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Mewtwo: A Guide to Phasing

Mewtwo: A Guide to Phasing

Game Versions
Smash Wii U
Phasing:

Index:

1: Introduction (What is Phasing?)
2: Explanation (How can I Phase?)
3: Implementation (Why should I Phase?)
4: Miscellaneous Thoughts and Concepts
5: Conclusion

Future Additions:
1: Videos showcasing various Phasing things, like movement and such.

Introduction:

I decided to make this guide because of the various utilities of Phasing. My other guides include the Mewtwo Community Guide and another one like this one detailing Nair Knockback. I am an mid level player, not lower-mid. I mainly lab Mewtwo, but also dabble in Bayonetta and Diddy Kong. If you have any questions or suggestions, please voice them in the discussion section or PM me.

Why Phasing instead of the universal SHAD?

The Mewtwo boards did a bit of a naming thing once for Mewtwo specific techs, like DJCSBCBSD and such. We thought that a cool name for Mewtwo's SHAD would be Phasing, and then had a small argument over whether it was okay to call it that over the universally accepted alternative. eventually, we decided that it didn't really matter, Phasing sounded awesome, and that it was useful enough to warrant special treatment. Then, KillerJawz popularized the name by using it in his videos, so now the whole community refers to it as Phasing.​

Explanation:

Phasing:
Phasing is a cooler term for SHAD (Short Hop Airdodge). Application of Phasing is extremely simple, just Short Hop Airdodge. Why this is so great with Mewtwo, is because all of his aerials barring Dair will come out before he lands. Another aspect, is that Mewtwo disappears during his Airdodge, allowing for a plethora of mix-up options, and that he has relatively safe aerials.
Aspects of Phasing:

Airdodge:
Frame Data:
Invincibility: 2-24
Duration: 29 Frames
Special Attributes: Mewtwo disappears for most of it and can maintain momentum when buffered out of hitstun.
Thoughts:
Mewtwo's airdodge is literally the best in the game. With fast start-up, low cooldown, as well as ample invincibility frames, it is easy to see why. However, it doesn't end there. The invisibility factor is the major point. Mewtwo can jump up and disappear, and the opponent will have no idea which way Mewtwo is going. This leads to confusion, which leads to a good mix-up. The only downside is that the player icon will still appear above Mewtwo's head, and sharp opponents can use this to their advantage.​

Fair:
Frame Data:
Damage- 13%
Hitbox Active: 6-8
FAF: 38
Landing Lag: 14
Frames on Shield: +2
Thoughts:
Fair is great when used with Phase as it comes out frame 6, meaning the opponent has 11 frames to react and punish, and it is +2 on Shield Drop, meaning that when spaced properly, it cannot be punished, and when improperly spaced, it is still hard to shield-grab it. Fair is very safe and rewarding, comboing into itself and Dtilt, while also dealing 13%.​
Uair:
Frame Data:
Damage- 11%, 10%, 9%
Hitbox Active: 10-14
FAF: 40
Landing Lag: 13
Frames on Shield: +2/+2/+/- 0
Thoughts:
Uair is very safe on shield, and cannot be shield-grabbed or punished unless you hit with the base. Phasing auto-spaces Uair, meaning that Uair will automatically come out at the perfect time to get a combo off. While not a go-to option, it is definitely viable. The combos netted off of Uair are sizable and very rewarding. Another upside is that they work at later percents then Fair combos.​

Bair:
Frame Data:
Damage- 13%, 11%, 9%
Hitbox Active: 13-17
FAF: 40
Landing Lag: 17
Frames on Shield: -3
Thoughts:
Bair is a more mediocre option, as it is simply outclassed by Fair and Nair. Only the Base of Bair comes out, negating it's range advantage it would usually have. One use for it is when retreating off of a platform. The large hitbox of Bair allows Mewtwo to fall off of a platform with a phase and cover the landing with a Bair.​

