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Anyone have any advice for playing mewtwo

D

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Despite Mewtwo being my main, I only know 1 true combo and all of my victories are half because of luck.
 

StrangeKitten

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Mar 25, 2020
Messages
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Battle Royal Dome
Aggression is your friend a lot of the time. Mewtwo has good mobility so don't forget just how well you can use it!

His throws are all very good (though sadly his grab is pretty bad and can even fail to reach short characters sometimes). Forward throw does a lot of damage and is great for tossing your opponent offstage. Down throw can combo into fair at mid percents. Back and up throw are a couple of the strongest kill throws in the game!

Nair lasts a long time and has good range so it's very good for platform pressure. On a biplat stage such as PS2, you can potentially nair your opponent from one platform to the other depending on if they DI that way. Again Mewtwo's good mobility comes in helpful here.

Fully charged Shadow Ball combos into dash attack at very low percents. Down tilt combos into fair if you hit with the inner part of Mewtwo's tail. Up tilt combos into nair at low percents and up air at mid percents.

Confusion has surprisingly great range so don't be afraid to throw it out in the midrange now and again.

His jab is the most damaging jab in the game so use it liberally against any foe not named Bowser (Bowser's Tough Guy mechanic lets him armor through rapid jabs, so Bowser will punish you for using it).

Uncharged Shadow Balls can be thrown pretty quick so it's not a bad idea to just litter the stage with them sometimes xD

Nair can drag down and you can follow that up with a jab or a grab.

Footstool Disable as an out-of-shield is an option, albeit one that's kinda hard to pull off in practice. Standing at roll distance while your opponent is offstage and throwing out a Disable in the hopes they roll in or getup attack (make sure you're out of range of the getup attack) can net you some fairly early stocks (around 100%) provided you were able to guess right.

Mewtwo's double jump and Teleport give him really great recovery distance, so don't be afraid to edgeguard sometimes. Nair is a great edgeguarding tool because it lasts a long time and has low endlag. Dair has a slow startup that takes getting used to, but is a powerful spike that can net early stocks on occasion once you do.

Forward tilt and fair kill really early towards the ledge so definitely make use of them!

Down Smash can 2-frame, so while it's kinda hard to get, can kill really early if you get it.
 
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