ihasabuket
Smash Journeyman
- Joined
- Mar 17, 2015
- Messages
- 321
Boys, it finally happened
https://www.youtube.com/watch?v=qg4ErjgdgYw&feature=youtu.be
https://www.youtube.com/watch?v=qg4ErjgdgYw&feature=youtu.be
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O...M...G o.OBoys, it finally happened
https://www.youtube.com/watch?v=qg4ErjgdgYw&feature=youtu.be
Yeah I kinda figured that and I've been thinking things through to develop my general neutral game(and mewtwo's too).Fox suffers next to no hitstun from soft ftilt at those low percents, the spikestun animation has no impact on that. The fox could punish you for those ftilts, he just wasn't used to the matchup yet. (at least in that regard) It's a lot like when Foxs first play Puff and they don't know that low percent bair is a free grab if the puff doesn't fade away after hit.
I've yet to learn the ledge AI and tbh I've never felt I needed it. You can cover pretty much every response to vertical Teleport ledge stalls with either a ledgedash or NIL Teleport to center. The inputs are easier, too, so if you haven't picked those up yet I'd strongly suggest adding them to your toolkit. It makes getting back to neutral from the ledge quite easy. (ignoring the mortal technical flubs of course)
I do pivot DJC aerials all the time but I'm just now realizing that all the time I spent practicing empty/smash/tilt pivots could could probably have been better used practicing my neutral. I had never considered shield stopping to pivot since I already had empty pivots down by the time I was told about it so I guess it's a bit late for me now. I'll definitely mention it to anyone else who could use it, though.EDIT:
On an entirely different note, this isn't common Mewtwo knowledge. It is counter productive to the fledgling M2 community to brush this aside. This isn't anything 'new' per se, but the method to produce this outcome is helpful the M2 community. Throwing doubt on it just makes it seem like no big deal which would lead to many glossing over it, but this is something that people should be aware of.
Also, shield stop pivot DJC fair is a thing now. I don't think that was ever a thing.
Probably, I'd be surprised if you weren't. Not that I know of.Am I the only person that is actually trying to communicate with Zoma? If not, is there a place where he hangs out online similar to the smashboards that isn't Japanese only? So far we are commenting to each other on youtube, but that isn't super conducive for prolonged conversations or exchanges.
Well like I said its much easier to space and time when the opponent is moving towards you really fast. The 20XX CPUs only use aerial drift to move forward during their SHFFL shine pressure making it really hard to space fair during its small active frame window. I said I'd try to test it against SHFFLs with dash momentum which is a realistic scenario in neutral.Not sure why active frames makes it a bad anti-air for instances where you predict an outcome. It's like saying down smash is a bad edge guard cause it only has 2 active frames, but that move is the destroyer of stocks. I've intercepted so many aerials with fair, even back in the early days, but it isn't general purpose. Pivot DJC fair would simply allow me to do it from a dash dance.
EDIT: Perhaps the problem is more semantic. Perhaps anti-air is too strong of a word for most people to include my usage of fair as an anti-air. So, instead I'll say that fair is great at 'intercepting' aerial targets. Intercept seems to imply precision due to it's word usage, and may help people understand that I don't mean you can wall someone off with fairs or anything like that.
A more general purpose anti-air is nair, and that works by just throwing you your hitboxes whenever you expect them to jump. You really just take a number from their book and just preemptively jump at them for a change. I started doing this more after seeing Zoma do it in vidoes, and find it ironically effective.
I've tweeted him a few times to show him this thread and a few videos but he doesnt understand much english. He even tweeted "I want to be good at english" shortly after.Am I the only person that is actually trying to communicate with Zoma? If not, is there a place where he hangs out online similar to the smashboards that isn't Japanese only? So far we are commenting to each other on youtube, but that isn't super conducive for prolonged conversations or exchanges.
