Plebiscuit
Smash Cadet
What's Mewtwo's matchup spread looking like in 3.5? What characters are giving you more trouble than before? Have any matchups gotten noticeably more difficult since 3.02? Easier?
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I'm guessing all of Ganon's attacks are gonna beat Mewtwo in trades, so be careful if you try to start combos with u-tilt that you don't catch a f-air or b-air. Another move to be wary of is his side-b, though it's easily punishable if you can sidestep/space it correctly.With some of the new tools to Ganon's kit, I'm actually afraid of this character. Any tips on how to handle Ganon in 3.5?
Alright thanks man! Yeah I notice that fairs would always get me whenever I position incorrectly.I'm guessing all of Ganon's attacks are gonna beat Mewtwo in trades, so be careful if you try to start combos with u-tilt that you don't catch a f-air or b-air. Another move to be wary of is his side-b, though it's easily punishable if you can sidestep/space it correctly.
Other than that, Mewtwo can outspace Ganon, more easily on larger stages. Practice staying out of range of his bigger hits. You can bait an aerial and wavedash away into u-tilt, f-tilt, or even f-smash if you have room. Poke him with shadow ball and see what he does. If you can build a bit of damage and score an u-tilt, try to follow up but be conservative. Ganon's f-air or u-air can put a stop to what you're doing pretty quickly.
Absolutely. That f-air is designed to make you eat it for being out of position, or for being too greedy with follow-ups. Your goal when fighting Ganon should be to get hit by this 0 times.Alright thanks man! Yeah I notice that fairs would always get me whenever I position incorrectly.
Ok. My next question is how to deal with spacies now that bair isn't as strong as it used to be back in 3.02? I know that we can still edgeguard them pretty insanely as well as up throws being good against fastfallers but I'm talking about how to beat them in the neutral. Especially dealing with all that laser pressure.Absolutely. That f-air is designed to make you eat it for being out of position, or for being too greedy with follow-ups. Your goal when fighting Ganon should be to get hit by this 0 times.
When you mention laser pressure, I'm assuming you just mean Wolf/Falco? Fox lasers don't stun you, and their damage is rather low, so you're free to approach him as you normally would.Ok. My next question is how to deal with spacies now that bair isn't as strong as it used to be back in 3.02? I know that we can still edgeguard them pretty insanely but I'm talking about how to beat them in the neutral. Especially dealing with all that laser pressure.
I've been struggling (more) against the Links since 3.5 dropped. Disjoints plus projectiles plus circle camping (effing Tink) plus priority minus most of Mewtwo's reliable approach options equals pain. Marth and Ike are slightly more challenging post-3.02, but neither matchup is completely unwinnable. You need to be super cautious with spacing, since they still have their range and we, well, y'know. I'd say everyone with a sword at least soft-counters Mewtwo now, but I don't have any good Roys nearby, so I can't quite personally make that claim yet.What MUs would you say Mewtwo has a difficult time now in 3.5?
Anyone who outright forces Mewtwo to approach. If a character can camp hard and punish unsafe approaches hard, that's going to be a steep uphill battle. Toon Link may not be a hard counter, but he can be a hard matchup if you fight him on the wrong stage (e.g. Dreamland, aka Circle Camp City)."Are there other characters that are maybe not flat-out counters, but a lot more troublesome than the average?"
I could probably get back to you on this come sunday/monday.Yo guys, was wondering what you think about the Mewtwo Marth matchup in 3.5? Was considering picking him up as a secondary for Marth, but wasn't sure if it was worth it.
Against G&W you don't want to d-tilt challenge him because like you said it his d-tilt will beat out yours. From what Frozen has told me, you generally want to space them out with your f-tilts. G&W gets killed off easily from the top due to his weight class so shadow claw and up-throw are your best options in this situation. You also juggle G&W with your u-airs if you're under him. If you predict the Key-Blade, side step out of the way and punish. Have little use with your uncharged shadow balls. Use your charged one and use it whenever they mistech. That's all I can think of at the moment for the G&W MU. Hope this helps :]So rather obscure, but I think Game and Watch may be a Mewtwo counter. Most of GW's moves either trade positively or outright win, a lot of his moves are disjointed and outrange Mewtwo's, and he can CC down tilt most things you send his way even at high percentages. Really the only advantage I found that Mewtwo has on him is mobility. Any thoughts on this?
