Metalex
Smash Journeyman
Jab > weak Utilt > Usmash & weak Utilt > Usmash
KO Percents & Characters
So as alot of us Mewtwo players know by now Jab > Weak Utilt > Usmash or simply Weak Utilt > Usmash is a very good KO setup for Mewtwo that seems to be guranteed against some characters in the cast, but which characters does it work against?
Well luckily i have labbed it out for you!
All of this assumes the opponent is in a grounded position (i might test in the air later) and i haven't tested exactly everything with proper DI yet, but otherwise this should be accurate.
The percents are for when the Weak Utilt > Usmash counts as a true combo.
Jab > Weak Utilt > Usmash Reliable
(If they DI away you need to take a slight step forward for some characters)
67 - 130%
66 - 135%
65 - 120%
75 - 140%
73 - 115%
65 - 135%
75 - 160%
73 - 145%
70 - 130%
80 - 130%
82 - 135%
70 - 140%
75 - 130%
73 - 125%
74 - 160%
73 - 150%
74 - 121%
90 - 121%
(Notice how many high/top tiers are in there!)
Weak Utilt > Usmash Guranteed
(The ranges means how far you need to be from the opponent to hit with Weak Utilt)
75 - 130% (Close and Mid range)
85 - 125% (Close and Mid range)
95 - 125% (Close and Mid range) (Before 95% Pacman flys out of the first hitboxes of Usmash after the W Utilt)
75 - 135% (Close and Mid range)
73 - 120% (Close and Mid range)
70 - 130% (Close and Mid range)
75 - 105% (Close and Mid range)
80 - 110% (Close and Mid range)
73 - 120% (Close range)
68 - 110% (Close range)
73 - 110% (Close range)
70 - 120% (Mid range)
75 - 135% (Mid range)
Jab > W Utilt > Usmash or W Utilt > Usmash Never connects (At KO percents)
(Weak Utilt will only hit some of these characters in special cases or non KO percents)
Now, what about the rest of the characters? Well these characters will not be hit by a Weak Utilt under normal circumstances and because of that Weak Utilt > Usmash is not possible to do on these. Jab 1 will not combo into Weak Utilt on these characters either since they are knocked into the wrong angle from Jab 1.
BUT here's the thing: when these characters are in their landing animation, or just a few frames before it, they can be hit by a Weak Utilt and comboed into a Usmash just as usual and thus a Jab 1 can setup into a Weak Utilt on these if you delay the Utilt slightly after doing the Jab 1! These are only rough percents though.
Jab > Weak Utilt > Usmash Setup
(Note: The characters where Weak Utilt > Usmash are guranteed can also be setup from a Jab)
Very small delay
85 - 160%
80 - 140%
Small delay
95 - 120
75 - 145%
/ 72 - 135%
Late delay
80 - 115%
/ 72 - 135%
72 - 110%
75 - 130%
75 - 125%
I hope this cleared up some confusion regarding this KO setup! It's surprising how many top tiers it seems to be guranteed against so in my opinion it's very worth learning which characters it works against and which it doesn't (I will update this thread with more accurate percents later as some of them might be off by a few percents)
KO Percents & Characters
So as alot of us Mewtwo players know by now Jab > Weak Utilt > Usmash or simply Weak Utilt > Usmash is a very good KO setup for Mewtwo that seems to be guranteed against some characters in the cast, but which characters does it work against?
Well luckily i have labbed it out for you!
All of this assumes the opponent is in a grounded position (i might test in the air later) and i haven't tested exactly everything with proper DI yet, but otherwise this should be accurate.
The percents are for when the Weak Utilt > Usmash counts as a true combo.
Jab > Weak Utilt > Usmash Reliable
(If they DI away you need to take a slight step forward for some characters)
67 - 130%
66 - 135%
65 - 120%
75 - 140%
73 - 115%
65 - 135%
75 - 160%
73 - 145%
70 - 130%
80 - 130%
82 - 135%
70 - 140%
75 - 130%
73 - 125%
74 - 160%
73 - 150%
74 - 121%
90 - 121%
(Notice how many high/top tiers are in there!)
Weak Utilt > Usmash Guranteed
(The ranges means how far you need to be from the opponent to hit with Weak Utilt)
75 - 130% (Close and Mid range)
85 - 125% (Close and Mid range)
95 - 125% (Close and Mid range) (Before 95% Pacman flys out of the first hitboxes of Usmash after the W Utilt)
75 - 135% (Close and Mid range)
73 - 120% (Close and Mid range)
70 - 130% (Close and Mid range)
75 - 105% (Close and Mid range)
80 - 110% (Close and Mid range)
73 - 120% (Close range)
68 - 110% (Close range)
73 - 110% (Close range)
70 - 120% (Mid range)
75 - 135% (Mid range)
Jab > W Utilt > Usmash or W Utilt > Usmash Never connects (At KO percents)
(Weak Utilt will only hit some of these characters in special cases or non KO percents)
Now, what about the rest of the characters? Well these characters will not be hit by a Weak Utilt under normal circumstances and because of that Weak Utilt > Usmash is not possible to do on these. Jab 1 will not combo into Weak Utilt on these characters either since they are knocked into the wrong angle from Jab 1.
BUT here's the thing: when these characters are in their landing animation, or just a few frames before it, they can be hit by a Weak Utilt and comboed into a Usmash just as usual and thus a Jab 1 can setup into a Weak Utilt on these if you delay the Utilt slightly after doing the Jab 1! These are only rough percents though.
Jab > Weak Utilt > Usmash Setup
(Note: The characters where Weak Utilt > Usmash are guranteed can also be setup from a Jab)
Very small delay
85 - 160%
80 - 140%
Small delay
95 - 120
75 - 145%
/ 72 - 135%
Late delay
80 - 115%
/ 72 - 135%
72 - 110%
75 - 130%
75 - 125%
I hope this cleared up some confusion regarding this KO setup! It's surprising how many top tiers it seems to be guranteed against so in my opinion it's very worth learning which characters it works against and which it doesn't (I will update this thread with more accurate percents later as some of them might be off by a few percents)
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