOing options. Despite its down throw having no true combo potential, it can still lead into a plethora of moves if the opponent does not react properly due to it launching them just out of counterattacking range. Despite this, Mewtwo's grab has low range, especially for a character of its size. This can often result in its grab missing from a range where players would expect it would surely connect from. | Mewtwo's throws are among the most potent in ''SSB4'', giving it a very threatening grab game despite it being toned down from ''Melee''. Its forward throw has a very high damage output that makes it very useful to refresh its most [[stale-move negation|stale]] moves. Its back and up throws are among the strongest throws in the game, making them reliable KOing options. Despite its down throw having no true combo potential, it can still lead into a plethora of moves if the opponent does not react properly due to it launching them just out of counterattacking range. Despite this, Mewtwo's grab has low range, especially for a character of its size. This can often result in its grab missing from a range where players would expect it would surely connect from. | ||
Mewtwo's ground game is a mixed bag; while it is long-ranged and powerful, all but a few of its ground moves (including down smash and down tilt) suffer from noticeable ending lag. As a result, its ground moves are risky to use if it they do not connect or are shielded. Its jab is very useful, as it is easily capable of leading into a [[jab cancel]]. This enables Mewtwo to better utilize its effective grab game, quickly initiate combos when followed up by its up or down tilts, or act as a setup to [[Disable]]. Unlike its other tilts, Mewtwo's forward tilt is powerful enough to KO, particularly near the ledge. Mewtwo's dash attack, while punishable, still provides respectable range and knockback. Finally, its smash attacks all have above average strength; up smash in particular is the most powerful and fastest of the three, while it can also function as a powerful anti-air option. | Mewtwo's ground game is a mixed bag; while it is long-ranged and powerful, all but a few of its ground moves (including down smash and down tilt) suffer from noticeable ending lag. As a result, its ground moves are risky to use if it they do not connect or are shielded. Its jab is very useful, as it is easily capable of leading into a [[jab cancel]] and it can out-prioritize many moves. This enables Mewtwo to better utilize its effective grab game, quickly initiate combos when followed up by its up or down tilts, or act as a setup to [[Disable]]. It's Up tilt can lead into an Up Smash if it lands at the start of the move. Unlike its other tilts, Mewtwo's forward tilt is powerful enough to KO, particularly near the ledge. Mewtwo's dash attack, while punishable, still provides respectable range and knockback while it's late hit being able to hit opponents if they roll away from Mewtwo. Finally, its smash attacks all have above average strength; up smash in particular is the most powerful and fastest of the three, while it can also function as a powerful anti-air option. | ||
In comparison to its ground game, Mewtwo's aerial game is highly potent. Its air dodge makes it completely disappear for a brief time, which can make it difficult to track for the opposing player. 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 airdodges and start combos if landing as the enemy is being hit, although it loses this hitbox when Mewtwo lands. Mewtwo's forward aerial boasts impressive startup, 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 startup to offset the very large sweeping hitbox behind itself while also possessing the ability to combo into itself before becoming a KO option at high percentages. Mewtwo's up aerial is a standard sweeping attack of moderate power. Its down aerial is somewhat fast for a meteor smash and it can KO at high percentages. However, it is the slowest of its aerials, and has the most landing lag. This, combined with the move not having much in terms of combo ability makes it its worst aerial move, though it is still decent overall. | In comparison to its ground game, Mewtwo's aerial game is highly potent. Its air dodge makes it completely disappear for a brief time, which can make it difficult to track for the opposing player, while also being the fastest in the game, ending on frame 28. 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 airdodges and start combos if landing as the enemy is being hit, although it loses this hitbox when Mewtwo lands. Mewtwo's forward aerial boasts impressive startup, 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 startup to offset the very large sweeping hitbox behind itself while also possessing the ability to combo into itself before becoming a KO option at high percentages. It's long range can also hit opponents waiting on the ledge even when they are not immediately at the ledge, making it a useful move to return to the stage with if Mewtwo is facing away from the stage. Mewtwo's up aerial is a standard sweeping attack of moderate power. Its down aerial is somewhat fast for a meteor smash and it can KO at high percentages. However, it is the slowest of its aerials, and has the most landing lag. This, combined with the move not having much in terms of combo ability makes it its worst aerial move, though it is still decent overall. | ||
Finally, its special moves are powerful, although risky, much like its ground game. [[Shadow Ball]] is one of the strongest and fastest projectiles in the game when fully charged. [[Teleport]]'s ending lag, momentum, and startup 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 (due to its animation being different from its airdodge), 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 in Mewtwo's neutral game. | Finally, its special moves are powerful, although risky, much like its ground game. [[Shadow Ball]] is one of the strongest and fastest projectiles in the game when fully charged. [[Teleport]]'s ending lag, momentum, and startup 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 (due to its animation being different from its airdodge), 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 in Mewtwo's neutral game. |
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