View Full Version : Edgeguarding with Mewtwo
CaliburChamp
08-21-2005, 01:53 PM
I have no idea how to edge guard really well with this character, with his lack of priority and range. Help me out here! :p
Mew2Mad
08-21-2005, 03:47 PM
I find that because mewrto is so floaty he can fight of edge aganst someone trying to get back on quite well, the bair is good at knocking them further away, it has a long range and pushes them horizontally away. Mewtwos spike is hard to time but his floatiness allows you to prepare well but its best used when they are on their second jump recovery or unsuspecting. I use these the most but i'm very far from being an excellent mewtwo player, so I would like any suggestions that any body could give me to improve my technique.
P.S perhaps you could tell them what techniques you are already aware of, saving people telling you wat u might already know.
AsuraWeapon
08-21-2005, 05:13 PM
Mewtwo's Bair is brilliant for knocking people further away... it has great range, strength, and it's high priority...
Mewtwo's spike is also amazing because it will do diagonal spikes if you time it right, thus allowing for over-ground-to-off-edge KOs, but it is difficult to time and suprisingly low priority... (don't be surprised if the person you're trying to spike does an Uair and doesn't get spiked)
however, here are some more suggestions:
learn the timing for a full-charge Shadow Ball and you're golden... the oscillating path, size, and its strength make it absurdly good for edge guarding...
i've always been a huge fan of using a Bthrow to send opponents right back over the edge if they do recover...
... and since my best friend is a god-like Peach user (recovery queen with ridiculous air priority), i have to play edge guarding safely... i've recently liked to jump and spam charged and uncharged shadow balls at varying heights to force the opponent's hand, then i time a Dsmash before they catch the ledge...
in closing:
since Mewtwo has incredible range and height with his jumps and teleport, don't be afraid to leap far out to Bair somebody still in a spin or after they use their 2nd jump... his spike can inadvertantly make you fast sinkk (so be careful about pushing that too far)... and keep in mind, Mewtwo can fall off of Final Destination, fall just off-screen, then 2nd jump and teleport ALL THE WAY BACK UP TO THE EDGE...
AmishTechnology
08-21-2005, 05:22 PM
B-Air.
D-Air.
His Shadow Ball is better against certain characters such as Samus. It can hinder her bomb jumping.
Mew2Mad
08-21-2005, 09:10 PM
This has happened twice to me but sometime very rarely the shadowball manages to hit so low that they manage to hit someone holding on the ledge. I simply theorising but if you can predict the occlation of the shadow ball, you can use it to knock off ledge holders.
Also the shadow balls occelation allows half of its animation to go acroos solid ground. hitting weak pointspoints of a powershield, even near full.
However these were mere flukes, except for the second, but if anybody can take advantage of these and think of some technique tell me.
CaliburChamp
08-22-2005, 01:43 AM
Well in that case, if those moves are Mewtwo's best edge guarding moves, then he sucks at edge guarding. Someone just made it sound like he rocks at edgeguarding.
MookieRah
08-22-2005, 02:12 AM
Umm, bair kicks ***. I used to spike dudes back in the day, but simply put bair is generally the most effective means of taking out your opponent via edgeguard. It pwns people that don't have good horizontal recoveries, like Marth, and due to Mewtwo's teleport you can go way out there and hit with it. It's also easy to combo into itself and bair them twice in a row.
The shadowball is good too. Occasionally I jump off and give it a toss if it's charged a bit. It's more flashy than anything though.
Almost forgot, downsmash is pretty effective too.
CuckooOfTime
08-22-2005, 05:31 AM
Good point Mookie, I was just about to mention the dsmash. It goes over the ledge and is pretty useful if timed right, considering how far it sends them horizontally at higher percentages. At certain percentages, though, against certain characters, it's fun to dtilt into a dsmash. For example, Fox at 73-76%. Heh. Fun.
Your_Rival
08-26-2005, 10:13 AM
For Mewtwo, my favorite edgeguard for people who are trying to to grab the ledge is the down and A. It is magnificent against such characters as Capt., Ganon, and Mario who usually wind up needing to grab. It has decent priority if timed right, and it is Mewtwo's fastest recovering smash. (No lie, you can attack right after he points!) Of course, for fun on people who don't know what they are doing, charging a shadow ball on the edge is always great. As for the spike, I hate it. I spike with Marth all the time, but Mewtwo's is a joke. In our apt. , if you get spiked by Mewtwo and lose a stock, you lose the entire match no matter what happens after. (ha ha) Anyway, so yeah, the down and A deserves a try!
pronstarpwnzor
08-26-2005, 03:13 PM
Against Fox and Falco > Toss a uncharged shadowball as they are returning so if they do an illusion, it should hit them, dropping them down further so they have to use their firefox to get back. Usually a few d-smashes will keep them off for good.
I've found that fox and falco can be combo'd surprisingly well...
0%... U-throw, f-air, second jump, f-air. Grab... then throw up,down, or back depending on the situation. What really makes this a nasty combo is if you can finish it by the ledge into a b-throw. Fox should never make it back once off the ledge.
