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Hut of the Move Tutors: Mewtwo's Combo Compendium

Sonicninja115

Experiment. Innovate. Improve.
Joined
Jul 8, 2015
Messages
2,429
Mewtwo's Combo Compendium:


Combo Game:


Authors: Sonicninja115 Sonicninja115 and Metalex Metalex

Code:
DJ: Double Jump
IDJ: Instant Double Jump
DJC: Double Jump Cancel
FH: Full Hop
SH: Short Hop
FF: Fast Fall
SHFF: Short Hop Fast Fall
PP: Perfect Pivot


Mewtwo's Combo Game: Overview

True Combo: A true combo is a combo that registers in the training room, unless it's confusion. This means that this combo is only avoidable through DI, and sometimes that might not even work. True Combos are also called Guaranteed Combos.

Linking Combo:

A linking combo is a combo that works, but there is an option or two to get out. Such as, when Shiek Dthrow-Uair's Diddy Kong, Diddy Kong can escape by Fast Falling and Fairing. Thus, A linking combo isn't guaranteed, meaning there is at least one frame where the opponent can act out of it. If you don't have a frame one attack, sucks for your character. Not many characters have a frame 1 attack, however, and most linking combos have 3-6 open frames.

Read Combo:

A Read Combo is a combo where you have to read your opponent. Like a Melee tech chase/chaingrab. These combo's could be partly true, and the finish with a read on their jump/attack/airdodge. For example, Mewtwo can double Fair characters while only using one jump, thus you can use his second jump to punish their escape option. If they jump, Uair. If they airdodge, Dair. Make a read, and capitalize on it.

Situational Combo:

A situational combo requires certain elements to be in effect for it to work, like the opponent has to be in the 60-70% range and standing in the middle of the platform above me in order for it to work. These are the combos mainly used for styling and such, not much use in a real match except as a potential mix-up.

Overview:
Mewtwo's combo game relies around punishes and reads. His throws do not combo and his aerials aren't safe enough on shield or fast enough to link/combo properly. Thus, Mewtwo has to rely on tilts, reads and baiting to get a combo off. The upside to this is that he has one of the best punish games in SSB4. His tilts have long range, making them relatively safe and if he wants it is almost possible to just turtle up. This allows Mewtwo to have a safe punish game. It must be used properly, however, to be viable.

Mewtwo's combos aren't like most of the casts. Very few characters rely on tilts, or even use tilts, to start a combo. Because of this, Mewtwo is a rather hard character to pick up. All of his combos are rather advanced, such as Dtilt-Nair-Bair/Fair or Dtilt-Uair-Fair. At first, these combos are too difficult and are useless, but as time goes on and practice is put into them, they become B&B combos.

Mewtwo is a character with more linking combos then true combos. Meaning that when learning to play or when trying to master Mewtwo, test out random aerial combinations and see what works. You might come up with a new situational combo or a new kill combo. I myself discovered that Dtilt-Fair-Rising Fair kills Fox at 28% and true combos. There are many things still to be discovered in Mewtwo's combo game.​


Mewtwo's Combo Game: Guide:

Introduction:
This Section explains the different properties and possibilities available from each combo starting move.
Dtilt:
Dtilt's combo game is amazing. It has guaranteed follow-ups until 130% and is safe on shield if spaced correctly and sometimes even incorrectly. It has kill combo, damage combos and re-positioning combos.

Dtilt is the sort of move that Mewtwo can use as either a punish, or a read. If the opponent dashes in then Dtilt is a great counter, and if they dash into a jump, there is still time to get a Utilt off.

Low Percents: This is when Dtilt is arguably the most useful. Both Dtilt-Fair and Dtilt-Nair work at these percents, allowing high damage combos that will send the opponent into the lower 40%ies. This is also when Dtilt-Usmash works, however, I tend to avoid this combo as it stales Usmash.

Medium Percents: Dtilt-Fair usually stops working at around 35%, but Dtilt-Nair-Fair/Bair is the best combo in the 40-80% range. On average, this combo will do 29% and depending on how well you position the finisher, this combo might even kill. Other then that, Dtilt-Uair starts working at these percents, but will not start comboing into Fair until the upper 70%ies

High Percents: This is when Dtilt-DJ Uair-Fair will work and kill. This combo is not super reliable as it is rather hard to pull off. This combo can kill, however, making it important to learn.
Utilt:
Utilt's combo game is only in the lower percents, 0-40%. Outside of this, it is only useful for anti-air and really high percent killing.

Low Percents: At really low percents, Utilt can combo into itself. In the 15-40% it can combo into Bair and sometimes Uair. This is mainly a B&B combo as it is not hard to pull off and adds a healthy 20% to there damage.
Jab:
Jab has very low KB, in other words, it will almost always combo into something. It is mainly used to start a combo for the extra percent it provides. The KB on it makes it easy to land a sweetspot Dtilt, making Jab even more beneficial.
Nair:
Nair has set KB on certain portions, allowing it to be a good, but difficult, combo starter. Check out the Nair KB section to learn how to combo with it. Otherwise, Nair can combo at 10-70% dealing up to 29%. It is possible to kill with Fair if you have complete control over the KB and lucky stage positioning.
FF Uair:
FF Uair is one of Mewtwo's best combo moves. It is safe on shield, and it's risk/reward ratio is in his favor, being low risk/high reward. FF Uair starts kill combos as well as 50% strings that are inescapable. each hitbox has different combo potential, allowing Mewtwo to combo for an extended period compared to Fair.

Note: FF Uair does not work on :4diddy::4olimar::4greninja::4kirby::4duckhunt::4jigglypuff::4gaw: as they are too short.
Fair:
Fair is a great combo starter at low percents, and combos into itself at medium percent. Fair trues into Dtilt and Utilt, allowing for high damaging strings right off the bat. Because of it's high damage and low landing lag, Fair is safe on shield if spaced properly. Rising Fair also leads into a jab-lock situation if they miss the strict timing.
Confusion:
Aerial Confusion is much better then grounded confusion, and will always combo into DJ Fair or a read for the Uair-Fair combo.​

True Combos List
(Low: 0-30%, Medium: 31-70%, High: 71-120%)
Dtilt:

Combo Hitboxes:

Base, Tail, Tip

Base:
Low Percents:
Dtilt > Dtilt
Dtilt > SH Fair
Dtilt > SH Bair
Dtilt > SH Uair
Dtilt > FH Fair > Fair
Dtilt > Usmash
Dtilt > Utilt
Dtilt > SH Nair
Dtilt > SH Nair > DJ Fair
Dtilt > SH Nair > DJ Uair
Dtilt > FH Nair > DJ Bair
Dtilt > SH Nair > Confusion
Dtilt > Forward Hit of Bair
Dtilt > Forward Hit of Bair > Fair
Dtilt > Forward Hit of Bair > DJ Uair > Fair
Dtilt > SH Dair

Medium Percents:
Dtilt > SH Fair
Dtilt > Rising Fair > Fair
Dtilt > SH Bair
Dtilt > SH Uair
Dtilt > DJ Uair > Fair
Dtilt > DJ Uair > Bair
Dtilt > DJ Uair > Uair
Dtilt > SH Nair
Dtilt > SH Nair > DJ Fair
Dtilt > SH Nair > DJ Uair
Dtilt > FH Nair > DJ Bair
Dtilt > SH Nair > Confusion
Dtilt > FH Nair > DJ Uair > Fair
Dtilt > FH Nair > DJ Uair > Bair
Dtilt > FH Nair > DJ Uair > Uair
Dtilt > Forward Hit of Bair
Dtilt > Forward Hit of Bair > Fair
Dtilt > Forward Hit of Bair > DJ Uair > Fair
Dtilt > FF Nair > Dtilt > Combo

