Life
Smash Hero
re: Squirtle, yeah he's hyper mobile but a good chunk of that mobility is locked behind a 15 frame or so dash turnaround animation during which he cannot shield, so in practice he's not THAT much more mobile than someone like Fox or ZSS or Falcon; he lacks for reach much more than any of those characters, Bubble/WG aside. His slidiness is a double-edged sword, as it makes his platform mobility super good and occasionally bails him out of his techroll problem, but it also prevents him from getting shieldgrabs, which would help him a lot since he has a kill dthrow and DI traps off his throws. tl;dr awesome but impractical in some ways
re: Kirby, he does a couple things really well: jumps out of combos, covers tech options when roll away isn't a factor, gets weird gimps, probably some other stuff. Got mobility issues, though. I'm not knowledgable enough on the character to say more.
re: Mewtwo, I've been on the Mewtwo hype train for a little while now. A Mewtwo that has mastered the teleport can threaten radical amounts of space; his punishes are very strong. For one less commonly cited example, Disable fills a pretty noticeable hole in his kit: he can only consistently convert aerial combos into horizontal knockback via back air. If he has a combo going on someone in front of him, Melee/SDR Mewtwo would finish with fair, which mostly sends people up, or with Shadow Ball, which may not be charged. Disable allows Mewtwo to convert his air combos into edgeguard situations more consistently.
re: Kirby, he does a couple things really well: jumps out of combos, covers tech options when roll away isn't a factor, gets weird gimps, probably some other stuff. Got mobility issues, though. I'm not knowledgable enough on the character to say more.
re: Mewtwo, I've been on the Mewtwo hype train for a little while now. A Mewtwo that has mastered the teleport can threaten radical amounts of space; his punishes are very strong. For one less commonly cited example, Disable fills a pretty noticeable hole in his kit: he can only consistently convert aerial combos into horizontal knockback via back air. If he has a combo going on someone in front of him, Melee/SDR Mewtwo would finish with fair, which mostly sends people up, or with Shadow Ball, which may not be charged. Disable allows Mewtwo to convert his air combos into edgeguard situations more consistently.
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