omegablackmage
09-11-2005, 09:49 PM
I don't main mewtwo or anything, but when i play him i notice that there are two ways that i can go. First, is the general offensive strat involving grabs and tilts and what have you. The second way that he can be played is a general stealth strategy.
There are a few things that make up this strategy. General movement is usually limited to either wavedashing, airdodging, triangle jumping, and up b'ing. If your in front of your opponent, jump and air dodge in place. What can be noticed is that your opponent has no idea if you'll show up in front of him, behind him, farther away, or in the air someplace. This has pretty good results and you can fool your opponent into either shielding (you grab) or running. To add to this strategy, the up be has a very similiar start up to the airdodge. So if your up b distance from your oponent, you can up b and end up in front of them ready to counter. However, they may think that your going to airdodge and couldn't end up in front of them. This leaves them open to be attacked. You want your opponent to be in a general state of confusion the entire match, which can be difficult to pull off.
Those being the basics of this form of fighting, there are a few things to understand. Having a name on kills this style. Also, having the shadow ball charged reveals your plan of action. But most importantly, being predictible makes you terribly easy to beat. Constantly be mixing it up and running in and out for pot shots. The general idea is that of hit and run, racking up damage until you can get a kill shot in.
Let me know if someone plays like this (im pretty sure mookie doesn't) or your thoughts on this idea in general. I think it has a lot of potential as a style of mewtwo playing that has been overlooked, or maybe someone will point out a major flaw in it that i missed that renders it obsolete.
There are a few things that make up this strategy. General movement is usually limited to either wavedashing, airdodging, triangle jumping, and up b'ing. If your in front of your opponent, jump and air dodge in place. What can be noticed is that your opponent has no idea if you'll show up in front of him, behind him, farther away, or in the air someplace. This has pretty good results and you can fool your opponent into either shielding (you grab) or running. To add to this strategy, the up be has a very similiar start up to the airdodge. So if your up b distance from your oponent, you can up b and end up in front of them ready to counter. However, they may think that your going to airdodge and couldn't end up in front of them. This leaves them open to be attacked. You want your opponent to be in a general state of confusion the entire match, which can be difficult to pull off.
Those being the basics of this form of fighting, there are a few things to understand. Having a name on kills this style. Also, having the shadow ball charged reveals your plan of action. But most importantly, being predictible makes you terribly easy to beat. Constantly be mixing it up and running in and out for pot shots. The general idea is that of hit and run, racking up damage until you can get a kill shot in.
Let me know if someone plays like this (im pretty sure mookie doesn't) or your thoughts on this idea in general. I think it has a lot of potential as a style of mewtwo playing that has been overlooked, or maybe someone will point out a major flaw in it that i missed that renders it obsolete.