Nair:
Frame Data:
Damage- 1% (Hits 1-8) 4% Finisher
Hitbox Active: 7-40
FAF: 46
Landing Lag: 16 (Autocancels: Frame 46)
Frames on Shield: -2
Thoughts:
Nair is a great option out of Phase. A RAR Phase-Nair can set-up the Nair-Footstool-Disable combo while being safe and unpredictable. If the opponent shield, then Mewtwo crosses-up their shield and remains un-punishable. Very safe and a good mix-up. It also can combo into Grab and Dtilt for other easy combos.​

Shadowball:
Thoughts:
Shadowball is mainly a retreat option, as a retreating Phase-Shadowball makes for a great mix-up that nets you a HCSB. It is extremely safe unless read, and then it is only safe. More on this in the next section.​

Implementation:

Uses:

Advancing:
Advancing is Phasing's primary use. Mewtwo doesn't have the greatest of approach options in a game filled with quick Dash Attacks and un-punishable Fair's. Phasing makes up for this by providing a nice, long-range and above all safe approach option. Mewtwo can quickly jump away from his location, and end up right in front of the opponent, with a frame 6 aerial about to smack them in the face. Phasing is virtually perfect unless predicted.​

Retreating:
Another use for Phasing is retreating. Mewtwo can Phase onto platforms, off of platforms and backwards. all of these things give Mewtwo a possible escape option. The greatest thing about this, is that the opponent will expect Mewtwo to advance, giving Mewtwo plenty of time to collect himself. Using Phasing-Shadowball is a great way to get rewarded for retreating. Mewtwo goes half the stage away, while forcing the opponent to shield in case Mewtwo decides to attack. In the meantime, Mewtwo can charge his Shadowball, and either throw it out, shield, or roll/grab.​

Mix-ups:
Mix-ups are where Phasing truly shines. Mewtwo can go for the fair only so many times before the opponent will realize that shielding will beat it. At that time, Mewtwo can simply Fastfall Grab to beat the opponents option. This sets up a mix-up game, where no matter what option the opponent chooses, Mewtwo can counter it. If the opponent gets his timing down and starts to punish it with an attack, then Mewtwo can vary his Phasing lengths and punish the whiff. Mewtwo can simply retreat and charge Shadowball instead of dealing with the opponents options. So many things are possible. Phasing is a literal win-win situation, as long as Mewtwo picks the right option. Imagine Shieks 50/50. It wasn't guaranteed, but it was still very good, and ended up with Shiek taking the stock most of the time. Phasing works the same way.
Options Coverage:
If Mewtwo tries to...

Attack, is beaten by Shield/Spotdodge
Grab, is beaten by Attack/Spotdodge
Retreat, is another thing entirely.

Now, Spotdodge beats both Attack and Grab, however, it doesn't. Spotdodge requires timing, and thus, only beats one of them with a specific timing. So, you can either time a spotdodge to beat Grab, or time a spotdodge to beat Attack, not both.

Retreating:
When Mewtwo retreats, multiple scenarios may happen.

Scenario 1:
The opponent Shields expecting an attack or some other option.

Mewtwo know has the ability to charge up his Shadowball in peace as the opponent inwardly cringes at his supposed stupidity.
Scenario 2:
The opponent approaches, Fox ain't taking this nonsense.

Mewtwo isn't in the best position at this point. The opponent has two options that end favorably for him, Grab and Attack. Mewtwo has to predict which option Fox will take. This is an unfavorable position, as if the opponent predicts that you are going to retreat, he will catch you in shield. Leaving Mewtwo with Spotdodge and holding Shield as his primary options. If you accurately predict which one he will take, congratulations! Otherwise, better luck next time. The main downsides of Phasing only appear when Mewtwo gets read, so mix it up.​

Movement:
Phasing is rather quick, and you can vary the height and speed depending on inputs. Mewtwo can quickly move forward and backward, as well as onto most platforms. This makes for a rather good movement option. You can also use it to set-up a Ledge-Cancel or to get out into the open for an edge-guard.​

