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<p>In Burst Mode, this kick is replaced with a multihit flurry of kicks.</p> | <p>In Burst Mode, this kick is replaced with a multihit flurry of kicks.</p> | ||
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[[File:Pokken_Shadow_Mewtwo_Homing_Attack_3.png|left|border]] | [[File:Pokken_Shadow_Mewtwo_Homing_Attack_3.png|left|border]] | ||
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Revision as of 18:45, 5 March 2018
Introduction
Shadow Mewtwo is a volatile character who is the prominent glass cannon of the roster. He uses his own health during all special attacks, with the only exception being Psywave itself. Known to be as strong as the player is, Shadow Mewtwo is extremely volatile with a game focused on controlling the opponent with mixups and solid offense.
SM2’s FP is very strong given threatening tools at round start to claim center stage control, thus creating a good start on his agenda to get a shift with his opponent on the outskirts (meaning near the wall in Duel). Usually at longer ranges, the focus is more towards stage position / collecting synergy crystals although his projectiles are still strong. Specifically, sY and jY which control movement fairly well. Close in to midrange, he has fY, Slash, Homing and Zen. The first three being main options that make one second guess trying to contest, as each has a certain property or two that is pretty good:: high priority, tracking, and / or cancelability. Zen is just there kinda as a slower fY in some cases, but less minus and a tad slower (shrug).
In 2D, SM2 has strong tools in neutral. More of a personal opinion, but he has one of the best neutral game out of the roster, with few beating him. His game here is mainly as the (whiff) Punisher. Tickling toes with 2Y, giving the cold shoulder (6X) to those who you don’t like and just throwing some of that dark physic energy at them (Blast fireballs). His reactive anti air game is pretty good with 8Y and 8A, although getting crafty with a 2X or Teleport crossunder isn’t something to shy away from to gain a better position.
SM2's Burst Mode can be very intimidating, although it isn't for long. His meter gauge is 100cc, the lowest in the game thus making him tied with a few other characters for fastest Burst gain. However, he solely takes the cake when it comes to shortest Burst time at 8 seconds. A huge thing to note is that he doesn't use his own HP for any Special attacks whilst in Burst! Use that to your advantage! Underneath the surface he has some changes to his moveset that allow him to confirm into a threatening Burst Attack: Dark Nova. About his Dark Nova, it has a very large hitbox and deals lots of chip. The closer the opponent is to the center of the hitbox, the more damage it does. It's more commonly used as a punish tool, but there are many ways to confirm it so feel free to explore what you can do with it.
- 480 HP
- 100 CC Synergy Gauge
- Shield: Weak
- High Stance: Charges Synergy Gauge (can move while active).
- Low Stance: Guard Point on lows starting frame 7.
- FP Forward Dash: 17 Frames
- FP Back Dash: 23 Frames (Invincible from frame 1-8)
- FP Side Dash: 27 Frames
- DP Forward Dash: 17 Frames
- DP Back Dash: 21 Frames (Invincible from frame 1-8)
General Moves
Y+B Grab Attack | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Grab | FP 60 / DP 90 | 12 | N/A | i11 | FP Shift (+8) / DP Shift | N/A |
X+A / [X+A] Counter Attack | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 80 / 91 | 3 | Mid High | i35 / i55 | +4 / Launch | -8 / +4 |
Shadow Mewtwo is put into a counter state from frame 1-28 (48 if charged). Counter pierces when fully charged. |
Burst Mode | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pokemon moves no longer consume HP on use. DP/FP Grab, DP/FP j.Y, DP/FP j.X, nY, Homing Attack 2, 5Y, 5YY, 6Y, 2X, and 8X all become enhanced. |
Y+B Grab (Burst Mode) | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Grab | FP 110 / DP 165 | 12 | N/A | i11 | FP Shift (+8) / DP Shift | N/A |
Field Phase Moves
nY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 12 / 32 (10) | Special Mid | i15 | -5 | -18 |
Creates three orbs that travel in a straight line. Using Miracle Eye causes the orbs to increase in size and track down the opponent. Special / fY cancelable. |
sY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 48 / 40 (10) | Special Mid / Mid | i53 | +44 | +23 |
Shadow Mewtwo dodges to the side and creates arrow-like projectiles that travel in a straight line. Using Miracle Eye transforms the projectiles into mirrors that absorb enemy projectiles. Travels slightly forward, and has increased duration in Burst Mode. Special / fY cancelable. |
fY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 110 | Mid Low / Mid | i19 | Shift (Launch) | -8 |
A vertical sword attack that spews flames that travel forward. The flames are considered a projectile. |
bY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 30 / 40 (18) | Mid | i35 | +13 / Shift (+8) | -16 |
Shadow Mewtwo throws out a pillar that heads towards the opponent. Using Miracle Eye expands the pillar, causing it to phase shift on hit. If the pillar hits the opponent's block, it cannot be brought back by Miracle Eye. |
j.Y | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 20 | Mid High | i19 | +16 | -21 |
Throws three orbs that chase down the opponent. In Burst Mode, j.Y throws out five orbs. Special cancelable. |
j.X / j.[X] | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 80 (Burst 125) / 100 (Burst 167) | Mid High / Mid | i24 / i44 | Shift (Knockdown) | -8 / -4 |
Shadow Mewtwo homes in on the opponent and divekicks. Charging the divekick makes it counter pierce. In Burst Mode, j.X spawns a pillar upon landing. Charging a Burst Mode j.X causes the pillar to counter pierce as well. |
X Homing Attack 1 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 50 | Mid | i17 | +11 | -8 |
Shadow Mewtwo homes in on the opponent and does an uppercut. |
XX Homing Attack 2 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 40 / 45 | Mid | i17 | +10 | -4 |
Following up from Homing Attack 1, Shadow Mewtwo kicks the opponent. In Burst Mode, this kick is replaced with a multihit flurry of kicks. |
XXX / XX[X] Homing Attack 3 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 42 / 110 | Mid | i17 | Shift (+8) | -8 |
Following up from Homing Attack 2, Shadow Mewtwo fires a tornado from Its fist. Can be charged to guard break/counter pierce. If Homing Attack 2 was blocked, there is a 36 frame window to punish a charged Homing Attack 3. |