View Full Version : A good M2 combo.
Blazer
11-14-2004, 02:41 PM
First disable your opponent and shadow ball them.
Now catch up and up throw them .
Jump up to your opponent and forward A them this should send them higher into the air.
Now if they aren't dead shock them as they come back to the ground insuring they land where you need them.
finally down smash them they should be either at high damage or dead.
The point of this combo is getting your opponent on high damage or kill them off. This hardly works on a quick human but is VERY good when it all connects note that the disable is unimportant but helps.
General Fox
11-14-2004, 02:57 PM
That's quite an effective combo. I just tried it out right now. But is it possible to substitute the Shadow ball with a Tail Whip, and would that make it any better? I understand that the point of this combo is to get the opponent at a high damage % (For example, Kirby at 60%) grab them and send them flying and Forward smash to kill them off but I wonder if certain parts can be substituted with different variables. (I'm new to playing Mewtwo, btw.)
EDIT: I just noticed that this can be countered if the oponent does an Aerial Down-A. It depends on the character because all Down A's have different Ranges of damage.
Blazer
11-14-2004, 03:06 PM
To pass the down A counter you just move to the side and forget the part that your currently on they won't be as vulnerable but you still get in a hit. Or you can move and Tail whip them then shock them....
General Fox
11-14-2004, 03:07 PM
Ah, I see. Which means there's a countercombo to it.
Blazer
11-14-2004, 03:14 PM
Also, IF you think it's harder to use the shadow ball at the beginning then use it after the Down smash.
You may also want to partially charge the Down Smash....
General Fox
11-14-2004, 03:15 PM
Ah, and I take it that you're saying it's better to do it your way than to Varialize it? It could screw up the combo pattern.
Blazer
11-14-2004, 03:18 PM
Yeah varializing it may be the worst possible thing to do. Staying with my way can help a lot. but change a few things if your opponent gets too wise and you get nailed.....
General Fox
11-14-2004, 03:23 PM
Ah, I see. I'm guessing that It's better to stick with the Forward A Aerial as the finisher.
Also something else I noticed:
Originally posted by Blazer
Also, IF you think it's harder to use the shadow ball at the beginning then use it after the Down smash.
You may also want to partially charge the Down Smash....
It also serves another purpose. If you do a shadow ball on a short Character such as Kirby or Jiggs it has a chance of missing sepecially if you're close. Same goes for Disable. Eye contact is too high to be leering at Kirby/Jiggs/<insert small character of your choice>. Charged Down Smash will get them Low and it serves as a sent-flying of some sort.
Blazer
11-14-2004, 03:28 PM
That's what makes this combo so good though. If you can't land disable then throw the shadow ball or grab them. Also if they do survive forward A then that's what the rest is for. Oh, and use the Shadow ball after Down smash while their in the air this increases hit chance.
General Fox
11-14-2004, 03:37 PM
Originally posted by Blazer
That's what makes this combo so good though. If you can't land disable then throw the shadow ball or grab them. Also if they do survive forward A then that's what the rest is for. Oh, and use the Shadow ball after Down smash while their in the air this increases hit chance.
Hmm....well during the First steps the combo (Disable-Shadow Ball/Down Smash) it makes it so the opponent has no escape? Well plotted.
But, doesn't the combo sound like you rushed it a bit? The regular way would be to damage the opponent as always and THEN toss the opponent up and Forward Aerial, correct?
Blazer
11-14-2004, 03:44 PM
I came up with this combo when my friend was beating me in battle so yeah it was rushed. Now, usually I don't even use this combo because I can hardly ever land it so by the time I feel like I can use it my opponent is on high damage and actually it works better at low damage because then the forward A needn't be as high up and you can easily hit with the shock. then use the tail whip when down A comes in and when they hit the ground down smash and considering your using the secondary style you shoot the Shadow ball at them and they're at high damage.
General Fox
11-14-2004, 03:52 PM
Yeah, but that means that your aim is bad. An easier way is to have them surround you really close because as it seems M2 is doing his forward smash in the fromt direction it can hit the person surrounding you from the back too.
That's Another great way to catch them Off-guard, while they're in Mid-Air. Saves you the hassle of Grabbing them.
Blazer
11-14-2004, 04:00 PM
That may be true in some cases but other times it's over the short char. Also the throw is pretty important to the move because of it getting them into the air and causing damage at the same time, which is the point causing damage.
General Fox
11-14-2004, 04:06 PM
But you're saying that the Forward A might miss like the SHadow ball and disable on short characters? I don't think so. Their damage boxes might be small but you just need proper timing and momentum.
Blazer
11-14-2004, 05:23 PM
oh. Yeah, it just may miss if your opponent gets out of the spin from the throw so it can possibly miss but then you just beat the **** out of them in the air to make up for it.
General Fox
11-14-2004, 05:30 PM
You dont suppose you could to other Aerials. M2's Nair sucks. At least when you miss you're vulnerable for a bit. How about if you Forward A them, miss and they use their Aerial on you? It happened to me just as I was playing? Any way to counter?
Blazer
11-14-2004, 05:47 PM
Yeah, there is, stay close to the ground during the combo that way if this does happen then you can hit them during their ground lag instead but that screws it all up for the most part....
General Fox
11-14-2004, 05:49 PM
Ground Lag? Can't they L-Cancel it?
Blazer
11-14-2004, 05:53 PM
Well yeah but that doesn't take away all the lag from it so just act fast.
General Fox
11-14-2004, 06:00 PM
One last question.
L-Cancel nullifies Ground Lag so couldn't they Sheild Grab you and throw you? But you can possibly Tech, jump in the air and strike from above while the opponent was a high percent, right? That has a possibility of sending them flying, methinks.
