• 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!

Disable and Confusion Gimmicks

DJLO

Smash Journeyman
Joined
Jun 26, 2006
Messages
355
Location
Tallahassee
Mewtwo got screwed over for special moves.

His up B is arguably the best recovery move, and Neutral B is a great projectile(nice big hitbox, and it wobbles so its hard to block/parry

However, down-b and side-b are just plain awful. down-b(disable) only works if the enemy is facing you and on the ground, and it has lame range. Even then, it only does 1% damage and puts the enemy to sleep, but for a scaled amount of time(they stay asleep longer with more damage). Side-b(confusion) is the only move in the game that i know of that can be punished on hit by every character at any percent.

So lets explore how to make these moves not awful.

----------


Disable.

- Hitting twice. this move is one of the top moves for knockback on opponents at 0%. Hit an opponent once to put them to sleep, and again to knock them back.

- Short hop disable. By short hopping into this move, you can move forward or backward instead of just standing still. Example

- From the ledge. Similar to the last one, if you jump onto the stage from the ledge, this move can be helpful. Its momentum stopping properties will vary your approach by stopping your double jump, plus you might just hit someone with it(especially likely if they are charging a smash attack)

- After a jab reset. All moves become viable when jab resets are taken into account. Dthrow an enemy, hope they dont tech, then jab them. They will be forced to stand up, right into your disable. You can then regrab, or charge a smash.

- Recovering. if you've been using the same recovery for a while, try interrupting your fall or double jump with disable. it stops your momentum more effectively than confusion and ends sooner. Makes your recovery unpredictable.

- Grab release. Grab the opponent, pummel as much as possible, and let them break free. Certain characters will now be at the perfect distance to get hit with disable. They can shield, roll, wavedash or jump away to avoid it. However if they start an attack, jump up, or move forward, they will be hit. This works on DK, Capt, Ganon,Falco, Fox, Shiek and Roy. It will sometimes work on Link, but sometimes hit his hylian shield. Obviously a throw is more guaranteed damage, so this is a gimmick.

--------


Confusion

- Battlefield Glitch

- From the ledge. Although only Battlefield(and non legal stages) will result in a one hit kill, using Confusion from the edge still makes it safe. Performing it on the stage, you can always be baired by the enemy, but if you are on the ledge, the enemy will do two things: 1. if they are a human, they will likely grab the ledge 2. if they are cpu or a human with faster enough reactions, they will double jump back onto the stage. Obviously you need to be careful if the opponent gets pulled onto the edge, but so long as you didnt use your double jump you'll be fine.

- Using platforms. At the right height, your confusion will make the enemy smash into the platform before they can bair you. The best place to see this is fountain of dreams. Stand under a moving platform, and let it sink around half way. Confusion will now hit without being punishable.

- Recovery. When moving one direction, and using confusion in the opposite, mewtwo will do a little jump. to see this, run off the stage to the right and use confusion to the left. This can be used to get under FD

- Reflecting bombs. Bombs are the only thing that mewtwo can reflect offensively(because although their hitbox is removed, the explosions still do damage. Of course, you could just shield, powershield or catch it, but whatevs. Example

- On opponents who don't know they can punish it. Spam this all day if they don't know! it goes through shields and does 10%. If they tech, just hit em again til they tech roll. eventually they will learn to not tech or bair.

- After crossups. If you crossup someones shield with a nair, they will be expected to punish it afterwards. lcancel the nair, then side-b through their shield.

- On the cloud. if you time it right, you could get a side-b off while on the moving cloud on yoshis story. falling of the cloud will cancel the end of the attack animation, giving you time to follow up. this is the rarest of all of these, though.

---------

A few other things: being hit with disable while in the air puts you to into tumble state(meaning you can do anything out of it.) if you are in tumble state, you will be put into falling state(same deal). being hit with it while you are on the ground will force you to stand up, but not by making you do the stand up animation, you are just instantly standing up. None of these are particularly useful: the first two do nothing, and for the third you should just jab reset so they have to do the standing up animation. However they will throw the opponent off, so mindgames? But try fooling around with disable after d-throw. Also, it seems like confusion and disable are meant to be used together: confusion> no tech> opponent is otg> disable> opponent is standing.
 
Top Bottom