victinivcreate1
Banned via Warnings
*CAN AND WILL BE EDITED AS TIME GOES ON*
Hey Mewtwo boards, victinivcreate1 here, but you can call me Darth Bane. Never mind the name, the topic on hand is more important than what you should call me.
As we know, thanks to Master Raven, MetaKnight0, and others, we know that depending on the angle of the Teleport and the height that Mewtwo is at, he can use Teleport and have no landing lag after it, where you can do quick, lagless shields/grabs/smashes/tilts/look flashy. And we've seen some players like Emukiller and Smash G 0 D use auto cancel Teleports to escape pressure (or in Smash G 0 D's place, create insane mindgames).
The idea of this thread came from me just reading up on some board stuff just yesterday, when I say MetaKnight0 say that if we could get the proper angle of where to teleport to autocancel every time, Mewtwo could be in theory, one of the FASTEST characters in the game. I tried to get the proper angle and though I couldn't, I had a better idea. To use AND abuse platforms to autocancel with Teleport.
Basic Teleport Data
-No hitboxes
-Invisible on frames 8-18, 20, and 22.
-First action from a aerial Teleport is frame 23.
-You can TP facing forwards and face the other direction if you hit the opposite direction during the Teleport
So, on to stages where you can autocancel
Battlefield
-You can run off and Teleport from either one of the two lower platform, and you should land right on the blue circle.
-Short hop off the side of the platform closest to the ledge, at the apex height of it, TP diagonally downward. Depending on how you're facing, you can Teleport to the edge or land on that arrow part of the stage.
-You can Teleport straight up to the top platform.
-When at the ledge, you can drop down, jump into the ledge, and immediately cancel with Teleport, where you can land on one of the lower platforms.
-Run off one of the lower platforms and Teleport when your legs are parallel with the platform. You will land on the other platform.
-Short hop from the middle of the lower platforms and Teleport diagonally downwards towards the stage. You'll end up on the blue arrow
-Teleport from the blue arrow at a very sharp diagonal angle. Its very difficult to do. But if you do it properly, you'll land near or in the middle of one of the lower platforms.
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Smashville
With the constantly moving platform, there are a ton of ways to incorporate Teleport. But I compiled a list of likely the most common methods.
-You're on the ledge, and the platform is behind you. Drop off, DJC a Teleport, aiming diagonally upwards and behind you.
-Another ledge example. Its moving away from you, but still kinda close. Drop off, DJC a Teleport, aiming diagonally upwards and in front of you. Note, the farther the platform, the sharper the angle of the Teleport you have to input.
There are many possibilites with the moving platform, but those two are the most basic ones.
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Final Destination
This stage lacks platforms, so the only way to auto cancel Teleport here is from the edge. This stage's layout does not allow for Teleport abuse. This is why I think this may be Mewtwo's worst stage, even against space animals, because Mewtwo does not have the speed and the platforms to use to increase mobility. Nothing is wrong with a slower Mewtwo, but the goal behind this is to create a metagame where all of a sudden platform stages are not such a bad pick for Mewtwo. And how can you read something moving at the speed of light across the stage as if it were effortless?
------------------------------------------------------------------------------------------------------------------------------------------------------
Warioware, INC.
In this stage, there are six orange squares on the ground. Using these squares, you can determine where to properly aim your Teleport to autocancel.
-Using either one of the two middle squares, you can short hop and Teleport to the top platform diagonally upwards. The timing between the short hop and the Teleport is very small. As soon as you short hop, you Teleport.
-From the ledge, you can drop off away, jump back, and DJC Teleport. Depending on how sharp the diagonal angle of your Teleport is, you can either autocancel on the top platform, or autocancel on the lower platform. The angling of the Teleport is VERY strict, even for the top platform.
-You can run off one of the lower platforms, drop for a little, then Teleport immediately, straight horizontal, and end up on the other platform. Doesn't work for the top platform because the top platform is too short for you to reach the other side.
------------------------------------------------------------------------------------------------------------------------------------------------------
Green Hill Zone
The swinging platform creates many scenarios. These two are likely the most common ones.
-At the apex of the swing, you can Teleport straight up.
-From the edge, you can drop off, and immediately DJC a Teleport diagonally upwards to the swinging platform when its above the sunflowers.
------------------------------------------------------------------------------------------------------------------------------------------------------
Skyworld
This stage is probably one of Mewtwo's best. Its big so he doesn't get killed so easily, and it doesn't affect his own KO moves very much, since they're quite strong. This stage's platform arrangement also makes for incredible Teleport weaving!
