Hi guys.
Does anyone have experience with the Roy matchup? His grab range and janky f tilt give me some trouble and he can sometimes kill easily with a correctly placed fsmash.
I know this is probably the wrong place to ask this as well, but what are some good options to use out of down throw?
I haven't played a Roy main, but it seems pretty straightforward. First off, you need to know what Mewtwo's throws are good for. Up throw is for combos, and kills at very high percentage, forward throw has the best damage, down throw sets up a tech chase.
If you can't punish the Roy's tech from the down throw, use a different throw to mix it up. I would suggest up throw because Roy has a hard time getting back to stage once he's above Mewtwo.
I would be worried more about Roy's down tilt than his forward tilt. Roy's forward tilt is better for spacing than combos, while his down tilt is his best combo starter because it pops you up.
For neutral, I would suggest abusing short hop shadow balls (the short hop makes it so the Roy can't short hop over them) and if he chooses to go in shield, teleport nair. If shadow balls aren't working, you can try catching Roy in his short hop by using a dash up smash. I would think that nair would be extremely effective against Roy, because it almost guarantees a cross up and shield poke.
Mewtwo's mix up options are very strong, like his teleport approach, disable and confusion. Most characters without a projectile have trouble dealing with shadow ball + teleport + aerial of your choosing.