View Full Version : I would like to start using Mewtwo
Mabus
10-22-2004, 01:51 PM
I've always been a Samus player. I also play Zelda (Not sheik, Zelda!), and Jigglypuff. My game's vs data states Mewtwo as having like 4 victories and everyone seems to think he deserves bottom teir. I feel bad for him (though not too bad, he's creepy as ****).
Anyway, I want to start using him. As I've practiced with him in training mode, he seems quite awkward to play. Perhaps you, the reader could give me some tips? His up and back throws seem ridiculously powerful, but his dash seems somewhat wide, making grabs difficult. How important is his wavedashing game? As Samus, WD is pretty much a substitute for her roll. I'm also finding his fair somewhat diffcult to contact. Is disable difficult to land as well? It seems to come out quickly, but against a human, it hardly seems to work. Shadow balls are nice, but they can't really be used for rushing the enemy, I guess.
Any tips that will help give Mewtwo more than 4 victories would be appreciated.
Lunadis
10-23-2004, 04:50 PM
Mewtwo is an excellent defensive character, so that's his best playing style.
In order to chicken someone, you can hurl uncharged shadow balls. If they come from the air, shield grab. If they come from the ground, it's up to you.
Wavedashing with Mewtwo is not an option, it's a must. He can wd to grab, back wd to shffl f-air ect.
Use disable sparingly, once per 4 stocks. It catches people by surprise all the time. It's easier landing it from a short-hop.
A nice offensive trick is simply shffl Myuutsuu's b-air. One move to always remember is his Body Spark (a in air). It's really abusive at times.
Lastly, if you want to connect with the f-air use something to lob them into the air. Try a d-tilt (two if they are fast fallers) then sh f-air. Down throw works too. If someone is close and they have the right falling speed, you can do a double f-air on them.
Simply by jumping then rolling your thumb over A while holding forward, then they should be in position to get f-aired again.
Hope that helps.
AmishTechnology
10-24-2004, 01:38 AM
Mewtwo is not great for playing defensively, as Decadent One says. He, just like Bowser and DK, is huge and is easily hit. He's not quite good in being offensive, but it's his best way to play.
You will not be good with Mewtwo in a month. He consumes lots of times to be good with. You will lose with him a lot in the beginning.
Umbreon
10-24-2004, 02:14 AM
unfortunately, M2 is all spacing and grabs. Have fun, wherever that takes you.
TestRider
10-24-2004, 11:17 PM
You will lose with him a lot in the beginning.
Might want to remove "the beginning" from that sentence.
Blind
10-25-2004, 01:01 AM
That's harsh test rider, lol.
Don't forget d-throw into f-air, I seem to land that one a lot. It's about judging DI, but still...
If you're playing on a level with a wall, f-throw is handy; causes explosions and extra damage if you send them into it.
Mow said it though... it's about spacing. M2 is very awkward, so his erratic movement and attack ranges/effects will take a LOT of getting used to. You'll need a lot of mind-gaming if you want to connect with any of his attacks... no real spammable moves (maybe n-air, but anybody with some kind of range can trade hits with you or just own you straight out, and you really don't want that).
Best of luck to you, not an easy character to use by any stretch of the imagination.
Mabus
10-28-2004, 02:28 AM
Hm, everyone is definitely right about losing alot. He does lend well to a defensive style. He also seems to work better on the ground (or no more than a short hop from it) but perhaps that's just me.
Does anyone have suggestion for landing d-airs?
Thus far, I like Mewtwo. He's great when he's on the defense, but once an attack hits him, it just goes down hill.
NJE789
10-28-2004, 11:43 AM
I still see potential with Mewtwo. After all, being so hard to win with, he will bring the worst out of you. Play him enough, and you'll soon find yourself not holding back anything, getting every last extra hit possible and mercilessly using every last dishonorable trick in the book to win.
Now, just take all this ruthlessness/possible blind rage you've built up playing him and convert it into your Sheik game..
Oh yeah, and here's a suggestion for landing those d-air's: Don't bother, the move's crap. Face it and move on. It's better to pseudo-spike with b-air anyway, as this move doesn't have a time-release slower than a rocket launch, and it can't be meteor-jumped.
Mabus
10-28-2004, 03:02 PM
Originally posted by NJE789
Now, just take all this ruthlessness/possible blind rage you've built up playing him and convert it into your Sheik game..
Sheik was one of my favorite characters (I loved playing as Zelda and switching a lot to mess with people), that is until I found out she was this top-tier-and-everyone-plays-her-as-a-result type of thing. I just liked her because she was cool.
Mewtwo though, also very cool. I could see him luring children into his gingerbread house and stuff.
Umbreon
10-28-2004, 10:47 PM
1. Mewtwo sucks on defense
2. you CAN rush with shadowball
3. spike is a good KO move
4. Mewtwo has neither mind games nor potential.
5. blind rage will get your mewtwo AND sheik killed. Actually, it will get your anyone killed. good luck with that lol
6. nair isn't all that useful
7. mewtwo can do okay with sheik, peach, ganon, luigi... a few chars from my experience. mario's fireballs screw him up pretty bad else I 'd say that's not too bad either. But a good samus will KILL YOU.
had to correct some fallacies.