-On the right side of the stage, when your head is directly parallel with the white part of the main stage (the hard platform), Teleport directly upwards and you autocancel on the cloud. You can also do this on the left side of the stage too!
-Also on the right side of the stage, you can fall through the cloud, and right when his legs stick out, you can Teleport diagonally upwards and autocancel on the top cloud.
-The last major thing about the right stage. You can run off the cloud away from the ledge, and Teleport diagonally downards towards the stage. Depending on the angle, you will grab the ledge or auto cancel onstage.
-On the left side of the stage, you can run off the cloud towards the stage, and Teleport diagonally upwards. Its a fairly sharp angle, but you should land on the top cloud if its performed properly.
-As we know, the mainstage is divided into 3 square sections. In the center square on the main stage, there is a red emblem in the middle of it. If you're behind this emblem (you're closer to the right side of the stage than to the left), you can short hop and Teleport, diagonally upward and forward, and you'll end up on the left lower cloud. Its a steep angle. But it works.
------------------------------------------------------------------------------------------------------------------------------------------------------
Dreamland 64
This stage's platform arrangement is only good for Teleport if you have pristine tech skill and precision to angle the Teleport to autocancel on the platforms consistently. Otherwise its a fairly bad Mewtwo stage. Extreme ceilings means even Mewtwo's fair isn't killing another MEWTWO until 130, which normally KOs Mewtwo at 95-100
Basically, to autocancel on the lower platforms, you can do it from the ledge (which isn't too hard), or from the main hard platform (very hard).
To autocancel on the high platform, you need to aim diagonally upward sharply. Difficult to do as well.
------------------------------------------------------------------------------------------------------------------------------------------------------
Pokemon Stadium II
This stage's platform arrangements have similar issues with the Dreamland platforms, but they're a bit more workable.
-From center stage, to Teleport to the right platform, you stand towards the left platform (behind the Master Ball button symbol) and Teleport at roughly a 30º angle. Its difficult, but workable. To get to the left platform, just walk over to the opposite side and Teleport at a 30º angle towards that platform.
-You can Teleport from nearby the edge (not inside the blue, in the white part of the stage) at a 30º angle and autocancel.
------------------------------------------------------------------------------------------------------------------------------------------------------
Dracula's Castle
This stage is hands down Mewtwo's best stage, EASILY. This combines all of the properties that Mewtwo needs to succeed on a stage. THREE constantly moving platforms, and are easy to autocancel Teleport on (that being it doesn't require sharply angling the Teleport too much, depending on the platform arrangement, but most are simple angles). Its a large stage, making him harder to KO, giving him space to camp, while not affecting his own KO options too much. If he's being heavily pressured, he can Teleport to the nearest platform and literally warp around the opponent at the speed of light (depending on platform arrangement), making him nigh on unreadable and unpredictable. He can control space well, in such a large stage and play a great hit and run game here. We've seen Emukiller wreck Professor Pro and ESAM on this stage at SKTAR 3, and he wasn't even abusing the amount of options that the platforms give his Teleport.
There are a great deal of arrangements on this stage, which is why I will be uploading pictures for the most significant transformations of this stage, since there are at least 10 as far as I know. Its a very tricky stage, but once you learn how to abuse its platforms, it's a godsend of a stage.
Standard Form
Its basic. 3 platforms. Two above you near the edges, and one in the center stage below these two. To autocancel Teleport on these platforms, you need fairly sharp angles. A 30º for the center platform, and a sharp upwards diagonal for the top ones. Even then, its easy to do. And I believe its possible to warp to the top from the ledge, if you DJC it I think. I tested this a while ago and I kinda forgot.
Form I
You can warp straight up and autocancel on the top platforms. You can also jump on the center platform and warp at a 45º angle and autocancel on one of the top platforms.
Form II
The platforms move around in this state, creating interesting Teleport scenarios. This is arguably the best set up here for Teleport movement, as they are constantly shifting, so you'll never end up in the exact same Teleport spot twice, and that all 3 platforms are useable, and you can even use the ledge to aid your hit and run. You can get to the top platform by angling the Teleport upwards with a slight diagonal, the middle one with a 30 or 45º angle, and the bottom one from a 30º angle from the ledge or onstage.
Form III
Another good set up. Its similar to form one for the most part. And you can TP from the ledge to one of the lower angled platforms.