MookieRah
08-26-2005, 04:42 PM
You can't double fair from 0% after an upthrow. However, you can upthrow > uptilt/instant DJCed uair > grab > upthrow > fair > fair (l-cancel) > fair > fair. If you do it right they would be in a world of hurt; however, just so everyone else knows, this is no easy task. Well against n00bs it is, but if the person you are fighting has a good sense of DI then don't expect to make it past the first double fair very often.
Also, good luck grabbing the fox if he is on someone like Chillin's level. He isn't exactly the easiest opponent to grab.
Vir_Iratus
08-26-2005, 05:17 PM
Not to mention Mewtwo's grab doesn't have great reach... Keep in mind that his smashes have EXCELLENT priority since they're disjointed... Its a small disjointed hitbox, but hes still one of the few characters that has one... around 50% or so on Fox, I like to double d-tilt > Fsmash... it works perfectly if it starts close enough to Mewtwo... something that isn't too much of a problem since a lot of Foxes moves involve him being close... The first hit Juggles him and adds a little %, the second hit frustrates them, adds a little more %, and make them believe that you're going to keep doing it... then Fsmash once they've decided to DI away from you, only to find that they helped in their own death... works like a charm...
As far as edgeguarding goes against a fox... the Fully Charged Shadow Ball has been my best friend... but I have to agree with what everyone else has said... Bair and Dsmash work well... don't be misled... he is great at edgeguarding... but his strength lies in his great recovery... so its best to jump out there almost as soon as you get them off the edge... I don't know why someone talked down Mewtwo's dair... it's slow to come out... but usually unexpected... It has fairly good reach and knockback... making it a second-jumping-recovering fox's worst nightmare... but overall, it is hard to use... so its not recommended unless you have good timing...
Since this has turned into a mini Mewtwo Guide, might as well add another strategy that helps take down Foxes... If the Fox tries to camp with blasters (something that isn't good for Mewtwo sinces hes slow and floaty) just go to the opposite side of the stage and start hogging that ledge... He'll be forced to approach and will most likely try to shinespike you... If he sits on the edge trying to spike, float just out of range of his shine and fair him off the edge, then commence edgeguarding techniques... if he jumps down to greet you, uair him first and get back to the ledge and avoid being above him... his McCloud Flip is killer against Mewtwo... so just avoid that, and avoid letting him blaster spam you...
Tempest 01
08-27-2005, 08:51 PM
Im not gonna be all specific. jump forward, Fair/spike. or stay at the ledge and use shadow ball (i almost always have one fully charged), and charge a Dsmash if they're close, so they're forced to stay low (i think).
FireKP1
08-29-2005, 08:36 AM
Dair already for crying out loud
Shadowfox025
09-05-2005, 04:06 PM
use smash attacks against people at the egde. it works for most characters
AngeloBangelo
09-13-2005, 08:20 PM
Charging the shadowball and having them recover into it is a good tactic. This works especially well against fastfallers.
grayfox
09-25-2005, 11:38 PM
un charged shadowballs to distrupt it and a fully charged one if you have it. Dtilts and tilted downward ftilts can be good and of course the dair.
unknown522
10-17-2005, 11:26 PM
jump off and n-air them
_the_sandman_
10-18-2005, 12:09 AM
Bair is good, as well as shadow ball. But those have already been mentioned multiple times.
DSmash is good if the oppoent is coming from below, using their UpB. Fsmash is good, because of its range.
Sometime, using down A, to hit them up, then either grab or Upsmash is good too.
Rayzor X
10-18-2005, 09:11 AM
I use Bair the most often, the people I play against know most of my timing so it's hard to pull off any ledge smashes. It's kinda fun to grab someone on the ledge down throw and when they fly up over the pit short hop over with a Dair. Does well against link. As for fox, I use a lot of shield grabbing. Any person with good skill won't fall for this often though. Any kind of tilts against fox are good though, especially Dtilt. As for edge guarding purposes, I'll stick with the bair, it's got the best range, and has good priority. It takes a little bit of practice against certain characters, but even if you mess up you can still get back.
Mewtwo is #1
10-22-2005, 12:46 AM
Yeah, I like BAir a lot, but I also love Fair. It has high priority, does good damage, and is really powerful. It's major disadvantage is that you have to be right next to someone in order to use it. Still, with short hopping and 2nd jump cancelling, it can be put to extremely good use.
Zanguzen
10-22-2005, 12:57 AM
grayfox got it right his ftilt pointed down actually goes under the edge so it can take out sweetspotted spaceanimals and the like- and its got decent range so if u space it properly u wont get hit- if i dont think theyll sweetspot cus theyre in a rush or something i dsmash
Snakebite
10-28-2005, 08:34 PM
Neutrole air seems to be a good damage builder, and can be used to edge guard aswell.
Not as effective as back air and down air though.
Fenrir
11-02-2005, 02:54 AM
I've also found Mewtwo's airdodge to be handy in edgeguarding because he's able to grab the ledge the instant he comes out of it (quite the opposite of someone like Fox). You can go out there and B-air someone past his recovery point, jump towards the edge and then airdodge right in front of the edge so you'll pop out into an edgehog, hopefully denying the opponent what should have been a ledge recovery.
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