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Yeah it's Disable. Same move set as Melee from which it originated from.^ is it disable? I always thought it was Glare, since in the game it renders you paralyzed.
but mewtwo probably doesnt learn glare in the game and im waaaay too lazy to check. lolz
lol I always thought it was Mean Look.^ is it disable? I always thought it was Glare, since in the game it renders you paralyzed.
Mewtwo never gets any true followups out of Confusion, especially if the opponent jumps away. G&W is no exception.60-40 in G&W's favor. I've played this quite a bit at this point and I'm decently confident of this number.
This is actually one of the few matchups where bucket is a threat. Full charge shadow ball or 3x uncharged shadow ball can get a guaranteed KO at near 0% dthrow > bucket. Because of this, Mewtwo cannot afford to zone carelessly like other characters in this game.
Mewtwo's air game is hugely fair reliant and inconsistent otherwise. Dair can actually beat out helmet (another what the **** thing aspect to this game, I got this on video for the bull**** montages too), but this is super rare to pull off and he has a terrible combination of speed and floatiness which makes him excellent vortex chase material.
Mewtwo's throws are much better than people give him credit for, especially in this MU. It's too bad that his grabs suck and often miss. His ability to rely on this as a kill option is unfortunately limited.
Confusion is absolute garbage against G&W. It shoots him off at a weird and high angle and doesn't allow for followups most of the time.
Mewtwo dies to dthrow > uair horribly.
The only thing G&W really has to watch out for are dtilts (low damage except from low percent due to comboability, so occasionally falling for it is not a huge deal) and full charge shadow ball. Unfortunately, Mewtwo needs a hard read for the latter because just throwing it out means that G&W can take his next stock cleanly.
I guess if you mess up a lot, you might think Mewtwo wins this one... but consistency will prove G&W the victor in this MU.
Why would I Shadow Ball myself to the edge when I have a Teleport that does the same thing but way easierOf course Confusion is generally unreliable - but the angle it sends G&W off at in particular is really bad and prevents most of the followups that work on other characters.
Wasting a full charge shadow ball to escape vortexes is super risky anyway, and not simply because Mewtwo needs it for kills - Mewtwo's recovery will generally come at an angle that lets him get trapped by dash attack as he shoots himself directly at the ledge. If this is not the case (super rare), he will usually do a second jump in place offstage, and he sets himself up to get edgeguarded by a character that is great at doing just that.
Not contesting dtilt's use in this MU at all, it is the only thing that keeps Mewtwo safe on the ground. I did mention it previously. The problem with it is that it does a very low amount of damage per hit unless you do a followup, which is not always guaranteed, especially at higher percents where you might feel pressured to win footsies.
Mewtwo's dash attack is weird - it gets collision cancelled very easily, and the main reason you use it is because his grab is unreliable. I do not think the kill percents are particularly good as I have never killed with it in weeks of grinding Mewtwo as a potential main.
Bair is similarly a mixed bag. The spacing is good, but it's got lingering hurtboxes and it's got tons of lag to start and end with. I wouldn't rely on it.
The endlag is significant. If you are read, you will get thrown for 20% or possibly even a uair kill. Sometimes you don't even need to be read because foxtrotting will cover the directions you can land in, and at worst it should enable a dash attack in theory, which will either shoot you offstage or force you to hover close to the ground, which is exactly where you don't want to be (yes, you can go for fair in this scenario, but that's absurdly hard to do in practice)Why would I Shadow Ball myself to the edge when I have a Teleport that does the same thing but way easier
and safer?
I am 95% sure that dash attack will cover the scenario you are imagining, if I understand it right. Yes, you can mindgame with your landing locations, but if you have ever played someone who is actually good with this character, they will be mindgaming too.If I ever use it to recover, I'm going to shoot myself way past the ledge, at a speed that generally only
the fastest characters can keep up with
This, while definitely a good option for Mewtwo, isn't as good as you'd think it is against this character - it cancels your momentum just enough for G&W to reactively foxtrot in your direction.and if I need to stall in the air offstage I'll be using Confusion, not double jump.
When do you specifically expect to be able to use it on this character in a consistent way? Please identify specific scenarios.Dash attack clanking only really happens if you try to use it as a raw approach or are too late on a punish.
It does, because it decreases the number of followups you have in the first place. Your surety of what I will do is fundamentally decreased.Does it really matter if G&W gets sent at a weird angle from Confusion? Mewtwo will never attempt a followup unless
he's absolutely certain of what the opponent will do, and even the safest option of jumping away lets Mewtwo
create landing pressure.
Sourspot fair into jab is very effective, and it's kind of strange to think I will just shoot aerials into your shield range without a reason to do so.G&W's air-to ground game isn't so hot either, almost any aerial he does on Mewtwo's shield can be punished
unless he crosses up
How do you grab someone who's grabbing the edge?The endlag is significant. If you are read, you will get thrown for 20% or possibly even a uair kill. Sometimes you don't even need to be read because foxtrotting will cover the directions you can land in, and at worst it should enable a dash attack in theory, which will either shoot you offstage or force you to hover close to the ground, which is exactly where you don't want to be (yes, you can go for fair in this scenario, but that's absurdly hard to do in practice)
Only if you anticipate it by not standing close to the edge, but then you leave that open to be safely grabbed.I am 95% sure that dash attack will cover the scenario you are imagining, if I understand it right. Yes, you can mindgame with your landing locations, but if you have ever played someone who is actually good with this character, they will be mindgaming too.
How do you foxtrot offstage?This, while definitely a good option for Mewtwo, isn't as good as you'd think it is against this character - it cancels your momentum just enough for G&W to reactively foxtrot in your direction.
The same way G&W uses his: punish landings and distant whiffs.When do you specifically expect to be able to use it on this character in a consistent way? Please identify specific scenarios.
Just trying to illustrate how difficult it is for G&W to really do anything without a punish or if Mewtwo is on pointSourspot fair into jab is very effective, and it's kind of strange to think I will just shoot aerials into your shield range without a reason to do so.
I just thought of this, also, although I don't really do it: if G&W did a perfectly timed crossup grab, would Mewtwo's ftilt, timed as G&W touched the ground (when the threat of turtle becomes nonexistent), come out in time to stop it?