Hello,
I’m Red6. Ive been playing smash since 64, I have a lot of experience with the Mewtwo and have done some hard labbing( feel free to WiFi me , just send a message or reply).
Anyway, the reason I created this thread is to discuss mewtwo’s disadvantage state.
Currently there is not much Mewtwo content. Does anyone have any thoughts/ideas on what we can do to land or escape from combos?
Here’s mine :
1. Whenever possible go to ledge :
Avoid trying to land on stage , we’re a big target with crappy weight. Sometimes there’s a tendency to want to land standing up and reset neutral, but honestly most of the time it’s unsafe. Let’s be honest.
2. Nair: when the opponent isn’t expecting this , I find that fasfalling with Nair Landing On the opponent can work. If timed correctly it will either hit and pop the opponent up leaving them open for a follow up, poke the opponent, or trade(worst case scenario). Not good to spam.
3. Dair: if done with good timing can often catch the opponent off guard, not to mention mewtwo’s dair in this game has very little endlag and increased horizontal range. When I do this I tend to dair relatively early because the hit box will often outrange enemies attacking with an upair or upash. But this timing is very difficult. Use sparingly.
4. Teleport out of range and unpredictably. Again, sparingly.
Help! We need to find reliable ways to land and to limit getting juggled!
Ideas?
(Edit: what was I drinking lol)
I’m Red6. Ive been playing smash since 64, I have a lot of experience with the Mewtwo and have done some hard labbing( feel free to WiFi me , just send a message or reply).
Anyway, the reason I created this thread is to discuss mewtwo’s disadvantage state.
Currently there is not much Mewtwo content. Does anyone have any thoughts/ideas on what we can do to land or escape from combos?
Here’s mine :
1. Whenever possible go to ledge :
Avoid trying to land on stage , we’re a big target with crappy weight. Sometimes there’s a tendency to want to land standing up and reset neutral, but honestly most of the time it’s unsafe. Let’s be honest.
2. Nair: when the opponent isn’t expecting this , I find that fasfalling with Nair Landing On the opponent can work. If timed correctly it will either hit and pop the opponent up leaving them open for a follow up, poke the opponent, or trade(worst case scenario). Not good to spam.
3. Dair: if done with good timing can often catch the opponent off guard, not to mention mewtwo’s dair in this game has very little endlag and increased horizontal range. When I do this I tend to dair relatively early because the hit box will often outrange enemies attacking with an upair or upash. But this timing is very difficult. Use sparingly.
4. Teleport out of range and unpredictably. Again, sparingly.
Help! We need to find reliable ways to land and to limit getting juggled!
Ideas?
(Edit: what was I drinking lol)
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