Nobie
Smash Champion
- Joined
- Sep 27, 2002
- Messages
- 2,251
- NNID
- SDShamshel
- 3DS FC
- 2809-8958-8223
I've been thinking about Mewtwo's movement qualities in the air, and I have to wonder if players are going to have to master Mewtwo's numerous quirks when it comes to being airborne.
The first thing that needs to be mentioned is Mewtwo's large frame combined with its light weight. This makes it a huge target on the ground and off, but in the air Mewtwo is very vulnerable to vertical KOs. It also has difficulty attacking characters below.
Mewtwo has great movement speed in the air (as good as Sonic's) but has difficulty changing direction mid-flight, and has a slow second jump. This means that you can't use your second jump to escape juggles as more nimble characters would, and if you guess wrong in terms of DI (or don't DI at all), you have a difficult time getting out of things. If you do guess right, however, it's quite difficult to catch Mewtwo drifting towards the ledges, especially with air dodges and teleport.
There's a particularly strange characteristic of Mewtwo's that I've noticed, which is that its fast fall speed is significantly higher than one might expect out of such a floaty character. It goes from being among the floatiest characters in the game to fast falling at a speed equal to Marth and Pit. The only character who's similar that I can recall is Link, who goes from average fall speed to very high fast fall speed. In other words, Mewtwo has a greater difference between falling and fast falling compared to most characters, which I can imagine being used as a defensive mix-up, or perhaps even an offensive one.
What this leads me to believe is that, perhaps more than any other character in the game, DI and proper understanding of movement options in the air is of paramount importance to Mewtwo. It's the difference between life and death. Mewtwo has a ton of options for getting around in the air, but aside from teleport isn't equipped to change its plans suddenly, which necessitates predicting what the opponent is going to try in order to capitalize on Mewtwo when it's above.
The first thing that needs to be mentioned is Mewtwo's large frame combined with its light weight. This makes it a huge target on the ground and off, but in the air Mewtwo is very vulnerable to vertical KOs. It also has difficulty attacking characters below.
Mewtwo has great movement speed in the air (as good as Sonic's) but has difficulty changing direction mid-flight, and has a slow second jump. This means that you can't use your second jump to escape juggles as more nimble characters would, and if you guess wrong in terms of DI (or don't DI at all), you have a difficult time getting out of things. If you do guess right, however, it's quite difficult to catch Mewtwo drifting towards the ledges, especially with air dodges and teleport.
There's a particularly strange characteristic of Mewtwo's that I've noticed, which is that its fast fall speed is significantly higher than one might expect out of such a floaty character. It goes from being among the floatiest characters in the game to fast falling at a speed equal to Marth and Pit. The only character who's similar that I can recall is Link, who goes from average fall speed to very high fast fall speed. In other words, Mewtwo has a greater difference between falling and fast falling compared to most characters, which I can imagine being used as a defensive mix-up, or perhaps even an offensive one.
What this leads me to believe is that, perhaps more than any other character in the game, DI and proper understanding of movement options in the air is of paramount importance to Mewtwo. It's the difference between life and death. Mewtwo has a ton of options for getting around in the air, but aside from teleport isn't equipped to change its plans suddenly, which necessitates predicting what the opponent is going to try in order to capitalize on Mewtwo when it's above.