Pokemon Red and Blue (1996 - GameBoy)
Mewtwo is a character who will deal massive damages in order to quickly kill his opponents, while being very vulnerable. This archetype is called a “glass canon”, which needs you to play offensively : taking high risks to gain high rewards !
- Excellent edgeguard
- Excellent killpower
- Great range
- Decent recovery
- Combo food
- Light weight
- Hard to play with
- Hard to land on the ground
- Big stage and close lateral blastzone
- Great freedom of movement
- The slopes bother the Neutral B
Mewtwo owns some interesting specials. The side B can reflect projectiles and ignores the shield if Mewtwo is close enough while the Down B can be used to paralyze opponents if only three conditions are reunited: if your enemy is watching you, on the ground and close enough, he will be stunned for several seconds, letting you enough time to deal massive damages. However, Down B being a projectile, it can be deflected, stunning Mewtwo instead, letting the Pokémon totally vulnerable to his enemies.
It's an excellent tool to pressure your opponent while conditioning him to act in a predictable way in order to punish him, at the edge of the stage or at the ledge. This move is useful to cover landings or to ledgetrap. This quite fast move is also dealing huge damages. The projectile, loaded or not, is useful: In one hand, the non-loaded sphere is a great poke tool and in the other hand, the loaded one will push your opponent to make mistakes.
It's Mewtwo's fastest tilt, active at frame 6 with a decent range, allowing Mewtwo to space it enough not to be punished on a shield. Down tilt for sure is his best grounded move. More than that, it can be followed by a Forward air or a neutral air and can even 2-frames (but the Down smash is better for that part).
The Forward air is a very useful move in Mewtwo's arsenal because it's his most Safe On Shield attack. More than that, this moves deals many damages, can be followed by a forward air or an other attack, in order to pressur the opponent's shield. Besides it can kill pretty early ! It's the main aerial to use in a neutral phase to quickly put your enemy in an edgeguard phase.
It's Mewtwo's most interesting tool to start a combo, having the ability to dragdown his enemy and to lead to a confirm no matter what the ejection angle is. The neutral air is often used to catch someone in the air or just to edgeguard. As a mutihit, it's also a very great tool to pressure his enemy's shield or if the opponent is on a platfrom.
The side B is both a reflector and a command grab, which can lead to a combo or even a kill. A very useful move against shields but which needs to be landed close enough to be effective.
The Down B is also interesting thanks to the ability of stunning to opponent your enemy at a decent distance. It also starts to be active at frame 6 while Mewtwo is invincible until the projectile goes out. An useful move to punish grabs.