Personal Notes:
I personally use Phasing rather sparingly, no more then 10 times a stock at most. Sometimes I will really strive to use it in my matches, other times I will hold back on it and focus on other techniques. Mewtwo has so many tech/option based playstyles, that it is really good to mix them up. At the moment, I am switching between a more defensive, walking based Mewtwo, a punish, get the read Mewtwo and a Phasing oriented one.
Visual Examples:
I have decided to put the videos in link format as the channel doesn't get any views for them otherwise.

KillerJawz:
Abadango:

Richbrown:

Miscellaneous Thoughts and Concepts:

Button Configuration:
The normal way is to use :GCY: to Jump and then :GCLT:/:GCRT: to Airdodge. I, however, prefer to use :GCY: to Jump and :GCX: to Airdodge. The reason for this is that I can quickly and infallibly perform a Phase. Infallibly in the sense that it is extremely hard to mess up the timing. Other ways are :GCU: for Tap Jump or :GCZ: for Jump. I just prefer the :GCY:/:GCX:set-up. Plus, it doesn't mess with anything else. I rarely used :GCX: to Jump beforehand.​

Where will it Improve:
In the future, I see Phasing mix-up game improving, as well as general optimization. Phasing as a defensive technique isn't used as much as it's offensive counterpart, and thus, is not nearly as thought out and labbed. I also see a lot of potential in using it as a movement option. Near future, it's combo potential. With Abadango's win at Pound 6, people are trying to learn the uses of RAR Nair and footstool combos, sadly, these are both advanced aspects of Mewtwo, and something anyone that can't read Nair KB shouldn't be trying to learn yet. Phasing is an easy and safe way to set it up, and other combos as well.
Phasing Discussion:
Thanks Sonic! Here's a repost of my thoughts/tricks from my thread


I haven't seen much discussion of this around the forums, but I use Mewtwo's air dodge a lot -- primarily not for dodging, so I wanted to dedicate a thread to it's approach/mind game usage, and also how to use it for ridiculous punishes. It's a ridiculous move, active on frame 2, first active frame 29, and due to mewtwo's floatiness he can do whatever he wants out of it.

The best part of Mewtwo's air-dodge is the opponent can't actually tell where you're going when you do it. You can sh-air dodge, forward, backwards -- up and then di in one direction, and the opponent will have no idea where you're going to pop up, leaving them to guess.

This sets up a great mixup for you. If you are in mid-range, given Mewtwo's aerial mobility -- you can mix up the following ways:

  • Don't move forward much, spaced fair. This beats most attempts to try and "swat you" or punish the air dodge as long as you're not close.
  • Go for a close/spaced u-air, which leads into lots of combos at low percents(it's almost like down-tilt)
  • Air-dodge into/through the enemy, out of air-dodge nair. The height you come out of the short time is exactly the right height to get a 2-hit nair. If you fast fall this nair immediately after the second, you will get the nair + Up-Smash combo no matter how they pop out. You can also consistently get any tilt to true combo from at lower percents, including d-tilt and its many follow ups.
  • If you've conditioned a shield, then just drift in/place or back and use confusion -- or use nair and then immediately grab.
It gets even better though, because...
  • This 2-hit nair is insanely safe. If they shield it you can instantly grab/spot-dodge when you hit the ground, basically no one can punish you even if they block it do to how much you drift and the cross-up (some characters with ultra fast jabs might be able to if you go too deep, but it's hard). Even if you whiff it they pretty much can't punish it.
  • This means the only way to get hit is if they correctly read your position and hit your during the five frames between the end of your invincibility and your faf at 29. This is possible but not easy, especially for some characters -- and requires them to guess where you went during your jump.
This is not totally safe, though I find it extremely useful both for getting damage and getting kills. Do beware of certain situations like Cloud in limit, who can use finishing touch and punish the air-dodge no matter where you are. Still, you can bait this by drifting backwards.