Form IV
Mewtwo's second best set up. The bottom platforms have absurdly easy angles, and you can access them from anywhere on stage. The top platform isn't too bad either. The main thing about this set up is the lower platforms. You can teleport pretty much at any angle freely.
------------------------------------------------------------------------------------------------------------------------------------------------------
Why Does This Matter?
Most of our good Mewtwo's are fairly slow Mewtwo's relying moreso on Hover rather than Teleport. Its also fairly common to hear that platform stages for Mewtwo are bad. With this guide, a player can master Teleport angles, and move extremely fast, escape pressure and create tons of his or her own. Its definitely flashy, which is always a win
and its opens up for more combos. Whoever masters this tech will certainly go down as one of the most technical Smash players in history. When used in conjunction with wavedashes/wavelands, Hover/Hover cancels, B-Reversals, DJCs, moonwalks, etc, Mewtwo would literally be able to never get hit, if one's reflexes are quick enough. Most players say that reading Teleport is easy, but on platform stages, this changes, as Mewtwo now has more options to play with.
And we all saw Smash G 0 D at S@X Weekly, and how he Teleported from the ledge to onstage, then back to the ledge and back on stage again, completely bewildering AZPM|K9 and getting a solid Confusion punish afterwards? Well, how about this: You're on Battlefield, being edgeguarded. You teleport from ledge to on stage, warp back to the platform near the ledge, then to the top platform? Or what if we threw in a few B-Reversals in there? Too many options. No character has such an option that can completely cover this. Not even Snake with his mines.
Or say you're on Skyworld. Your opponent is at KO percent. You're at KO percent. He's on the main platform. You're on the left cloud. He's looking to punish your landing with a KO move, but you've conditioned him to come off platforms with aerials. You run off the platform, faking your opponent into thinking you're doing a late aerial, so he spaces properly and prepares to punish. But then you Teleport upwards and autocancel on the top cloud. He misses his punish and he's suffering end lag. You drop through and come in with a forward air. Bam. In and out. Weaving like a boss to get that KO. Or what if when you autocancelled on the cloud, you reversed the Teleport so you were facing the opposite direction, then fell through with a fair? So many possibilities.
Thank you for reading this. It was extremely long, I know.
Hey Mewtwo boards, victinivcreate1 here, but you can call me Darth Bane. Never mind the name, the topic on hand is more important than what you should call me.
As we know, thanks to Master Raven, MetaKnight0, and others, we know that depending on the angle of the Teleport and the height that Mewtwo is at, he can use Teleport and have no landing lag after it, where you can do quick, lagless shields/grabs/smashes/tilts/look flashy. And we've seen some players like Emukiller and Smash G 0 D use auto cancel Teleports to escape pressure (or in Smash G 0 D's place, create insane mindgames).
The idea of this thread came from me just reading up on some board stuff just yesterday, when I say MetaKnight0 say that if we could get the proper angle of where to teleport to autocancel every time, Mewtwo could be in theory, one of the FASTEST characters in the game. I tried to get the proper angle and though I couldn't, I had a better idea. To use AND abuse platforms to autocancel with Teleport.
Basic Teleport Data
-No hitboxes
-Invisible on frames 8-18, 20, and 22.
-First action from a aerial Teleport is frame 23.
-You can TP facing forwards and face the other direction if you hit the opposite direction during the Teleport
So, on to stages where you can autocancel
Battlefield
-You can run off and Teleport from either one of the two lower platform, and you should land right on the blue circle.
-Short hop off the side of the platform closest to the ledge, at the apex height of it, TP diagonally downward. Depending on how you're facing, you can Teleport to the edge or land on that arrow part of the stage.
-You can Teleport straight up to the top platform.
-When at the ledge, you can drop down, jump into the ledge, and immediately cancel with Teleport, where you can land on one of the lower platforms.
-Run off one of the lower platforms and Teleport when your legs are parallel with the platform. You will land on the other platform.
-Short hop from the middle of the lower platforms and Teleport diagonally downwards towards the stage. You'll end up on the blue arrow
-Teleport from the blue arrow at a very sharp diagonal angle. Its very difficult to do. But if you do it properly, you'll land near or in the middle of one of the lower platforms.
------------------------------------------------------------------------------------------------------------------------------------------------------
Smashville
With the constantly moving platform, there are a ton of ways to incorporate Teleport. But I compiled a list of likely the most common methods.
