View Full Version : basic Mew2 questions
Falcon-comboartist
09-12-2005, 09:27 PM
my frineds often regard mewtwo as insignificant and horrible, Im going to attempt to chnage thier minds.
what is/How do you do it?
Teleport canceling?:
The "Drag": ( i saw in a couple of videos were a M2 would use his b-over onn a person who was ledge guarding, and as mew2 fell, the opponent weas dragged dowbn with him, the best part is the M2 made it back to the sTAGE! I would really like to know how to do this.)
Super Wavedash:
well, thats basically all i know about M2, if there is more to learn, please provide the info. Thanks!
MookieRah
09-13-2005, 01:56 PM
Teleport cancelling is simply jumping and immediately teleporting horizontally. If you do it right you can teleport left and right and only suffer from landing lag (as opposed to teleporting horizontally from the ground in which he goes through a laggier landing sequence).
"The Drag" isn't really effective. Don't bother, unless your opponent is stupid enough to hang out by the ledge and fall for it more than once.
Mewtwo doesn't have a super wavedash, but his wavedash is bad as hell.
Falcon-comboartist
09-13-2005, 04:24 PM
Mewtwo doesn't have a super wavedash, but his wavedash is bad as hell.
really, i just saw a post about it in here, he said that he could dash aboutnth elngth of luigis normal wd.
SonicZeroX
09-13-2005, 05:23 PM
I think what Mooks mean by "bad" as in "good" ya know? >.> Cause yea, his wavedash is like 2nd/3rd longest in the game.
MookieRah
09-13-2005, 07:13 PM
Bad as hell = badder than badass, and badass is a good thing (making bad as hell freakin sweet). More often than not when I move it is with a wavedash and not with his normal run/walk.
SonicZeroX
09-13-2005, 07:30 PM
Hey Mook, are you still working on that Mewtwo guide? Cause I'm really looking forward to it ^.^
MookieRah
09-13-2005, 07:47 PM
My laptop sorta fried. Water is bad, just so you know. My hard drive is fine, but my guide will be put on hold for a while (plus I was being lazy with it anyways :-P).
Just so you know, I have about 5 pages just on using Mewtwo's grab effectively. I got this mug on the in depth :-P.
AngeloBangelo
09-13-2005, 08:14 PM
[QUOTE=MookieRah]Water is bad, just so you know. [QUOTE]
By bad, do you mean good?
Also, make a guide please! Mewtwo is a blast to play, but I'm really bad with him. A guide would help me very much. Please? Go!
Dbzdude707
09-15-2005, 04:50 PM
I would really like a good Mewtwo FAQ. I really want to be a good Mewtwo, but as I only started training about 4 days ago, I just keep sucking. I need some really good tips/strategies/combos/techniques I can use, and quick. As my b-day is Saturday and I want to put up a really good fight with Mewtwo.
Mew2Mad
09-15-2005, 08:59 PM
till mookierah finishes his guide, i would suggest looking at hydrokirbys mewtwo guide to understand the good and bads of mewtwo moves as well as dos and don'ts. And then scroll around this site because its filled with tips and techniques for good mewtwo playing, look out for mookierahs replies, since he's the foremost expert on mewtwo, he gives good advice on how to use mewtwo.
key techniques for mewtwo that u should look up
Double jump cancel (DJC)
Wavedashing- mentioned above.
L-cancelling
Edgeguarding
These are basics for any mewtwo players. And are pivotal to winning
Moves to focus on:
Throws- Back and Up
shadow claw
shadow ball
up-smash
These four are ur main knock out moves.
Set up:
F-smash
Down A
Down smash
Down throw
U-air
nair
Moves good to start up combos and raise damage
spikes:
down-A
back- Air
Shadowball
Mewtwos float abiltiy means he can go way of stage and impede characters with bad recoveries. With no problem returning.
Near to pointless and rarely very rarely useful:
disable
Confuse
F-throw
A
This all really for show, and near to useless but its fun to use it every now and again as a surprise.
MookieRah
09-16-2005, 12:37 AM
Fsmash isn't pointless and is useful. It is one of the weapons I employ on Marths, and I use it at least once or twice a match. The range and power are good, you just have to be smart enough to employ it. Same goes for downsmash.
Mew2Mad
09-16-2005, 09:50 AM
sorry about that it was totallty misplaced, copy and pastimg error and now corrected,
grayfox
09-25-2005, 11:30 PM
I could argue with most of that list but i'l choose not too. Point is M2 is a massively underused character and not that many people know the ins and outs of how he should be played. This basically means that there is still a lot to learn and a lot of experimentation to take place.
Mew2Mad
09-26-2005, 08:30 PM
no please do I won't be offended, I 'm eager to see what techniques you use, that may be of use to me, especially if they're better than the list i made. Thats how i learn.
MookieRah
09-26-2005, 11:56 PM
This basically means that there is still a lot to learn and a lot of experimentation to take place.
Neh, there isn't much more to learn about him, unless he has some super obscure glitch that we have yet to discover. Basically it gets to a point with Mewtwo that you have to know what to do against each and every matchup and know all the basic strategies that virtually every player of that character employs so you know what you can and can't get away with. That in itself isn't a knowledge of Mewtwo, but a knowledge of matchups, and I am sure there are lots of things out there in that area to learn when it comes to using Mewtwo, but that isn't exclusive to just him.
grayfox
09-27-2005, 01:36 PM
Theres always more to learn. People still haven't mastered what is best to do in situations with characters used a lot like Marth or Fox. What is to be learned in certain match-ups is still with my point that experimentation and learning how M2 is too be played is still a big deal. You say it's not exclusive to him but my point was not many people have used M2 so what is good and what is not is argueable more than say for Marth. A tier list of moves, i guess, is still very discusable. This is why i said i wouldn't argue with the list, not because its stupid stuff but because it's all what has worked with the very few M2 players as it is now.
As for you asking. I don't think disable is useless, it CAN be used but it is dangerous. I like using the A attack, a fair bit of good damage and if you are in control to escape to safety. I prefer to play M2 causiously and keep my distance doing damage but keeping away. Not camping but defencive. Because of this i like to use F smash as it has nice range and quite good speed too. Also you seem to have ignored M2s tilts which are all very fast and have good range and combo possibility. Tilts are a big part of my game.
MookieRah
09-27-2005, 07:19 PM
Because of this i like to use F smash as it has nice range and quite good speed too.
Indeed, I have been trying to stress the importance of the fsmash in these threads for a while.
As far as a tier list of his moves, that wasn't that guys point. He basically just posted the basic ways each move is used. It isn't perfect, there are a lot of little things I would change, but it's not that big of a deal.
I should be getting a laptop soon, and I will pick up where I left off with my Mewtwo guide, which I guarantee will be the MOST IN-DEPTH guide EVAR written by ANY member of the smashboards. For goodness sakes, I have 5 pages on just grabbing alone.
Mew2Mad
09-27-2005, 08:26 PM
Interesting stuff !!
Yes my list was never meant to be tier lst of mew2 moves, its just to high light particular use of his moves. I agree that my list isn't perfect, because its intention was for the benefit of the person who wanted to be good with mewtwo in just 2 days before his birthday. And from my own experience mewtwo's moves are so unique, that new mewtwo players tend to over look some of his better moves and exagerate the importance of lesser ones. Thats what I based the list on.
As for disable I've been experimenting on it because quite a few has been talking about its effectiveness. I believe thats its incredibly risky because of its small range and short distance and then the hit percentage to determine its effect. Meaning you would have to get pretty close and face their front, and these two conditions aren't particularly easy. Especially if they are fast and they have swords. And if you do get them the speed that they come out of it is unpredictable. . And in melee matches, if you do come to get a perfect shot, someone will kick you before you get to do ur next move. However I have noticed its push ability, for example as you may know when they spin uncontrollably in the air after some attack, you can push them forward with disable and they'll spin down wards again for a short time. I managed to push them right over the edge after three air Disables, but I had to use shadow ball for the kill but that was a very rare moment when disable proved deadly. Personally I don't think disable is that useful and may be an unessacery risk, when you can opt to wait for an oppurtunity rather than making one that may fail and leave you open, especially if they know you have it and will use it. But I may have over looked, the right oppurtunity to use it. How do u use use disble?
