AmishTechnology
01-23-2005, 03:36 AM
Just pour in some random Mewtwo strategies in here.
[Copied and pasted from my messages at GameFAQs]:
Without doubt, Mewtwo has one of the best recovery. Edge-guarders would have to be extremely lucky in order to successfully edge-guard against him. The problem is, Mewtwo gets sent out quickly. His teleporting abilities are great for recovery. He can grab ledges as soon as his air-dodge is done. However, one thing you should never do to edge-guarders is to use Confusion [Forward B] on them in Final Destination. If he jumps, he'll ledge hog immediately and you're screwed because Mewtwo does not hurt enemies with his teleport. In some stages like Great Bay, however, things can be quite different.
Mewtwo can also easily perform shuffled F-Airs out of his shield and do something called shield teleporting. With your shield on, tap upwards on the Analog and as soon as Mewtwo jumps, press B to teleport. Now, immediately tap the Analog to either sideway to teleport. When Mewtwo finishes his teleport, fast fall to cancel the lag. It's nifty. Mewtwo's throws are very powerful, so shield grabs and Waveshield grabs are nice. Be sure not to be predictable, or you will die. Because his statistics are very bad, Mewtwo heavily relies in mind games and trickery. Switch between Up + B teleports and air-dodge teleports to confuse your enemy. Don't abuse it or your enemy will be able to predict where you go, and don't use it often for evasion. Teleporting takes a while to perform, and most attacks in Super Smash Bros. Melee are quick enough to hit you before you do so.
As for edge-guarding, Mewtwo has several options. Against those who have an easily spiked recovery such as Bowser and Donkey Kong, a D-Air is good for you, unless your enemy didn't double jump. As for that case, a D-Smash from the ledge is probably the better choice. A fully-charged Shadow Ball works well against predictable recoveries. As for versatile and tricky ones such as Pikachu's, you'll just need to wait and counter attack. You can hinder Samus's bomb recovery by shooting your Shadow Balls at her bombs. Pretty cunning, if you ask me. Charging your Shadow Ball and facing the opposite side of the ledge is a fancy way to edge-guard, but should never be used against slow fallers. Face the opposite side of the ledge you are guarding, then charge. When your opponent tries to recovery, he most likely will have to touch the Shadow Ball. Your ball will juggle the enemy, and he'll either have to DI to off the stage where you can quickly cancel the ball with a shield, then JC and spike him, or DI towards you where you can shoot him. It's not the best way. As for all other cases, B-Air is your friend.
You'll need to space his Wavedash for edge-guarding. If you're too close, you'll slide off the ledge and won't grab it. Remember that.
As for his attacks and combos... D-Tilt is great against medium and slow fallers at all percentages, and against fast fallers when they have taken some beating. You can D-Tilt into F-Airs, grabs, U-Airs, another D-Tilt, and many more. Fast falling is essential for juggling. If you don't fast fall, you may not be able to juggle at all. Mewtwo's killer move, besides his throws, is his F-Air. It's hindered by it's range, however.
Mewtwo's F-Air is particularily good against juggling Fox, Falco, and Captain Falcon, the fast falling trio. Keep shuffling it in order to juggle them. When they have 0%, a U-Throw should be a good set-up. It's extremely hard to pull off, but you can do it.
D-Throw is great for combos. Use it into tilts, a F-Smash, a F-Air, or any other attack that seems fit for the situation.
F-Throw should only be used against walls or when you want to attack multiple enemies. How quickly Mewtwo shoots the Shadow Balls depends on the character's weight.
B-Throw is for sending enemies off the stage. Same for U-Throw, but for vertical KOs instead. The U-Throw can also be used just to send your enemy skywards.
Whenever juggling with aerials, be sure to DJC the aerial in order to fast fall more quickly.
The sweet spot of attacks concerning Mewtwo's tail would be the center of the tail. Be sure to remember that when using the B-Air, U-Air, tilts, etc.
You can rush with Shadow Balls.
You can give yourself a tiny recovery boost. As soon as your double jump ends, use either any aerial or Confusion [Forward B]. If timed well, Mewtwo should go vertically higher. This is just to make his recovery even better.
