Mewtwo (SSBM): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Line 22: Line 22:
*Great tilts
*Great tilts
*Can edge-guard faraway opponents
*Can edge-guard faraway opponents
*Can [[double jump cancel]]
*A Mewtwo is such a novelty that few players actually know how to play against him effectively.
*A Mewtwo is such a novelty that few players actually know how to play against him effectively.



Revision as of 13:15, September 13, 2006

Template:Character

Origins

Mewtwo made his debut in 1996, on the Pokemon series. He was known as "Pokemon #150", and was caught only after beating the game, in the Unknown Dungeon next to Cerulean City. He has also starred in his own movie, providing his backstory as the genetic clone of Mew.


Pros & Cons

Pros

  • Superbly long and safe recovery
  • Good grabs
  • Great wavedash
  • Great tilts
  • Can edge-guard faraway opponents
  • Can double jump cancel
  • A Mewtwo is such a novelty that few players actually know how to play against him effectively.

Cons

  • Very big target
  • Easily KO'ed due to his light weight and floatiness
  • Exceedingly poor approach, due to lack of good defensive options

Metagame and Tier Ranking

Mewtwo is considered, played at the highest Metagame, the worst character. He is number 26 on the tier list, ranked at the bottom. One of his only redeeming qualities is his godly recovery, however this is easily negated by his ability to be KO'd in very low percentages.

Overview

Fair warning, there is a lot of jargon in this section. If you don't understand what it means please refer to the Terminology section.

General Statistics

Taunt

  • Total Frames: 120
  • HMHMHMHMHMH!: 1

Weight

  • Mewtwo is ranked as the 17th heaviest character in the game.

Speed

  • Mewtwo is ranked as the 16th place in walking speed. Tied at 17th in running speed. Pretty dang slow :-(.

Falling Speed/Floatyness

  • Mewtwo is ranked as the 19th fastest in average falling speed and 21st at maximum falling speed. This basically means he is one of the floatiest characters in the game. In case you didn't know, that is a very bad thing coupled with his already light weight.

Traction

  • Mewtwo has the 3rd worst traction in the game, meaning he slides around a lot when hit while sheilding or knocked onto the ground. This is good and bad, cause this allows him to have the 3rd best wavedash in the game but also makes it harder to follow up when your opponent attacks you while Mewtwo is sheilding.

Jump

  • Frame Data:
  • airborne on frame 6
  • Air time: 60
  • Earliest FF: 31
  • FF air time: 44
  • SH air time: 35
  • Earliest FF: 20
  • SH FF air time: 24
  • For maximum height gain from M2's 2nd jump, you should interrupt it with an attack on frame 34. Frame 33 is only SLIGTLY less, and performance drops equally from too soon or too late, within a few frames.
  • 2nd jump earliest FF (no moves): 48

Air Dodge

  • Really small: 1-3, 30-33
  • Invincible: 4-29
  • Total Frames: 39
  • NOTE: Mewtwo is the only character that disappears when he air dodges; although, if you are holding a charged shadowball your opponent will be able to see it when you airdodge.

Ground Dodge

  • Invulnerable 2-21 out of 37

Mewtwo has the 4th slowest ground dodge. This is primarily a bad thing, because in most situations if Mewtwo dodges the opponent has enough time to recover from his previous attack and grab. The only upside is that Mewtwo is one of the few characters that can ground dodge and avoid all of Peach's down smash.

Roll

  • Invulnerable 4-19 out of 37
  • Mewtwo's roll is the longest out of any character in the game by a long shot.

