Free Web Hosting by Netfirms
Web Hosting by Netfirms | Free Domain Names by Netfirms









MEWTWO
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
Regular Attacks
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.
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.
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.
Special Attacks
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.
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.
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.
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.
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.
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.
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.
Long Range
-Ness
-Samus
-Mewtwo
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.
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.
Heavyweights
-Donkey Kong
-Bowser
-Ganondorf
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.