I'm pretty sure Mow will find lots of mistakes in this.
[Copied and pasted from my messages at GameFAQs]:
Without doubt, Mewtwo has one of the best recovery. Edge-guarders would have to be extremely lucky in order to successfully edge-guard against him. The problem is, Mewtwo gets sent out quickly. His teleporting abilities are great for recovery. He can grab ledges as soon as his air-dodge is done. However, one thing you should never do to edge-guarders is to use Confusion [Forward B] on them in Final Destination. If he jumps, he'll ledge hog immediately and you're screwed because Mewtwo does not hurt enemies with his teleport. In some stages like Great Bay, however, things can be quite different.
Mewtwo can also easily perform shuffled F-Airs out of his shield and do something called shield teleporting. With your shield on, tap upwards on the Analog and as soon as Mewtwo jumps, press B to teleport. Now, immediately tap the Analog to either sideway to teleport. When Mewtwo finishes his teleport, fast fall to cancel the lag. It's nifty. Mewtwo's throws are very powerful, so shield grabs and Waveshield grabs are nice. Be sure not to be predictable, or you will die. Because his statistics are very bad, Mewtwo heavily relies in mind games and trickery. Switch between Up + B teleports and air-dodge teleports to confuse your enemy. Don't abuse it or your enemy will be able to predict where you go, and don't use it often for evasion. Teleporting takes a while to perform, and most attacks in Super Smash Bros. Melee are quick enough to hit you before you do so.
As for edge-guarding, Mewtwo has several options. Against those who have an easily spiked recovery such as Bowser and Donkey Kong, a D-Air is good for you, unless your enemy didn't double jump. As for that case, a D-Smash from the ledge is probably the better choice. A fully-charged Shadow Ball works well against predictable recoveries. As for versatile and tricky ones such as Pikachu's, you'll just need to wait and counter attack. You can hinder Samus's bomb recovery by shooting your Shadow Balls at her bombs. Pretty cunning, if you ask me. Charging your Shadow Ball and facing the opposite side of the ledge is a fancy way to edge-guard, but should never be used against slow fallers. Face the opposite side of the ledge you are guarding, then charge. When your opponent tries to recovery, he most likely will have to touch the Shadow Ball. Your ball will juggle the enemy, and he'll either have to DI to off the stage where you can quickly cancel the ball with a shield, then JC and spike him, or DI towards you where you can shoot him. It's not the best way. As for all other cases, B-Air is your friend.
You'll need to space his Wavedash for edge-guarding. If you're too close, you'll slide off the ledge and won't grab it. Remember that.
As for his attacks and combos... D-Tilt is great against medium and slow fallers at all percentages, and against fast fallers when they have taken some beating. You can D-Tilt into F-Airs, grabs, U-Airs, another D-Tilt, and many more. Fast falling is essential for juggling. If you don't fast fall, you may not be able to juggle at all. Mewtwo's killer move, besides his throws, is his F-Air. It's hindered by it's range, however.
Mewtwo's F-Air is particularily good against juggling Fox, Falco, and Captain Falcon, the fast falling trio. Keep shuffling it in order to juggle them. When they have 0%, a U-Throw should be a good set-up. It's extremely hard to pull off, but you can do it.
D-Throw is great for combos. Use it into tilts, a F-Smash, a F-Air, or any other attack that seems fit for the situation.
F-Throw should only be used against walls or when you want to attack multiple enemies. How quickly Mewtwo shoots the Shadow Balls depends on the character's weight.
B-Throw is for sending enemies off the stage. Same for U-Throw, but for vertical KOs instead. The U-Throw can also be used just to send your enemy skywards.
Whenever juggling with aerials, be sure to DJC the aerial in order to fast fall more quickly.
The sweet spot of attacks concerning Mewtwo's tail would be the center of the tail. Be sure to remember that when using the B-Air, U-Air, tilts, etc.
You can rush with Shadow Balls.
You can give yourself a tiny recovery boost. As soon as your double jump ends, use either any aerial or Confusion [Forward B]. If timed well, Mewtwo should go vertically higher. This is just to make his recovery even better.
I'm pretty sure Mow will find lots of mistakes in this.