MookieRah
Kinda Sorta OK at Smash
Taj, have you seen this post by TheCrimsonBlur?
In a nutshell it discusses how movement is going to play a much larger part in the metagame, and in fact already is. Well, that and how much of a badass Marth actually is. While many disagree with TCB when it comes to Marth's placement, I don't think many are challenging the idea that movement is the next big thing.
I think we should all re-evaluate Mewtwo based on this as well. How come, despite Mewtwo's glaring weaknesses, were you able to do some much with him? How was I able to have any success with him? If you look purely at his moves, it's obvious that he has some serious problems engaging his opponents, especially in the air. Mewtwo just can't cover his front, back, or bottom very well at all in the air. On the ground, his moves are a lot better off, but he can still be outspaced by many characters, and Sheik can do the same thing he does but only better. Yet still, despite all of this, one can still use Mewtwo in the current meta and not do absolutely terrible.
I think that has to do with the fact that, overall, Mewtwo might have the best movement of any other character in smash. Lets look at the numbers.
Mewtwo has the longest roll in the game, and one of the least punishable rolls.
Mewtwo has slightly below average running speed, but the third best wavedash.
Mewtwo is tied for second in horizontal aerial speed, but is second in horizontal aerial falling distance.
Mewtwo has good vertical movement overall, but due to DJC he can stop on a dime in the air.
Mewtwo also has teleport, which is a movement option no other character has.
So while Mewtwo might have a very had time landing a hit or a grab for him to work off of, considering his movement options, he has the best chance of any character to reset the momentum back into neutral. Here is a short list of things Mewtwo has that can seriously put a halt to your opponents momentum:
1: When pressured, Mewtwo can use his roll in way more situations than any other character without being punished.
2: Mewtwo can jump cancel teleport out of shield, allowing him to quickly flee from pressure strings in a unique way.
3: Mewtwo's wavedash allows him to GTFO out better than many other characters (wavedash OoS for example)
4: Mewtwo can stall on a ledge incredibly well, and has several options when it comes to returning to the stage.
You talked about how Mewtwo has different tools and that is why he is better than people thought, but I think this is it. You even discussed how Mewtwo gave you the ability to analyze your opponents better than your other characters. I honestly think that Mewtwo might even be better than you gave him credit for, but the thing about it is one would have to play extremely safe and patient 100% of the time. I think this is the reason why most people can't play him well, and why he has such a steep learning curve. To play Mewtwo, you have to thoroughly know your defensive options, and never get greedy.
The main reason why I ever did well with Mewtwo is because I played a very defensive, non-committal game and this caused my opponents to get impatient and I was able to get many shield grabs. People used to complain at tournaments often that my style of play was "gay" or "lame" because I wasn't playing like a Falco/Falcon on roids. That was from a 2005 or so perspective, and while the meta has changed completely since then I think the overall strategy should remain the same.
TLDR:
I believe Mewtwo has the best movement of any character in the game overall. I think he has the best options to escape pressure strings and reset the whole scenario into neutral. While he might have a hard time landing attacks, Mewtwo has the ability to "call the shots" more than any other character, and once Mewtwo has gained momentum his opponent can't reset like he does. I think people should start working towards shaping Mewtwo's meta towards very safe defensive play in which one only engages his opponent once their is an obvious positional advantage and use Mewtwo's movement to avoid confrontation when it is not to Mewtwo's advantage. Mewtwo should be played as an attrition character, and possibly as stated in the past, is best used to take a lead and run down the clock (as much as I hate this idea too, it seems to be effective on paper).
In a nutshell it discusses how movement is going to play a much larger part in the metagame, and in fact already is. Well, that and how much of a badass Marth actually is. While many disagree with TCB when it comes to Marth's placement, I don't think many are challenging the idea that movement is the next big thing.
I think we should all re-evaluate Mewtwo based on this as well. How come, despite Mewtwo's glaring weaknesses, were you able to do some much with him? How was I able to have any success with him? If you look purely at his moves, it's obvious that he has some serious problems engaging his opponents, especially in the air. Mewtwo just can't cover his front, back, or bottom very well at all in the air. On the ground, his moves are a lot better off, but he can still be outspaced by many characters, and Sheik can do the same thing he does but only better. Yet still, despite all of this, one can still use Mewtwo in the current meta and not do absolutely terrible.
I think that has to do with the fact that, overall, Mewtwo might have the best movement of any other character in smash. Lets look at the numbers.
Mewtwo has the longest roll in the game, and one of the least punishable rolls.
Mewtwo has slightly below average running speed, but the third best wavedash.
Mewtwo is tied for second in horizontal aerial speed, but is second in horizontal aerial falling distance.
Mewtwo has good vertical movement overall, but due to DJC he can stop on a dime in the air.
Mewtwo also has teleport, which is a movement option no other character has.
So while Mewtwo might have a very had time landing a hit or a grab for him to work off of, considering his movement options, he has the best chance of any character to reset the momentum back into neutral. Here is a short list of things Mewtwo has that can seriously put a halt to your opponents momentum:
1: When pressured, Mewtwo can use his roll in way more situations than any other character without being punished.
2: Mewtwo can jump cancel teleport out of shield, allowing him to quickly flee from pressure strings in a unique way.
3: Mewtwo's wavedash allows him to GTFO out better than many other characters (wavedash OoS for example)
4: Mewtwo can stall on a ledge incredibly well, and has several options when it comes to returning to the stage.
You talked about how Mewtwo has different tools and that is why he is better than people thought, but I think this is it. You even discussed how Mewtwo gave you the ability to analyze your opponents better than your other characters. I honestly think that Mewtwo might even be better than you gave him credit for, but the thing about it is one would have to play extremely safe and patient 100% of the time. I think this is the reason why most people can't play him well, and why he has such a steep learning curve. To play Mewtwo, you have to thoroughly know your defensive options, and never get greedy.
The main reason why I ever did well with Mewtwo is because I played a very defensive, non-committal game and this caused my opponents to get impatient and I was able to get many shield grabs. People used to complain at tournaments often that my style of play was "gay" or "lame" because I wasn't playing like a Falco/Falcon on roids. That was from a 2005 or so perspective, and while the meta has changed completely since then I think the overall strategy should remain the same.
TLDR:
I believe Mewtwo has the best movement of any character in the game overall. I think he has the best options to escape pressure strings and reset the whole scenario into neutral. While he might have a hard time landing attacks, Mewtwo has the ability to "call the shots" more than any other character, and once Mewtwo has gained momentum his opponent can't reset like he does. I think people should start working towards shaping Mewtwo's meta towards very safe defensive play in which one only engages his opponent once their is an obvious positional advantage and use Mewtwo's movement to avoid confrontation when it is not to Mewtwo's advantage. Mewtwo should be played as an attrition character, and possibly as stated in the past, is best used to take a lead and run down the clock (as much as I hate this idea too, it seems to be effective on paper).