Editing Mewtwo (SSBM)

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Mewtwo's biggest flaw is its frailty. A combination of a large frame and floatiness makes Mewtwo easy to juggle and KO. Mewtwo's defense game is also mixed; its air dodge makes it invisible and opponents cannot guess where it will appear and its rolling dodges are fast and cover much distance, but Mewtwo's large frame makes it prone to shield stabbing, and its spot dodge is also rather poor. Mewtwo also has possibly the worst [[tech]] ability in the game; although its rolling tech covers a long range, it is very slow compared to that of other characters, and as a consequence, Mewtwo is particularly easy to [[tech-chase]].
Mewtwo's biggest flaw is its frailty. A combination of a large frame and floatiness makes Mewtwo easy to juggle and KO. Mewtwo's defense game is also mixed; its air dodge makes it invisible and opponents cannot guess where it will appear and its rolling dodges are fast and cover much distance, but Mewtwo's large frame makes it prone to shield stabbing, and its spot dodge is also rather poor. Mewtwo also has possibly the worst [[tech]] ability in the game; although its rolling tech covers a long range, it is very slow compared to that of other characters, and as a consequence, Mewtwo is particularly easy to [[tech-chase]].


Mewtwo also suffers from a lack of reliable KO options; all of its strongest moves have either poor range or low speed. Its back and up throws are powerful, but they require Mewtwo to grab the opponent first, and the latter throw's KOing capabilities are extremely dependent on the opponent's falling speed (for example, {{SSBM|Fox}} and {{SSBM|Falco}} would survive the longest despite having the third highest vertical endurance). While having a wide variety of other KO potential attacks, most of its attacks suffer from range and/or speed problems, such as its forward air, down smash, down air, and Shadow Ball. Mewtwo also has highly situational specials. While [[Confusion]] can temporarily distract opponents, it has high ending lag and relatively little use; additionally, while it can reflect projectiles, they still remain property of the original character's (meaning they won't hurt whoever it came from). [[Disable]] only works in close ranges, and cannot combo effectively into other attacks.
Mewtwo also suffers from bad KO options; all of its strongest moves have either poor range or low speed. Its back and up throws are powerful, but they require Mewtwo to grab the opponent first, and the latter throw's KOing capabilities are extremely dependent on the opponent's falling speed (for example, {{SSBM|Fox}} and {{SSBM|Falco}} would survive the longest despite having the third highest vertical endurance). While having a wide variety of other KO potential attacks, most of its attacks suffer from range and/or speed problems, such as its forward air, down smash, down air, and Shadow Ball. Mewtwo also has highly situational specials. While [[Confusion]] can temporarily distract opponents, it has high ending lag and relatively little use; additionally, while it can reflect projectiles, they still remain property of the original character's (meaning they won't hurt whoever it came from). [[Disable]] only works in close ranges, and cannot combo effectively into other attacks.


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