Editing Mewtwo (SSBM)
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{{MovesetTable | {{MovesetTable | ||
|game=SSBM | |game=SSBM | ||
|neutralname= | |neutralname= | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralinf=y | |neutralinf=y | ||
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|neutralinfdmg=2% (loop) | |neutralinfdmg=2% (loop) | ||
|neutraldesc=Mewtwo emits a pulse of dark energy out of its hand, which can be followed up by repeated blasts of shadow energy. The first hit can both be canceled, and can lock opponents. | |neutraldesc=Mewtwo emits a pulse of dark energy out of its hand, which can be followed up by repeated blasts of shadow energy. The first hit can both be canceled, and can lock opponents. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=10% (near), 8% (mid), 5% (far) | |ftiltdmg=10% (near), 8% (mid), 5% (far) | ||
|ftiltdesc=Mewtwo flicks its tail forward. It has rather low startup and good disjointed range, making it a good spacing tool. Can be aimed up or down. | |ftiltdesc=Mewtwo flicks its tail forward. It has rather low startup and good disjointed range, making it a good spacing tool. Can be aimed up or down. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=10% (near), 8% (mid), 6% (far), 5% (tip) | |utiltdmg=10% (near), 8% (mid), 6% (far), 5% (tip) | ||
|utiltdesc=Mewtwo backflips and swings its tail. It deals more damage to opponents near Mewtwo. It is a good combo starter, great for juggling. | |utiltdesc=Mewtwo backflips and swings its tail. It deals more damage to opponents near Mewtwo. It is a good combo starter, great for juggling. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=9% (near), 8% (mid), 5% (far) | |dtiltdmg=9% (near), 8% (mid), 5% (far) | ||
|dtiltdesc=Mewtwo spins once, sweeping its tail in a low profile. Has a disjointed hitbox. It is a reliable combo starter that can lead into many of its moves. | |dtiltdesc=Mewtwo spins once, sweeping its tail in a low profile. Has a disjointed hitbox. It is a reliable combo starter that can lead into many of its moves. | ||
|dashname= | |dashname= | ||
|dashdmg=9% (clean), 6% (late) | |dashdmg=9% (clean), 6% (late) | ||
|dashdesc=Holds its arms out while sliding, inflicting damage with shadow energy. Rather long ending lag. | |dashdesc=Holds its arms out while sliding, inflicting damage with shadow energy. Rather long ending lag. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBM|20}} (blast), {{ChargedSmashDmgSSBM|12}} (arms) | |fsmashdmg={{ChargedSmashDmgSSBM|20}} (blast), {{ChargedSmashDmgSSBM|12}} (arms) | ||
|fsmashdesc=Thrusts both arms forward, releasing a pulse of shadow energy. Similar to Mario's forward smash, with the sweetspot being the blast itself. Fairly good range and damage, but rather low knockback. The sweetspot has [[Priority#Transcendent_priority|transcendent priority]]. | |fsmashdesc=Thrusts both arms forward, releasing a pulse of shadow energy. Similar to Mario's forward smash, with the sweetspot being the blast itself. Fairly good range and damage, but rather low knockback. The sweetspot has [[Priority#Transcendent_priority|transcendent priority]]. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBM|1}} (hits 1-6), {{ChargedSmashDmgSSBM|10}} (hit 7) | |usmashdmg={{ChargedSmashDmgSSBM|1}} (hits 1-6), {{ChargedSmashDmgSSBM|10}} (hit 7) | ||
|usmashdesc=Holds its palm up, summoning a large, dark vortex above itself that hits multiple times. Can easily be SDI'd out of, and deals rather low knockback. The last hit of the attack can KO around 120%, but can be difficult to land. | |usmashdesc=Holds its palm up, summoning a large, dark vortex above itself that hits multiple times. Can easily be SDI'd out of, and deals rather low knockback. The last hit of the attack can KO around 120%, but can be difficult to land. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBM|15}} | |dsmashdmg={{ChargedSmashDmgSSBM|15}} | ||
|dsmashdesc=Extends its arm downwards and summons an explosion of shadow energy at its feet. Good knockback and speed, with moderate range and a good edgeguard and or combo finisher; however, it has the unusual property of only hitting in front of Mewtwo. This attack has transcendent priority. In terms of starting lag, it is the slowest down smash in the game (hits on frame 20), though its ending lag is very low. | |dsmashdesc=Extends its arm downwards and summons an explosion of shadow energy at its feet. Good knockback and speed, with moderate range and a good edgeguard and or combo finisher; however, it has the unusual property of only hitting in front of Mewtwo. This attack has transcendent priority. In terms of starting lag, it is the slowest down smash in the game (hits on frame 20), though its ending lag is very low. | ||
|nairname= | |nairname= | ||
|nairdmg=1-2% (hits 1-8), 4% (hit 9 & landing) | |nairdmg=1-2% (hits 1-8), 4% (hit 9 & landing) | ||
