Mewtwo (SSB4): Difference between revisions

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==Attributes==
==Attributes==
Mewtwo possesses a variety of unusual, yet polarizing attributes. It has fast [[walking]], [[dash]]ing and [[air speed]]s, yet has an average [[falling speed]], low [[traction]], slow [[air acceleration]], and average [[gravity]]. Despite being tall, it is the second [[weight|lightest]] character in the game, being surpassed only by {{SSB4|Jigglypuff}}. As a result of these attributes, landing and [[approach]]ing safely can be difficult. Unlike other [[double jump]]s, Mewtwo's has slow acceleration at its start, which benefits its approach, but further hinders its defense. To offest its unfavorable attributes, Mewtwo also has an above average damage output, which allows it to deal high damage with fewer hits than other characters.
Mewtwo possesses a variety of unusual, yet polarizing attributes. It has fast [[walking]], [[dash]]ing and [[air speed]]s, yet has an average [[falling speed]], low [[traction]], slow [[air acceleration]], and average [[gravity]]. Despite being tall, it is the second [[weight|lightest]] character in the game, being surpassed only by {{SSB4|Jigglypuff}}. As a result of these attributes, landing and [[approach]]ing safely can be difficult. Unlike other [[double jump]]s, Mewtwo's has slow acceleration at its start, which benefits its approach, but further hinders its defense. To offset its unfavorable attributes, Mewtwo also has an above average damage output, which allows it to deal high damage with fewer hits than other characters.


Mewtwo's ground game is a mixed bag; while it is generally powerful and sometimes able to take advantage of some of its [[disjoint|disjointed hitboxes]], 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. 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. Lastly, 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 ground game is a mixed bag; while it is generally powerful and sometimes able to take advantage of some of its [[disjoint|disjointed hitboxes]], 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. 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. Lastly, 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.