High Percents:
Dtilt > FH Uair
Dtilt > FH Bair
Tail: (Redundant, just account for the slightly different trajectory)
Low Percents:
Dtilt>SH Fair
Dtilt>FH Fair>Fair
Dtilt>Usmash
Dtilt>SH Dair

Medium Percents:
Dtilt>SH Fair
Dtilt>SH (RAR) Bair
Dtilt>SH Uair
Dtilt>DJ Uair>Fair
Dtilt>DJ Uair>Bair
Dtilt>DJ Uair>Uair
Dtilt>SH Nair
Dtilt>FH Nair>DJ Fair
Dtilt>FH Nair>DJ Bair
Dtilt>FH Nair>DJ Uair>Fair
Dtilt>FH Nair>DJ Uair>Bair
Dtilt>FH Nair>DJ Uair>Uair
Dtilt>FH Nair>Confusion
Dtilt>FF Nair>Dtilt>Combo

High Percents:
Dtilt>FH Uair
Tip: (Not the very tip, but the end of the tail that still sends upwards)
Low Percents:
Dtilt>SH Fair
Dtilt>Usmash
Dtilt>Dash Attack

Medium Percents:
Dtilt>SH Fair
Dtilt>SH Uair

High Percents:
None​

Examples:
Dtilt > SH Fair

Dtilt > SH (RAR) Bair
Dtilt > SH Uair
Dtilt > FH Dair
Dtilt > SH Bair

Dtilt > DJ Uair > Fair
Dtilt > DJ Uair > Bair
Dtilt > DJ Uair > Uair

Dtilt > SH Nair
Dtilt > FH Nair > DJ Fair
Dtilt > FH Nair > DJ Bair
Dtilt > FH Nair > Confusion

Dtilt > FH Nair > DJ Uair > Fair
Dtilt > FH Nair > DJ Uair > Bair
Dtilt > FH Nair > DJ Uair > Uair

Dtilt > FF Nair > Dtilt > Combo
Dtilt > RAR FF Nair > Footstool > Combo

Dtilt > Usmash
Dtilt > Utilt
Dtilt>Dash Attack

Utilt:

Combo Hitboxes:

Forward Base, Backward Base, Upper Tip, Inner Sourspot

Forward Base:
Low Percents:
Utilt-Utilt
Utilt>SH Bair
Utilt>SH Uair
Utilt>FH Nair?

Medium Percents:
Utilt>FH Bair

High Percents:
None
Backward Base:
Low Percents:
Utilt>SH Bair

Medium Percents:
Utilt>FH Bair

High Percents:
None
Upper Tip:
Low Percents:
Utilt>SH Uair

Medium Percents:
Utilt>FH Uair

High Percents:
None
Inner Sourspot:
Low Percents:
Utilt>Grab
Utilt>Dtilt
Utilt>Jab

Medium Percents:
Utilt>Utilt
Utilt>Usmash

High Percents:
Utilt>Usmash

Nair:

Note: For an explanation of how to do these combos, check out this guide:
http://smashboards.com/threads/nair-knockback-guide.413975/

Combo Hitboxes:

All Hits, Nair Landing, 1 Hit Landing Final Hit Landing
All Hits (Aerial):
Low Percents:
FH Nair>Confusion
FH Nair>DJ Fair
FH Nair>DJ Uair

Medium Percents:
FH Nair>DJ Fair
FH Nair>DJ Bair
FH Nair>Confusion
FH Nair>DJ Uair>Fair
FH Nair>DJ Uair>Bair
FH Nair>DJ Uair>Uair

High Percents:
None
Nair Landing:
Low Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable

Medium Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable

High Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable
1 Hit Landing:
Low Percents:
FF Nair>Usmash
FF Nair>Utilt

Medium Percents:
FF Nair>Usmash
FF Nair>Utilt>FH Uair
FF Nair>Utilt>FH Bair

High Percents:
FF Nair>Usmash
FF Nair>Utilt
Final Hit Landing:
Low Percents:
SH Nair>Grab
SH Nair>Dtilt
SH Nair>SH Fair
SH Nair>Usmash

Medium Percents:
SH Nair>SH Uair
SH Nair>SH Fair

High Percents:
None
Uair:

Combo Hitboxes:

Forward Base, Backward Base, Upper Tip, Forward Tip, Rising Base

Forward Base:
Low Percents:
FF Uair > Grab
FF Uair > Jab
FF Uair > Dash Attack
FF Uair > Usmash
FF Uair > Dtilt
FF Uair > Dtilt > FH Fair
FF Uair > Dtilt > FH Nair
FF Uair > Dtilt > FH Nair > DJ Fair
FF Uair > Dtilt > FH Nair > DJ Bair
FF Uair > Dtilt > FH Nair > DJ Uair
FF Uair > Dtilt > FH Nair > Confusion
FF Uair > Utilt
FF Uair > Utilt > FH Bair
FF Uair > Utilt > FH Uair
FF Uair > SH Fair
FF Uair > FH Fair > DJ Fair
FF Uair > FH Fair > Confusion
FF Uair > FH Fair > DJ Fair > Confusion
FF Uair > SH Nair
FF Uair > FH Nair > DJ Fair
FF Uair > FH Nair > DJ Bair
FF Uair > FH Nair > DJ Uair
FF Uair > FH Nair > DJ Uair > FF Fair
FF Uair > FH Nair > DJ Uair > Uair
FF Uair > FH Nair > Confusion

Medium Percents:
FF Uair > Usmash
FF Uair > Utilt
FF Uair > Utilt > SH Uair
FF Uair > FH Fair
FF Uair > FH Uair
FF Uair > DJ Uair
FF Uair > DJ Uair > Fair
FF Uair > DJ Uair > Uair
FF Uair > FH Nair
FF Uair > FH Nair > DJ Fair
FF Uair > FH Nair > DJ Uair > FF Fair
FF Uair > FH Nair > DJ Uair > Uair
FF Uair > FH Nair > Confusion
FF Uair > FH Dair

High Percents:
FF Uair > FH > DJ Uair
Backward Base:
Low Percents:
FF Uair > Grab
FF Uair > Utilt
FF Uair > Utilt > SH Bair
FF Uair > Utilt > FH Uair (Easiest to perform if you turnaround Utilt)
FF Uair > Utilt > Turnaround FH Fair
FF Uair > Usmash
FF Uair > SH Bair
FF Uair > SH Uair
FF Uair > FH Nair > DJ Fair
FF Uair > FH Nair > DJ Bair
FF Uair > FH Nair > DJ Uair
FF Uair > FH Nair > DJ Uair > FF Fair
FF Uair > FH Nair > DJ Uair > Uair
FF Uair > FH Nair > Confusion
FF Uair > Turnaround SH Fair
FF Uair > Turnaround FH Fair > DJ Fair
FF Uair > Turnaround FH Fair > Confusion
FF Uair > Turnaround FH Fair > DJ Fair > Confusion

Medium Percents:
FF Uair > Utilt
FF Uair > FH Bair
FF Uair > FH Uair
FF Uair > DJ Uair
FF Uair > DJ Uair > Bair
FF Uair > Turnaround DJ Uair > Fair
FF Uair > FH Nair
FF Uair > FH Nair > DJ Fair
FF Uair > FH Nair > DJ Uair > FF Fair
FF Uair > FH Nair > DJ Uair > Uair
FF Uair > FH Nair > Confusion
FF Uair > Turnaround FH Fair
FF Uair > Turnaround FH Fair > DJ Fair