I played this matchup with a friend that mains GW and I ended up discovering a lot of this out. The SH F-Air to counter Dtilt is something I'm going to need to work on it sounds like. Ultimately the way I managed to swing things in my favor was to space things out properly, abuse hover and wavelands to get in and out of his range when necessary, and use Bairs to rack up some damage and occasionally combo out of whenever applicable. I tended to have the best luck whenever I baited an approach and responded with a wavedash away into hover Bair followed into a Nair that I could hover cancel into whatever tilt felt appropriate at the time to react to his DI. The MU forced me to learn how to consistently incorporate a lot of the more advanced movement options for mewtwo, so at least there's that. I found that whenever GW tried to neutral B I could punish by teleporting into Nair. You think that's a reliable method for most GW's, or just his? Thanks for the replies Shockbound and Darkoness21.I just so happen to main Game and Watch and picked up Mewtwo a few days ago.
They are quite similar in that they both have few safe approach options. Abusing your mobility will allow you to take advantage of his very bad neutral game. He relies on Neutral-B to create openings, so by using Confusion you can bring his bacon back home and probably get a free F-Air on him. His out-of-shield game is very strong thanks to his Up-B, so be cautious about challenging his shield with aerials.
He has a lot of disjoint, but B-Air should beat most of what he can throw at you. I'm pretty sure B-Air can swat away bacon too, so try to use this move defensively until he ends up making a mistake. This matchup is going to be very oriented on baiting and punishing mistakes since it's what you are both best at. Both of you can also escape combos in nothing flat, and since G&W has a frame 1 hitbox on his Up-B you'd better make sure you ensure that your combos are true combos. Don't be surprised if games against him consist of 0-deaths for each stock that you trade.
His horizontal recovery is very predictable and slow. Get out there and B-Air him whenever you have the chance, there will be nothing he can do to recover once his jump and bucket-stall are gone. His Up-B helps him move somewhat horizontally too though, so make sure each B-Air hit is sending him further and further away from the stage.
If he CC D-Tilts then you SH F-Air. You can hit him from right over his manhole since his entire head is just sitting there while he flips it around. He gets sent up, you string together a few aerials on him, and it's a KO. It should be pretty easy to tell when he's trying to CC D-Tilt; his crouch animation also has a distinct audio cue to go along with it. Evaluate the situation and see if SH F-Air is a good option. F-Tilt will barely reach over the manhole and I don't recommend using it unless you are certain that you weren't going to be hit by his D-Tilt anyway (e.g. your F-Tilt is going to hit him first).
You can technically challenge his D-Air, but it makes a lot more sense to go after him from his sides rather than from under him. Remove any soft platforms between you and him, since his key will go straight through it and hit your very tall model. B-Air fits this situation pretty well.
Let me know if you have any specific problems with G&W. I'd type more, but it's 2AM. Sorry if some of what I typed here is incoherent #sleepjohns
Thank you for going through the specifics on that. I actually noticed that he was surviving my U throws up till about 100% like you said so I stopped trying to commit to grabs until he was in the 100% or so range. The play style against GW that seemed to work best for me was a hit and run approach up until kill percentages. Forced him to overcommit since whenever he tried to bacon I would just teleport in for a few pokes and wavedash or teleport out. Dance about a bit with wavedashes, wavelands, hovering, and teleports to bait him in, and punish with easy up airs, back airs, or neutral airs into either a follow up tilt, or retreat and repeat. Wasn't perfect, but not only did it make the MU possible, it also gave me the perfect environment to experiment and perfect Mewtwo's movement options. I would actually recommend attempting this MU in friendlies for any upcoming Mewtwo players just because it forces you to learn and implement all of your character's utility.GnW won't be dying to Uthrow below 100% unless it's like Yoshi's Story, as long as he's DI'ing correctly. Throw KB isn't dependent on weight, the thing that affects Uthrow survivability is fall speed. GnW's still rather floaty, but he'll live a tad longer than some more extreme floaties. FWIW, Mewtwo dies on FD at about 104-105% (pre-throw damage) with DI, so GnW will survive a bit longer than that (and FD's ceiling is a bit lower than average)
COMING FOR YOU ON SUNDAY.Lose Slightly to Mewtwo: