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MEWTWO
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Mewtwo, the 150th Pokemon, is greatly feared and respected by many
trainers in the world of Pokemon. This psychic Pokemon was cloned from
Mew, and can only be found in a very remote cave in the game. However,
the search is well worth it for any trainer looking for him. Mewtwo's
psychic powers are unparalleled, as are his Recovery skills. Mewtwo
finally brings his powers to the world of Melee, where his psychic
abilities can match the brute strength of any foe
As you would probably guess, Mewtwo mainly uses his psychic powers
while fighting, but not in the way you might think. With his psychic
powers, Mewtwo can create and fire dark energy, which can be
devastating to his opponents if used correctly. This dark energy is
used for everything from weak A attacks to creating a giant dark ball
and shooting it at your opponent.
Mewtwo's throws are among the most powerful in the game. In his up
throw, Mewtwo twirls the opponent around his body using his mind, then
throws his opponent straight up into the air with great force. And in
his front throw, Mewtwo kind of holds his opponent in the air and
pummels him with small dark energy balls. Not great for throwing people
far, but perfect for racking up damage. It can hit multiple opponents,
too.
One thing to keep in mind is that Mewtwo is not best designed for
sending opponent's flying. Instead, he is designed to be a very
"technical" character, using many moves to throw his opponent off guard
and set up for the few strong attacks Mewtwo has. Also, I would
reccomend you stay grounded while fighting as Mewtwo; for some reason,
he seems lighter and easier to knock out in mid-air. Probably because
it's his psychic powers holding him up.
Mewtwo's jumping skills are quite good, double jumping much in the same
way as Ness. While in the air, Mewtwo has two particularly powerful
attacks. With his neutral A attack, he charges himself with
electricity, which will shock anybody nearby. This can rack up some
SERIOUS damage if you shock them for long enough. And with his Side+A
attack, he charges his hand with dark energy and lashes out at his
opponent. It'll send nearly anyone with decent damge flying.
CLASSIFICATION: Long Range
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| Regular Attacks |
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With his Forward Smash, Mewtwo drives his hands forward (like how Ryu
shoots a Hadoken) and shoots out a bit of dark energy. The good thing
about this attack is that it's quite powerful, and has more range than
most Forward Smashes. However, it's can be pretty slow, and dodged
fairly easily by someone expecting it. Not recommended for repeated use
on small, quick targets.
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Like many of Mewtwo's moves, his Down Smash is different from most
other characters. Instead of sweeping those around him, Mewtwo points
in front of him with one finger, creating a small energy explosion at
that point. Again, it can be slow, and you must be facing the opponent
and fairly close to him/her for it to work. But when it hits, it is
nearly as powerful as Mewtwo's forward smash. It'll usually send them
flying upward, giving Mewtwo a good chance to juggle or take advantage
with his powerful midair attacks.
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Yet another dark energy move. In this case, Mewtwo drives his palm
upward, creating a ball of energy in his hand that will strike multiple
hits on anyone who touches it. Does some pretty good damage by itself,
but won't send anyone flying unless you can keep them on the ball of
energy until the end of the move. In that case, they will go flying
upwards, knocking out nearly anyone with higher damage. Mewtwo's
primary juggling move.
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| Special Attacks |
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Shadow Ball: Mewtwo reaches back and cups his hands, then begins charging up an
energy ball. The ball gets larger and larger until it is about half
Mewtwo's size. If it's shot at that stage, it can be one of the most
powerful projectiles in the game, rivaling Samus's Charge Shot in
strength. Also like Samus' charge shot, it is possible to move while
charging just by pressing left or right while charging. However, one
difference is that once the ball is done charging, you will not break
from that stance until you move or shoot the ball. And once you shoot
the ball, it will go in a slightly zig-zag pattern until you hit your
target or a surface. Because of this zig-zag pattern, aiming can be
hard, so try to use this at point-blank range or shooting it into a
crowd of people.
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Confusion: With Confusion, Mewtwo reaches out with his hand and clutches at the
air, which lifts any nearby opponents in front of him and spins them
around in mid-air. When they land, they're facing the opposite
direction. It works much like Mario's Cape, in the fact that it turns
opponents around, causes little damage, and won't send opponents
flying. However, it has a bit more range, and in some instances can
block projectiles. Very useful for "Confusing" anyone who tries to land
a strong attack at point-blank range.
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Teleport: Does exactly what it says. With a small flash of light, Mewtwo will
dissapear, only to appear higher a second later. After disappearing,
you can tilt the control stick in the upwards direction you would like
to go. It doesn't send you as far as Zelda's (closer to Shiek,
actually), but it's still great for coming back to a stage, or even
dodging an attack as it moves very quickly. Plus, it looks pretty damn
cool.
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Disable: Here, Mewtwo jerks his head forward, shooting out a small ray with his
eyes. Anyone close and in front of Mewtwo will be Hypnotized, similar
to what they would look like if they were struck by Jigglypuff's sleep
(except not sleeping). Again, this move isn't really for attacking as
it is for throwing your opponent off guard. If you're fighting on a
team, this move is a perfect set-up to a strong attack from your
teammate, as it is fairly quick and will not leave Mewtwo very
vulnerable.
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| Strategies for Mewtwo |
Swordsmen -Link -Young Link -Marth -Roy |
These men can give you trouble if you try to take them out with your
normal attacks, due to their smash attack range being greater than
yours. Ergo, don't use your normal attacks. Simple, eh? Instead, try
attacking them from the air, using Confusion and Hypnotize, anything to
throw them off guard while you either A) charge up your Shadow Ball or
B) get behind them to use your smash attacks. Beware while you are in
mid-air, however; the swordsmen have the ability to shoot you out of
the sky if you're not careful.
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Speedsters -Fox -Falco -Pikachu -Pichu -Captain Falcon |
These guys will probably give Mewtwo the most trouble, as a good deal
of his attacks take a bit of time to use. So, when facing them, play on
the defensive. If they charge at you, hit them with a Confusion or
Hypnotize to stop them in their tracks. If they come from above, use
your A+ ^ Smash to shoot 'em outta the sky. And if they ever get close,
grab 'em and shoot them straight up in the sky. While doing this, look
for an opportunity to use your Shadow Ball or your stronger smash
attacks. Your original tactics should eventually rack up enough damage
to send any of them flying with one strong attack.
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Close Range -Dr. Mario -Mario -Luigi -Yoshi -Mr. Game & Watch -Ice Climbers |
You OWN these guys. Mewtwo's close range attacks have a better range
and are almost always more powerful than theirs. However, be cautious
of the projectiles the Mario brothers and Ice Climbers use. If they're
smart, the projectiles can throw you off guard while they get inside
and pound the hell out of you. So, avoid the projectiles when you can,
or absorb the damage and wait for them to get close enough for you to
smack them. The key thing here is not to let them get TOO close. Do
that, and you'll be set.
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Long Range -Ness -Samus -Mewtwo
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Ness should be virtually no problem here. All you need to do is avoid
his PK Fire and follow the advice for the Close Rangers above. Samus is
a different story. Because she has fairly quick projectiles with her
missiles and energy shots, they can be hard to avoid since Mewtwo
doesn't move very fast. What you need to do in this case is use your
shield liberally while slowly closing in on her. Once you can get close
enough to prevent her from using projectiles, you should be sit. Do
watch out for her quick smash attacks, however.
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Lightweights -Kirby -Jigglypuff -Peach -Zelda |
The main problem with the two pink puffballs is that they're too damn
small. Your most powerful attacks, save your A+Down Smash, will have a
very hard time hitting them. Instead, make an attempt to grab them and
throw them, or get them in the air somehow. Juggle as much as you can,
then repeat the process. Soon, you'll have enough damage to send them
flying with a decent attack. As for Peach and Zelda, the main problems
are with their speed. But this proves to be a small obstacle indeed.
Following many of the tips used for Speedsters will help you out here,
as Zelda and Peach have very little else that provides a threat to
Mewtwo. Buuut, what about Shiek? If you're not careful, she'll juggle
you like a friggin chainsaw at a state fair. So, don't give her that
opportunity. Avoid her when you can, use your shield liberally and take
advantage when you block an attack. Just keep on your toes and don't
let Shiek take advantage, and you'll be fine.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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Mewtwo can take care of DK and Bowser fairly easily. As slow as Mewtwo
moves, it's nowhere near as slow as those two. He'll be able to avoid
their attacks easily, then land attacks of his own while they're
recovering. Ganondorf, on the other hand, might present some problems.
His attacks aren't as slow as Bowser or DK, but they're just as
powerful, plus he moves faster overall. If he ever tries to land a
Smash or B button attack while you're both grounded, you'll have enough
to time to stop him with a Confusion or Hypnotize. The main thing with
Ganondorf is to STAY OUT OF THE AIR. He will kick your ass up there
with his B + Up attack and his powerful mid-air punches and kicks. AS
long as you both stay grounded, you should be alright.
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