Editing Mewtwo (SSBM)
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Among Mewtwo's primary strengths is its versatile grab game. Despite possessing a merely average grab range, Mewtwo's throws can serve a variety of purposes; its forward throw is decent for racking up damage and stage control, while its down throw can potentially start chainthrows or be used as potential combo starters in tandem with one of its tilts. Mewtwo's back and up throws are also among the most powerful in the game, and both can KO reliably on some characters at ~100%; the differences in their trajectories also gives Mewtwo varied options against both fast fallers and floaty characters (the up throw works better against the latter, while the back works better against the former). | Among Mewtwo's primary strengths is its versatile grab game. Despite possessing a merely average grab range, Mewtwo's throws can serve a variety of purposes; its forward throw is decent for racking up damage and stage control, while its down throw can potentially start chainthrows or be used as potential combo starters in tandem with one of its tilts. Mewtwo's back and up throws are also among the most powerful in the game, and both can KO reliably on some characters at ~100%; the differences in their trajectories also gives Mewtwo varied options against both fast fallers and floaty characters (the up throw works better against the latter, while the back works better against the former). | ||
Mewtwo also has interesting approach and combo options. Despite having among the worse SHFFLs, Mewtwo's high air speed, low falling speed, and fast, low lag, high hitstun aerials also gives it plenty of options in the air, effective at comboing against many characters. Mewtwo can perform [[double jump cancel]]s, which, when combined with [[L cancel]]ing, is an exceptional substitute for SHFFLing, as Mewtwo can quickly perform a [[forward aerial]] and follow up with another option | Mewtwo also has interesting approach and combo options. Despite having among the worse SHFFLs, Mewtwo's high air speed, low falling speed, and fast, low lag, high hitstun aerials also gives it plenty of options in the air, effective at comboing against many characters. Mewtwo can also perform [[double jump cancel]]s, which, when combined with [[L cancel]]ing, is an exceptional substitute for SHFFLing, as Mewtwo can quickly perform a [[forward aerial]] and follow up with another option. The long [[hitbox]] duration in Mewtwo's [[neutral aerial]] and it's knockback can make it a useful tool in the air, and Mewtwo's disjointed [[back aerial]] can be a good off-stage edgeguarding tool. Mewtwo also has a very long [[wavedash]] (the third longest in the game), making techniques such as wave-smashing and wave-grabbing considerably more useful for Mewtwo. | ||
Mewtwo also has moves with rather good range. Its forward smash can extend relatively far, and all of its tilts have long, disjointed hitboxes, allowing Mewtwo to effectively attack from a distance, especially when compounded with its long wavedash. Mewtwo also has one of ''Melee''{{'}}s deadliest projectiles in [[Shadow Ball]]; when fully charged, it can KO reliably at roughly ~100%; its jagged path also can make it difficult to dodge and can end Mewtwo's aerial combos. It can also be a lethal [[punish]] when [[tech-chasing]] covering multiple options. | Mewtwo also has moves with rather good range. Its forward smash can extend relatively far, and all of its tilts have long, disjointed hitboxes, allowing Mewtwo to effectively attack from a distance, especially when compounded with its long wavedash. Mewtwo also has one of ''Melee''{{'}}s deadliest projectiles in [[Shadow Ball]]; when fully charged, it can KO reliably at roughly ~100%; its jagged path also can make it difficult to dodge and can end Mewtwo's aerial combos. It can also be a lethal [[punish]] when [[tech-chasing]] covering multiple options. | ||