I don't think that's the case here since I have the same problem with the same noteworthy mention of the fact that the problem is nonexistent with other characters I play. The only useful advice I've received thus far is learning to SDI stuff like nair implementing good combo DI whenever I need it. At the very least M2 feels a lot less like combo fodder which means you have more opportunities to play neutral. I also do a lot of shadow ball charging and comboing into shadow ball which I personally find helps balance out my typically mediocre punishes.If you guys understand something I don't then let me know, I really hope there's something simple I'm overlooking here.
That describes the Marth matchup far more than Falcon, imo. Falcon can't really just toss aerials mindlessly without getting shield grabbed.I don't think this is some sort of unwinnable matchup or anything but, atm, I feel like any Falcon that knows how to throw out aerials can do so blindly without much risk since I've got to work to hard to get any sort of meaningful hit in.
I haven't had as much luck with full jump shenanigans against Falco in the long run. You can't really push forward in any sort of safe way with it, and if the Falco is smart he will just sit back and laser you. Almost any approach I take seems to put myself in a bad situation due to being forced to go straight at him, and it's not like I get an insta-win in neutral if I get into a good position despite the lasers because Falco's aerials will out-prioritize my everything. This more than anything seems like the biggest uphill battles I face. I'd rather deal with a Jiggs or a Marth player trying to wall me out with well-spaced aerials.For Falco I like full jumping a lot in the matchup, stole that trick from zoma.
Crouch cancel downsmash. It's rough. I played one of the better British IC players and at my best he two stocked me. That said, there was a lot more I could do, it's just the match-up is rough as hell.Use dtilts to poke / prevent wd in approaches.
Yeah, I think the only thing that is safe on shield is a knee. I suppose the other aerials can be safe, but that would require near perfect timing and being super low to the ground when the move comes out, which hardly ever happens. In any case, I'm glad it helped!Turns out the thing I was overlooking was shield grabs, lol.
I'd agree with that, but at the same time characters have a harder time to avoid shield grab against M2 in non-cross-up situations. Take Falco pillars for example. If I play the same opponent with my Marth and Mewtwo, it is often the case that if I go for shield grabs as Marth I would consistently get shined out of the grab, but as M2 I would get the grab. The window to punish my shield grabs as M2 seems to be smaller and requires my opponent to be more precise than normal.If you have specific examples I could try to give you a better answer. There's just a lot of things that go on which is why I gave you the laundry list, sorry. My guess would be that the majority of the responsibility for easier shield grabs lies in Mewtwo's traction. It's much harder to cross him up so if you want to avoid getting shield grabbed you have to space your aerials with fade aways and ****. Unless you are puff, other characters just don't have the aerial acceleration to do that easily. They have to have the intention to do so before jumping. Using the Falcon example since it's pretty dramatic and very noticeable in the game I linked earlier; M2K could liberally shield whenever Falcon jumped since jump ins would be an easy grab as a result of frame data + Mewtwo's grab range. Hax adapted by doing fade away nairs but that limited how far he could reach and wouldn't let him claim space. What's more is that he had to not fastfall to spend enough time airborne to drift far enough away which would result in the second hit of the nair not hitting sheild/Mewtwo and giving M2K multiple unpunished whiffed shield grabs. There was just too much time lost between first hit on shield and Falcon being actionable again.
I play the MU kinda campy against falco. I typically just stay on platforms and charge SB there. Nice thing is that falco has to get right under you to hit you and you can always shield drop punish from that position. He has to either commit to a FJ aerial, which you can punish really easily by jumping OoS with an aerial, or he can do a rising upair(on PS or yoshi's) which you can punish with shield drop. Even if he lands the upair it doesnt get him much. Once you get a fully charged SB things become a lot easier because you can punish approaching aerials after a laser. SB is also so slow that reflecting it will give you enough time to react and shield especially since it launches you back. The cool thing is that SB wont come out if he does multiple lasers so it'll only come out if he does something else after the laser. Another neat thing I do is crouch armor the laser and use disable if I think he's gonna approach with an aerial. If he lasers again I get hit out of disable's endlag if he approaches he gets knocked down. Of course these are just mixups I use in bewteen powershields and WDs OoS. As melee mewtwo mentioned FJ nair is good too but it becomes so much better when your opponent sees you have mixups and options.Falco lasers just shut down my game. It stunts my movement, it prevents me from getting in when I need to, and if a Falco is smart they will just camp me with lasers as it forces me to approach in a largely risky manner as it prevents me from picking and choosing when to go in. Everything else about Falco is manageable, but lasers just ruin my day. I should probably work on power-shielding, but that still doesn't fix my true problems, it just simply mitigates them.
