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Wait, plus 5 after waveshine right? I was thinking it might help to use double stick DI using ASDI away and crouching since ASDI down doesnt do anything against spikes. Since CC is a preemptive tactic and you can use the Z button instead of A it seems practical.It's +5 for Fox. If he does a good wavedash he's likely to get another shine in which will knock you down if you are still holding down by then. It's sort of spacing dependent, however, since Mewtwo has this reel back animation that'll let him avoid a second shine if Fox didn't hit him close enough with the first one. Super interesting question since I was wondering if Mewtwo's low traction would allow him to avoid waveshine combos if he was heavy enough to not get knocked down. (although, I'm not sure if CC is really comparable to having a higher weight at all lol)
CC reduces hitlag I never knew this. This means that if you CC a fox soft nair you experience 3 frames of hitlag while he experiences 5. Ive been calculating the frame advantage for CC wrong all this time.Hitlag = floor{floor{floor{(Damage * 0.3333334 + 3)} * Electric} * CC}
Electric = 1.5 if the attack is of electric element. 1.0 at all times for attacker, however.
CC = 2/3rd for victim only if victim is currently Crouch Canceling
You can get the same effect of the lagless landing on the top platform by slightly tilting the teleport Instead of going straight up. It's that Mewtwo l has more difficult angles than Fox does.Was at Kirbykaze's house yesterday for weekly practice and was toying around with Mewtwo things. I happened upon some useful techniques. These may already be known but I'll share my findings anyway:
- Sheik can alter the length of her teleport by tilting the control stick vs not tilting it. I tested it with Mewtwo on battlefield, and we can do it as well! I was trying to recreate Zoma's teleport edge-cancelling rountine, but at specific points I kept teleporting too far. It's now become apparent to me that he's tilting Up on the stick very slightly, then another direction very slightly. It's really really hard, but you can see it's effects easily on battlefield. There are at least 4 different lengths of teleport that I was able to create:
*Stand in the center of Battlefield, on the base of the level, directly underneath the top platform. Then UpB straight upwards.
> UpB normally, you land on the top platform with heavy landing lag. This one is useless
> UpB as if you were utilting, your body appears halfway through the platform (it bisects Mewtwo's body around his waist)
> UpB and tilt the stick further up and you almost land on the plat. This is the length Zoma uses for most of his edge stuff
> UpB and tilt the stick as high as you can without hitting Up directly, you do an INSTANT LAND with NO LAG. I'm talking you can move after 4 frames of typically landing lag and techchase Marth after uthrow, or continue combos that otherwise wouldn't be possible. This actually blew my mind. But it's really hard, and you probably need different setups for each level.
- During edge-guards, every now and then I would need to refresh my invincibility frames to finish the stock with an invul ledgedrop aerial. The fastest method I found to refresh ledge-frames is to hit down+back on the control stick, then up+forward+B. This creates a pseudo teleport stall effect, where you teleport in place and re-grab the edge without moving anywhere (almost as if you airdodged in place). It's probably not tight enough that it's a true shino stall, but it's really useful to quickly re-grab the edge and get back invincibility if you have the time.
- Reverse uair is incredible for edge-guarding. I was using it similar to reverse uair with Falcon / Ganon and I was surprised at how far it reached. In situations where hitting a bair is a stretch, reverse uair does the job really well and does considerable knockback at higher percents.
There was a study on simple vs recognition vs choice reaction time. Simple reaction is one where you know whats going to happen and what youre going to do, all you need to do is time it. The average time for a simple reaction is 12-15 frames. In this case a player would be making a choice reaction. Recognition between two things alone takes about 23 frames. Im not sure how much it is exactly but it would take much more than 23 frames. Here's a study on it if you're interestedOkay, I did a quick test in debug (so everything unstaled) on a NTSC Fox at 70%. It was just to see if something could work, not to determine the percent limits for which it does. Anyways, what I wanted to see is if Mewtwo could introduce a DI trap to the dtilt -> dsmash combo. It turns out that, yes, if a Fox uses survival DI after the dtilt you can follow up with a weak DJC uair that will combo into Dsmash.
Now, my question for you guys is do you think that dmash (or fsmash since the knockback stays very close to dsmash at most percents) is fast enough for this DI trap to actually work on somebody experienced in the matchup? I'm unsure if the Fox player can initially input combo DI in case of Uair while being able to react to the smash attack fast enough to input survival DI. Keep in mind both moves have a grunt sfx at the very first frame of the animation. I'm not too sure what numbers I should assume for adequate reaction time and ability to shift DI to determine the answer on my own. I also don't have the Mewtwo expertise and the good Fox player with matchup experience to put it to the test.
In any case, combo DI for the DJC Uair leads to a tech chase scenario which is definitely still a favorable position for Mewtwo.
I'll be sure to try it out purposefully since the people I play against are definitely experienced in the M2 matchup since I teach it to them. That being said, in my experience, I've never played a Fox that could react to the dsmash with survival DI if they DI'd for the combo. I never thought of it might be a DI trap before you mentioned it but I'd assume it is until proven otherwise.Okay, I did a quick test in debug (so everything unstaled) on a NTSC Fox at 70%. It was just to see if something could work, not to determine the percent limits for which it does. Anyways, what I wanted to see is if Mewtwo could introduce a DI trap to the dtilt -> dsmash combo. It turns out that, yes, if a Fox uses survival DI after the dtilt you can follow up with a weak DJC uair that will combo into Dsmash.
Now, my question for you guys is do you think that dmash (or fsmash since the knockback stays very close to dsmash at most percents) is fast enough for this DI trap to actually work on somebody experienced in the matchup? I'm unsure if the Fox player can initially input combo DI in case of Uair while being able to react to the smash attack fast enough to input survival DI. Keep in mind both moves have a grunt sfx at the very first frame of the animation. I'm not too sure what numbers I should assume for adequate reaction time and ability to shift DI to determine the answer on my own. I also don't have the Mewtwo expertise and the good Fox player with matchup experience to put it to the test.
In any case, combo DI for the DJC Uair leads to a tech chase scenario which is definitely still a favorable position for Mewtwo.
I think if you dont DJC so low to the ground you might be able to use the forward DJC momentum to cover away DI. Im thinking there are a few ways to do this and minimize the time spent airborne. I dont know if it'd be better to fastfall later or FJ DCJFF to cover more horizontal space with DJC momentum.- DJC Fair -> Disable does work! It starts working on NTSC Fox at 15% (maybe a percent or two earlier) before the unstaled Fair. You will have to be frame perfect to catch him that early, though. (PS: also it was no DI Fox, that's kinda important to mention, lol)
There are two things youcan do to help act OoS almost frame perfect consistently. The first one is using cstick to buffer jump OoS instead of X/Y. The second thing might be a personal problem but the sound of falco shooting a laser throws my timing off so I try to listen to music while I play.Trying to wavedash oos forward between Falco lasers has to be frame perfect if you want to sheild the next laser. Even then, if the Falco short hops forward for the second laser then you will get hit before you can put your sheild up. Also, this test was assuming two late lasers. It's very possible that Falco shoots a late laser followed by a slightly earlier laser to beat the frame perfect wd forward.