Landing Lag

  • 4 frames

Dash

  • Dash becomes run at frame 19
  • Turn-jump Threshold: 22
  • Run turnaround: 37

Ledge Properties

  • Ledge stand <100%
  • Total: 33
  • Invincible: 1-30
  • Ledge stand 100%>
  • Total: 59
  • Invincible: 1-55
  • Ledge roll <100%
  • Total: 49
  • Invincible: 1-27
  • Ledge roll 100%>
  • Total: 79
  • Invincible: 1-74
  • Ledge attack <100%
  • Total: 55
  • Invulnerable: 1-22
  • Hit: 26-30
  • Ledge attack 100%>
  • Total: 69
  • Invulnerable: 1-46
  • Hit: 50-52
  • Ledge jump <100%
  • Total: 52
  • Invulnerable: 1-15
  • Soonest FF: 46
  • Ledge jump 100%>
  • Total: 67
  • Invincible: 1-21
  • Soonest FF: 52
  • NOTE: Mewtwo can grab the ledge extremely fast. This allows him to be able to attack by the ledge and still grab it, as well as airdodging directly into the ledge and still grab it.

A-Attacks

Neutral A

File:Jabs13gp.gif
Mewtwo's Neutral Tilt A.
  • 3-6%
  • Frame Data:
  • Total: 29
  • Hit: 8
  • Window of the Dark Flame: 3-28
  • Dark Flame starts: 12 (or later)
  • Dark flame delayed by 1 frame

Rapid A

  • 1-2%
  • Frame Data:
  • Total: 79
  • Hit: 13, 20, 27, 34, 41, 48, 55, 65

Dash A

  • 3-9%
  • Frame Data:
  • Total: 49
  • Hit: 10-29
  • IASA: 38

F-Tilt

File:Ftilt11wd.gif
Mewtwo's Forward/Side Tilt A.
  • 2-10%
  • Angled down
  • http://img206.imageshack.us/img206/7792/dftilt4xj.gif
  • Angled up
  • http://img489.imageshack.us/img489/3940/uftilt5gw.gif
  • Frame Data:
  • Total: 31
  • Hit: 6-8
  • IASA: 29

Up Tilt

  • 2-10%
  • http://img489.imageshack.us/img489/4141/utilt11wt.gif
  • Frame Data:
  • Total: 31
  • Hit: 6-11
  • IASA: 28

D-Tilt 2-9%

  • http://img206.imageshack.us/img206/3002/dtilt12ka.gif
  • Frame Data:
  • Total: 29
  • Hit: 5-7

Forward Smash

  • 6-27%
  • Frame Data:
  • Total: 59
  • Hit: 18-19
  • Charge Frame: 14
  • IASA: 52

Down Smash

  • 8-20%
  • Frame Data:
  • Total: 59
  • Hit: 20-21
  • Charge frame: 17
  • IASA: 38

Up Smash

  • 1-20%
  • Frame Data:
  • Total: 79
  • Hit: 9-10, 13-14, 17-18, 21-22,
  • 25-26, 29-30, 33-34
  • Charge frame: 2
  • IASA: 70

Aerial-Attacks

Aerial A (nair)

  • 1-16%
  • http://img203.imageshack.us/img203/2142/nair10cp.gif
  • Frame Data:
  • Total: 54
  • Hit: 5-6, 9-10, 13-14, 17-18, 21-22,
  • 25-26, 29-30, 33-34, 37-38
  • IASA: 42
  • Auto cancel: <4 39>
  • Landing during move has 1 frame of damage
  • Landlag: 26
  • Lcanceled: 13

Aerial Forward A (fair)

  • 7-14%
  • http://img203.imageshack.us/img203/7352/fair14ei.gif
  • Frame Data:
  • Total: 39
  • Hit: 5-7
  • IASA: 36
  • Auto cancel: 35>
  • Landlag: 25
  • Lcanceled: 12

Aerial Back A (bair)

  • 4-13%
  • http://img204.imageshack.us/img204/204/bair16qj.gif
  • Frame Data:
  • Total: 31
  • Hit: 12-15
  • Auto cancel: <2 30>
  • Landlag: 28
  • Lcanceled: 14

Aerial Up A (uair)