|nairdesc=Releases a long lasting shock out of its body. Good punishing option and great [[OoS]] option. Good damage if the entire attack hits, as well as good combo extender. Also slows down Mewtwo's falling speed slightly, making it useful for recovery. | |nairdesc=Releases a long lasting shock out of its body. Good punishing option and great [[OoS]] option. Good damage if the entire attack hits, as well as good combo extender. Also slows down Mewtwo's falling speed slightly, making it useful for recovery. | ||
|fairname= | |fairname= | ||
|fairdmg=14% | |fairdmg=14% | ||
|fairdesc=Swipes its left arm forward, engulfed with shadow energy. High vertical knockback, useful for combos, juggling, and KOs, but mediocre range. Can lead into an up tilt if [[DJC]]'d, depending on the character. Can KO at 120%. | |fairdesc=Swipes its left arm forward, engulfed with shadow energy. High vertical knockback, useful for combos, juggling, and KOs, but mediocre range. Can lead into an up tilt if [[DJC]]'d, depending on the character. Can KO at 120%. | ||
|bairname= | |bairname= | ||
|bairdmg=13% (near), 11% (mid), 9% (far) | |bairdmg=13% (near), 11% (mid), 9% (far) | ||
|bairdesc=Whips its tail behind itself. Decent range and is a decent [[wall of pain]] technique. Deals more damage if the opponent is closer to Mewtwo's body. | |bairdesc=Whips its tail behind itself. Decent range and is a decent [[wall of pain]] technique. Deals more damage if the opponent is closer to Mewtwo's body. | ||
|uairname= | |uairname= | ||
|uairdmg=10% (near), 12% (mid), 14% (far) | |uairdmg=10% (near), 12% (mid), 14% (far) | ||
|uairdesc=Flips upward, hitting with its tail. A good juggling move. Deals more damage if the opponent hits the tip of Mewtwo's tail. | |uairdesc=Flips upward, hitting with its tail. A good juggling move. Deals more damage if the opponent hits the tip of Mewtwo's tail. | ||
|dairname= | |dairname= | ||
|dairdmg=14-16% | |dairdmg=14-16% | ||
|dairdesc=Flips backward and stomps downwards. Acts as a [[meteor smash]], albeit a very weak one. However, due to its low ending lag and Mewtwo's stellar recovery, it is a low-risk option offstage. | |dairdesc=Flips backward and stomps downwards. Acts as a [[meteor smash]], albeit a very weak one. However, due to its low ending lag and Mewtwo's stellar recovery, it is a low-risk option offstage. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Mewtwo zaps the opponent in its grasp. Moderately slow. | |pummeldesc=Mewtwo zaps the opponent in its grasp. Moderately slow. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=3% (throw), 2% (Shadow Balls) | |fthrowdmg=3% (throw), 2% (Shadow Balls) | ||
|fthrowdesc=Mewtwo throws its foe diagonally forward and then shoots five small [[Shadow Ball]]s (which can be [[absorb]]ed and [[reflect]]ed). Great damage racker if used against a wall or overhang but can be SDI'd out of. The speed which the Shadow Balls are fired is dependent on the opponent's weight. | |fthrowdesc=Mewtwo throws its foe diagonally forward and then shoots five small [[Shadow Ball]]s (which can be [[absorb]]ed and [[reflect]]ed). Great damage racker if used against a wall or overhang but can be SDI'd out of. The speed which the Shadow Balls are fired is dependent on the opponent's weight. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=8% (collateral), 11% (throw) | |bthrowdmg=8% (collateral), 11% (throw) | ||
|bthrowdesc=Mewtwo telekinetically tosses its opponent behind itself. One of the strongest back throws in the game, among its best KO moves, being the third strongest back throw (only losing out to {{SSBM|Dr. Mario}} and {{SSBM|Ness}}) | |bthrowdesc=Mewtwo telekinetically tosses its opponent behind itself. One of the strongest back throws in the game, among its best KO moves, being the third strongest back throw (only losing out to {{SSBM|Dr. Mario}} and {{SSBM|Ness}}) | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=12% | |uthrowdmg=12% | ||
|uthrowdesc=Mewtwo uses Psychic to swirl the opponent around its body before launching them upwards. The strongest up throw in the game and the strongest throw in ''Melee'' overall (being even stronger than {{SSBM|Ness}}'s back throw), being one of Mewtwo's best KO moves, which begins KO'ing at around 120%. At low percentages, it can chaingrab fast fallers and can lead into forward aerial to regrab on Fox/Falco. | |uthrowdesc=Mewtwo uses Psychic to swirl the opponent around its body before launching them upwards. The strongest up throw in the game and the strongest throw in ''Melee'' overall (being even stronger than {{SSBM|Ness}}'s back throw), being one of Mewtwo's best KO moves, which begins KO'ing at around 120%. At low percentages, it can chaingrab fast fallers and can lead into forward aerial to regrab on Fox/Falco. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=5% (hit 1), 6% (throw) | |dthrowdmg=5% (hit 1), 6% (throw) | ||
|dthrowdesc=Mewtwo throws the enemy down and strikes them with its tail. Can reliably lead into follow-ups, usually forward aerial. Can be used to [[chaingrab]] large characters like {{SSBM|Bowser}}. The tail can hit nearby opponents. | |dthrowdesc=Mewtwo throws the enemy down and strikes them with its tail. Can reliably lead into follow-ups, usually forward aerial. Can be used to [[chaingrab]] large characters like {{SSBM|Bowser}}. The tail can hit nearby opponents. |