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
*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