High Percents:
FF Uair > FH > DJ Uair
Upper Tip:
Low Percents:
FF Uair > SH Uair

Medium Percents:
FF Uair > FH Uair

High Percents:
None
Forward Tip:
Low Percents:
FF Uair > Grab
FF Uair > Dash Attack
FF Uair > SH Fair
FF Uair > Dtilt (works best on fastfallers)
FF Uair > Dtilt > SH Fair
FF Uair > Utilt
FF Uair > JC Usmash

Medium Percents:
FF Uair > FH Fair
FF Uair > Turnaround FH Bair
FF Uair > FH Uair

High Percents:
None
Rising Base:
Low Percents:
None

Medium Percents:
Rising Uair>Fair
Rising Uair>Bair
Rising Uair>Uair

High Percents:
None​
Fair:

Combo Hitboxes:
Rising (Look into more), Falling
Rising:
Low Percents:
None

Medium Percents:
Rising Fair > Fair
Rising Fair > Confusion

High Percents:
None
Falling:
Low Percents:
Falling Fair > Grab
FF Fair > Jab 1
FF Fair > Utilt
FF Fair > JC Usmash
FF Fair > Dtilt
FF Fair > Dtilt > JC Usmash
FF Fair > Dtilt > FH Fair
FF Fair > Dtilt > FH Fair > Fair
FF Fair > Dtilt > FH Confusion
FF Fair > Dtilt > FH Fair > Confusion
FF Fair > Dtilt > FH Nair
FF Fair > Dtilt > FH Nair > DJ Fair / Bair
FF Fair > Dtilt > FH Nair > DJ Uair >Fair
FF Fair > Dtilt > SHFF Nair > Dtilt combo
FF Fair > FH Nair
FF Fair > FH Nair > DJ Fair
FF Fair > FH Nair > DJ Bair
FF Fair > FH Nair > DJ Uair > ff Fair
FF Fair > DJ Uair > FF Fair
FF Fair > SH Fair
FF Fair > FH Fair > dj Uair > ff Fair
FF Fair > FH Fair > Fair
FF Fair > FH Dair
Falling Fair > Dash Attack

Medium Percents:
FF Fair > SH Fair
FF Fair > FH Uair
FF Fair > FH Bair
FF Fair > Dash Attack
FF Fair > FH Dair
FF Fair > FH Confusion

High Percents:
None

Dair:

Combo Hitboxes:
Falling, Rising

Falling:
Low Percents:
FF Fair > Utilt
FF Fair > SH Fair
FF Fair > JC Usmash
FF Dair > FH Fair > DJ Fair
FF Dair > Utilt Tipper > FH Uair

Medium Percents:
FF Fair > Utilt
FF Fair > SH Fair
FF Fair > JC Usmash
FF Dair > FH Fair > DJ Fair
FF Dair > Utilt Tipper > FJ Uair
FF Dair > FH Uair

High Percents:
None
Rising:
Low Percents:
None

Medium Percents:
Dair > DJ Uair > Uair
Dair > DJ Bair > Bair
Dair > DJ Bair > Confusion

High Percents:
None
Bair:

Bair-Bair
Bair > Bair
SHFF Bair > Dashattack (Starts comboing at about 30 - 40% something)
SHFF Bair > Offstage Fair (Bair the opponent near the edge and then runoff the stage and do a Fair)
Jab:

Combo Hitboxes:
Sweetspot, Sourspot

Sweetspot:
Low Percents:
Jab > Grab

Medium Percents:
Jab > Grab

High Percents:
Jab > Sourspot Jab
Jab > Grab
Jab > Dtilt
Sourspot:
Low Percents:
Jab > Grab

Medium Percents:
Jab > Grab

High Percents:
Jab > Grab
SB:
Mini SB > Grab
Footstool Combos

Footstool-
DJC-Nair
DJC-Dair
DJC-Disable-Varied
Jab-Utilt (weak)-Footstool-DJC SB charge-Jablock-Follow-up. Works best 60-70%, but works at 50+%.​

Midair Footstool-
DJC-Charge Shadow Ball-Release Upon Landing-Punish Jab Lock​


Working on:

Dtilt-Fair-DJ Fair
Dtilt-Utilt-Uair
Set-up-Confusion-DJ Uair-Fair (works because EVERYONE jumps away.)
Dtilt-DJ Uair
Late DA-Fair/Uair/Testing
Nair-Nair (R.O.B.)
Nair-SB

Combo List:

Code:
True = Green
Good Link/Follow-up = Yellow
Situational/Read = Red
Frame Trap = Blue

Further explanation:

If a combo looks like this:
Dtilt>Nair>Confusion>DJ Uair>Fair

Then it means that Dtilt-Nair is a true combo, unDI'able.
Confusion>DJ Uair is a good follow-up, or it is a 50/50 or option trap.
And that the Fair true combos out of the Uair.

Another example is this combo:
Dtilt>Fair>FF Uair>Utilt>DJ Uair>Fair

This is a good combo, and most of it true combos. However, it all hinges on you reading your opponents DI or option, and responding accordingly. The FF Uair will only hit at lower percents when this combo works if the opponent tries to jump or DI's up.

This combo showcases a Frame Trap:

110% on opponent. No rage on Mewtwo.

Dtilt>SH Base Uair>FF Usmash

Dtilt-Base Uair is not a True Combo at 110%, thus, the opponent can airdodge. If the opponent airdodges, however, Mewtwo can quickly FF Usmash and catch them in their vulnerability frames upon leaving the animation.

Also, I will only be putting combos under the move it STARTS with. Thus, Bair won't have many combos.

List:

Standards:

Jab:


Dash Attack:


Ftilt:


Dtilt:


Utilt:


Fsmash:
None​

Dsmash:
Dsmash>FCSB
Dsmash>Dash Attack

Usmash:
None​

Aerials:


Rising Nair:


Falling Nair:


Rising Fair:


Falling Fair:


Bair:


Rising Dair:


Falling Dair:


Rising Uair:


Falling Uair:


Specials:


Mini Shadowball:


Full-Charged Shadowball:
FCSB>Dash Attack
FCSB>Grab

Confusion:
Grounded Confusion>Utilt
Grounded Confusion>Usmash
Grounded Confusion>Dtilt
Grounded Confusion>Dsmash

Grounded Confusion>Mini Shadowball Jab-Lock>Follow-Up
Aerial Confusion>Fair
Aerial Confusion>DJ Fair
Aerial Confusion>Uair
Aerial Confusion>DJ Uair
Aerial Confusion>DJ Uair
>Fair

Disable:
Any move or True Combo

Teleport:
None

Throws:


Fthrow:
None​

Bthrow:
None​

Dthrow:
Dthrow>Platform Lock>Usmash
Dthrow>Platform Lock>FH Mini Shadowball Jab-Lock
>Dtilt>Combo
Dthrow>Platform Lock>FH Mini Shadowball Jab-Lock>SH Retreating Mini Shadowball>Mini Shadowball>Disable>Follow>Follow-Up
Dthrow>Fair
Dthrow>Usmash
Dthrow>Uair

Dthrow>Dtilt

Uthrow:
Platform Lock>Uair


Combo Explanations:

Explanation:
In this section I will be trying to give a detailed explanation on all the combos. This might take a while...