Mewtwo's traction is so low that falco's dair will usually push mewtwo out of shine range while mewtwo's grab still outranges it. Late unstaled dair is -2 on shield already, if he whiffs shine he's unactionable for another 3 frames plus his 5 frame jumpsquat giving you time to grab him before and during his shine.I'd agree with that, but at the same time characters have a harder time to avoid shield grab against M2 in non-cross-up situations. Take Falco pillars for example. If I play the same opponent with my Marth and Mewtwo, it is often the case that if I go for shield grabs as Marth I would consistently get shined out of the grab, but as M2 I would get the grab. The window to punish my shield grabs as M2 seems to be smaller and requires my opponent to be more precise than normal.
Possibly on the last part, although it has always been like that for me. My M2 shield grabs things my other characters couldn't. I would have to start playing and recording a lot of matches to prove either way, but I'm operating under the assumption that it's M2's characteristics. I still wonder if there is more to it, because if we completely understood it we could exploit it to it's furthest potential.Well, stuff like shieldstun, hitlag etc. on dependent purely on Falco so frame data wise the pressure is the same. The only variables that could be resulting in a difference is if Falco is close enough to hit Marth/Mewtwo with the Shine during their grab animations as well as when he hits there shield with the dair. Mewtwo has possible advantages in both cases since his shield is bigger and his grabbubble is more disjointed as well as getting pushed farther from Falco by his Dair. (he also doesn't lean forward like Marth does during his grab) Of course, there's also the potential inconsistency between your input and whoever is using Falco against you. The ease may be simply luck or a false observation.
There is quite a big difference between shield grabbing someone and grabbing them after a whiffed shine. I would have mentioned if it was the latter. In any case, from what you and MeleeMewtwo have said I think that it might be a good idea to get into the habit of shield DI'ing away from aerials when my opponent is in my face, as that might allow me to counter grab (as opposed to shield grab) them.Mewtwo's traction is so low that falco's dair will usually push mewtwo out of shine range while mewtwo's grab still outranges it. Late unstaled dair is -2 on shield already, if he whiffs shine he's unactionable for another 3 frames plus his 5 frame jumpsquat giving you time to grab him before and during his shine.
I'll look into that specific thing with Zoma videos and check out Blea Gelo as well. I was also thinking about looking at high level Peach play, because she should have it just as bad (if not worse) than M2 cause she is slow, fairly tall, light, and is DJC'able.Zoma does this a lot when he wants to approach. The rest is more counter approaches to force to respect his space and do more defensive lasers that he can approach off of. https://www.youtube.com/watch?v=l7_Tfe38bBQ I like this video a lot cause you can tell this isn't the Falco's first time playing Zoma's Mewtwo.
Forcing defensive lasers is good sometimes. The highest possible laser is a 22 frame commitment(jumpsquat, laser, and landlag) which gives you an opening for a FJ aerial or a SH if the lasers are really low. If you SH and you get hit by a laser you can spam A to get a nair/ fair out before you hit the ground. It's really good on small stages where they dont have much room to dash back.Zoma does this a lot when he wants to approach. The rest is more counter approaches to force the Falco to respect his space and do more defensive lasers that he can approach off of. https://www.youtube.com/watch?v=l7_Tfe38bBQ I like this video a lot cause you can tell this isn't the Falco's first time playing Zoma's Mewtwo.