-You're on the ledge, and the platform is behind you. Drop off, DJC a Teleport, aiming diagonally upwards and behind you.
-Another ledge example. Its moving away from you, but still kinda close. Drop off, DJC a Teleport, aiming diagonally upwards and in front of you. Note, the farther the platform, the sharper the angle of the Teleport you have to input.
There are many possibilites with the moving platform, but those two are the most basic ones.
------------------------------------------------------------------------------------------------------------------------------------------------------
Final Destination
This stage lacks platforms, so the only way to auto cancel Teleport here is from the edge. This stage's layout does not allow for Teleport abuse. This is why I think this may be Mewtwo's worst stage, even against space animals, because Mewtwo does not have the speed and the platforms to use to increase mobility. Nothing is wrong with a slower Mewtwo, but the goal behind this is to create a metagame where all of a sudden platform stages are not such a bad pick for Mewtwo. And how can you read something moving at the speed of light across the stage as if it were effortless?
------------------------------------------------------------------------------------------------------------------------------------------------------
Warioware, INC.
In this stage, there are six orange squares on the ground. Using these squares, you can determine where to properly aim your Teleport to autocancel.
-Using either one of the two middle squares, you can short hop and Teleport to the top platform diagonally upwards. The timing between the short hop and the Teleport is very small. As soon as you short hop, you Teleport.
-From the ledge, you can drop off away, jump back, and DJC Teleport. Depending on how sharp the diagonal angle of your Teleport is, you can either autocancel on the top platform, or autocancel on the lower platform. The angling of the Teleport is VERY strict, even for the top platform.
-You can run off one of the lower platforms, drop for a little, then Teleport immediately, straight horizontal, and end up on the other platform. Doesn't work for the top platform because the top platform is too short for you to reach the other side.
------------------------------------------------------------------------------------------------------------------------------------------------------
Green Hill Zone
The swinging platform creates many scenarios. These two are likely the most common ones.
-At the apex of the swing, you can Teleport straight up.
-From the edge, you can drop off, and immediately DJC a Teleport diagonally upwards to the swinging platform when its above the sunflowers.
------------------------------------------------------------------------------------------------------------------------------------------------------
Skyworld
This stage is probably one of Mewtwo's best. Its big so he doesn't get killed so easily, and it doesn't affect his own KO moves very much, since they're quite strong. This stage's platform arrangement also makes for incredible Teleport weaving!
-On the right side of the stage, when your head is directly parallel with the white part of the main stage (the hard platform), Teleport directly upwards and you autocancel on the cloud. You can also do this on the left side of the stage too!
-Also on the right side of the stage, you can fall through the cloud, and right when his legs stick out, you can Teleport diagonally upwards and autocancel on the top cloud.
-The last major thing about the right stage. You can run off the cloud away from the ledge, and Teleport diagonally downards towards the stage. Depending on the angle, you will grab the ledge or auto cancel onstage.
-On the left side of the stage, you can run off the cloud towards the stage, and Teleport diagonally upwards. Its a fairly sharp angle, but you should land on the top cloud if its performed properly.
-As we know, the mainstage is divided into 3 square sections. In the center square on the main stage, there is a red emblem in the middle of it. If you're behind this emblem (you're closer to the right side of the stage than to the left), you can short hop and Teleport, diagonally upward and forward, and you'll end up on the left lower cloud. Its a steep angle. But it works.
------------------------------------------------------------------------------------------------------------------------------------------------------
Dreamland 64
This stage's platform arrangement is only good for Teleport if you have pristine tech skill and precision to angle the Teleport to autocancel on the platforms consistently. Otherwise its a fairly bad Mewtwo stage. Extreme ceilings means even Mewtwo's fair isn't killing another MEWTWO until 130, which normally KOs Mewtwo at 95-100
Basically, to autocancel on the lower platforms, you can do it from the ledge (which isn't too hard), or from the main hard platform (very hard).
To autocancel on the high platform, you need to aim diagonally upward sharply. Difficult to do as well.
------------------------------------------------------------------------------------------------------------------------------------------------------
Pokemon Stadium II
This stage's platform arrangements have similar issues with the Dreamland platforms, but they're a bit more workable.
-From center stage, to Teleport to the right platform, you stand towards the left platform (behind the Master Ball button symbol) and Teleport at roughly a 30º angle. Its difficult, but workable. To get to the left platform, just walk over to the opposite side and Teleport at a 30º angle towards that platform.
-You can Teleport from nearby the edge (not inside the blue, in the white part of the stage) at a 30º angle and autocancel.