Mewtwo's air-dodge also comes out on frame 2. Frame freaking 2. You can do it out of a jump nearly as fast as you can shield by rolling from jump to shield. Using this to dodge is no harder than spot dodging, and the rewards are just ridiculous. Essentially any move you can sh-air-dodge instead of shield can get you a perfect 2-hit nair, which as mentioned above, is a free up-smash, or a free d-tilt + follow-up depending on percents>

You can punish a lot of moves this way. Mewtwo's FAF out of his air-dodge is 29, and his nair comes out on frame 6 (fair is one frame faster), so that 's 35/34 frames to drift to and land the nair since you have to do it right out of the air-dodge.

This will punish pretty much all successfully dodged grab or smash attacks, and a large number of slower tilts/specials at a range where you couldn't do so otherwise. In reality you can get this even more often because even the best players won't react perfectly every time.
Phasing... is a great mixup. Between rising fair and airdodge fair, most characters cant cover both. And, if something goes awry, you can drift away. Phase uair is a solid combo starter. I like to mix in full hop AD, since they cant tell you've done this until you reappear, and you can drop a dair or nair on them, nair especially if they do something like rising fair to attempt to stuff your fair (since theyre used to fair).

I really like it in MUs where fair will miss a grounded opponent. Empty airdodges also are great. Mewtwo has one of, if not the, best airdodges
@KillerJawz

My Thoughts:
Mewtwo's airdodge is amazing. Sporting the best FAF and invincibility, as well as a 2 frame start-up, invisibility, and the it has the unique trait of allowing you to move when buffered out of hitstun. All this together makes for a great airdodge. The icing on the cake, is that 4 of Mewtwo's aerials will come out before he hits the ground. Thus, Mewtwo can do crazy and rather broken things with Phasing.

Here is the situation. Mewtwo is standing about a Phase away from the opponent. Mewtwo can either approach, or retreat with Phasing.

B: retreat. Mewtwo Phases backwards, causes the opponent to shield for no reason and feel rather stupid while Mewtwo gets half of an SB charge for free.

A: Approach. Mewtwo Phases forward, at this point he can either, Nair (RAR), Fair, Uair or Grab.

A, B and C all go the same way, the opponent shields it or gets hit. (BTW, a spaced Fair cannot be Shieldgrabbed) On hit, Mewtwo gets an easy 20% or even a stock. On whiff, Mewtwo is in a slight Disadvantage unless he crossed-up with Nair or spaced Fair.

D is where things get interesting. If the opponent decides that you are going to approach and attack, then you can mix-up your options and empty hop grab him instead. Garnering Stage-control as well as 13/12%, or killing the opponent.

Needless to say, this is pretty good for Mewtwo. There are downsides, Marios Nair and it's ilk are rather good at stuffing Phasing, and some players could get enough MU knowledge to have the timing down for a near frame perfect punish, but there are mix-ups for this too. fake-outs and such.
Conclusion:
Final Thoughts:
Phasing is definitely a technique worth looking into, and I strongly suggest implementing it into your gameplay. Best of luck!​

Other Guides and Sources:
@KillerJawz with the amazingly informative video:​

Update Log:
0.1: Bones and Format
0.2: First Draft of Introduction and Explanation
0.3: First Draft of Implementation and Conclusion
0.4: First draft of Miscellaneous Thoughts and Concepts
0.5: First Draft Finished, Posting

Thanks:

A big thanks to @KillerJawz and all the other Mewtwo labbers and mains for helping me get the info I needed to make this!
Author
Sonicninja115
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This is a fairly good guide to phasing.
Sonicninja115
Sonicninja115
Still working on it. Expect videos to be added next week. I will also be regularly updating it as the metagame advances and my writing skills become better.
get's all the basics down pat plus some extra info. Another excellent informational guide by sonicninja!
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