Super4ng
Smash Journeyman
I want this thread to point out the strengths of Mewtwo, maybe do weaknesses later.
1. Mewtwo has a terrific recovery, and in my opinion one of the best recoveries in the game (maybe top 5? Samus, Fox, Pika, Jiggs And Mewtwo) Teleport is fast, and can be ledge cancelled (as shown by Taj) and also gives Mewtwo some slick movement options with platform wave lands and cross ups. Mewtwo's recovery allows him to go very deep for edge guards.
2. Mewtwo's projectile. It's fairly quick, ties in damage with Samus' charge shot , and it's wavy trajectory can make it tricky power shield. Can kill from mid to high percent depending on DI.
3. Disable: great for tech reads, doesn't clank and is disjointed. Side note, I was practicing some tech, and I accidently discovered something interesting about disable. It forces falling animation if you hit your opponent in the air, and almost works like a jab reset. Can anyone else confirm this?
Confusion: not as good as disable in my opinion, but it does seem to have Marth-like grab range.
4. DJC fair if done optimally is very fast, and is Mewtwo's best combo aerial. DJC nair is situational but useful, while nair in general is good for platform chasing and tech chases.
5. Mewtwo has excellent grabs/throws. Up throw combos at low percent and kills at very high percents. Back throw can kill or set up an edge guard. Down thrown sets up a tech chase.
6. Mewtwo has a good forward smash. It is quite powerful and has some good spacing; especially in comparison with other lower tiers (I'm looking at you Mario).
Anything else anyone would like to add? Please comment. And for now, I'm mainly interested in just Mewtwo's strengths. What do you think is Mewtwo's most rewarding playstyle? Edge guarding, rush down, spacing, punish? Thanks for your feedback! :D
1. Mewtwo has a terrific recovery, and in my opinion one of the best recoveries in the game (maybe top 5? Samus, Fox, Pika, Jiggs And Mewtwo) Teleport is fast, and can be ledge cancelled (as shown by Taj) and also gives Mewtwo some slick movement options with platform wave lands and cross ups. Mewtwo's recovery allows him to go very deep for edge guards.
2. Mewtwo's projectile. It's fairly quick, ties in damage with Samus' charge shot , and it's wavy trajectory can make it tricky power shield. Can kill from mid to high percent depending on DI.
3. Disable: great for tech reads, doesn't clank and is disjointed. Side note, I was practicing some tech, and I accidently discovered something interesting about disable. It forces falling animation if you hit your opponent in the air, and almost works like a jab reset. Can anyone else confirm this?
Confusion: not as good as disable in my opinion, but it does seem to have Marth-like grab range.
4. DJC fair if done optimally is very fast, and is Mewtwo's best combo aerial. DJC nair is situational but useful, while nair in general is good for platform chasing and tech chases.
5. Mewtwo has excellent grabs/throws. Up throw combos at low percent and kills at very high percents. Back throw can kill or set up an edge guard. Down thrown sets up a tech chase.
6. Mewtwo has a good forward smash. It is quite powerful and has some good spacing; especially in comparison with other lower tiers (I'm looking at you Mario).
Anything else anyone would like to add? Please comment. And for now, I'm mainly interested in just Mewtwo's strengths. What do you think is Mewtwo's most rewarding playstyle? Edge guarding, rush down, spacing, punish? Thanks for your feedback! :D
Last edited: