Kamtheman56
Smash Journeyman
- Joined
- Jan 25, 2015
- Messages
- 232
- Location
- Somewhere in the year 200X
- NNID
- kamtheman56
- 3DS FC
- 3222-6187-6285
Alright so as we all know Confusion Mewtwo's Side Special attack isn't all that useful outside of reflecting things and recovering however hopefully this post will inform you of it's usefulness on the ground.
Offensive Utility
Mewtwo's Confusion posses some nice properties with those of course being a Reflector and a Command Grab which can prove to be quite useful in combat. Confusion however doesn't have any guaranteed follow ups. Confusion proves to be quite useful as it can be used on unsuspecting shielding opponents to pull them out of their shield and allow you to follow up with an attack. While having a very generous disjointed hitbox using Confusion on panicking opponents or opponents charging a smash attack will make them buffer an attack allowing for a follow up in the form of any Smash attack or numerous aerial moves. Confusion can be used mainly as a "combo" extender in order to keep the flow of attacks going such as Ftilt - Confusion, Jab - Confusion, and Dtilt - Confusion which all of course can be great options to consider.
Defensive Utility
Confusion doesn't really shine in the offensive department however it truly shows how great it is in the defensive area of play. Confusion with it's reflector properties is great at stopping projectile approaches especially with how long it lasts, easily long enough to stop any opponent approaching with projectiles allowing you to not only reflect it but able to counter attack as well. Opponents who like to run up and shield or do a running grab are easily stopped thanks to Confusion and it's disjointed Command Grab properties allowing for time to punish an opponent who panics or wasn't expecting it. Confusion can also stop aerial approaches but not to the same degree as characters with disjoint moves Confusion has a hard time grabbing as they can attack from afar, however any opponent landing with a poorly spaced aerial move can be grabbed by Confusion allowed for potential follow ups or to run away to gain better stage position. Confusion can also be used as a tool to bait reactions out of opponents most notably when possesing a fully charged Shadow Ball, making the opponent shield prematurely and allowing for a follow up from Mewtwo. On shielding opponents Confusion can be used to make a quick get away to regain stage control or to create a distance between you and your foe.
And as always feel free to correct me if you feel I'm wrong or if you have anything you feel should be listed here feel free to post it.
Offensive Utility
Mewtwo's Confusion posses some nice properties with those of course being a Reflector and a Command Grab which can prove to be quite useful in combat. Confusion however doesn't have any guaranteed follow ups. Confusion proves to be quite useful as it can be used on unsuspecting shielding opponents to pull them out of their shield and allow you to follow up with an attack. While having a very generous disjointed hitbox using Confusion on panicking opponents or opponents charging a smash attack will make them buffer an attack allowing for a follow up in the form of any Smash attack or numerous aerial moves. Confusion can be used mainly as a "combo" extender in order to keep the flow of attacks going such as Ftilt - Confusion, Jab - Confusion, and Dtilt - Confusion which all of course can be great options to consider.
Defensive Utility
Confusion doesn't really shine in the offensive department however it truly shows how great it is in the defensive area of play. Confusion with it's reflector properties is great at stopping projectile approaches especially with how long it lasts, easily long enough to stop any opponent approaching with projectiles allowing you to not only reflect it but able to counter attack as well. Opponents who like to run up and shield or do a running grab are easily stopped thanks to Confusion and it's disjointed Command Grab properties allowing for time to punish an opponent who panics or wasn't expecting it. Confusion can also stop aerial approaches but not to the same degree as characters with disjoint moves Confusion has a hard time grabbing as they can attack from afar, however any opponent landing with a poorly spaced aerial move can be grabbed by Confusion allowed for potential follow ups or to run away to gain better stage position. Confusion can also be used as a tool to bait reactions out of opponents most notably when possesing a fully charged Shadow Ball, making the opponent shield prematurely and allowing for a follow up from Mewtwo. On shielding opponents Confusion can be used to make a quick get away to regain stage control or to create a distance between you and your foe.
And as always feel free to correct me if you feel I'm wrong or if you have anything you feel should be listed here feel free to post it.
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