So whens the most probable release date for your guide mookierah?
majorsmasher21
10-03-2005, 09:59 PM
has anyone ever heard of a move that he does that freezes the whole stage.. and if so how is it done
Time fracture... double tap the start button exactly 3 frames apart... lol
Great for messing up timing.
BTW, in case someone doen't get it, this is a joke.
Rayzor X
10-04-2005, 12:36 PM
I have 5 pages on just grabbing alone.
I can't wait to see this guide. Grabs are a really big part of my game, either as a finishing move or to start up combos. It's always fun to wavedash over and grab the unsuspecting. I also use a lot of tilts, especially the dtilt.
Rayzor X
10-04-2005, 02:41 PM
Hey Mookie, my friend only plays smash on occasion, but he kicks *** at it. I'm probably as good as him only because I know how to use all the char's decently. My main char's though are Mewtwo, marth, falco. I enjoy Mewtwo the most, but my friend plays a killer Pikachu, and Samus. Pikachu isn't all that bad, but his samus just ****s me up. he normally has one or two lives left after a 5 stock match. Do you have any tips against samus?
Umbreon
10-04-2005, 06:54 PM
shoot and upthrow.
MookieRah
10-04-2005, 07:52 PM
A really good Samus will always rape a Mewtwo. Thankfully there aren't that many good Sami out there.
Samus is incredibly hard for Mewtwo because of many reasons. For starters her sex kick beats your aerial everything, and her crouch canceling hampers your ground game. Shadowballs have nothing on missiles and charged shots unless the shadowball is fully charged. She also has a recovery on the same haxxorz level of Mewtwo and she is a lot heavier, so she has more staying power. About the only thing Mewtwo has on Samus is grabs, and it's pretty **** hard to catch a good Samus with an effective spray of projectiles and uber high priority moves.
So what should you do?
You should seriously hope that your opponent isn't very smart/skilled. Powershielding is fun, although it's something that takes a while to learn, but it helps in this matchup. Sadly though, not so much, but it's better than not doing it.
Blarz, no more time gotta get to class. I shall leave you with a quote from Oro about this matchup. "Mewtwo wasn't program to beat Samus, I mean if you beat her the game would crash cause they didn't put in a winning screan for him against her."
Umbreon
10-04-2005, 08:01 PM
shoot and upthrow. use dash attack, uptilt, or upangled forward tilt to beat missles. If she goes to combo you, djc and counter with nair to uptilt. if she jumps, upair her ****less.if she lands, grab her. if she's off the stage, jump into her bombs so she falls to death. done.
majorsmasher21
10-04-2005, 09:25 PM
when i face a good samus i always keep movin if they can't hit u they can't win
MookieRah
10-05-2005, 01:48 PM
It should also be noted that Samus get's out of stun really freakin fast. Don't do any risky moves when you combo her. If you get too gready you will get a sex kick to the face. The only safe place to hit her when she is in the air is from below, so don't go for your typical double fairs, instead try to combo a fair to an uair and try to take advantage of her airtime as much as you can. It's not *too* hard to avoid her dair so juggle as much as you possibly can.
Know your teleport range. If the Samus does a missile on the ground and you are in the vicinity, it is entirely possible to teleport behind her and grab her before she recovers from the lag. This is generally something that one would have to predict, but if a Samus is retarded and makes a habbit of this, then take advantage of it.
shoot and upthrow.
What do you mean by shoot? That is a bit vague. Do you mean to spam uncharged shadowballs, or simply use them a little more than normal. Also, explain why this helps more than it hurts, cause Samus's range game rapes Mewtwo's and I don't see that helping. Her missiles would just plow right through them. If you do it to her relatively close, she can more than likely downsmash before you have a chance to take advantage of it (with or without crouch canceling).
