View Full Version : Kirby vs. Mewtwo
nitro-blazer
10-19-2005, 01:23 AM
Ok, i have NO idea what goes on in a mewtwo's life. All i know if his D-tilt is good, his Fair is good, and he has powerful throws. But how does he do against Kirby? : /
Oh, yea, this is the last character topic i'll be making. (Finally!)
Dr.Peabody
10-19-2005, 10:56 AM
kirby is just too fast for mew2. also kirby's airiels out ranged mew2's
floatynes may be a prob, but should win this 90% of the time
nitro-blazer
10-22-2005, 09:18 PM
kirby is just too fast for mew2. also kirby's airiels out ranged mew2's
floatynes may be a prob, but should win this 90% of the time
Can't M2 out-Wavedash Kirby's running? also, i'd think Mewtwo, with DJC and his amazing mobility in midair would have the aerial advantage. His f-air i believe is a powerful move, but i doubt, even DJCed it could hit Kirby's crouch...
Dr.Peabody
11-09-2005, 04:02 PM
as far as speed i dont just mean running (cause kirby realy isnt too great of a runner), but as in attacks and mobility
mew2 has a problem when people get behind him
on the ground mewtwo has speed prob and in air mew2 has rang prob
death for mew2 >_<"
I<3Shiek
11-09-2005, 09:30 PM
Just air juggle him with F-Air and B-Air, that's what I do. ^^ Air Juggle to D-Air to Death. :p
The only problems I have with Mewtwos are that they can teleport, even through a drill kick. >_<
LtFoeHammer
11-12-2005, 04:40 AM
Air combo them, then dair, then unleash the charge shot you *should* have. If that doesn't kill them, do a couple more bairs. They pwn.
Silent Wolf
11-12-2005, 08:24 AM
How about you just spam bair until your 1 life ahead, then go to the edge and ^throw DI out of the stage.This way you make sure they die.
Kirbymastr
11-17-2005, 08:34 PM
M2 could just release from KirB's grasp, then Kirb would just do a fallout... :urg:
JesusFreak
11-21-2005, 02:28 AM
He said up throw...
kirbstir
11-21-2005, 06:25 AM
if your opponent has spectacular timing with mewtwo, they may be able to recover from upthrow suicides
when you do an uthrow suicide, your opponent gets released as you die - if they time it perfectly, they can dj when you die, and may be able to teleport back. if they're really smart, they'd do a bair or fair to boost m2's dj
of course, I've never had a m2 recover because they're usually stunned by this...but if I were playing as m2 against another kirby I'd be sure to try it
and of course, others might also have that possibility of recovering, but I'll leave the testing to everybody else :dizzy:
Umbreon
11-25-2005, 12:03 AM
kirby eats m2
t!MmY
12-23-2005, 03:47 PM
I had the opportunity to play against a pretty good Mewtwo last weekend. His strategy seemed to revolve around the usual n-air, f-air, charged shot, and tilts, but in my opinion he could have spammed the tail tilts more. ;)
Things I found that worked against him were Kirby's short-hopped f-airs; Mewtwo is a nice height to catch with those, and they're fast enough I could catch him with it before he could land a counter. Of course the b-airs and u-airs were good when going for KOs at higher damage, so those can't be neglected. The d-air didn't seem to help especially for spikes, as Mewtwo is quite mobile in the air with his long jumps and teleportation. The d-air was more useful to drill him into the ground, and try to combo from there, rather than hitting with a meteor.
Tilts and smashes actually came in handy when I caught onto his teleporting strategy. I would predict where he would appear and hit with whatever I could pull off in the amount of time given to me. For instance, I could take an edge-guarding stance and when he would go for a quick teleport, I would quickly reposition myself for his reappearance.
Mewtwo's charged Shadowball would have given me more problems if it weren't so slow and predictable. Additionally, it made for a good Hat and got a few full-powered shots off on him. I especially liked to simply hold onto a charged Shadowball just for the intimidation of it. He would go defensive at times when a Shadowball could be shot, but I'd use that moment simply to come in for a throw or other attack only to use the shadowball afterwards to catch him off-guard.
Arieal Hammers were great for setting up combos. You can get off multiple u-tilts on Mewtwo at low percentages and finish it off with a b-air or u-air before he has a chance to get away. The Final Cutter didn't seem to help too much offensively, but used sparingly it caught my opponent off guard, as did the Stone (I actually managed to hit him twice with it).
My main strategy was to keep moving and avoid attacks then come in for a counter. I only went arieal for combos or to vary my attacks and rarely had to chase Mewtwo off the ledge since he was light enough to actually KO. Overall I felt Kirby doesn't have too hard of a time against Mewtwo. Just watch out for those f-airs and throws. >_<
As long as you play defensive against a Mewtwo using a Kirby, it's almost guaranteed that you can beat him (that is if you're a true Kirby user and you have had at least SOME experience using him, and that's if you're not facing a Mewtwo master or something).
In my opinion, Kirby is a lot faster in the air AND on the ground (cancelling out wavedashing).
A trick I've found useful when playing with Kirby (and this isn't only for going against Mewtwo) is when an enemy runs towards you to do a dash attack (this works esp. well on sword-users), just guard and sidestep the attack as soon as your opponent is about a yard away from you. Once you sidestep, realease it quickly, and you're opponent will usually be recovering from their dash lag. Attack them as soon as you get out of your sedestep, preferably with a smash attack or trap them in a Final Cutter. Don't wait until he's right next to you to sidestep, because by the time he gets right next to you he will either have already dash attacked you, or when you sidestep you'll be too far away to attack once he's recovering from lag.