  • 5-12%
  • http://img472.imageshack.us/img472/9544/uair10pv.gif
  • Frame Data:
  • Total: 37
  • Hit: 9-11
  • IASA: 35
  • Auto cancel: <3 33>
  • Landlag: 20
  • Lcanceled: 10

Aerial Down A (dair)

  • 7-16%
  • http://img204.imageshack.us/img204/4493/dair19sc.gif
  • Frame Data:
  • Total: 57
  • Hit: 18-21
  • IASA: 47
  • Auto cancel: <5 45>
  • Landlag: 28
  • Lcanceled: 14

Grab and Throws

Mewtwo has the 12th best grab range, and his grabbing speed is 7 frames which is the same as Sheik's.

Standing Grab

  • Total: 30
  • Grab: 7-8

Running grab

  • Total: 40
  • Grab: 9-10

Throws

  • Grab Attack 1-3%
  • Forward Throw 1-8% (About 20% if done facing a wall)
  • Back Throw 6-11%
  • Up Throw 6-17%
  • Down Throw 6-17%

B Moves

Shadowball

  • Uncharged 2%
  • Full Charged 25%
  • Frame Data:
  • Starts charging: 18
  • Full charge achieved at frame 119
  • When charging, does first 2 frames of damage, then loops 2 no damage and 3

with damage

  • Rolling while charging starts ASAP
  • L/R to stop charging: 8 frames lag
  • Shot from charging
  • Total: 24
  • Comes out on frame 9
  • Shot from full
  • Total: 41
  • Comes out on frame 26
  • Shadow Ball lasts 69 frames

Confusion

  • 10%
  • Frame Data:
  • Total: 55
  • Grab: 12-15
  • Reflect: 12-38

Disable

  • 1%
  • Total: 39
  • Eye spark comes out: 15
  • Eye spark lasts 7 frames

Teleport

  • N/A
  • Frame Data:
  • Total (ends in air): 32
  • Invincible: 8-17
  • Total (ends on ground): 46
  • Landlag: 30
  • Landfallspeciallag: 4

Basic 1v1

Versus Fast Fallers

  • Fast fallers are the easiest characters to combo in the game. They include Fox, Falco, Captain Falcon, and in some cases Roy. A lot of combos carry over and work on most of the characters in this category. Here are some of the basic setups for these characters:
  • Downtilt
  • A downtilt can start up many combos at varying percentages against fast fallers. It combos into more downtilts and then into grabs. Usually you can get in two downtilts and follow up with a grab at low percents. At high percents it can set up for aerials.
  • Uptilt
  • An uptilt is an awkward but effective setup. It's generally used to interupt an aerial attack, but it, like the downtilt, can combo into itself. It sets up nicely for aerial attacks.
  • Upthrow
  • Although mostly effective against Fox and Falco, this usually leads to juggles at low percents.
  • Downthrow
  • While never providing any "true" combos, this will set up for combos if your opponent DI's incorrectly. If they DI towards you then you can grab them again, or begin a downtilt assault into a grab. If they do DI properly you still have the option of tech chasing, something that Mewtwo is very capable of due to his excellent wavedash.
  • Forward Air
  • The Mewtwo standard juggle for fast fallers, and one of many Mewtwo players' favorite move. This sets up for multiple fairs at low percents and at least two fairs at moderate percents. It also sets up for upairs, or tilts if you perform it close to the ground or perform an instant DJC.
  • Up Air
  • Another great juggling aerial. Often underrated due to Mewtwo's fair, but in a lot of situations it's better. Combo's into itself and other aerials with ease.

