Confusion: Difference between revisions

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(→‎Names in other languages: Fixed romanization to conform to Revised Romanization of Korean (국어의 로마자 표기법) standards)
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Confusion can execute both of its functions simultaneously if both a projectile and an opponent are in range of the move. For example, Mario's [[Fireball]] can be reflected back onto him at the same time as Confusion spins him around, which can cause odd interactions depending on the order in which the grab and reflect are performed. In ''Melee'', this can cause the [[Soul breaker]] [[glitch]] if the projectile is too strong to be reflected, causing the spun opponent to be indefinitely attached to Mewtwo until it is KO'd.
Confusion can execute both of its functions simultaneously if both a projectile and an opponent are in range of the move. For example, Mario's [[Fireball]] can be reflected back onto him at the same time as Confusion spins him around, which can cause odd interactions depending on the order in which the grab and reflect are performed. In ''Melee'', this can cause the [[Soul breaker]] [[glitch]] if the projectile is too strong to be reflected, causing the spun opponent to be indefinitely attached to Mewtwo until it is KO'd.


Using Confusion in the air the first time will provide a small vertical boost, allowing Mewtwo to stall in the air in a similar fashion to Mario's [[Cape]] and adding to its already impressive aerial maneuverability. In ''SSB4'', this is combined with a sizable horizontal boost in the direction that the move is performed, making it even more effective as a recovery option and landing mixup; combined with Mewtwo's notoriously flexible airdodge in that game, it was a major contributing factor to its extreme evasiveness in disadvantage. Like the majority of special moves with this stalling ability, subsequent uses of Confusion do not grant any aerial boost, although a quirk in the mechanics of Mewtwo's unique double jump allows it to be used before the apex of its double jump and actually gain vertical momentum from it.
Using Confusion in the air the first time will provide a small vertical boost, allowing Mewtwo to stall in the air in a similar fashion to Mario's [[Cape]] and adding to its already impressive aerial maneuverability. In ''SSB4'', this is combined with a sizable horizontal boost in the direction that the move is performed, making it even more effective as a recovery option and landing mixup; combined with Mewtwo's notoriously flexible airdodge, it was a major contributing factor to its extreme evasiveness in disadvantage. Like the majority of special moves with this stalling ability, subsequent uses of Confusion do not grant any aerial boost, although a quirk in the mechanics of Mewtwo's unique double jump allows it to be used before the apex of its double jump and actually gain vertical momentum from it.


In ''Melee'', Confusion holds the opponent at a distance from Mewtwo as it falls downwards. As characters being thrown are not checked for terrain collision, this opens up a gimmick where Mewtwo can use Confusion to pull opponents down through solid thin platforms, most notably the sides of {{SSBM|Battlefield}}. If done correctly, the opponent will be caught underneath the stage, which can cause them to panic, waste their [[double jump]] and/or [[triple jump]], and be unable to recover. If the platform is too thick, the opponent will be pushed outside the stage and likely grab onto the edge.
In ''Melee'', Confusion holds the opponent at a distance from Mewtwo as it falls downwards. As characters being thrown are not checked for terrain collision, this opens up a gimmick where Mewtwo can use Confusion to pull opponents down through solid thin platforms, most notably the sides of {{SSBM|Battlefield}}. If done correctly, the opponent will be caught underneath the stage, which can cause them to panic, waste their [[double jump]] and/or [[triple jump]], and be unable to recover. If the platform is too thick, the opponent will be pushed outside the stage and likely grab onto the edge.
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[[File:Confusion_frame_advantage.png|thumb|right|300px|A graph of how many frames sooner Mewtwo is able to act compared to its opponent at a given percent]]Overall, while the "edge trick" is something that opponents must be wary of, Confusion is widely considered a poor and ineffective move in ''Melee''. While its grab range is surprisingly large, it is outclassed by Mewtwo's normal throws (for damage, combos, and KOs) and [[powershield]]ing (for reflection); even if the move connects, every character in the game can subsequently [[punish]] Mewtwo with a [[back aerial]] during its ending lag. However, ''SSB4'' improved the move's utility greatly; it is no longer as punishable, and as a move which both reflects projectiles and stops opponents in their tracks, it is fairly effective for disrupting [[approach]]es or setting up attacks.
[[File:Confusion_frame_advantage.png|thumb|right|300px|A graph of how many frames sooner Mewtwo is able to act compared to its opponent at a given percent]]Overall, while the "edge trick" is something that opponents must be wary of, Confusion is widely considered a poor and ineffective move in ''Melee''. While its grab range is surprisingly large, it is outclassed by Mewtwo's normal throws (for damage, combos, and KOs) and [[powershield]]ing (for reflection); even if the move connects, every character in the game can subsequently [[punish]] Mewtwo with a [[back aerial]] during its ending lag. However, ''SSB4'' improved the move's utility greatly; it is no longer as punishable, and as a move which both reflects projectiles and stops opponents in their tracks, it is fairly effective for disrupting [[approach]]es or setting up attacks.


In ''[[Ultimate]]'', Confusion keeps the opponent in hitstun for slightly longer periods of time based on their percent. As the opponent's percent increases in specific, somewhat arbitrary increments, they will be unable to act for a frame longer each time - up to a maximum of 6 frames after Mewtwo can act out of the move - at 140% and above. This opens up for a few potential mixups not present in ''SSB4'', but the most notable consequence of the change by far is the enabling of a near-inescapable KO confirm in forward aerial when done in the air; as forward aerial has only 7 frames of startup, the opponent must possess a frame 1 escape option, like [[Pokemon Change]] or [[Bat Within]], in order to avoid being KOed. This makes it even riskier to shield against Mewtwo at KO percentages, as it now possesses a forward-facing KO option as an alternative to its extremely powerful [[Up throw|up]] and [[back throw]]s, along with being able to threaten opponents shielding on platforms above it.
In ''[[Ultimate]]'', Confusion keeps the opponent in hitstun for slightly longer periods of time based on their percent. Starting from 15%, as the opponent takes damage in increments of 25%, they will experience an additional frame of hitstun each time, up to a maximum of 6 frames after Mewtwo can act out of the move at 140% and above. This opens up for a few potential mixups not present in ''SSB4'', but more notably enables a near-inescapable KO confirm into forward aerial when done in the air; as forward aerial has only 7 frames of startup, the opponent must possess a frame 1 escape option, like [[Pokemon Change]] or [[Bat Within]], in order to avoid being KOed. This makes it even riskier to shield against Mewtwo at KO percentages, as it now possesses a forward-facing KO option as an alternative to its extremely powerful [[Up throw|up]] and [[back throw]]s, along with being able to threaten opponents shielding on platforms above it.


==Instructional quotes==
==Instructional quotes==
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==Trivia==
==Trivia==
*In ''SSB4'''s [[Training Mode]], if Mewtwo grabs an opponent with Confusion and follows up with a forward smash or down smash, the game will register this as a [[combo]], even though opponents can in fact easily jump away to avoid the smash attack.
*In ''SSB4'''s [[Training Mode]], if Mewtwo grabs an opponent with Confusion and follows up with an attack before they hit the ground, the game will register this as a [[combo]], even though the opponent can easily jump away or airdodge to avoid the attack.


{{Special Moves|char=Mewtwo}}
{{Special Moves|char=Mewtwo}}