Charged shadowballs; however, are really good. If she starts going missile happy you can blast her in the face with this. Just toss one when you are relatively close to her during her spam, it will anihilate her missiles and smack that ***** in the face.
A charged shadowball also works as a good edgeguard. If she is under the stage using bomb recovery you can jump out and toss it at her. If you shot it at the right height she can't really do much about it.
Still even if you do all this stuff, this is prolly Mewtwo's worst matchup. All these strats don't change the fact that she has the upper hand in practically every area.
Umbreon
10-05-2005, 02:33 PM
naw non-charged balls can hit missles just time it so they wave into the middle and hit each other. pretty easy stuff.
as for shooting, it doesn't really matter. samux is a shooting *****, shoot her back.
every time a good samux sees you teleport she'll bomb. teleport against a good samux is pointless.
samux range game has nothing on Mewtwo, fortunately. if she shoots, M2 can uptilt to stop it, unless it's a charged shot, then just shield it. Samux is only any good close up, and that's with good CC whoring. If you grab her, she can't CC. If you shoot her, miss or hit, she still can't CC to anything useful.
Shoot and upthrow. also, WD from shield is good too. Very good.
Go beat that dirty ***** up. Don't run around and teleport it will just make you bomb bait or smash missle bait.
don't edgeguard with shadowball it makes you spike bait. Actually, it *may* be better not to edgeguard at all, just upthrow her at 108% and she's done (on FD at least).
don't use forward air slap, you'll get hurt.
majorsmasher21
10-05-2005, 07:34 PM
yea u shouldn't tele port behind her u should teleport right above her, positioning is everything, then use your dair it should work, if u teleport as low to her head as possible then she won't have time to screwball u.then grab her and throw her offstage either to the right or the left if u r in the middle throw her up then get the hell outta there
MookieRah
10-05-2005, 07:40 PM
every time a good samux sees you teleport she'll bomb. teleport against a good samux is pointless.
I have never had a Samus bomb me out of a teleport O_o. Also, i teleport behind them, during their missile lag, it's kinda hard to do something when you are lagging from a move.
just upthrow her at 108%
Is that including DI? I really doubt it, cause I just got back from playing Moogle and I upthrew his Pichu at like 110% and he made it back alive.
WD from shield is good too. Very good.
Indeed, for that is always good.
don't edgeguard with shadowball it makes you spike bait.
Not saying it isn't risky, but in some circumstances I don't see her capable of spiking me in time, and that is mainly the time I would edgeguard that way.
majorsmasher21
10-05-2005, 07:46 PM
yea they dont usually bomb but on the cases they do ur screwed so u should always be careful of that
Rayzor X
10-06-2005, 11:05 AM
Yeah, now that I think about it. I've been fighting his samus long enough that I should've realized that this was the worst matchup. I'll try those ideas on my friend the next time I see him. Oh, mookie, I was wondering about the fsmash with mewtwo, I hardly use either the fsmash and dsmash but constantly use the usmash cuz it's faster and sets people up for my aerial attacks, what's the best way to use the other smashes. I've been fighting a marth a lot lately, and we're fairly even but I'd just like an edge on him.
MookieRah
10-06-2005, 04:33 PM
Fsmash is all about spacing. It's almost the length of Marth's fsmash, and like Marth's, it is best at the tip. Fsmash works well against shffl happy peepz. If someone flies towards you with a move then it is the perfect oppertunity for you to wavedash back and fsmash. Marth's tend to fall for this more than others when they shffl nairs.
On that note, if the marth shffl's a nair that isn't running and you are within wavedash length it is a free grab. Just wavedash forward and grab them after their attack is over.
As for dsmash, there are a lot of uses. For starters you can use it for edgeguarding. Just time it right and you will smash them like crazy. Another way I use it is to downsmash and miss on purpose, just to downsmash again. A lesser known Mewtwo is that the downsmash only suffers a long start up lag on the first smash. If you time it right you can quickly perform consecutive downsmashes after the first. Often times if you miss with the first your opponent will move in to take advantage of the lag and get hit by the second downsmash. One last use of the downsmash is just to do it randomly. Every now and then I will attempt to do a run canceled down tilt but accidently pull out a downsmash. My opponent will unshield too early and get hit by a smash.