Blazer
11-14-2004, 06:11 PM
L-cancelonly nullifies a certain amount of ground lag for one. And, if anything like that happens then do what comes natural and just play your best as that may be your only hope. That's really the combo's greatest weakness and how it messes up but you should be able to find someway to stop that from happening such as teleporting, dodging, moving, etc.
General Fox
11-14-2004, 06:35 PM
Oh, ok. Thanks for the help, I'll use it to my advantage. SO now I know about the combo, weaknesses and strengths. Good stuff.
MetaKnight0
11-14-2004, 07:57 PM
lolx.
This combo has no chance of working past the Shadowball.
Blazer
11-14-2004, 08:44 PM
Did you even read the whole thread? It disscusses how to get it to work; All the weaknesses and substitute moves are pretty much explained. If you try it on a human I said it probably won't work but it may so that is the whole point. Any attack on a human may not work but then again it just may. Now since most people don't know what to expect from something like this they may not get away from it at first so it has a chance of working and WILL if you use the Shadow Ball at the end but does more damage and kills easier if the Shadow ball is used at the very beginning.
Umbreon
11-15-2004, 12:11 PM
a combo is something that works every time.
lol
CaliburChamp
11-15-2004, 02:03 PM
:newbie: combo to the max yo!
charade
11-15-2004, 02:30 PM
I think even a computer will know to meteor smash you before you get that f air in especially if their falling onto it
and down smashing someone on the land is easier said than done mainly because youll get smashed first or theyll just wavedash or block it.
Blazer
11-15-2004, 05:42 PM
I fid the down smash to be the easiest part just hit the control stick down hard and you may hit the ground in time. And what if your opponent has no meteor smash and read the thread it tells how to avoid it if they do.
General Fox
11-15-2004, 07:01 PM
Originally posted by UmbreonMow
a combo is something that works every time.
Not neccesarily. Sometimes a combo is a chain of attacks that depend on luck and aim of sorts.
This combo has no chance of working past the Shadowball.
This is where the PARTIALLY CHARGED down smash comes in. You could also Tail Whip.
Blazer
11-15-2004, 07:11 PM
Yeah. Read all the Q & A before saying stuff like that as it may work, may not. This move depends totally on speed. You've got to rush everything and go one offense. That's pretty much the best way to play M2 in my opinion and the best way to prepare for this combo.
Umbreon
11-16-2004, 11:09 AM
no, a combo works every time, dependant on %. Fox's drill to shine is a combo. Sheik's downthrow to ftilt is a combo. Mewtwo's dtilt to slap is a combo. Why? because it always works.
MetaKnight0
11-16-2004, 02:47 PM
:D
I would've owned them before you Mow if my browser didn't crash.
charade
11-16-2004, 03:21 PM
they're right you know this has got no chance of working past the shadow ball
you must be using this "combo" against fairly low level computers or players with little skill cause catching up as you say will get you either shield grabbed, or hit with any random attack the person on the other end feels like murdering you with.
if its fox or falco who happen to fall like bricks then they're gonna be on the ground before you are
with the added lag your getting from the little shove backwards the shadow ball gives you I seriously don't think the other players gonna let you grab them without a fight
someone like samus as well will probably drop bombs or somthing on you while your trying to f air them
Blazer
11-16-2004, 05:38 PM
I said you coulf use the Shadow Ball towards the end! And I use it on high level com players and my friends when I time it right. Otherwise it doesn't work. Also you hit them with the f ari quickly so they're still spinning you must have a good reaction time to do this.
MetaKnight0
11-16-2004, 08:08 PM
If they have enough time to start spinning, it's not a combo.
charade
11-17-2004, 02:07 PM
I know what your talking about, I used to do the same sort of thing until I realised:
f airing someone whos spinning usually gets you hit
you may call it quick reaction time but its most likely down to poor computer AI not air attacking in time
for instance
a level 9 ganon can be chain throwed with mewtwos f throw over and over and over because it has the same reaction each time
however a friend i play who is fond of ganon will put a foot in my face before i grabbed him the second time
General Fox
11-19-2004, 10:16 PM
Originally posted by charade
I know what your talking about, I used to do the same sort of thing until I realised:
f airing someone whos spinning usually gets you hit
you may call it quick reaction time but its most likely down to poor computer AI not air attacking in time
for instance
a level 9 ganon can be chain throwed with mewtwos f throw over and over and over because it has the same reaction each time
however a friend i play who is fond of ganon will put a foot in my face before i grabbed him the second time
Yes, I too noticed this a while shortly. I have a friend that plays Ganny as well. So, Blazer is correct, this is useless against a human. Also BECAUSE of that it doesn't work all the time. Then UmbreonMow's statement comes into effect. It's not a combo. Of course you all know this. I also noticed that I used this a long time ago before I even heard of it. I did try it on a level 9 though. >_>
Ok, I posted this elsewhere, but:
WD-Dtilt-Utilt-[Usmash/Uair/other air move]
I believe it meets Mow's definition of a combo, and the last part is a followthrough that can change by % and weight of the target.
Mabus
12-04-2004, 07:03 PM
Yes, d-tilt is definitely Mewtwo's combo starter. D-tilt to U-tilt, followed by a situational move (and often a u-air or something shffl'd) is about as essential to Mewtwo as his throws.
If you play a defensive Mewtwo (and I dare not open the door to Defensive vs. Offensive Mewtwo discussion) then d-tilt to f-tilt is more useful as it keeps your opponent at bay.
.:ßio§torm7:.
12-04-2004, 11:46 PM
Originally posted by Mabus
If you play a defensive Mewtwo (and I dare not open the door to Defensive vs. Offensive Mewtwo discussion)
Please open it just a liiiiittle wider....
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