Mewtwo (SSBM)/Down tilt: Difference between revisions
m (Two different meanings. Yours implies Mewtwo is using dtilt out of shield. Original implies it can avoid out of shields. Additionally "completely impossible" is puffery in my opinion) |
Iron Warrior (talk | contribs) m (Undid edit by CanvasK: "Avoiding every single out of shield punish" is synonymous with "completely impossible to punish out of shield", and the bit describing proper spacing would be asinine if it was contextualized in the sense of its OoS use) Tag: Undo |
||
Line 4: | Line 4: | ||
Mewtwo does a spin with his tail sticking out. This is generally believed to be one of Mewtwo's best moves as well as one of the best down tilts in all of ''Melee''. | Mewtwo does a spin with his tail sticking out. This is generally believed to be one of Mewtwo's best moves as well as one of the best down tilts in all of ''Melee''. | ||
It has exceptional [[startup]], being Mewtwo's fastest move on the ground, with very short [[end lag]] due to its big [[interruptibility]] window. This makes it difficult to punish if it misses, and coupled with its above average [[range]], it | It has exceptional [[startup]], being Mewtwo's fastest move on the ground, with very short [[end lag]] due to its big [[interruptibility]] window. This makes it difficult to punish if it misses, and coupled with its above average [[range]], it is completely impossible to punish [[out of shield]] if [[space]]d properly. | ||
It can also start combos, being easily Mewtwo's best combo starter. Typical follow-ups for down tilt include itself at lower percents, its {{mvsub|Mewtwo|SSBM|forward aerial}} to set up a [[juggling]] situation, and its {{mvsub|Mewtwo|SSBM|grab}} to either combo fast fallers with {{mvsub|Mewtwo|SSBM|up throw}}, set up a [[tech chase]] with {{mvsub|Mewtwo|SSBM|down throw}}, or KO its opponent with up or {{mvsub|Mewtwo|SSBM|back throw}}. | It can also start combos, being easily Mewtwo's best combo starter. Typical follow-ups for down tilt include itself at lower percents, its {{mvsub|Mewtwo|SSBM|forward aerial}} to set up a [[juggling]] situation, and its {{mvsub|Mewtwo|SSBM|grab}} to either combo fast fallers with {{mvsub|Mewtwo|SSBM|up throw}}, set up a [[tech chase]] with {{mvsub|Mewtwo|SSBM|down throw}}, or KO its opponent with up or {{mvsub|Mewtwo|SSBM|back throw}}. |
Revision as of 12:58, March 17, 2022
Overview
Mewtwo does a spin with his tail sticking out. This is generally believed to be one of Mewtwo's best moves as well as one of the best down tilts in all of Melee.
It has exceptional startup, being Mewtwo's fastest move on the ground, with very short end lag due to its big interruptibility window. This makes it difficult to punish if it misses, and coupled with its above average range, it is completely impossible to punish out of shield if spaced properly.
It can also start combos, being easily Mewtwo's best combo starter. Typical follow-ups for down tilt include itself at lower percents, its forward aerial to set up a juggling situation, and its grab to either combo fast fallers with up throw, set up a tech chase with down throw, or KO its opponent with up or back throw.
Hitboxes
Timing
Hitboxes | 5-7 |
---|---|
Interruptible | 20 |
Animation length | 29 |
Lag time |
Hitbox |
Interruptible |