Umbreon
10-07-2005, 12:27 AM
I think fmsahs is pretty much worthless. downsmash beats it in every way IMO. you only use it when you know it will hit, and downsmash is simply better for knockback. almost every set-up that combos into fsmash works for dsmash too.
from my experience, double smashing only works with zeld'a oversmash. because that move cheats.
as for M2 vs samux, meh, I can take/beat every samux player in the country with Mewtwo. just posting what works for me.
lol @ mooks you don't need to quote everything I say :p
MookieRah
10-07-2005, 12:54 AM
meh, i generally quote everything that i feel is in question, cause a lot of peepz will skip over posts and junk.
Vir_Iratus
10-07-2005, 10:38 AM
I don't know why people are worried about Samus' projectiles. All you have to do is time a neutral A. Its a disjointed hitbox and neutralizes all projectiles, including a fully charged shot -.- If a samus starts spamming projectiles, just start charging your shadowball and shield out of it to neutral A when the missile is on its way to you. Or just powershield the projectile... Its not too hard to PS missiles, and even if you don't PS the charged shot, it doesn't do much to your shield.
As far as the F-Smash goes, I find the best set up for it is Mewtwo's d-tilt. It works particularly well against fast fallers and has a better trajectory than d-smash. It has practically none (if any at all) upward knockback, meaning if you hit them while they're slightly off the ground, which is easy to get them to with d-tilt, they can't use the stage to help slow them down. If they DI away from you while you're d-tilting, you can slide across the stage as you d-tilt by alternating walking to d-tilting. Its possible to start this motion only while moving towards your opponent by either WDing, running, or even walking. If done correctly, Mewtwo will look like he slides across the stage while crouching (N.B. It will NOT look like he stands for even 1 frame!!!) and doing d-tilts. Its usually enough movement to catch ANYONE'S DI unless they get up to around 100% for fast fallers or 70 % for most other characters. If they DI towards you though, which most people wouldn't do, you can either A) WD back and keep D-tilting them or B) time an F-smash in the other direction so you hit them before they touch the ground. If they're at low % I would keep d-tilting them until they're at about 65% but anything around there or above, just f-smash them out and below the stage, then commence edge guarding techniques. D-smash works well once they're off the edge, but keeping in mind its Samus, and she will probably be using her bombs, just jump down there and bair her. Even if you miss, you'll likely throw her bomb jump off, meaning death to the space hunter.
EDIT: If you happen to lose your momentum while d-tilting towards your opponent, you can stand for a few frames, start walking again, and then continue sliding with those d-tilts. It shouldn't break up your combo much considering they should be getting knocked a little higher each time.
Rayzor X
10-07-2005, 07:51 PM
I've been practicing on the lev 9 marths in the game but it's so dumb. they're timing is perfect. It's easy enough to beat them, but the only reason anyonme beats them is because of their set fighting pattern, plus they don't know the advanced recovery and movement techniques. However I've found that against marth if you do a neutral A when they rush at you. Whether it's a grab or a slash, they either get poofed in purple or the neutral A parries the attack. Does anyone else use this?
majorsmasher21
10-08-2005, 09:29 AM
i've tried it
Mew2Mad
10-08-2005, 10:30 PM
and did you know if you dash forward with a fan towards a powershielded opponent you can brake it almost instantly. Or that if you confuse a red shell 5 times in a row it wil cause 75% damage to every body. If you confuse a green shell four times it can knock you out in one hit at 0% Alll utterly pointless and random information.
Snakebite
10-08-2005, 11:50 PM
I never Even realised that.
It makes me want to play a few games with items on again but put them on low.
M2 actually uses items quite well.
HE actually places quite high on my play list when people do decide to play with items.
It rarely happens though..
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