------------------------------------------------------------------------------------------------------------------------------------------------------
Dracula's Castle
This stage is hands down Mewtwo's best stage, EASILY. This combines all of the properties that Mewtwo needs to succeed on a stage. THREE constantly moving platforms, and are easy to autocancel Teleport on (that being it doesn't require sharply angling the Teleport too much, depending on the platform arrangement, but most are simple angles). Its a large stage, making him harder to KO, giving him space to camp, while not affecting his own KO options too much. If he's being heavily pressured, he can Teleport to the nearest platform and literally warp around the opponent at the speed of light (depending on platform arrangement), making him nigh on unreadable and unpredictable. He can control space well, in such a large stage and play a great hit and run game here. We've seen Emukiller wreck Professor Pro and ESAM on this stage at SKTAR 3, and he wasn't even abusing the amount of options that the platforms give his Teleport.
There are a great deal of arrangements on this stage, which is why I will be uploading pictures for the most significant transformations of this stage, since there are at least 10 as far as I know. Its a very tricky stage, but once you learn how to abuse its platforms, it's a godsend of a stage.
Standard Form
Its basic. 3 platforms. Two above you near the edges, and one in the center stage below these two. To autocancel Teleport on these platforms, you need fairly sharp angles. A 30º for the center platform, and a sharp upwards diagonal for the top ones. Even then, its easy to do. And I believe its possible to warp to the top from the ledge, if you DJC it I think. I tested this a while ago and I kinda forgot.
Form I
You can warp straight up and autocancel on the top platforms. You can also jump on the center platform and warp at a 45º angle and autocancel on one of the top platforms.
Form II
The platforms move around in this state, creating interesting Teleport scenarios. This is arguably the best set up here for Teleport movement, as they are constantly shifting, so you'll never end up in the exact same Teleport spot twice, and that all 3 platforms are useable, and you can even use the ledge to aid your hit and run. You can get to the top platform by angling the Teleport upwards with a slight diagonal, the middle one with a 30 or 45º angle, and the bottom one from a 30º angle from the ledge or onstage.
Form III
Another good set up. Its similar to form one for the most part. And you can TP from the ledge to one of the lower angled platforms.
Form IV
Mewtwo's second best set up. The bottom platforms have absurdly easy angles, and you can access them from anywhere on stage. The top platform isn't too bad either. The main thing about this set up is the lower platforms. You can teleport pretty much at any angle freely.
------------------------------------------------------------------------------------------------------------------------------------------------------
Why Does This Matter?
Most of our good Mewtwo's are fairly slow Mewtwo's relying moreso on Hover rather than Teleport. Its also fairly common to hear that platform stages for Mewtwo are bad. With this guide, a player can master Teleport angles, and move extremely fast, escape pressure and create tons of his or her own. Its definitely flashy, which is always a win
and its opens up for more combos. Whoever masters this tech will certainly go down as one of the most technical Smash players in history. When used in conjunction with wavedashes/wavelands, Hover/Hover cancels, B-Reversals, DJCs, moonwalks, etc, Mewtwo would literally be able to never get hit, if one's reflexes are quick enough. Most players say that reading Teleport is easy, but on platform stages, this changes, as Mewtwo now has more options to play with.
And we all saw Smash G 0 D at S@X Weekly, and how he Teleported from the ledge to onstage, then back to the ledge and back on stage again, completely bewildering AZPM|K9 and getting a solid Confusion punish afterwards? Well, how about this: You're on Battlefield, being edgeguarded. You teleport from ledge to on stage, warp back to the platform near the ledge, then to the top platform? Or what if we threw in a few B-Reversals in there? Too many options. No character has such an option that can completely cover this. Not even Snake with his mines.
Or say you're on Skyworld. Your opponent is at KO percent. You're at KO percent. He's on the main platform. You're on the left cloud. He's looking to punish your landing with a KO move, but you've conditioned him to come off platforms with aerials. You run off the platform, faking your opponent into thinking you're doing a late aerial, so he spaces properly and prepares to punish. But then you Teleport upwards and autocancel on the top cloud. He misses his punish and he's suffering end lag. You drop through and come in with a forward air. Bam. In and out. Weaving like a boss to get that KO. Or what if when you autocancelled on the cloud, you reversed the Teleport so you were facing the opposite direction, then fell through with a fair? So many possibilities.
Thank you for reading this. It was extremely long, I know.
Last edited: