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How I think Mewtwo should be played...

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KrF2

Smash Cadet
Joined
Nov 12, 2006
Messages
35
Well there are many things that need to be cleared up about Mewtwo. First he's not a offensive character don't try to play him like one or you'll be in a uphill battle.He has a lot of great tools but they can be situational if not apply at the right times.Mewtwo is VERY Dependant on predicting your opponents attacks on wind-up and countering with the appropriate defensive tech depending on the speed of the attack your defending agianst.If you suck at predicting your going to suck with Mewtwo.But here are things that is reqiured for a good mewtwo...

*predicting attacks on start-up(top priority for a mew2 player)if you are not good at this the below strats don't work or are situational.
*WD zoning(dodging with movement and backward shorthops)
*knowing what moves to use at what ranges (up close:a,grab,fair midrange:fireball+grab unblockable.fireball+disable unblockable,ftilt, running grab is as fast as his standing grab ,WD tilts ect)
*when you see people use a attack(spam it on the ground) use SH disable to catch them.(SH back to catch them coming in)
*when you see them spamming aerials use confusion
*run,run, run away.Do not get near them. Hit and run.
*grab is your main attack along with your tilts and nair
*spotdodge is useful for dodging attacks with wide attack windows(smashes,aerials,charged projectiles)
*a is an extremely useful attack up close chains into grab and has good range,very quick,goes into the flames that can enhance damage potential.
*dark flame(aaa)is comboes pretty well
*ftilt beats marth/roy's fair clean
*spotdodge can be used to effectively dodge swordy characters tilts and aerials
*confusion can both deflect projectiles and grab at the same time. Abuse that.
*running grab is as quick as his standing grab. abuse that.
*mewtwo has a lot of range. poke--->grab --->uair combo--->runaway
*CC helps A LOT with Mew2's vitality(watch out against peach).
*most of his tilts can combo into aerials
*fsmash take great damage (use when they whiff)(can you dtilt,ftilt into fsmash?)
*bait to create mistakes
*zone to create whiffs(WD,roll,pre-timed spotdodge)
*upthrow,backthrow,upsmash(setup with running a or uptilt),fair,sweetspotted, uair(setup with upthrow and uptilt or dtilt-->uptilt-->SH uair-->DJC uair)and b.
*WD makes Mew2's trickiness a lot more effective.
*Powershield can make Mew2's offensive options,run away and countering WAY better(if your good at PSing) Your smashes (setup with PS or PS and WD) will be more a lot more practical and less situational/risky.(You have to memorize the timing of thier main attack options beforehand and apply when needed)
*fireball can make for a good edgeguard setup...
*teleport can be used to escape juggles and provide a cross-up(what direct I am going to go?) to which direction your going to get back to the ground
 

MetaKnight0

Smash Lord
Joined
Jun 8, 2003
Messages
1,143
Location
Ontario, Canada
>_> Most of the players in this forum know how to play Mewtwo

Also wish to point out dumb stuff:

*predicting attacks on start-up(top priority for a mew2 player)if you are not good at this the below strats don't work or are situational. - Predicting attack on start-up? You mean recognizing? AKA pretty much impossible? You aren't going to immediately react to Fox's running grab no matter how good you are.
*when you see people use a attack(spam it on the ground) use SH disable to catch them.(SH back to catch them coming in) - Hardly ever works. Disable doesn't have enough range.
*when you see them spamming aerials use confusion - No.
*run,run, run away.Do not get near them. Hit and run. - No.
*spotdodge is useful for dodging attacks with wide attack windows(smashes,aerials,charged projectiles) - And get owned by the follow-up usually.
*a is an extremely useful attack up close chains into grab and has good range,very quick,goes into the flames that can enhance damage potential. - No.
*dark flame(aaa)is comboes pretty well - No.
*ftilt beats marth/roy's fair clean - No. Never. wtf.
*spotdodge can be used to effectively dodge swordy characters tilts and aerials - No.
*confusion can both deflect projectiles and grab at the same time. Abuse that. - No. Risk/Reward not worth it.
*running grab is as quick as his standing grab. abuse that. - No.
*mewtwo has a lot of range. poke--->grab --->uair combo--->runaway - No.
*fsmash take great damage (use when they whiff)(can you dtilt,ftilt into fsmash?) - Mewtwo has better punishers.
*teleport can be used to escape juggles and provide a cross-up(what direct I am going to go?) to which direction your going to get back to the ground - That's not a cross-up there are no cross-ups in SSBM. Terminology.
 

