View Full Version : Mewtwo's strengths
Diddy Kong
12-11-2004, 05:59 AM
Agains who is Mewtwo strong? I begin to think he's da baddest player who weak agains everyone... I am very good with him though. Well he's my best character.... So agains whi is Mewtwo strong? Ganondorf? Bowser? I don't know...
The Cape
12-11-2004, 11:05 AM
Mewtwo has the strength of not having to sit around and take his beatings very long.
.:ßio§torm7:.
12-11-2004, 06:38 PM
Originally posted by The Cape
Mewtwo has the strength of not having to sit around and take his beatings very long.
Considering how his deaths are quick and merciful....
Mabus
12-11-2004, 06:42 PM
haha, Monsieur La Cape is right. If its a difficult match, Mewtwo will like bend over and die quickly. But like, I'll try and run down what I think some Mewtwo matchups will be like. Some of these are going to be way off. I haven't played against a skilled Roy or Jigglypuff and stuff. And I'm pretty **** stupid. But whatever.
Your best matchups are Gannon, Mario, GW, and anyone whose recovery is either crappy or predictable. Slow enemies are the best. Your enemies are Marth, Samus, Falco, and the all purpose counter-character Sheik.
Doctor Mario: You can eat through those pills with your tilts, but they will still be a problem since he can dish them out faster than you can destroy him. For the most part, you can treat him like Mario. Keep him above you. He won't be a major problem.
Mario: His d-air is nothing against your U-air. Use U-throws, D-dilt to U-tilt, and U-air. Use your U-throw more than your B-throw for KOs since you'll have some trouble edgeguarding him. Not too bad.
Luigi: Haven't really fought a decent Luigi. But those that I have fought didn't pose much against Mewtwo.
Bowser: You'll rape him. He's not hard to chain throw with D-throw either. But I mean, who doesn't rape Bowse?
Princess Peach: If you learn to catch those turnips, she'll be a little easier, but she's still kind of hard to edgeguard and stuff. I haven't played Peach too often.
Yoshi: Yoshi is kind of a gift to Mewtwo. He'll have a lot of trouble recovering from your B-throw.
Donkey Kong: This thing gives Mewtwo trouble. If he carriages you into some air attacks, you'll be in from trouble. If you get to choose the stage, I'd advise against FD. Even if they're a bit laggy, his attacks are strong as **** and have some range on them. This is an uphill battle.
Captain Falcon: B-throw gives fast fallers problems. CF isn't an exception. As only as you can deal with his speed, he won't be too bad.
Ganondorf: Nice, heavy, slow, predictable recovery. He's suseptible to B-throw followed by B-air. You can chain your D-throws without much trouble. He doesn't have much on you except power.
Falco Lombardi: Huge problem. Because Mewtwo is played close to the ground, that SH laser will rape you. You need to stay above. When I figure out how to beat him, I'll let you know. :P B-throw is a good option. Don't forget alot of your attacks can cut through his up+B
Fox McCloud: Haven't played against many Foxes. If you can grab him, B-throw will give him trouble. Again, you can get through his up+B.
Ness: I don't recall EVER playing against a good Ness
Ice Climbers: You can't grab them much, big problem. Don't U-smash. If only one gets caught in it, you'll get punished. Haven't played many IC's.
Kirby: He's not too bad to fight against at all.
Samus Aran: Her U-air will beat the crap out of you. You can tilt right through her missles though, which is a plus. She is hard to KO of the top, she's hard to edgeguard. Not many options here.
Zelda: I haven't met anyone besides me who plays Zelda. They don't know what they're missing!
Sheik: Haha, Good luck with that. B-throw and try edgehogging. But a good sheik will never be recovering against the likes of Mewtwo.
Link: Your U-smash, if timed correctly, goes right through D-air. Grab him when he's lagging. Shouldn't be too bad.
Young Link: The addition of speed makes this guy harder than his 7 years later self. I'd suggest against FD here. for projectile reasons.
Pichu: So agile. Haven't had much experience with this one, but that agility should be troublesome.
Pikachu: If he's wearing the green hat, no problem. But when he breaks out the wizard hat, WATCH OUT! Be wary of his taunt.
Jigglypuff: You're big and laggy, she has rest. Haven't played against a good Jiggs, but I'd say try to pseudo wall of pain her ***. Even if its just N-air. Don't smash too much, she's just rest you in the lag.
Mr. Game & Watch: His recover sucks. B-throw and B-air. He should be a problem at all.
Marth: This is a paradox. Marth's weakness is throws and that is your strength. So, in theory, this should be a nice matchup. Ha! His range and speed are too ridiculous for you to compete against. I wonder... if your F-tilt will stop his sword? Who can say. Huh? Oh, yeah, you won't win this match. Ever.
Roy: This is a nice match. He's Marth with a crappy sweetspot. NOW the theory of throws raping him holds true. So use throws and uh rape him.
Greta_the_Great
12-11-2004, 11:56 PM
Somebody's trying to get into the backroom
Note: much of this information is either obvious and/or already meantioned at various places on this board.
