Mewtwo (SSB4): Difference between revisions

(Just added a sentence about down tilt specifically, that move is central to his game and needs special mention.)
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Despite having been toned down since ''Melee'', Mewtwo's throws are among the most potent in ''SSB4'', courtesy of their high damage outputs and two of them being viable KOing options. Its forward throw is tied with {{SSB4|Ganondorf}}'s and max [[Aura]] {{SSB4|Lucario}}'s forward throws as the most damaging throws of their kind in the game, which makes it useful for both damage racking and refreshing its [[stale-move negation|stale]] moves. Its back and up throws are among the strongest throws in the game, making them reliable KOing options. While its down throw lacks true combo potential, it has some [[mindgame]] potential, due to it launching opponents just out of counterattacking range. However, Mewtwo's overall grab range, especially for a character of its size, and its pummel are only average at best.
Despite having been toned down since ''Melee'', Mewtwo's throws are among the most potent in ''SSB4'', courtesy of their high damage outputs and two of them being viable KOing options. Its forward throw is tied with {{SSB4|Ganondorf}}'s and max [[Aura]] {{SSB4|Lucario}}'s forward throws as the most damaging throws of their kind in the game, which makes it useful for both damage racking and refreshing its [[stale-move negation|stale]] moves. Its back and up throws are among the strongest throws in the game, making them reliable KOing options. While its down throw lacks true combo potential, it has some [[mindgame]] potential, due to it launching opponents just out of counterattacking range. However, Mewtwo's overall grab range, especially for a character of its size, and its pummel are only average at best.


Mewtwo's ground game is a mixed bag; while generally powerful and sometimes able to take advantage of a [[disjoint|disjointed hitbox]], all but a few of its ground moves (including down smash) suffer from noticeable ending lag. As a result, its ground moves are risky to use if they are whiffed, shielded, or dodged. Its neutral attack is very useful, as it is easily capable of leading into [[jab cancel]]s and it can out-prioritize many moves. This enables Mewtwo to better utilize its grab game, quickly initiate combos when followed up by its up or down tilts, or act as a set-up into [[Disable]]. Mewtwo's down tilt in particular is a very effective poke with long range, fast start up and low cooldown with combo potential. Mewtwo's up tilt can lead into its aerial moves and potentially itself on many characters even at high percentages if it hits them at the start of the move. Its forward tilt is powerful enough to KO, particularly near the edge.
Mewtwo's ground game is a mixed bag; while generally powerful and sometimes able to take advantage of a [[disjoint|disjointed hitbox]], all but a few of its ground moves (including down smash) suffer from noticeable ending lag. As a result, its ground moves are risky to use if they are whiffed, shielded, or dodged. Its neutral attack is very useful, as it is easily capable of leading into [[jab cancel]]s and it can out-prioritize many moves. This enables Mewtwo to better utilize its grab game, quickly initiate combos when followed up by its up or down tilts, or act as a set-up into [[Disable]]. Mewtwo's down tilt in particular is a very effective poke with long range, fast start up and low cooldown with combo potential. Mewtwo's up tilt can lead into its aerial moves and potentially itself on many characters even at high percentages if it hits them at the start of the move. Mewtwo's forward tilt has good range and angling capabilities, but it lacks enough knockback to KO at reasonable percentages.


Mewtwo's dash attack, while punishable, still provides respectable range and knockback, and its late hit is still able to hit opponents if they roll away from Mewtwo. Finally, its smash attacks all have above average strength; its forward smash has the most range, its up smash is the most powerful and fastest of the three, while also functioning as a powerful anti-air option, and its down smash has the least ending lag of the three, making it safe on hit.
Mewtwo's dash attack, while punishable, still provides respectable range and knockback, and its late hit is still able to hit opponents if they roll away from Mewtwo. Finally, its smash attacks all have above average strength; its forward smash has the most range, its up smash is the most powerful and fastest of the three, while also functioning as a powerful anti-air option, and its down smash has the least ending lag of the three, making it safe on hit.
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