Mewtwo (SSBM): Difference between revisions

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|neutral1dmg=6%
|neutral1dmg=6%
|neutralinfdmg=2% (loop)
|neutralinfdmg=2% (loop)
|neutraldesc=Mewtwo reaches its arm out, blasting out a bit of shadow energy. Mewtwo will then blast out a stream of shadow energy. The blasts are somewhat awkward to combo with.  
|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. Quick and with decent range, but has a disjointed hitbox. 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 flips upward, hitting with its tail. Damage depends on where it hits. 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 around, sweeping its tail low. Has a disjointed hitbox. Can juggle more reliably than up tilt on fast fallers. Leads into a forward/down smash or even itself.  
|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)
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|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, being most powerful the farther away the enemy is. 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, releasing a storm of shadow energy above itself that hits multiple times. Can easily be SDI'd out of, and deals rather low knockback. 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 d-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)
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|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 utilt 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)
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|dairname= 
|dairname= 
|dairdmg=14-16%
|dairdmg=14-16%
|dairdesc=Flips backward and thrusts its foot downwards. Acts as a [[meteor smash]], albeit a very weak one (unless sweetspotted at the foot), due to its low ending lag and Mewtwo's stellar recovery, making it a low-risk to use offstage. The sweetspot is Mewtwo's foot, with the sourspot being its underbelly.
|dairdesc=Flips backward and stomps downwards. Acts as a [[meteor smash]], albeit a very weak one (unless sweetspotted at the foot), due to its low ending lag and Mewtwo's stellar recovery, making it a low-risk to use offstage. The sweetspot is Mewtwo's foot, with the sourspot being its underbelly.
|grabname= 
|grabname= 
|grabdesc= 
|grabdesc= 
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|ssname=Confusion
|ssname=Confusion
|ssdmg=10%
|ssdmg=10%
|ssdesc=A special grab that spins foes around, flipping them. This is very punishable, as hitstun is only as long as the character is spinning. The attack also reflects projectiles, but this has a fatal flaw: the projectile's ownership does not change. This means that only projectiles that would normally hurt the user would feel any effects of this.
|ssdesc=A command grab that spins foes around, flipping them. This is very punishable, as hitstun is only as long as the character is spinning. The attack also reflects projectiles, but this has a fatal flaw: the projectile's ownership does not change. This means that only projectiles that would normally hurt the user would feel any effects of this.
|usname=Teleport
|usname=Teleport
|usdmg=-
|usdmg=-
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