Example:
Confusion:
Grounded Confusion>Utilt
Explanation:
This combo works if the opponent tries to jump away, but loses to a counter attack and a tech depending on the size of the character. Thus, Pikachu can tech before Utilt can hit him, as Pikachu falls under Utilt's high hitbox. Pikachu can also DI in and Fair Mewtwo to stop Utilt.​

Standards:

Jab:


Dash Attack:


Ftilt:


Dtilt:


Utilt:


Fsmash:
None​

Dsmash:
Dsmash>FCSB
Dsmash>Dash Attack

Usmash:
None​

Aerials:


Rising Nair:


Falling Nair:


Rising Fair:


Falling Fair:


Bair:


Rising Dair:


Falling Dair:


Rising Uair:


Falling Uair:


Specials:


Mini Shadowball:


Full-Charged Shadowball:
FCSB>Dash Attack

Confusion:
Grounded Confusion>Utilt
Grounded Confusion>Usmash
Grounded Confusion>Dtilt
Grounded Confusion>Dsmash

Grounded Confusion>Mini Shadowball Jab-Lock>Follow-Up
Aerial Confusion>Fair
Aerial Confusion>DJ Fair
Aerial Confusion>Uair
Aerial Confusion>DJ Uair
Aerial Confusion>DJ Uair
>Fair

Disable:
Any move or True Combo

Teleport:
None

Throws:


Fthrow:
None​

Bthrow:
None​

Dthrow:
Dthrow>Platform Lock>Usmash
Dthrow>Platform Lock>FH Mini Shadowball Jab-Lock
>Dtilt>Combo
Dthrow>Platform Lock>FH Mini Shadowball Jab-Lock>SH Retreating Mini Shadowball>Mini Shadowball>Disable>Follow>Follow-Up
Dthrow>Fair
Dthrow>Usmash
Dthrow>Uair

Dthrow>Dtilt

Uthrow:
Platform Lock>Uair


Weight/Fall Speed Dependent Combos:
These are preliminary, and I will make a list showing which combos work on what characters.
Heavies (Big):
Fair Strings
Nair>Nair
Dtilt>Dtilt
Uair Strings
FF Fair > Dtilt > FH Nair > DJ Nair > Bair / Uair (Only big characters)
Fastfallers:
Dtilt>Dtilt>Step>Dtilt
FF Uair > Dtilt > FH Fair > Fair (Fastfallers only)

Dash attack combos

Platform Combo Extensions: ADD

Overview:

Combo's with Mewtwo tend to send the opponent in to the air instead of in front of Mewtwo. (Dtilt,Utilt,Dthrow) Using the platforms allows for extended combos and an optimized punish game. This is mostly thoughts and opinions mixed together with facts. Dthrow can also be used as a starter, check out the Tech Chase guide in the Moveset Spoiler!
(Note: None of the combo's are true, however, Mewtwo has so many options that it is rather scary.)
Example:

Mewtwo is playing on BF and hits Link with a Dtilt at 20%. Mewtwo then follows-up with a Fair and FF's to the platform right below. Mewtwo then proceeds to do an Utilt, extending the combo and leading to an advantaged state.

Mewtwo can also read the opponents option and respond accordingly. Uair is also an option out of Dtilt and Dtilt, Usmash and jab can be used as prediction options, other moves can be used as well, but these are the basic ones.
Possible Combo List: ADD
Dtilt-
Dtilt-Fair-Utilt-Uair/Usmash
Dtilt-Fair-Read Airdodge-Dtilt-Uair/Fair/Nair-Fair/Bair
Dtilt-Fair-Read Airdodge-Jab-Dtilt-Uair/Fair/Nair-Fair/Bair
Dtilt-Nair-Dtilt-Combo
Dtilt-Nair-Jab-Dtilt-Combo
Dtilt-Uair-Utilt-Uair/Usmash/Bair
Dtilt-Uair-Uair
Dtilt-Uair-Read Airdodge-Jab-Dtilt-Fair/Uair/Nair-Fair/Bair
Utilt-
Utilt-SH Uair-Utilt-Uair/Usmash
Utilt-SH Uair-Read Options
Utilt-Bair-Tech Chase​

General Guide:

Learning to do this is mainly practice and stage awareness. It is definitely optimal to go for these options, but be careful that Mewtwo doesn't get punished by faster characters. Catch them off-guard. It is relatively simple as long as you know the general percent windows and the places in which the combos can be pulled off.

Kill Set-ups:

Jab-Utilt-Usmash:

Variation:

Dair Reads:
Dtilt-DJ Uair-Dair:

Dtilt-Fair-Fair-Dair:

Dthrow-Dair:

Dtilt-Dair/Fair 50/50:
Dtilt-Fair (Ledge):


Dthrow Platform Lock:


Combo Percent List:
:4bowser:
Dtilt:
Base:
Low Percents:
Dtilt > SH Fair: 0-55%
Dtilt > SH Bair: 41-122%
Dtilt > SH Uair: 4-105%
Dtilt > Usmash: 0-40%
Dtilt > Utilt: 0-35%
Dtilt > SH Nair: 14-57%
Dtilt > SH Nair > DJ Fair: 14-57%
Dtilt > SH Nair > DJ Uair: 34-57%
Dtilt > FH Nair > DJ Bair: 34-57%
Dtilt > SH Nair > Confusion: 14-57%
Dtilt > Forward Hit of Bair: 41-114%
Dtilt > Forward Hit of Bair > Fair: 41-50%
Dtilt > Forward Hit of Bair > DJ Uair > Fair: 54-63%

Medium Percents:
Dtilt > SH Fair: 0-55%
Dtilt > SH Bair: 41-122%
Dtilt > SH Uair: 4-105%
Dtilt > DJ Uair > Fair: 30-69%
Dtilt > DJ Uair > Uair: 45-68%
Dtilt > SH Nair: 14-57%
Dtilt > SH Nair > DJ Fair: 14-57%
Dtilt > SH Nair > DJ Uair: 34-57%
Dtilt > FH Nair > DJ Bair: 34-57%
Dtilt > SH Nair > Confusion: 14-57%
Dtilt > FH Nair > DJ Uair > Fair: 32-57%
Dtilt > FH Nair > DJ Uair > Bair: 34-54%
Dtilt > FH Nair > DJ Uair > Uair: 34-57%
Dtilt > Forward Hit of Bair: 41-114%
Dtilt > Forward Hit of Bair > Fair: 41-50%
Dtilt > Forward Hit of Bair > DJ Uair > Fair: 54-63%

High Percents:
Dtilt > FH Uair: 4-105%
Dtilt > FH Bair: 41-122%
Tip:
Low Percents:
Dtilt>SH Fair: 0-95%
Dtilt>Usmash: 17-29%
Dtilt>Dash Attack: 0-7%
Medium Percents:
Dtilt>SH Fair: 0-95%
Dtilt>SH Uair: 0-95%

High Percents:
None​
Nair:
All Hits (Aerial):

Percents:
FH Nair>DJ Fair: 0-120%
FH Nair>DJ Bair: 0-126%
FH Nair>DJ Uair: 0-109%
FH Nair>Confusion: 0-104%
FH Nair>DJ Uair>Fair: 41-70%
FH Nair>DJ Uair>Bair: 41-76%
FH Nair>DJ Uair>Uair: 46-75%
Nair Landing: (SET KB)

Low Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable

Medium Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable

High Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable
1 Hit Landing: (INCONSEQUENTIAL KBG)

Low Percents:
FF Nair>Usmash
FF Nair>Utilt

Medium Percents:
FF Nair>Usmash
FF Nair>Utilt>FH Uair
FF Nair>Utilt>FH Bair

High Percents:
FF Nair>Usmash
FF Nair>Utilt
Final Hit Landing:

Percents:
SH Nair>Grab: 0-48%
SH Nair>Dtilt: 0-48%
SH Nair>SH Fair: 1: 57-122% 2: 9-141%
SH Nair>SH Uair: 2: 58-145%
SH Nair>Usmash: 1: 65-80% 2: 0-112%​

Tumble From Nair: 47%
:4bowserjr:
Dtilt:
Base:
Low Percents:
Dtilt > SH Fair: 0-63%
Dtilt > SH Bair: 15-120%
Dtilt > SH Uair: 4-113%
Dtilt > Usmash: 0-25%
Dtilt > Utilt: 0-33%
Dtilt > SH Nair: 16-48%
Dtilt > SH Nair > DJ Fair: 16-48%
Dtilt > SH Nair > DJ Uair: 16-48%
Dtilt > FH Nair > DJ Bair: 16-48%
Dtilt > SH Nair > Confusion: 16-48%
Dtilt > Forward Hit of Bair: 16-113%
Dtilt > Forward Hit of Bair > Fair: 34-50%
Dtilt > Forward Hit of Bair > DJ Uair > Fair: 40-60%

Medium Percents:
Dtilt > SH Fair: 0-63%
Dtilt > SH Bair: 15-120%
Dtilt > SH Uair: 4-113%
Dtilt > DJ Uair > Fair: 38-74%
Dtilt > DJ Uair > Bair: 45-69%
Dtilt > DJ Uair > Uair: 43-75%
Dtilt > SH Nair: 16-48%
Dtilt > SH Nair > DJ Fair: 16-48%
Dtilt > SH Nair > DJ Uair: 16-48%
Dtilt > FH Nair > DJ Bair: 16-48%
Dtilt > SH Nair > Confusion: 16-48%
Dtilt > FH Nair > DJ Uair > Fair: 20-53%
Dtilt > FH Nair > DJ Uair > Bair: 27-54%
Dtilt > FH Nair > DJ Uair > Uair: 20-57%
Dtilt > Forward Hit of Bair: 16-113%
Dtilt > Forward Hit of Bair > Fair: 34-50%
Dtilt > Forward Hit of Bair > DJ Uair > Fair: 40-60%

High Percents:
Dtilt > FH Uair: 4-113%
Dtilt > FH Bair: 15-120%
Tip:
Low Percents:
Dtilt>SH Fair: 0-96%
Dtilt>Usmash: 4-27%
Medium Percents:
Dtilt>SH Fair: 0-96%
Dtilt>SH Uair: 5-112%

High Percents:
None​
Nair:
All Hits (Aerial):
Percents:
FH Nair>DJ Fair: 0-78%
FH Nair>DJ Bair: 0-71%
FH Nair>DJ Uair: 0-75%
FH Nair>Confusion: 0-78%
FH Nair>DJ Uair>Fair: 23-57%
FH Nair>DJ Uair>Bair: 30-62%
FH Nair>DJ Uair>Uair: 30-60%
Nair Landing: (SET KB)

Low Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable

Medium Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable

High Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable
1 Hit Landing: (INCONSEQUENTIAL KBG)

Low Percents:
FF Nair>Usmash
FF Nair>Utilt

Medium Percents:
FF Nair>Usmash
FF Nair>Utilt>FH Uair
FF Nair>Utilt>FH Bair

High Percents:
FF Nair>Usmash
FF Nair>Utilt
Final Hit Landing:

Percents:
SH Nair>Grab: 0-77%
SH Nair>Dtilt: 0-77%
SH Nair>Usmash: 1: 42-99% 2:0-115%
SH Nair>SH Fair: 1: 56-130+ 2: 4-130+
SH Nair>SH Uair: 2: 76-130%
Tumble: 41%
:4corrinf:
Dtilt:
Base:
Low Percents:
Dtilt > SH Fair: 0-72%
Dtilt > SH Bair: 20-119%
Dtilt > SH Uair: 11-112%
Dtilt > Usmash: 0-35%
Dtilt > Utilt: 0-56%
Dtilt > SH Nair: 11-55%
Dtilt > SH Nair > DJ Fair: 11-55%
Dtilt > SH Nair > DJ Uair: 11-55%
Dtilt > FH Nair > DJ Bair: 11-55%
Dtilt > SH Nair > Confusion: 11-55%
Dtilt > Forward Hit of Bair: 24-119%
Dtilt > Forward Hit of Bair > Fair: 32-46%
Dtilt > Forward Hit of Bair > DJ Uair > Fair: 45-54%

Medium Percents:
Dtilt > SH Fair: 0-72%
Dtilt > SH Bair: 20-119%
Dtilt > SH Uair: 11-112%
Dtilt > DJ Uair > Fair: 30-56%
Dtilt > DJ Uair > Bair: 41-61%
Dtilt > DJ Uair > Uair: 37-64%
Dtilt > SH Nair: 11-55%
Dtilt > SH Nair > DJ Fair: 11-55%
Dtilt > SH Nair > DJ Uair: 11-55%
Dtilt > FH Nair > DJ Bair: 11-55%
Dtilt > SH Nair > Confusion: 11-55%
Dtilt > FH Nair > DJ Uair > Fair: 31-48%
Dtilt > FH Nair > DJ Uair > Bair: 27-51%
Dtilt > FH Nair > DJ Uair > Uair: 30-49%
Dtilt > Forward Hit of Bair: 24-119%
Dtilt > Forward Hit of Bair > Fair: 32-46%
Dtilt > Forward Hit of Bair > DJ Uair > Fair: 45-54%

High Percents:
Dtilt > FH Uair: 11-112%
Dtilt > FH Bair: 20-119%
Tip:
Low Percents:
Dtilt>SH Fair: 0-60%
Dtilt>Usmash: 0-23%
Medium Percents:
Dtilt>SH Fair: 0-60%
Dtilt>SH Uair: 2-84%

High Percents:
None​
Nair:
All Hits (Aerial):

Percents:
FH Nair>DJ Fair: 0-89%
FH Nair>DJ Bair: 0-93%
FH Nair>DJ Uair: 0-78%
FH Nair>Confusion: 0-63%
FH Nair>DJ Uair>Fair: 32-50%
FH Nair>DJ Uair>Bair: 25-58%
FH Nair>DJ Uair>Uair: 32-53%
Nair Landing: (SET KB)

Low Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable

Medium Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable

High Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable
1 Hit Landing: (INCONSEQUENTIAL KBG)

Low Percents:
FF Nair>Usmash
FF Nair>Utilt

Medium Percents:
FF Nair>Usmash
FF Nair>Utilt>FH Uair
FF Nair>Utilt>FH Bair

High Percents:
FF Nair>Usmash
FF Nair>Utilt
Final Hit Landing:

Percents:
SH Nair>Grab: 0-115%
SH Nair>Dtilt: 0-72%
SH Nair>Usmash: 1: 67-85% 2: 0-114%
SH Nair>SH Fair: 1: 69-105% 2: 10-136%
SH Nair>SH Uair: 2: 68-150%+
Tumble: 40%
:4peach:
Dtilt:
Base:

Low Percents:
Dtilt > SH Fair: 0-59%
Dtilt > SH Bair: 19-97%
Dtilt > SH Uair: 0-94%
Dtilt > Usmash: 0-26%
Dtilt > Utilt: 0-32%
Dtilt > SH Nair: 5-38%
Dtilt > SH Nair > DJ Fair: 5-38%
Dtilt > SH Nair > DJ Uair: 5-38%
Dtilt > FH Nair > DJ Bair: 5-38%
Dtilt > SH Nair > Confusion: 5-38%
Dtilt > Forward Hit of Bair: 27-97%