Mabus
10-29-2004, 03:14 AM
So perplexing to hear the one whom I've been told is the best Mewtwo player in the country bashing the character. :(
Ice Climbers seem to be the worst possible match up, since you're almost completely denied your grab game. Shffl'ed b-airs work nice. As do his tilts. His moves are slow.
What I've been finding to be a ridiculously huge problem is his inability to actually recover from an aggressive player. I don't been recover back to the stage. I mean, he gets hit once, and keeps getting hit. Once I get hit, it's awhile before I get a chance to attack again. N-air really sucks for breaking up combos.
I've been trying to find out where his weakspots are. So far, his front side in the air (unless you're going at a near horizontal angle) is pretty open, since many characters out range his f-air. N-air doesn't cover it very well either. His b-air has a much better range, I'm learning to keep my back to the oponent as much as I can. Not only does that allow for shffl'd b-airs, but using the shadow ball charge-up as well. Playing with your back to the oponent makes using the shadowball to control your oponents movements more difficult though. The shadow ball just comes out too slowly. It's rare that I hit anything that isn't trying to recover. It can be used well for mind games, I guess. Shadowball itself, if charged makes an interesting recovery if fired to propell yourself.
I've been finding that Mewtwo can play safely near the edges because of his recover. Perhaps its a good place for him to play? Sadily though, I'm not too good as landing that spike (getting better though).
Heopfully Mow will lend some advice, as I'm sure most of my information is wrong.
Umbreon
10-29-2004, 11:15 AM
it's not MY fault he sucks.
But I can help your air problem.
You have 4 main options when confronted in the air facing your opponent.
1. so you want to back air, but don't want to land. press back, let go, B, and then L. He will start charging shabow ball opposire of the way he was facing and when you press L he stops. If you can do it REALLY fast, he just pulls his arms up a bit and turns around. you can bair and if you still have a 2nd jump, use it. If you press L twice you'll air dodge and that's no good.
2. You can fastfall and up air with C stick. That tail swipe has hidden range, and can hit enemies on both sides of you. The reverse shadowball trick may help here again, as the back part behind his head is the strongest part, and at higher % you may land a KO.
3. If the opponent is coming at your face, don't be afraid to disable. A quick well timed down B can put your opponent on the defense to recover before landing. Neutral air may be a good choice touse after disable, as many players will use a stationary move to recover (cape, dancing blade 1st hit, reverse any projectiles, ect). you may also choose to again fastfall with the contrl stick and try for an up air for the very beginning part to hit. Also make sure to DI back if you use an aerial after diasble, as many air characters will start to flail but KEEP THE MOMENTUM. For example, I wouldn't suggest you do this to peach. sure you can disable her, but you'll get naired before you can attack again.
4. Teleport away. But be careful. Any opponent in the air is an offensive one, and will probably try to get you right after you reappear. Be ready to downtilt or SH upair or DJC slap from shield. Good stuff. Also depending on your opponent, don't be afraid to short hop and neutral air to try to intercept. This part IS good against peach, unless it's a drill happy one (drill and nair stun each other, then mewtwo sucks nair.
kk anything else
Mabus
10-31-2004, 03:02 AM
Using the shadow ball to turn around in air is quite handy. I'm not having any specific issues now, its just a matter of practice and developing my style. I've been trying to keep matches close to to ledges. I figure a good backtrown puts the enemy on the immediate defensive, and since Mewtwo recovers so nicely, I'm just as likely to die there as I am center stage (Seems like Mewtwo has an affinity for dying).
Right now, I'm trying to figure out how to deal with specific characters. Like Mario's cape. Getting turned around when my attacks are slow isn't good. Fox/Falco reflectors are also a problem if I'm trying to play near the edge. I'm finding myself constantly in situations where I'm getting spamed by projectiles (Falco's is the most irritating). Even if I get one powersheilded, I'm simply to slow to launch an offensive and I either getting hit by a projectile and then smashed, or we simply return to the projectile spamming. The later is more of a problem on Final Destination. I'm probleming running into projectile problems because I'm playing too defensively, but sadily, my Mewtwo dies alot when he's overly offensive.
The Cape
10-31-2004, 01:54 PM
Originally posted by Mabus
Right now, I'm trying to figure out how to deal with specific characters. Like Mario's cape. Getting turned around when my attacks are slow isn't good. Fox/Falco reflectors are also a problem if I'm trying to play near the edge. I'm finding myself constantly in situations where I'm getting spamed by projectiles (Falco's is the most irritating). Even if I get one powersheilded, I'm simply to slow to launch an offensive and I either getting hit by a projectile and then smashed, or we simply return to the projectile spamming. The later is more of a problem on Final Destination. I'm probleming running into projectile problems because I'm playing too defensively, but sadily, my Mewtwo dies alot when he's overly offensive.
Here are a few ideas.
Mario: L cancel, and keep a surprise going, dont spam moves that are slow and easily blocked. Try Neutral A on the ground and air if you get too close. Its hard to avoid both and or cape both.