Airo

Smash Lord
Joined
May 23, 2006
Messages
1,122
Location
Richmond, BritishColumbia, Canada (williams+railw
KrF2, know what you are going before you create instructional threads.

To people that DO play mewtwo in competitive scenes, its easy to see how good you are from just reading your post. please dont create instructional threads that potentially misread other readers.
 

quak

Smash Champion
Joined
Nov 17, 2005
Messages
2,265
Location
Bay Area, Cali
Well there are many things that need to be cleared up about
Mewtwo. First he's not a offensive character don't try to play him like one or you'll be in a
uphill battle.He has a lot of great tools but they can be situational if not apply at the right
times.Mewtwo is VERY Dependant on predicting your opponents attacks on wind-up and
countering with the appropriate defensive tech depending on the speed of the attack your
defending agianst.If you suck at predicting your going to suck with Mewtwo.But here are
things that is reqiured for a good mewtwo...


*predicting attacks on start-up(top priority for a mew2 player)if you are not good at this
the below strats don't work or are situational.


*WD zoning(dodging with movement and backward shorthops)


*knowing what moves to use at what ranges (up close:a,grab,fair midrange:fireball+grab
unblockable.fireball+disable unblockable,ftilt, running grab is as fast as his standing grab
,WD tilts ect)


*when you see people use a attack(spam it on the ground) use SH disable to catch them.(SH
back to catch them coming in)


*when you see them spamming aerials use confusion


*run,run, run away.Do not get near them. Hit and run.


*grab is your main attack along with your tilts and nair


*spotdodge is useful for dodging attacks with wide attack windows(smashes,aerials,charged projectiles)


*a is an extremely useful attack up close chains into grab and has good range,very quick,goes into the flames that can enhance damage potential.


*dark flame(aaa)is comboes pretty well


*ftilt beats marth/roy's fair clean


*spotdodge can be used to effectively dodge swordy characters tilts and aerials


*confusion can both deflect projectiles and grab at the same time. Abuse that.


*running grab is as quick as his standing grab. abuse that.


*mewtwo has a lot of range. poke--->grab --->uair combo--->runaway


*CC helps A LOT with Mew2's vitality(watch out against peach).


*most of his tilts can combo into aerials


*fsmash take great damage (use when they whiff)(can you dtilt,ftilt into fsmash?)


*bait to create mistakes


*zone to create whiffs(WD,roll,pre-timed spotdodge)


*upthrow,backthrow,upsmash(setup with running a or uptilt),fair,sweetspotted, uair(setup with upthrow and uptilt or dtilt-->uptilt-->SH uair-->DJC uair)and b.


*WD makes Mew2's trickiness a lot more effective.


*Powershield can make Mew2's offensive options,run away and countering WAY better(if your good at PSing) Your smashes (setup with PS or PS and WD) will be more a lot more practical and less situational/risky.(You have to memorize the timing of thier main attack options beforehand and apply when needed)


*fireball can make for a good edgeguard setup...


*teleport can be used to escape juggles and provide a cross-up(what direct I am going to go?) to which direction your going to get back to the ground
>.< people need to stop trying to submit their own mewtwo guides!!

and spacing helps people read your posts, rather than a giant block of data. You might find that people will be more kind when they comment on your thread. But keep in mind, if you make a bad post, they just won't flame you as bad.

man, it's unlike me to be nice on smashboards, i dunno it feels good.

WALL OF QUOTE FTW! BYAH!
 
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