Medium Percents:
Dtilt > SH Fair: 0-59%
Dtilt > SH Bair: 19-97%
Dtilt > SH Uair: 0-94%
Dtilt > DJ Uair > Fair: 23-44%
Dtilt > DJ Uair > Uair: 33-54%
Dtilt > SH Nair: 5-38%
Dtilt > SH Nair > DJ Fair: 5-38%
Dtilt > SH Nair > DJ Uair: 5-38%
Dtilt > FH Nair > DJ Bair: 5-38%
Dtilt > SH Nair > Confusion: 5-38%
Dtilt > FH Nair > DJ Uair > Fair: 17-38%
Dtilt > FH Nair > DJ Uair > Bair: 22-38%
Dtilt > FH Nair > DJ Uair > Uair: 23-38%
Dtilt > Forward Hit of Bair: 27-97%

High Percents:
Dtilt > FH Uair: 0-94%
Dtilt > FH Bair: 19-97%
Tip:
Low Percents:
Dtilt>SH Fair: 0-55%
Dtilt>Usmash: 2-17%
Medium Percents:
Dtilt>SH Fair: 0-55%
Dtilt>SH Uair: 2-65%

High Percents:
None​
Nair:
All Hits (Aerial):

Percents:
FH Nair>DJ Fair: 0-71%
FH Nair>DJ Bair: 0-81%
FH Nair>DJ Uair: 0-68%
FH Nair>Confusion: 0-68%
FH Nair>DJ Uair>Fair: 18-48%
FH Nair>DJ Uair>Bair: 24-51%
FH Nair>DJ Uair>Uair: 29-54%
Nair Landing: (SET KB)

Low Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable

Medium Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable

High Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable
1 Hit Landing: (INCONSEQUENTIAL KBG)

Low Percents:
FF Nair>Usmash
FF Nair>Utilt

Medium Percents:
FF Nair>Usmash
FF Nair>Utilt>FH Uair
FF Nair>Utilt>FH Bair

High Percents:
FF Nair>Usmash
FF Nair>Utilt
Final Hit Landing:

Percents:
SH Nair>Grab: 0-83%
SH Nair>Dtilt: 0-60%
SH Nair>Usmash: 1: 47-95% 2: 0-99%
SH Nair>SH Fair: 1: 52-110% 2: 11-109%
SH Nair>SH Uair: 2: 60-132%​

Tumble: 38%
:4mewtwo:
Dtilt:
Base:
Low Percents:
Dtilt > SH Fair: 0-58%
Dtilt > SH Bair: 18-99%
Dtilt > SH Uair: 0-90%
Dtilt > Usmash:
Dtilt > Utilt:
Dtilt > SH Nair: 12-46%
Dtilt > SH Nair > DJ Fair: 12-46%
Dtilt > SH Nair > DJ Uair: 12-46%
Dtilt > FH Nair > DJ Bair: 12-46%
Dtilt > SH Nair > Confusion: 12-46%

Medium Percents:
Dtilt > SH Fair: 0-58%
Dtilt > SH Bair: 18-99%
Dtilt > SH Uair: 0-90%
Dtilt > DJ Uair > Fair: 25-47%
Dtilt > DJ Uair > Bair: 34-55%
Dtilt > DJ Uair > Uair: 30-62%
Dtilt > SH Nair: 12-46%
Dtilt > SH Nair > DJ Fair: 12-46%
Dtilt > SH Nair > DJ Uair: 12-46%
Dtilt > FH Nair > DJ Bair: 12-46%
Dtilt > SH Nair > Confusion: 12-46%
Dtilt > FH Nair > DJ Uair > Fair: 17-40%
Dtilt > FH Nair > DJ Uair > Bair: 34-40%
Dtilt > FH Nair > DJ Uair > Uair: 21-40%

High Percents:
Dtilt > FH Uair: 0-90%
Dtilt > FH Bair: 18-99%
Tip:
Low Percents:
Dtilt>SH Fair: 0-72%
Dtilt>Usmash: 0-23%
Dtilt>Dash Attack: 0-12%
Medium Percents:
Dtilt>SH Fair: 0-72%
Dtilt>SH Uair: 2-81%

High Percents:
None​
Nair:
All Hits (Aerial):

Percents:
FH Nair>DJ Fair: 0-71%
FH Nair>DJ Bair: 0-80%
FH Nair>DJ Uair: 0-70%
FH Nair>Confusion: 0-69%
FH Nair>DJ Uair>Fair: 20-43%
FH Nair>DJ Uair>Bair: 22-50%
FH Nair>DJ Uair>Uair: 16-45%
Nair Landing: (SET KB)

Low Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable

Medium Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable

High Percents:
Falling Nair > Grab
Falling Nair > Jab
Falling Nair > Dtilt
Falling Nair > Utilt
Falling Nair > Usmash
Falling Nair > Footstool
Falling Nair > Footstool > Disable
1 Hit Landing: (INCONSEQUENTIAL KBG)

Low Percents:
FF Nair>Usmash
FF Nair>Utilt

Medium Percents:
FF Nair>Usmash
FF Nair>Utilt>FH Uair
FF Nair>Utilt>FH Bair

High Percents:
FF Nair>Usmash
FF Nair>Utilt
Final Hit Landing:

Percents:
SH Nair>Grab: 0-88%
SH Nair>Dtilt: 0-56%
SH Nair>Usmash: 1: 47-77% 2: 8-117%
SH Nair>SH Fair: 1: 52-99% 2: 8-117%
SH Nair>SH Uair: 2: 47-123%​

Tumble: 35%

:4sheik:
Coming soon!

:4zss:
Coming soon!

:rosalina:
Coming soon!
 
Last edited:

U-Throw

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Nice list! Thanks for making this thread! I think it'll prove itself to be very useful. Anyway, this is actually a really good start. However, I think you should add a "Footstools" section. Mewtwo can actually get a few decent combos out of footstool jumps. From what I remember, the combo tree looks like this...

Footstool jump > (Midair jump + N-Air)
Footstool jump > (Midair jump + D-Air)
Footstool jump > (Midair jump + Disable) > Anything
Midair footstool jump > (Midair jump + Shadow Ball) > Throw Shadow Ball right as you land > Anything

That said, the first three combos on that list only work on certain characters. I don't know which characters are immune to which combos, and, unfortunately, I'm a little tied up at the moment, so I can't test anything. I thought I'd let you know about Mewtwo's footstool combos, anyway, though. If I think of anything else, I'll be sure to drop by, but I think that, overall, this is a pretty solid starting list. Kudos to you!
 

Sonicninja115

Experiment. Innovate. Improve.
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No worries, I'll test it and find out.
Edit: Tested and found out that the forward hitbox works as well!
 
Last edited:

Rhus

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When you are very close to the target, Jab1>Utilt>Usmash is a true combo as long as you are close enough to hit with the inner hitbox of utilt.

Utilt has really funky hitboxes and knockback angles.
 

Sonicninja115

Experiment. Innovate. Improve.
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When you are very close to the target, Jab1>Utilt>Usmash is a true combo as long as you are close enough to hit with the inner hitbox of utilt.

Utilt has really funky hitboxes and knockback angles.
Thanks, I was toying around with that a while ago but discarded it because of the timing and spacing needed, you have to hit them with the closest part of jab and correct part of utilt for that to work. Still a good combo though.

Question, how do I make spoilers? Found out!
 
Last edited:

AlMoStLeGeNdArY

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So I found some low percent combos from fair. I didn't test too much ao I'm not really sure how long it combos for. I tested on Falcon puff donkey kong and g&w training mode only so far.