Falco: If you manage to powershield one of his SHBs, try to follow up with a teleport or a WD to get closer, then PS another and get next to him for a small combo set up by a throw.
Umbreon
10-31-2004, 11:48 PM
mabus lol. same thing. I hate marth, play mewtwo zelda and jiggs.....cept I play fox not samus.
yes mewtwo dies alot. that's half the chaarcter lol
one thing I do with M2 is teleport sideways or down as a dodge. It's fast, and you recover as soon as you reach the ground- if you havent teleported to there already. It laughs at edge guarders and passes right through attacks.
Mabus
11-04-2004, 01:36 AM
Originally posted by kaid
one thing I do with M2 is teleport sideways or down as a dodge. It's fast, and you recover as soon as you reach the ground- if you havent teleported to there already. It laughs at edge guarders and passes right through attacks.
Aye Teleport is a great way to avoid attacks, but the distance ventured is not as far as Zelda. The enemy can often guess where you're going. And if you free-far... Mewtwo will have all sorts of problems... like losing.
Umbreon
11-04-2004, 11:30 AM
if you really want a roll dodge for whatever reason, just jump and IMMEDIATELY teleport perfectly horizontal. You can land with no lag as long as it ends in the air, and shooting just above ground puts you just above ground as you finish. You can also jump from shield so it's the same as teleport from shield with a slightly longer start-up time and no lag.
enjoy.
Ok, I just got off SSBM having been battleing CPU Marth (L.9) on random levels- and actually winning several rounds. Against that CP, at least, foward A, up A and crouch A were the moves I found worked best. The foward A, ( a tail flick) is a fast, reaching move which can be chained easily. The down A (tail spin) has an even faster recovery, with mostly upward knock, which retains the knockback resistance of crouching and sets up the tail flick. the up A (tail flip) is also fast and is generaly useful for stopping people from dropping in.
While I was playing, I noticed an occasional flash when I got slammed against a vertical wall (I was probably pushing buttons at the time) and mewtwo would pull a quick-recover without touching the ground. Once it actually looked like a wall jump, but I thought mewtwo couldn't do that. Can someone confirm/explain this?
Mabus
11-06-2004, 06:10 PM
The CPU is NOT a way to evaluate ANY characters moves or abilities.
I'm not sure, but I think what you might be refering to is teching. That is when you press L, R, or Z before hitting the ground/wall/ceiling you recover faster when you're spinning out of control from an attack. Its kind of like L canceling.
.:ßio§torm7:.
11-08-2004, 09:27 PM
Originally posted by UmbreonMow
if you really want a roll dodge for whatever reason, just jump and IMMEDIATELY teleport perfectly horizontal. You can land with no lag as long as it ends in the air, and shooting just above ground puts you just above ground as you finish. You can also jump from shield so it's the same as teleport from shield with a slightly longer start-up time and no lag.
enjoy.
Please pardon my question, but just just how exactly does one do a horizontal teleport? I was under the impression that M2's teleport was only vertical and upward-diagonal. :confused:
Taj278
11-08-2004, 10:31 PM
You just press up B and before the teleport begins, just press and hold right, down, diagonal, any direction. You can pretty much roll your thumb from up to which direction you want.
Hope that helps. :)
The Cape
11-08-2004, 10:33 PM
Originally posted by .:ßio§torm7:.
Please pardon my question, but just just how exactly does one do a horizontal teleport? I was under the impression that M2's teleport was only vertical and upward-diagonal. :confused:
As Mewtwo begins the move, smash the direction you want to go. (Have to be fast).
MetaKnight0
11-08-2004, 10:44 PM
Originally posted by UmbreonMow
if you really want a roll dodge for whatever reason, just jump and IMMEDIATELY teleport perfectly horizontal. You can land with no lag as long as it ends in the air, and shooting just above ground puts you just above ground as you finish. You can also jump from shield so it's the same as teleport from shield with a slightly longer start-up time and no lag.
enjoy.
If you want to cut down with lag even more, you can fast-fall directly after the teleport to gain 1-2 extra frames.
CaptianFalcon13
11-24-2004, 05:44 PM
:D Hi i'm new http://mewtwo.gif
Ninja
12-08-2004, 05:35 PM
I use to try and play with M2 but don't take him to seriously because he basically sux. So musch more better chioces
Greta_the_Great
12-08-2004, 09:57 PM
Why does everyone ninja (steal) my Sb rush? :o jk jk
I like to play Mewtwo offensively. Sitting around waiting for a character (which has advantages to begin with) to come to you is ridiculous. I love using neutral airs to get me out of bad situations. I really don't know what to say :( unless there are some specific questions. I don't know why, but Mow seems to disagree with me on the whole Samus vs. Mewtwo.... it's not that hard! Have a nice day :D
SS4Ricky
12-09-2004, 11:03 AM
i love fox vs m2 matches. I'm a spike ***** and can chain a couple of claws into uptilts. My m2 plays a little different, but i think i can be competitive with him. I remember back in the day Link, Fox, and m2 were my main. what happened to the good old days?!
ricky bored in class....:mad:
Umbreon
12-09-2004, 11:13 AM
ricky let's go to matt's and study for finals!
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