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Well pivot dtilt would be best as it makes the mixup between shielding, grabing, and dtilt more ambiguous.Can we talk about Marth sheild for a second? As silly as it is, sheild grab is actually really obnoxious because Marth's reaching arms lets him snatch Mewtwo whenever he does a wd in dtilt thanks to the latent momentum from the wd. You could wait til you stop slidong forward but that just slows down the whole motion and guves more time for Marth to react. I've been trying to think of workarounds but coming up drier than I'd like. (wd grab, cross up aerials and???) Hopefully you guys are better at creative problem solving than I am. Best I can come up with is being less wavedashy and instead use tight tight dd with run canceled dtilt I guess? (might be answer since dashing lets me block instantly at any point marth decides to swing + lean forward dash animation helps with dtilt)
? Both achieve essentially the same thing except the it takes longer to stop yourself from moving forward by wd down instead of just waiting for you to stop moving forward. I'd understand the idea for Luigi since he keeps sliding for years but that's not the case with Mewtwo.
Well, Mewtwo doesn't have Peach's dash attack or instant float cancelled nair. The best hitboxes you can really throw out to threaten Marth's space is a running SH nair right? Tight dash dances followed by grab, nair, or running d-tilt seem like the safest options if you use them on reaction to Marth's actions as well as you can.Upon further reflection, baby shadow ball is a good way to trump most if not all of Marth's defensive options. The issue I see with it, though, is that Marth would have to be giving you excessive amounts of space. What does Mewtwo have to stop Marth from giving the peach treatment? (ie camp close enough that you can't get your projectile out)
Running nair can work well, but only if you catch Marth off guard. The problem is it's fairly easy to react to as Marth in most cases. The thing is, if you are forcing Marth's approach with baby shadowballs then Marth players will often extend close enough to you that you have options to fight back with. It's rare that a Marth positions himself so perfect that he is outside of Mewtwo's effective range but within his max range while dealing with projectiles.Well, Mewtwo doesn't have Peach's dash attack or instant float cancelled nair. The best hitboxes you can really throw out to threaten Marth's space is a running SH nair right? Tight dash dances followed by grab, nair, or running d-tilt seem like the safest options if you use them on reaction to Marth's actions as well as you can.
I approach with pivot bair all the time. Main problem I have is that the tip does basically nothing until higher percents and spacing it for the stronger hitboxes properly makes M2's slow speed more apparent and brings with it the dangers of your opponent hitting the tail since those hitboxes aren't disjointed. It's great for threatening space, though, and in my experience it gets people to approach you if that's what you wanted.Actually, I'm glad you mentioned DJC bair. I just had an idea. Pivot bair. If you look at the hitbox for bair (while it's not super disjointed because of the tail hurtbox), it has insane range. As long as you don't bair directly into an active hitbox, you should be able to poke or space against people from very far away, Marth included.
I think we should do some experimentation/research on pivot bair, because it allows us to bair while keeping our face to the opponent for as long as possible. This could be a very valid approach/counter spacing option.
shieldI've got another poll for you guys.
You are playing a Fox on Battlefield. He's at 60% with a stock lead underneath the side platform. You have center stage with 80%. What do you do?
You gotta give us way more information than that. Who currently has momentum, and how did your positioning end up like that? If Fox is under the platform because you forced him there, my answer will be very different than if Fox was beating me up and I was able to retreat to center stage.You are playing a Fox on Battlefield. He's at 60% with a stock lead underneath the side platform. You have center stage with 80%. What do you do?
Forgot to address this earlier, but yeah, that was my point more or less. Nair should be very calculated when thrown out in neutral, and should not be used unless you have some kind of game plan.Yeah, I wasn't suggesting that you just throw out nair haphazardly. It's entirely possible to use SH nair in a calculated manner. For example, you can dash dance nair to dodge and punish Marth's rising fair. Also if you get Marth into his shield, you can potentially space a nair to pressure him (possibly even cross up his shield).
Because mewtwo is so tall, marth's rising fair hits on the first frame. So realistically we can say that after shielding a tipper fair, mewtwo has a guaranteed 23 frames to punish marth.Worth noting that Mewtwo's low traction + the extra pushback means that tipper fairs are difficult (impossible maybe? been a while since I tested) to punish oos since Marth ends up too far away especially if he was already fading away. Sheild asdi can help counter this, though.
Djc landing is wicked mad dope mang. I looked into it for Ness specifically but it could have utility for M2 as well. Specifically because it can allow you to do quick pseudo-pivots consistently. Landing with an auto canceled aerial leaves you in a neutral state, meaning you can immediately turn around and do a grounded option right after (hence the term "pseudo-pivot"). This is admittedly riskier and slightly slower than a regular pivot, and getting hit out of it will leave you with no double jump, but it helps with doing moves out of pivot that are usually quite hard, like utilt, dtilt, usmash and dsmash.For djcland (psuedo-wavedash?) there's zero frame leniancy with the double jump timing. However, uair and dair give you a one frame leniancy after the double jump to get the ac land. Bair is only one frame. Also, inputting the djc uair too early can result in a jc usmash which is really bad. Using dair will always have a sfx, though. Not sure how positive or negative that is but I imagine it mostly dosen't matter and it's best to use dair unless you are very confident in being frame perfect enough with uair.