Yet another unexplored mewtwo thing I see
Dude Mewtwo's like top 5 in theory he's ridiculous
Pretty much. Try it out when opponents are off the ledge. Mewtwo can stall or go deep and still easily make it back using Confusion as a “third” jump.
Kind of an opinion, isn't it?
Lol
It's annoying but doable for Ike. Mewtwo mainly converts off of d-tilt and dash attack. Failing to land these moves, he has trouble getting things started on Ike. A few notes I compiled in my experience:
-Mewtwo's has very few safe landing options on Ike except his slow, laggy command grab and retreating f-air. As Ike you can drop shield and jab most of the time, or depending on the move you can even drop shield and d-tilt for a meaty punish.
-Mewtwo's d-tilt isn't safe unless the tip is landing on Ike's shield where he can't even convert anything from it anyway. Drop shield and jab.
-Grab combos are really easy to land on Mewtwo, and because Mewtwo's love airdodging its easy to frame trap them into an u-air KO.
-Mewtwo has a hard time escaping the ledge. A lot of the time they'll try to hit you from below the ledge with a rising aerial or stall with wall jumps, but short hop f-air is a big F-U to most of it. And forget about using normal getup unless you want to give Ike a free conversion or stock.
-Mewtwo hates shield pressure, both from the ground and air. If Ike is tapping him with d-tilt and jab he's basically in a fighting game-esque blockstring.
-Shadow Ball is unsafe close up, uncharged Shadow Ball especially. Charged Shadow Ball demands more respect, but if you're close enough you can jab Mewtwo out of it during the startup frames. Ike's decent dash to shield helps a lot for dealing with his Shadow Ball camping.
Good post. And makes sense overall, I’d probably add some caveats after checking out hitboxes and frame data. I’ll have to directly lab them later, but:
- Regarding Dtilt, Mewtwo’s hitbox 2 (the middle one) is -3 on shield drop. He has enough time to powershield. It’s also the hitbox that combos. Pretty much every fast OoS options can’t him either as roughly 3/4 of that hitbox also has no hurtbox extension.
I don’t doubt that given normal play, you can catch them with drop -> jab. Just something to be aware of, if the Mewtwo is exceptionally good at spacing.
- Yeah, Mewtwo’s love over relying on airdodge. Even WaDi gets tripped up.
- Yeah, shield pressure is good, especially if you can cross him up. I’d just be wary again, especially with Ike, as dtilt is -8 on drop, and (surprisingly) Mewtwo’s dtilt is slightly longer and could counter poke. Jab is the same story, honestly. Fortunately, Ike’s dtilt is relatively fast for how long range it is, so I’m not surprised he can throw in some effective shield pressure. I’d be surprised to see a pseudo block string work consistently, though.
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actually, Ike’s jab falls into this wonderful category that could be used something like a
“counter hit” in a traditional fighter. I think Smash 4 players, in general, should use their jabs more as counter hits, but that’s another post.
Good job to WaDi for finally beating Dabuz, tho.