Ok, to start things off, Shadowball does damage when charging. Duh. It also keeps "charging" after it is fully charged. It's erratic path is all but impossible to powershield, (that is, even more impossible than normal) it can penetrate Marth/Roys Counter if it hits while going down, and can be charged while in the air.
Mewtwo can stop charging the shadow ball wile midair by pressing L/R. This will NOT cause an air dodge. It has been mentioned that you can use this to turn around midair, but I haven't been able to confirm this.
If you tap the C-stick sideways while charging, (on the ground) Mewtwo will peform a roll directly from the charge stance.
Mewtwo's Kinesis(aka confuse) will pick up even shielding enemies, face them away from you, and set them spinning. If performed in the air before doing a midair jump, mewtwo will rise as if doing mario's cape- only more so.
Mewtwo's Teleport and air-dodge are both fast and invisible, allowing the possibility of suprise/mindgames. Likewise, his rolls look like his wavedashes, and his foward smash can decoy for a fully charged Shadowball.
Mewtwo's tail is only a target where it passes through the plane of battle, (the two-dimentional surface on which projectiles and Mr Game-and-Watch exist) and it sometimes leaves the plane entirely, even when standing still.
His dark energy effects can make it difficult for the opponent to see what his charater is doing, which may or may not be useful. It will not melt frozen characters.
Mewtwo's foward throw will damage anyone in the path of the shadowballs, which explode when they hit a wall. His back throw uses the target as a living shield as he moves it behind him.
If I forgot any interesting details, feel free to add to the list.
NJE789
12-14-2004, 04:44 PM
The key to Mewtwo's avoiding vulnerable situations, like getting popped in the air- Mew2's quite vulnerable to smashes here given his slow aerial movement and no high-priority moves for defense other than confusion, which is more of a damage trade-off. Better to get back-kicked than smashed, though, and atleast here you'll deal some damage back.
Of course, you're not really that vulnerable if you know how to turbo-dodge with Mew2. When in the air close to the ground, Mew2 can do a downward aerial dodge completely free of lag- you can dodge any attack then instantly counter it. Faster than any other dodge in the game+you can space yourself a bit unlike the standing dodge, which also leaves you vulnerable for a few frames.
Falco Lombardi: Huge problem. Because Mewtwo is played close to the ground, that SH laser will rape you. You need to stay above. When I figure out how to beat him, I'll let you know.
I have a theory that mastering powershielding will make Mewtwo competitive- I'm trying to get it down well enough to test it.
Marth:... His range and speed are too ridiculous for you to compete against... Oh, yeah, you won't win this match. Ever.
Against Marth, the best I can think of is Powershield-WD-Dtilt, sliping an attack in during Marth's tiny lag. Or somehow mindgaming yourself behind him, facing toward him...
Umbreon
12-15-2004, 12:04 PM
^ has a brain. Congrats, you're the first person I haven't played on the right path. lol.
In theory, PS combos should come in three types:
Power-shieldgrab, PS-WD-__, or PS-SH(_air)FFL.
the first should be used to counter Dairs and other moves that end with the attacker within arm's reach. it is the simplest to pull off, not even needing to jump-cancel the shield.(I think...) Throws have been discussed elsewhere at length, so use your own judgement.
PS-WD is used against ground opponents with long reach or short projectiles.(marth, DK, maybe Doc) In M2's case I recommend Dtilt to Utilt, or possibly Disable-Smash, depending on %.
ps-shffl is an aerial counterattack tech (that is, you counter w/an aerial) and will be the hardest to pull off. Each can be useful, but I recommend two main versions for M2: Body Spark(A) to rack up damage, and Fair to launch the attacker upward. Dair is risky, but sometimes you might get away with it. Bair is for those who are behind you(duh!) and Uair is for anyone who chucks a bomb/turnip down at you and thinks they can get away with it.
I wonder... is it physicaly possible to powershield the inevitable Bair if you used Kinesis(b<) on an opponent?
If so, Kinesis would actually become kinda useful for combos- say, dashcancel-Kinesis-PSWD-Dtilt-Usmash-Uair or something.
ArC_man
12-20-2004, 01:30 AM
If you could powershield that well.. any char would be good.
Umbreon
12-20-2004, 12:12 PM
each is different. I find myself powershielding lasers, misles, pills, needles all the time. Haven't gotten air fireballs yet, so mario gives me cra. And I just eat pikachus, so I'm not wasting my time on his rap.
Suretman
12-20-2004, 08:52 PM
I'm unaware of any matchup that is good for Mewtwo or one that he has the advantage. I thought it was: terrible for mewtwo, bad for mewtwo, or ok for mewtwo.
.:ßio§torm7:.
12-21-2004, 10:29 AM
Originally posted by Suretman
I'm unaware of any matchup that is good for Mewtwo or one that he has the advantage. I thought it was: terrible for mewtwo, bad for mewtwo, or ok for mewtwo.
A match with Bowser is a gift to Mewtwo. Then again, any slow character is M2 feed.
Umbreon
12-21-2004, 10:47 AM
I'd sooner have sheik than Bowser. Bowser has that up B from shield and can KO at 90% on most stages.
CaliburChamp
12-21-2004, 11:08 AM
One word...
Throws...
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