D
Deleted member 212841
Guest
gcyftftdtfyxycyvj
Last edited by a moderator:
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I'd like that. Sometimes I struggle with choosing the optimal option out of dtilt.Hackpack glitch is normal, no it's not been fixed.
A lot of that thread is situational combos, as in they don't work if you don't get the right frames / poor DI.
I agree with Sieghart, sorta. It's not really useful knowing exact combo strings beyond the few key ones. What's really helpful is knowing where your strongest punishes lie and building up the recognition of when you can get them.
For fastfallers, it's having them in a grab because Mewtwo's techchase game is the best in the game. It's the easiest to apply and gets you large damage for each successful regrab. (the only hard part I've found is punishing missed tech optimally, ie djc fair, but lazy dtilts work like 90% of the time)
For floaties, I feel like it's having them above you. Mewtwo's grab, dtilt, and utilt can all put them there. His uair juggle game is pretty strong, especially when you tack on the extra control from his djc mechanics. At least, that's where I've been having the most personal success in those matchups.
As far as the few key combos worth knowing, it's basically all about that dtilt. Once you are aware that dtilt leads into your optimal punishes on every character at virtually every percent and able to capitalize on it, you'll start seeing a noticable difference in your punish game. Just about everything else you can build up a recognition for by knocking around the 20XX cpu with the color indicators and trying different stuff. Little things like knowing when you can follow up your utilts with a grab or nair techchase regrab will let you throw a few more mixups into your neutral game.
If you need me to list out some of the things you can do off of a dtilt let me know. I'm not sure how much you are already familiar with.
I agree with you to a degree. I think it's important to develop mewtwo's combo game because of certain situations. Ordinarily it's better to go with throws and techchases as theyre easier to followup and do more damage. However mewtwo would benefit from true combos when the opponent is put into the air so that you can close out stocks instead of edgeguarding over and over again. I mean thats ok in the falcon MU but i think its a bad way to approach the spacie MU. For instance take a look at this match.I'm still of the belief that tech chasing and kill setups are more important and useful than M2's subpar combo game. I've gotten more mileage out of consistent tech chases on fast fallers than I ever did with juggles that sometimes don't even lead directly into a kill mostly due to DI and platforms. Stuff like the dtilt > down smash that Melee Mewtwo mentioned work right out of a decent tech chase too. Unless we're talking specifically about characters that can't be tech chased, or situations where tech chasing isn't an option, I don't see the point in opting for a combo when you can consistently wreck faces by tech chasing into an edgeguard or a kill outright.
Maybe it's just my newfound ability to not get completely wrecked by almost everyone I play talking but I just don't think the style points are worth it, man. Not for M2 at least.
Main reason I do it that way is because it's the closest thing to what I used to do in PM when I played M2 there. By my count there's at least a 9-10 frame leniency on the teleport to get full invincibility after an immediate double jump so I don't find it particularly hard. Especially since at one point I believed it to be the only option. I've had more success with the method I use because even if they predict whether I refresh or edge cancel/NIL on the nearest platform, there's no way for them to properly cover an option. You can choose either refresh or edgecancel/NIL without adjusting your positioning on ledge if you know the angles like I do (there is absolutely no visual cue to react to until you've already teleported) and the edge cancel is simply too fast for them to cover both options. Well let me not say it's impossible, but it's ridiculously hard enough that I'd bank on it until proven wrong. I have a feeling you can also NIL to the ground without positioning for it but I haven't tried it yet.Just do it like Taj does, I don't think there's really any significant reason to stall any other way. It's the easiest to execute and you can Teleport onstage without it being super telegraphed. Maybe it'd be worth learning other ledgestalls to make different ways to get on stage more ambiguous, doesn't seem too needed though.
Can you reach the top platform like this as well?Okay so the recent discussion on the Teleport stall eventually led me to test Teleporting vertically for the sweetspot as opposed to the diagonal angle Taj is known for using. Previously, I thought that the vertical sweetspot was something that was unreliable and heavily dependent on the Teleport distance + slight nuance in regards to the angle. It turns out that is not at all true. As long as you aren't holding down when you reach the ledge while Teleporting, you will sweetspot it. This makes vertical Teleports ideal as opposed to diagonal ones, if you have the finger dexterity, as it lets you make edge canceled Teleports off of side platforms much more ambigious as well as giving you a little extra distance when you Teleport towards center stage. You also don't run into the risk of slight angle issues where you don't instant sweetspot the ledge and instead take a couple frames of Teleport endlag before grabbing.
Also the post above seems super interesting, thanks for posting.