Falling fair jab
Falling fair dtilt (doesn't work on puff)
Falling fair utilt

I wasn't able to get nair to combo after some of the moves but I did get fair to combo after dtilt which lead to a nice 30 damage combo. I think usmash can work after the utilt haven't tested too much. If this is known sorry for wasting your time.
 

Sonicninja115

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Thanks! I hadn't thought of FF Fair. Also are those true combos? And Dtilt to fair is a true combo as well as tilt to Usmash, it should be in the OP. I will test these for the specific Percents and then add them... And in case you don't know, Dtilt to Usmash true combos until 30% on must characters.
So I found some low percent combos from fair. I didn't test too much ao I'm not really sure how long it combos for. I tested on Falcon puff donkey kong and g&w training mode only so far.

Falling fair jab
Falling fair dtilt (doesn't work on puff)
Falling fair utilt

I wasn't able to get nair to combo after some of the moves but I did get fair to combo after dtilt which lead to a nice 30 damage combo. I think usmash can work after the utilt haven't tested too much. If this is known sorry for wasting your time.
 

AlMoStLeGeNdArY

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Thanks! I hadn't thought of FF Fair. Also are those true combos? And Dtilt to fair is a true combo as well as tilt to Usmash, it should be in the OP. I will test these for the specific Percents and then add them... And in case you don't know, Dtilt to Usmash true combos until 30% on must characters.
They registered as true combos in training mode. I was on my 3ds and at work so I didn't get too much of a chance to explore it.

A little more testing (tested on ryu)

Fair to dtilt works from 0-15
Fair to utilt works from 0-20
Fair to jab works from 0-20
Fair to up angeled ftilt wotks at 20%
Fair to usmash worked at 20%
 
Last edited:

Browny

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Add dair - fair or nair. When used out of shield you can true combo into fair and I'm sure nair would work too. The % range is small though, its like 40-60% on tall characters only (so anyone Marios height or taller to start with).
 
Last edited:

AlMoStLeGeNdArY

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Update on the fair combo. I was able to string 3 fairs together in training mode. From 15% tested on Wario....we sheik now ^_^.
 

meleebrawler

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Using a backwards facing nair while shorthopping towards the opponent while making sure to land before the final hit tends to leave them in prime position to be jabbed, dtilted or maybe even grabbed.
 

Sonicninja115

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Does anybody know if Fair-Fair-Uair/Dair/fair links? is it a reaction or read?
 

AlMoStLeGeNdArY

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Falling fair or SHAD fair full hop nair (all hits) dj bair or fair.

Just got this couple to fully work on d3 does a whopping 36 damage and I got it to work at 32%

Also fair to usmash combos.

Training mode no DI taken into account.
 

Sonicninja115

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How does Falling Fair work? I can never get it to combo, hence me removing it from the list. And what is SHAD? I don't think I have seen that acronym before.
Falling fair or SHAD fair full hop nair (all hits) dj bair or fair.

Just got this couple to fully work on d3 does a whopping 36 damage and I got it to work at 32%

Also fair to usmash combos.

Training mode no DI taken into account.
 

AlMoStLeGeNdArY

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Thats odd, I was doing a FF fair but it always had too much ending lag. Does this only work on heavyweights and super heavyweights?
I haven't tested it enough to be sure. I know it works on falcon and it probably works on sheik. It's dependent on spacing a bit. Depending on the hit bix.

There's a difference between a falling fair and FF fair.
 

Sonicninja115

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Does anyone know if OoS Dair true combos or links into anything? I have heard about it but haven't been able to replicate it...
 

pikazz

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my favorite combo (Rising Claw) that I love to use. I know its already listed but this one is later and seems that it doesnt need the strong hit to true combo into a kill

stuff you can also do: DTilt, UAir, DJ UAir, FAir at 60-ish% if I do recall right
 
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Sonicninja115

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my favorite combo (Rising Claw) that I love to use. I know its already listed but this one is later and doesnt need the strong hit to true combo into a kill

stuff you can also do: DTilt, UAir, DJ UAir, FAir at 60-ish% if I do recall right
Thanks! Uair-Fair is one of Mewtwo's strongest kill options and can be done without the Dtilt or a combo starter. I never thought about Uair comboing into DJ uair like that, does it true or only link? either way it is still goo as it allows for a more precise finisher.

Oh, and you do know that the Rising claw combo needs the weak hit right? the tip of the tail that sends forward a bit but not the hard forward hit?
 

pikazz

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Thanks! Uair-Fair is one of Mewtwo's strongest kill options and can be done without the Dtilt or a combo starter. I never thought about Uair comboing into DJ uair like that, does it true or only link? either way it is still goo as it allows for a more precise finisher.

Oh, and you do know that the Rising claw combo needs the weak hit right? the tip of the tail that sends forward a bit but not the hard forward hit?
not really sure what hitbox I did hit. I believe I did hit him with the Medium/Hard while he DI to the Right. it could be the weak hit cause I recorded that clip in april

and yes, it true combos (I have looked it up in training mode) but its frame precise. you can be off with 1-2 frames and still be a "combo" due none of the opponent actions are fast enough
 
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Sonicninja115

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not really sure what hitbox I did hit. I believe I did hit him with the Medium/Hard while he DI to the Right. it could be the weak hit cause I recorded that clip in april

and yes, it true combos (I have looked it up in training mode) but its frame precise. you can be off with 1-2 frames and still be a "combo" due none of the opponent actions are fast enough
Thank you! I am taking a break from adding characters to do some research into recently discovered combos and theories, I will hopefully be able to update this thread sometime next week!
 

AlMoStLeGeNdArY

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Tested on Falcon probably works on others. No DI training mode.

At zero percent I was able to string together

Falling Fair dtilt FH nair DJ bair

12 hits 43 damage. Should be able to connect fair if they pop out infront. This is kinda an update on a previous combo I posted but it starts at zero.
 

Sonicninja115

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Tested on Falcon probably works on others. No DI training mode.

At zero percent I was able to string together

Falling Fair dtilt FH nair DJ bair

12 hits 43 damage. Should be able to connect fair if they pop out infront. This is kinda an update on a previous combo I posted but it starts at zero.
Thanks! I am still having trouble with falling fair, but I think I am getting it! I will go into the lab and see what I can find. If you find anything more, please tell me!
 

redcometchar

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Shoutouts to Sonicninja115 Sonicninja115 for directing me here
Info dump inbound
Just some notes I took the other day. Maybe it is all known but whatever.
Sh is short hop
Fj is full jump
ff is fast fall
dj is double jump

Also i know side b dosent net you any frame advantage but it still looks cool and can catch people unaware. So all the stuff in here is pretty right aside from this.


