Well it's late and I'm bored, so I feel like making a thread about discussing the Mewtwo universe. The psychology, the nature, the reality of what makes us Mewtwo players.
There are many questions I have, for not only myself, but everyone that enjoys playing Mewtwo despite some of the frustration that comes along with playing such a vulnerable character with very few options that require seemingly pinpoint accuracy, timing, and awareness.
The first question I want to ask isn't necessarily why do you play Mewtwo, but how? By "how" I mean do you play him with a goal in mind? Do you play him as an excuse? Do you play with the conviction of him being a solid character? Pride?
I've expressed before, and I think most of us agree, that Mewtwo should at the very least be below G&W on the tier list. Having played with M2K recently I had forgotten about one of my earlier ideas of making Mewtwo more of a harass and attrition character. By that, I mean beating some of the worse characters very safely by time out. With this mindset, Mewtwo can easily beat out all of bottom tier with the Jigglypuff planking mentality and play to refuse giving up lead to bottom and low tiers.
Answering my own question, I used to play Mewtwo in tourney as kind of an excuse, but at the same time I had a feeling that I would be able to beat the majority of people with Mewtwo just because I'd be coming at them with a huge bag full of tricks that they just weren't prepared for physically (SHFFLs on M2's shield, and M2 Combos) and mentally (How to DI, preconceptions, things that they thought worked on their scrub M2 friends.)
I was fortunate enough to play with some of the finest players in the country like Forward and Wobbles, very smart players that can really pinpoint and punish habits, and find consistent ways to seal a lot of my options and tricks. Because they were so good at making my Mewtwo feel like garbage despite actually performing decently against them, I discovered small consistencies that allowed me to combine everything that people weren't ready for with new tricks to make my weaknesses air tight and difficult to punish.
As I'm getting older, and new players are striving to prove themselves, I'm also starting to refine my strengths and unfortunately, my weaknesses are even more glaring. Some characters that I used to think I had a handle on were really just carried by their inherent character attributes and my individual prowess at the time. Specifically, my Marth and Fox can't keep up with the technical skill that many people have improved over time, and I hit a wall. However, my strengths are becoming more apparent the more I play Mewtwo, and even the first time I messed around with Sheik in a while.
I'll post more thoughts on this another night. PC :D
There are many questions I have, for not only myself, but everyone that enjoys playing Mewtwo despite some of the frustration that comes along with playing such a vulnerable character with very few options that require seemingly pinpoint accuracy, timing, and awareness.
The first question I want to ask isn't necessarily why do you play Mewtwo, but how? By "how" I mean do you play him with a goal in mind? Do you play him as an excuse? Do you play with the conviction of him being a solid character? Pride?
I've expressed before, and I think most of us agree, that Mewtwo should at the very least be below G&W on the tier list. Having played with M2K recently I had forgotten about one of my earlier ideas of making Mewtwo more of a harass and attrition character. By that, I mean beating some of the worse characters very safely by time out. With this mindset, Mewtwo can easily beat out all of bottom tier with the Jigglypuff planking mentality and play to refuse giving up lead to bottom and low tiers.
Answering my own question, I used to play Mewtwo in tourney as kind of an excuse, but at the same time I had a feeling that I would be able to beat the majority of people with Mewtwo just because I'd be coming at them with a huge bag full of tricks that they just weren't prepared for physically (SHFFLs on M2's shield, and M2 Combos) and mentally (How to DI, preconceptions, things that they thought worked on their scrub M2 friends.)
I was fortunate enough to play with some of the finest players in the country like Forward and Wobbles, very smart players that can really pinpoint and punish habits, and find consistent ways to seal a lot of my options and tricks. Because they were so good at making my Mewtwo feel like garbage despite actually performing decently against them, I discovered small consistencies that allowed me to combine everything that people weren't ready for with new tricks to make my weaknesses air tight and difficult to punish.
As I'm getting older, and new players are striving to prove themselves, I'm also starting to refine my strengths and unfortunately, my weaknesses are even more glaring. Some characters that I used to think I had a handle on were really just carried by their inherent character attributes and my individual prowess at the time. Specifically, my Marth and Fox can't keep up with the technical skill that many people have improved over time, and I hit a wall. However, my strengths are becoming more apparent the more I play Mewtwo, and even the first time I messed around with Sheik in a while.
I'll post more thoughts on this another night. PC :D