Thursday, January 28, 2016

Character Analysis - Mewtwo (Part 1)

So today I want to talk about Mewtwo. Mewtwo is another character that was brought into smash by DLC but was originally brought into the Smash Bros series back in Melee where he did practically nothing. Here in Smash 4, he was brought out with a very impressive up throw that killed extremely  early but he hasn't done much. He has received some changes lately in the latest patch 1.1.3 that have made him a lot better. I will not go over each individual move but I will talk about his play style as a whole.

Mewtwo as a character is very fast. He is 10th in the game for speed, tied with Metaknight, and is very light. He is massive too, one of the largest characters, yet he is the fourth lightest in the game. This causes him to die early if he doesn't play correctly. He is able to play from a far though, as he does have a very consistent and strong projectile. His neutral B charges his shadow ball which when fully charged can do 26% and apply tons of shield pressure. This allows him to get the ability to almost build up damage in a way while your opponent is knocked off the stage. Uncharged shadow ball can lead into a Jab lock situation and lets Mewtwo get a great punish. He can follow up into a down special which disables your opponent and lets you get a powerful attack off while they are stunned.

Mewtwo has a ton of range. His back air and up air cover so much of the screen it is ridiculous, and allows him to kill people early and rack up damage easily and safely. Mewtwo also has the best recovery in the game, having the largest double jump, side b, and up b to allow him to go far off the stage to kill the opponent quickly and and be able to recover easily.

Mewtwo also has a great combo game, he can combo his down tilt into nair or fair, and get a early percent lead. If you manage to maintain this lead by tacking on damage with his shadow ball or other aerial attacks, you can get an easy kill from his back throw or up throw. Both of these throws allows you to get super easy kills and are very safe to try and pull off. Short hop into air dodge can lead into a grab as soon as you reappear from the air dodge which allows you to mix up your opponent and try to get these early kills. Up throw kills around 120% and back throw kills around 100 percent at the side of the screen.

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