MEWTWO
VERY STRONG TIER
Mewtwo's potential is through the roof. He has a lot of great options in his skill set that allow him to rival even the best amiibos. Mewtwo is one of the few amiibos that will actually True Combo off of Down Tilt as well as True Combo off of his Down Throw. Not many amiibos have multiple True Combo options, most of them have one and some of them don't have any. There are a few strategies I consider to be very strong in amiibo fights which include Shielding to Up Smash, Lingering Hit Boxes and Kill Throws, all of which Mewtwo has in his arsenal. If you want to get the most out of this amiibo, you have to teach him to True Combo, teach him to play defensively and punish incoming attackers with a Shield Into Up Smash. Utilizing his Kill Throw at high percents is also very important. You do not want him jumping around doing a bunch of aerials or trying to teach him to play super aggressive, these strategies will not work for him. There are a few downsides to Mewtwo as well. His B Moves are difficult for the amiibo to land which basically makes them useless. Lag on some of his moves isn't really compensated with a lot of damage like other slower characters. There is also a glitch I noticed with him where he would randomly Up B on stage and go over the ledge, leading to him losing a stock for no reason. DO NOT use his Up B on stage for any reason. Though he has a few minor issues, I think his positives greatly outweigh his negatives. He adapts very well to his opponents and if he loses a match, the chances of him coming back and getting a win the second time around are pretty high. The Up B glitch hasn't really happened since getting him to 50, but it still worries me that he might throw some games because of it. I'll keep my eye on this situation. Overall Mewtwo is awesome, and I think if you are an Equipment Trainer, he definitely fits into the defensive meta.
- Multiple True Combos
- Kill Throw
- Lingering Up Smash
- Great Smash Attacks
- Good Long/Mid/Short Range Options
- Amazing Neutral Air seems to lock opponents in it
- Excels in all Match Types
CONS:
- Glitch with Up B can lead to him losing a stock
- Weak B Moves, hard to land
- Will jump and shoot Neutral B's randomly
- Laggy Moves Don't Do Enough Damage
- Struggles against Quick Rushdown
TRAINING MUSTS:
- Focus Grab/Pummeling VERY IMPORTANT on Mewtwo
- This amiibo needs to be trained as a Grab Heavy amiibo
- Train him to play defensively, it will be the most effective strategy for this amiibo
- Shielding into Up Smash will be one of his most useful tools, make sure he learns to do this and kill with this strategy
- B Moves are wonky and difficult for him to land so they shouldn't be your main focus
- Don't use Up B on stage at all, if he uses it randomly and goes off the ledge, he's dead, so avoid this skill at all costs unless recovering
- Utilize his multiple true combo options with Down Throw and Down Tilt
- Down Tilt to Up Air/F Air/Neutral Air is viable
- Down Throw into Dash Attack/F Air is viable
- Utilize all Smash Attacks, make sure he know he can kill with them
- Use his Neutral Air to catch jumping opponents, the amiibos get locked in this and take a lot of damage
- Make sure he knows he can kill with F Air and Back Air, just don't overuse aerials, he needs to stay grounded for the most part
- Use Neutral B at range, make sure he knows to full charge them and kill with them
- Teach him to kill with Up Throw at high percents
No comments:
Post a Comment