Suretman
12-05-2004, 02:31 PM
I'm interested because I can't seem to figure what his good moves are if he has any lol.
JesusFreak
12-05-2004, 03:49 PM
Good moves: dtilt, down throw, utilt, fair, shadow ball
Useable moves: ftilt, uair, nair
Kill moves: back throw, up throw, fair
I dunno a whole lot about mewtwo, but this is pretty much what I use most.
Originally posted by JesusFreak
I dunno a whole lot about mewtwo, but this is pretty much what I use MOAST.
CORRECT'D
Mabus
12-05-2004, 04:51 PM
Well its all in how you use them. Mewtwo's move's are rather situational in comparison to other characters.
In short, his important moves are Throws, D-tilt, B-air, U-air, and shadowball. He has a great Shffl'd game.
Since I'm procrastinating some work, here it is in long (note that this isn't exactly planned out well and not really researched. I'm making it up as I go so there are probably errors and stuff I missed. Don't *****, I'm giving this to you free of charge! :D But yeah, I'm missing alot here, just some basic stuff)
Tilts
D-tilt: Sends enemy upward in a good combo position. Very important move, opens the door for more attacks, including F-air, U-tilt, and F-tilt.
F-tilt: Tail acts as a whip. This has good range and keeps the enemy at bay. Use as a defensive move.
U-tilt: Basically, keeps the opponent in the air without taking them out of combo position. It comes out faster than many of Mewtwo's moves and covers more area. Its not very powerful. It's meant to be followed up by something else. Use it to keep a combo going if you don't have another option. Because of its low knockback, you stand to get punished.
Smashes
NOTE: Mewtwo's smashes are very slow. In order to get that extra bit of speed, use the C-stick to perform them instead (with the exception of U-smash).
D-Smash: A very good move. Sends the enemy at a low trajectory and does nice damage. However, it have a limited range and limited applications. The opponent almost has to be standing right in front of you on the ground for it to work. If you disable someone and they are not at a high enough percentage to KO from a throw, I'd use this. I'd use it against a resting jigglypuff too. Very situational, use it when you know you can.
F-Smash: Very slow and not as much knockback as I'd like. The range isn't bad however. Best used as part of a combo. D-tilt to F-smash isn't a bad idea.
U-Smash: Punishing. It's a disjointed hitbox when it first comes out which is handy sometimes. If done correctly you'll do a good amount of damage and send them flying. If you miss you'll be extremely open to side attacks. A good follow up from a U-tilt to end a combo.
B Moves
Shadowball (Neutral B): Your friend. Its path is very irratic and even well seasoned players will have trouble avoiding it. It has some of the disadvantages as Samus's charged blast: It'll get reflected by space animals, Mario/Doc will cape it, and Ness will eat it happily. It's pretty hard to powersheild though. Firing it in the air will send Mewtwo backwards, thus it's great for recovery. It does damage while it's charging, so if you get an enemy stuck in a corner you can take on some cheap damage (don't abuse that though, they'll eventually punish you). The little ones come out much faster and are more practical for spaming. An uncharged one can also be used to land a disable. You can use it to change directions in mid-air by starting the charge and tapping R/L.
Disable (Down+B): The opponent MUST be facing you. If you use it on an airborne enemy, they will freefall, therefore it is pretty sweet for edgeguarding. Mini shadowball to disable works well on the ground. You can also shffl'd it. Don't abuse this though. Perhaps once for every 3 stocks is a good rule.
Confuse (Forward+B): Eh. You can downsmash after it. It's not too practical, at least I haven't found it to be so. If you're really good you can pull someone through a platform, but you have to be close (so they'll probably smash/spike/explode/sword/whatever you to your death). You can use it to easily turn around in mid air, which is its most useful function.
Teleport: Adds to that already nice recovery of yours. Starts fast but there is lag when you finish. Never a substitute for a good wavedash or even a roll. Best used for recovery. Every once and awhile you and teleport behind an enemy just to through them off, but again if it becomes an expected tactic you'll get punished during the lag. Use it for recovery and that's about it. If you want to use it on the ground, shffl'd.
Air Moves
U-air: Like U-tilt but with more knockback and more applications. Nice for KO'ing off the top. Feel free to use it often.
D-Air: Mewtwo's spike. Its nothing really special. I don't use it often because of its range, but every once and awhile, and against certain charaters, you can spike nicely. Use the C-stick so you don't fastfall to your death. I prefer B-air for edgeguarding, but that's me.
B-Air: Good range (most powerful near the back of his head). Can be used to pesudo-spike. When an enemy is recovering, jump out and B-air them back a bit, canceling out their second jump and forcing them to B-air. I love this move, but only when their percentage is high. At a low percent it doesn't have the knockback to go unpunished.
N-Air: Body Spark has great priority, but terrible range. Shffl'd sometimes, it can be very punishing because of its many hits. This thing hates sex kicks. Samus and anyone with range will flatout own you here. Not sure, but I'd assume Sheik's F-air will also own you. It just has no range. Use it defensively to break up combos and such. Again, great priority, little range.
F-Air: The range is small, but it's quick and powerful. Shffl'd this, it does KO off the top and does do alot of damage.
Throws
F-Throw: If you use it and the enemy hits a wall (such as the fin in corneria) it will look sectacular and do a little more damage. Other than that, I really does use it.
D-Throw: Good at low percentages.
B-Throw: This is one of your main KO moves. After the opponent is off the side, use D-air or B-air to keep them from coming back. This is also the throw of choice for fast-fallers and people with crappy recovery.
U-Throw: KOs around 120ish, depending on the enemy. His send best throw. At a high percent, just KO with this.
Dash Attack: Wasn't really sure where to put this. I believe this is disjointed, but I haven't experimented with it. It lasts a long time and covers a large range. On the other hand, it has ridiculous recovery time. Follow up with an F-tilt backwards to keep from being punished.
Taunt: Spam this, it looks evil as ****. Lowers enemy's moral. They realize they can't stop Mewtwo.
:goomba: There you go. Not really complete, but you should get the idea of what Mewtwo is all about. Anyone, feel free to correct EVERYTHING I just said.
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