If any of this fails, which it shouldn't, you can always just Ledge-Camp. From what I've played with him, Mewtwo doesn't have very good recovery--when he's a ways away from the ledge, his teleport keeps you guessing, and I don't like that. :dizzy:
#1DonkeyKong
01-11-2006, 08:50 PM
up throws/wavedashes/groundspeed are all irrelevant in such scenarios like kirbs v mu2. Mewtwo is a range player no matter how noobish that sounds, and both factors of long range play make speed in the air etc obsolete unless your on a big stage like MLG. Overall Kirbs does have good throws and better A game so he has an advantage their. Mu2 only brings a few moves to the table such as tilts and smashes (which are close to even) so ya, kirbs wins.
That's A Gay Match, Kirby Going Win
Cross-Blade
02-07-2006, 07:36 PM
Kirby has the advantage in mobility, so you should use it. Mewtwo has a good copy ability, so you should grab that, and keep your shots charged. If you lose it, just set him up in a combo (he's floaty so it should be kinda easy), and take it again. A fully charged shot can kill Mewtwo when he's only around 80-100%, so it's very useful. Even if it doesn't kill him, it will be Kirby's strongest attack, and will do a massive 25% damage on him. Kirby has the advantage in most aspects, so it's definatly going to be a win for the Kirbster in tiers conditions.
Mewtwo is one of my favourite characters and I find that Kirby is extremely easy to play against because he's not as mobile as you might think. It's quite easy to play mind-games with Kirby because he has such a short range. You can run in front of him and wave-dash or teleport backwards and you'll be completely out of Kirby's range (usually).
Can't M2 out-Wavedash Kirby's running? also, i'd think Mewtwo, with DJC and his amazing mobility in midair would have the aerial advantage. His f-air i believe is a powerful move, but i doubt, even DJCed it could hit Kirby's crouch...
Yes, Mewtwo can wave-dash faster than Kirby can run and his aerial attacks are way better than Kirby's. I've practiced a lot with Mewtwo's shffl's and aerial attacks and I find that it's quite easy to hit Kirby even when he's crouching with a shffl N-air or F-air. Also, even Mewtwo's strong attacks are faster. He just whips with his tail so fast that they don't even have enough time to react. Against even a decent player I can sometimes get in 2-4 strong attacks and wave-dash backwards without being hurt. I find that Kirby has just far too many weaknesses...
t!MmY
03-01-2006, 01:28 PM
I find that Kirby has just far too many weaknesses...It's true, all true. :cry:
Yet, somehow, I still don't find Mewtwo all too difficult to fight with Kirby. I think his size combined with his light weight really hurts the poor pokemon. I guess I won't have much more to say until I can hunt down a game with Mookirah.
LtFoeHammer
03-02-2006, 11:03 PM
That's part of why M2 is bottom tier. Large size and low weight make him easy to deal damage to and KO. The M2 hat is a very good one for Kirby, but he can't use the shadowball's charge as an attack as easily, he's just too short. I am very fond of edge games with my kirby, because I play a suicide game. Back and up throws and suck suicides. Also, his down smash is a great edgeguard against anybody.
I like 2 take mew2's power and use it as a recovery move wen its fully charged. Just face away from the stage and use it, it brings u a nice distance, but it is a complete waste for the shadow ball. I normally dont do this unless i have to.
pronstarpwnzor
03-12-2006, 10:17 PM
M2 Counters Kirby
Just ask G-reg who lost to Iceman's 3 day old Mewtwo. lolzzz
t!MmY
03-13-2006, 10:45 AM
Come now, we all know that just because one person loses one match it doesn't necessarily decide who counters whom. However, wouldn't mind hearing about the difficulties Kirby had in this particular fight. The stage, for instance, they were fighting on could make a difference. G-reg, any input?
Dr.Peabody
03-13-2006, 01:04 PM
Mewtwo is one of my favourite characters and I find that Kirby is extremely easy to play against because he's not as mobile as you might think. It's quite easy to play mind-games with Kirby because he has such a short range. You can run in front of him and wave-dash or teleport backwards and you'll be completely out of Kirby's range (usually).
Yes, Mewtwo can wave-dash faster than Kirby can run and his aerial attacks are way better than Kirby's. I've practiced a lot with Mewtwo's shffl's and aerial attacks and I find that it's quite easy to hit Kirby even when he's crouching with a shffl N-air or F-air. Also, even Mewtwo's strong attacks are faster. He just whips with his tail so fast that they don't even have enough time to react. Against even a decent player I can sometimes get in 2-4 strong attacks and wave-dash backwards without being hurt. I find that Kirby has just far too many weaknesses...
i would agree the m2 can be a bit difficult for kirby, but going as far as saying he COUNTERS kirby is ubsurd... just like saying pichu counters ganon. kirby is much faster and has a longer range than what u make him seem. take his bair for example. it beats the crap outa anything m2 can pull off in the air. also, id take kirb's tilts over m2's any day.
kirby has one of my favorite wavedashes, and his mind games > m2's... i mean come on... who wouldnt chase after a taunting pink puffball??? If kirby plays smart the odds r in his favor.
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