Fox
0%
dtilt→dtilt→uptilt-→uptilt
dtilt→dtilt→uptilt→upsmash
31%
dtilt→(airdodge 50/50) fj sour dair→side b→dj sour fair→fair

Shiek
0%
dtilt→upsmash
dtilt→uptilt
21%
dtilt→fj sour fair→dj Fair
dtilt→fj sour fair→side b→dj fair
dtilt→fj sour fair→side b→dj fair→ff shadow ball
fj sour fair→ff fair
fj sour fair→ ff shadowball
uptilt→fj bair→(airdodge 50/50) bair→(airdodge 50/50) dj bair
uptilt→fj bair→(airdodge 50/50) nair
uptilt→rar fj revers bair→(airdodge 50/50) fair→dj fair
uptilt→rar fj revers bair→(airdodge 50/50) fair→side b→dj fair
uptilt→rar fj revers bair→(airdodge 50/50) up air
dtilt→(no option) footstool→djc shadowball (lock)

Rosalina & Luma
0%
dthrow→(airdodge read) shadow ball
dthrow→(airdodge read) down b (see 10% combos)
dthrow→(airdodge read) dtilt (see dtilt combos)
dthrow→(airdodge 50/50) side b (see side b combos)
dtilt→up smash
dtilt→up tilt
dtilt→fj fair→(airdodge 50/50) fair
dtilt→fj fair→(airdodge 50/50) up air
dtilt→fj fair→(airdodge 50/50) side b→dj fair→ff fair
dtitlt→fj fair→ (airdodge 50/50) dj nair→fair
dtitlt→fj fair→ (airdodge 50/50) dj nair→bair
dtitlt→fj fair→ (airdodge 50/50) dj nair→side b→(airdodge 50/50) up air
dtitlt→fj fair→ (airdodge 50/50) dj nair→side b→(airdodge read) shadow ball
falling fair→up tilt
fj nair→dj fair→ff fair
fj nair→dj bair→(airdodge 50/50) ff bair
fj nair→side b→dj fair→ff fair
fj nair→side b→dj fair→side b→(airdodge 50/50) up air
fj nair→side b→dj fair→side b→(aidodge read) shadow ball
fj nair→dj nair→side b→(airdodge 50/50) up air
fj nair→dj nair→side b→(aidodge read) shadow ball
fj fair→ff fair
fj fair→ff nair→jab→(see 20% combos)
10%
(near ledge) sh dair→side b→dj fair ff fair
20%
dtilt→fair→(airdodge 50/50) dj fair
dtilt→fair→side b→dj fair→(no option) shadow ball
dtilt→fair→side b→dj nair→fair
dtilt→fair→side b→dj nair→bair
dtilt→fair→side b→dj nair→side b→(airdodge 50/50) up air
dtilt→fair→side b→dj nair→side b→(airdodge read) shadow ball
 
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AlMoStLeGeNdArY

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Shoutouts to Sonicninja115 Sonicninja115 for directing me here
Info dump inbound
Just some notes I took the other day. Maybe it is all known but whatever.
Sh is short hop
Fj is full jump
ff is fast fall
dj is double jump

Also i know side b dosent net you any frame advantage but it still looks cool and can catch people unaware. So all the stuff in here is pretty right aside from this.


Fox
0%
dtilt→dtilt→uptilt-→uptilt
dtilt→dtilt→uptilt→upsmash
31%
dtilt→(airdodge 50/50) fj sour dair→side b→dj sour fair→fair

Shiek
0%
dtilt→upsmash
dtilt→uptilt
21%
dtilt→fj sour fair→dj Fair
dtilt→fj sour fair→side b→dj fair
dtilt→fj sour fair→side b→dj fair→ff shadow ball
fj sour fair→ff fair
fj sour fair→ ff shadowball
uptilt→fj bair→(airdodge 50/50) bair→(airdodge 50/50) dj bair
uptilt→fj bair→(airdodge 50/50) nair
uptilt→rar fj revers bair→(airdodge 50/50) fair→dj fair
uptilt→rar fj revers bair→(airdodge 50/50) fair→side b→dj fair
uptilt→rar fj revers bair→(airdodge 50/50) up air
dtilt→(no option) footstool→djc shadowball (lock)

Rosalina & Luma
0%
dthrow→(airdodge read) shadow ball
dthrow→(airdodge read) down b (see 10% combos)
dthrow→(airdodge read) dtilt (see dtilt combos)
dthrow→(airdodge 50/50) side b (see side b combos)
dtilt→up smash
dtilt→up tilt
dtilt→fj fair→(airdodge 50/50) fair
dtilt→fj fair→(airdodge 50/50) up air
dtilt→fj fair→(airdodge 50/50) side b→dj fair→ff fair
dtitlt→fj fair→ (airdodge 50/50) dj nair→fair
dtitlt→fj fair→ (airdodge 50/50) dj nair→bair
dtitlt→fj fair→ (airdodge 50/50) dj nair→side b→(airdodge 50/50) up air
dtitlt→fj fair→ (airdodge 50/50) dj nair→side b→(airdodge read) shadow ball
falling fair→up tilt
fj nair→dj fair→ff fair
fj nair→dj bair→(airdodge 50/50) ff bair
fj nair→side b→dj fair→ff fair
fj nair→side b→dj fair→side b→(airdodge 50/50) up air
fj nair→side b→dj fair→side b→(aidodge read) shadow ball
fj nair→dj nair→side b→(airdodge 50/50) up air
fj nair→dj nair→side b→(aidodge read) shadow ball
fj fair→ff fair
fj fair→ff nair→jab→(see 20% combos)
10%
(near ledge) sh dair→side b→dj fair ff fair
20%
dtilt→fair→(airdodge 50/50) dj fair
dtilt→fair→side b→dj fair→(no option) shadow ball
dtilt→fair→side b→dj nair→fair
dtilt→fair→side b→dj nair→bair
dtilt→fair→side b→dj nair→side b→(airdodge 50/50) up air
dtilt→fair→side b→dj nair→side b→(airdodge read) shadow ball
Is sour fair supposed to be sour spot fair? Because I don't think fair has a sour spot.
 

redcometchar

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Is sour fair supposed to be sour spot fair? Because I don't think fair has a sour spot.
I was reffering to the inner hitbox. Im not sure if it actually has different knockback but if you hit with the tip the opponent goes too far to link into anything else.
 

Sonicninja115

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I was reffering to the inner hitbox. Im not sure if it actually has different knockback but if you hit with the tip the opponent goes too far to link into anything else.
So like how to true combo fairs it is best to get the fist fair as close to Mewtwo as possible?
 

redcometchar

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Also a few other things worth noting,
Aerial side b into fair is faster than grounded side b into fair because of jumpsquat
Lastly, although it certainly isnt frame tight, around the same speed as side b to upair, m2 can sometimes get footstool out of aerial side b, but because you have to consume your double jump you cant djc shadowball to lock. As a result you have to teleport into the ground, or prefferably edge cancel, to get a follow up.
 

Sonicninja115

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Also a few other things worth noting,
Aerial side b into fair is faster than grounded side b into fair because of jumpsquat
Lastly, although it certainly isnt frame tight, around the same speed as side b to upair, m2 can sometimes get footstool out of aerial side b, but because you have to consume your double jump you cant djc shadowball to lock. As a result you have to teleport into the ground, or prefferably edge cancel, to get a follow up.
there are other reasons aerial confusion is better as well, like the opponent having to waste a DJ or mewtwo having guaranteed follow-ups with DJ Fair.
 

meleebrawler

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there are other reasons aerial confusion is better as well, like the opponent having to waste a DJ or mewtwo having guaranteed follow-ups with DJ Fair.
I think redcometchar redcometchar just explained why air confusion true combos into dj fair as opposed to the grounded one: Mewtwo doesn't have to deal with the frames of jump squat before being able to input anything else in the air.
 

godogod

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For the love of Arceus, please make a key for abbreviations, for DJ, SH, etc. Hell everything. It needs to be easy to understand for everyone.
 

Sonicninja115

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For the love of Arceus, please make a key for abbreviations, for DJ, SH, etc. Hell everything. It needs to be easy to understand for everyone.
I made one in the Metagame discussion... I will point people there...
 

Metalex

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Here's a cool combo/string i have been using alot lately that often ends in a KO if the opponent doesn't escape the confusion correctly

(Jab) > Dtilt > fh Fair > Aerial Confusion > dj Fair > Fair (or Shadowball if you read a airdodge/attack)


(Works at around 20 - 40% on most characters)
 
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