Mewtwo (SSBM)/Down tilt: Difference between revisions

m
Fine. But I still stand by "completely impossible" being puffery or at least redundant. Sentences should flow/be coherent if the subclause is removed and I think this wording does that better, especially if "and" is on the correct side
m (Added an overview in my previous edit, this time I removed the "competitive expertise" thing)
m (Fine. But I still stand by "completely impossible" being puffery or at least redundant. Sentences should flow/be coherent if the subclause is removed and I think this wording does that better, especially if "and" is on the correct side)
 
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[[File:MewtwoDTiltSSBM.gif|thumb|300px|Hitbox visualization showing Mewtwo's down tilt.]]
[[File:MewtwoDTiltSSBM.gif|thumb|300px|Hitbox visualization showing Mewtwo's down tilt.]]
==Overview==
==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 the entire game.
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''.


One of this move's greatest advantages is its speed, being Mewtwo's fastest move on the ground. It's one of the down tilts with the least [[startup]], while also having a very short [[end lag]] due to its high [[interruptibility]] window. This makes it a very low risk move that can be used in the [[neutral game|neutral]] for being difficult to punish if it misses, as well as Mewtwo's go-to close quarters tool.
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]], impossible to punish [[out of shield]] if [[space]]d properly.


Another good thing about it is its [[range]], being just enough to avoid every single [[shield grab]] in the game 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}}.
 
But the number one aspect that makes this move good is that it's a combo starter, and Mewtwo's best one by far. Typical follow-ups for down tilt include itself at lower percents, his {{mvsub|Mewtwo|SSBM|forward aerial}} to set up a [[juggling]] situation, and his {{mvsub|Mewtwo|SSBM|grab}}, to then use {{mvsub|Mewtwo|SSBM|up throw}} to combo fast fallers at low percents, {{mvsub|Mewtwo|SSBM|down throw}} to set up a [[tech chase]] situation, or KO his opponent with up or {{mvsub|Mewtwo|SSBM|back throw}}.


==Hitboxes==
==Hitboxes==
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