I use it a ton regardless of what I'm fighting particularly at lower percents where it's pretty much guaranteed that something can follow up. Sometimes I can start a tech chase from it if I'm aware enough but usually I just end up juggling or following DI on floatier characters with up air or pivot bair.Have any of you tried dash dance -> DJC fair as a punish for the opponent whiffing? I like it on characters who are easy to combo because it gives them less time to DI than a grab into u-throw.
I would love to watch one of your matches. Can you record a few so we can analyze them?I use it a ton regardless of what I'm fighting particularly at lower percents where it's pretty much guaranteed that something can follow up. Sometimes I can start a tech chase from it if I'm aware enough but usually I just end up juggling or following DI on floatier characters with up air or pivot bair.
I plan to start recording some stuff once I get my movement where I want it. That being said, I'm not exactly sure you guys will be able to learn much past teleport angles from watching me. Most of what I do was either hinted at or outright said throughout this thread, primarily by Melee Mewtwo. My punish game is, imo, pretty on point but my neutral is still garbage since I'm relatively new.I would love to watch one of your matches. Can you record a few so we can analyze them?
Analyzing something is much more than just looking at good play. If we can analyze situations and correct them itd help everyone here especially since youd be playing against modern players. Is there anything in particular that you struggle with in the neutral?I plan to start recording some stuff once I get my movement where I want it. That being said, I'm not exactly sure you guys will be able to learn much past teleport angles from watching me. Most of what I do was either hinted at or outright said throughout this thread, primarily by Melee Mewtwo. My punish game is, imo, pretty on point but my neutral is still garbage since I'm relatively new.
I dont know what you mean by its not a thing but yeah the hitbox doesnt even reach reach his stomach. https://youtu.be/rezYqVlsWTQ?t=14m14s in this situation pivot bair is useful although falco was a bit low on %. Its also good to combo when theyre too close for upair's strong hitbox and youre facing forward.edit: nvm, reverse bair is not a thing. fr some reason I thought the strong hitbox went deeper into Mewtwo"s body.
It had not been addressed previously afaik so praise this.If this has already been addressed, my b. IF not, good news! This just happened. Shoutouts to achilles1515 http://smashboards.com/threads/the-...-new-debug-menu.351221/page-108#post-20179220
We now have a way to have mewtwos elemental moves trigger the color overlay option for showing histun! This will go a long way in helping us develop a sense of timing in following up on hitstun.
Reminder that 4 of them now either main or co-main Fox. And one of the other two mains Falco. So 5/6 of the gods play spacies, which is kinda sad to think about now that I mention it.Hell, only 2 of the gods main him. Everyone else gets bopped.
I had done this by accident a few times and i didnt know how to recreate it i'll go try it out when i can.Mewtwo's utilt is a legit jab reset! By legit I mean you can't simply asdi up to buffer a getup roll out of it. It only works until 40%ish. I didn't test for exact percents, sorry. Also you have to make sure you space it so that the tip hits Fox's bent knee. Otherwise you'll whiff because of z axis bull**** (if you can somehow cross the fox up then you can pretty much always hit him with your utilt) and you also want to avoid hitting with any of utilt's other hitboxes.
Have you tried factoring in SDI on hit to see if that changes anything? I've been TASing certain common combos like waveshine (fox) and dair+shine (falco) against characters I play then taking control of my character to practice SDI on hit against the combos. In practice I get away with a lot more so SDIing uair might help.I'm not too sure how you should be DI uair, yet. DI up and in seems to be good at high percents since Falcon can't follow up and you run less of a risk of the uair itself killing you. DI down and away seems like it may be better at lower percents where you'll hit the ground quickly and land cancel the hitstun or at least tech out of it.
In general, I feel more and more like Mewtwo being combo food is kind of a misconception. He may have large hurtboxes but I feel like his decent weight and general floatiness compensates by decreasing the hitstun while simultaneously sending him far away. Kind of like Samus in that respect.
I've tried fair and I usually misspace it and get beat out. I figure doublejumping in with it might work if I can get the timing down.Also, thoughts on using Fair out of combos? It seems like its pretty good in certain cases (not Falcon dthrow -> knee lol) to punish a dude for missing true combos or trying to overextend since you got that awkward body contortion and the large, fast hitbox. I've had some success with it when trying it but I don't play with Mewtwo often enough (much less against stronger players) to really be a good judge of it's general utility.
Air dodge also seems pretty solid away to avoid direct follow ups since Mewtwo shrinks sooooooo much from the very first frame but I'm kinda worried about the endlag and special fall being punishable, aways. May be a case by case exit.