Versus Floaties

Character Specific Matchups

Fox

Falco

Marth

Sheik

Peach

Captain Falcon

Samus

Jigglypuff

Mario/Doc

Luigi

Mewtwo Videos

Azen

Germ

MookieRah

Taj

UmbreonMow

Terminology Index

  • Advantage
    • This combines shield stun, hit lag, and the remaining duration of the attack into a number. It shows how fast you can act after finishing your attack as opposed to your opponent acting after the shield stun. For aerial attacks, this shows as if you hit with the attack the very frame before landing. Shown here, your opponent can act 10 frames before you can, albeit from a shield.
    • NOTE: not all Advantage numbers are 100% accurate. If you hit with an attack 1 frame later, you will gain 1 frame advantage, there's no telling exactly which frame you'll hit on for every attack. I've tried to show both ends of the possibility spectrum for attacks that have a large hit window.
    • ANOTHER NOTE: Sometimes there are attacks that can be quickly be done in succession (mostly rapid A ones), which have a different advantage than waiting for the move to finish and do a totally different move. In this case, the advantage number shows how fast your followup attack will have a hitbox out.
  • Air time
    • Total time your character is in the air from their first jump, assuming no attacks.
  • Auto cancel
    • Landing during an air attack such that your character goes into their standard landing animation instead of the animation for whatever attack they were doing.
  • Charge frame
    • When charging a smash attack, this is the frame during which your character flashes in place. When you release A, your character holds the pose for 1 additional frame. You can charge for 60 frames max.
  • Earliest FF
    • If you press down on or after this frame, you will fast fall. There is a short window (3 frames) before this during which you may begin holding down, and you will fastfall on this frame when it arrives.
  • FF air time
    • The time your character will be in the air with immediate fast falling.
  • Hit
    • examples 12, 14-16
    • Frames during which there's a hitbox. The same hitbox can't hit the same opponent more than once. For B moves, I may describe the hitboxes.
  • IASA
    • Interruptible As Soon As. You can do an attack, jump, dash, turn, crouch, or shield on the IASA frame. You can interrupt with B moves on the ground only.
  • Jump: airborne on frame X
    • This is the first frame you are truly in the air, and you can begin attacks on this frame. To short hop, you must be holding jump for no longer than X-2 frames.
  • Landfallspeciallag
    • After most up Bs and some other Bs, you fall flashing black and can't do anything. This number shows the real lag you get upon landing.
  • Landlag
    • For A air attacks, this shows the lag time of that attack if you land while doing it. For B attacks, it shows the lag you get if you land while doing it, but only if it actually gives you a landing animation, as opposed to some B attacks that simply continue the animation on the ground.
  • Lcanceled
    • The lag time of an air attack when L cancelled.
  • Ledge Thingies (don't you just love this one?)
    • For ledge jumps, the character leaving the ledge and the invincibility running out coincide. For other ledge thingies, the character uses the ledge for the duration of the animation, unless it is interrupted.
  • Run turnaround
    • The time your character takes to turn around while running. You can jump out of this, but nothing else can cancel it. It can vary, depending on your momentum. The number given is according to the character's maximum running speed, and is assuming you keep holding the stick in the direction of the turn.
  • SAF
    • Soonest Actionable Frame. The first frame of any move during which you can do anything else. Like IASA, only also applicable to noninterruptible moves. This might be replacing IASA.
  • Shield hit lag
    • This is how many frames your attack freezes in place while hitting your opponent's shield (or them).
  • Shield Stun
    • If your opponent shields this attack, this is how many frames they are in shield stun. The first frame of their shield getting hit doesn't count, because they could have jumped or dodged or rolled on that frame, so they can't really be said to be in stun.
  • Total
    • The total duration of the attack. If the total is 30, you are stuck doing that attack for 30 frames. Frame 1 is the frame you pushed the button(s) on that caused you to do the attack.
  • Turn-jump threshold
    • When a character is running and they turn around to dash in the other direction, they can interrupt the turning animation with a jump. The turn-jump threshold frame is the first frame of the turn in which the character will be facing the way they came.

External links and credits

ThomasTipman, for hitbox gifs.
SuperDoodleMan, for his awesome collection of frame data as well as the frame terminology.
DARKFORCE, for the Mewtwo video Compendium
Percentages from Official Nintendo Power guide.
Maintained via MookieRah.