2 C H i L L E D
Eternal Hitstun
Well since 3.0 has dropped I've been sitting in training mode trying to better and more familiarize myself with Mewtwo's movement options. Mewtwo can play a spacing game with his tail being half the length of FD. But mastering his "different" movement would be critical in producing a offensive Mewtwo meta in addition to his spacing game. The main idea of this post is just to share movement options between each other and provide insight as to which movement options are best in certain MU's or situations. Thus, creating a movement guide for the PM Mewtwo community and ultimately producing a better meta for our Psychic Fiend. If its one thing that any good character has in Project M that would be movement. When viewing this thread remember this is sort of like a rough draft of an essay and my smash peers will help me edit and revise it to perfection. I'll start off by posting what I've been experimenting with and the obvious.
The Old
Dash Dancing:
How's it done? This is easiest movement choice. A dash dance can be done by dashing in one direction and then dashing in the other direction. Repeat the process, you are dash dancing. Simple.
To be honest. Mewtwo's dash dance sucks. Just keepin' it 100. It has its times of usage but honestly you could be using a better movement option than dash dancing pretty much 100% of the time. Which is why instead of just dash dancing you should incorporate your better movement options into your dash dance. When used alongside his greater mobility options the dash dance then becomes more threatening.
Wavedashing:
How's it done? A wavedash can be performed by pressing the jump button then airdodging into the ground before leaving ground. Creating a sliding effect.
Mewtwo's wavedash is easily one of the best in the game and can cover alot of space quickly. Wavedashing with Mewtwo really benefits his tech chase game and overall play as it does with most characters. When reading an opponent you can easily close the distance between yourself by wavedashing and using Mewtwo's great tilt range to continue to pressure opponents. Wavedashing can easily put you in range for a grab as well, and after a grab Mewtwo can really go to work. Using your wavedash is also essential for Mewtwo's spacing game. Using it positions you nicely where you can abuse the range of your tilts.
Moonwalking:
How's it done? By inputting a QCB (Quarter Circle Back) Mewtwo will appear to dash forward but his momentum will shift in the other direction, in a sliding manner. This is a moonwalk, it can also be performed by just circling the analog stick, but I don't recommend inputting it that way. QCB is most effective.
Moonwalking with Mewtwo is actually useful. While dashing around moonwalks can help keep your Mewtwo's movement fresh and unpredictable. It's a nice mixup during dash dances and works well in conjunction with Hover/Teleport mindgames. Moonwalks go hand in hand with Shadow Ball canceling. You can shift your momentum so easily with Mewtwo when you have mastery of both SBC's and the moonwalk. And after shifting your momentum you're able to hover out of a SBC (and if that isn't enough teleport is still at your disposal. So...many...options.) which can produce some incredibly sick movement and positioning. You actually don't have to start Mewtwo's moonwalk from a walking animation, he can do it straight out of a dash, which is pretty nice. Practice incorporating moonwalks into your play, it's not mandatory but it's important to make use of all the tools given to your character.
Double Jump Cancelling:
How's it done? The double jump cancel or DJC is done by canceling a double jump with an aerial.
Simple as that, its main use is to increase the effective range of your attacks. I like airdoging out of angled DJ producing like a little 'flipping wavedash' effect. I guess you could call in a DJC'd wavedash. You can use this to retreat and approach works just like a regular wavedash but you can vary the length of it much more than the wavedash.
Teledgehog ( or Super Ultimate Ninja Cookies or something like that...):
How's it done? This is a must learn for any Mewtwo. Mewtwo can grab a ledge instantly from onstage by jumping, teleporting and aiming your teleport at the ledge. Or as an alternative you can run offstage and teleport onto the ledge.
It's really that simple and that effective. Most characters have to reverse wavedash to get a ledgehog but with Mewtwo you should not be using that option. If you are trying to ledgehog someone use teleport. It is your best option when it comes to snatching the edge. Not only is this important in defensive play but it's amazing for carrying offensive momentum against offstage opponents. You can pretty much jump out do whatever you want and be able to teleport back to the ledge and repeat the process. This will be better explained in the actual teleport section. Also you can stall indefinitely on the ledge by DJ'ing in a backward/upward direction and using teleport to snap right back on the ledge. You can not be hit out of this if done correctly.This is probably the most effective ledge stall in the game.
The New
Hovering:
The gift bestowed upon Mewtwo by the based PMBR. Hovering in short is A. Mazing. Hovering is definitely a critical part in Mewtwo's developing meta.
What is hover cancelling and how's it done?
Tricks & Tips
-Hover canceling aerials is much faster than SHFFL'ing with Mewtwo.
-You can Hover Oos > HC aerial
-Using nair while hovering and hover canceling it while the opponent is in histun can net you a free grab.
-You can SH > SBC > Hover (Momentum shifting is flashy and useful)
-You can hover out of teleport
-You can peform and aerial while hovering, hover for a bit more, and still have time to teleport to another location.
-You can wavedash by hovering
-You can cancel your hover with a DJ and DJC an aerial for extended range.
Hovering gives Mewtwo the ability to play campy and aggressive. Although hovering is great you should be smart when using it because your aerials don't have that much priority. Hovering and the wrong time can easily get your floating ass smacked. You should be hovering alot during a match. Because if you aren't you are either playing melee mewtwo (who obviously wasn't that good), or teleporting and throwing out random aerials. Which is going to get you read and punished. Hovering should be used to evade bad positioning and create good positioning just as much (if not more) as it's used for hover canceled aerials.
Acting out of Teleport:
This is probably the most essential part of Mewtwo's developing meta, and the greatest Christmas gift that will be given to a Mewtwo main by the PMBR.
How's it done? Easy. Doing anything after teleporting means you have acted out of teleport. It's how you choose to act out of teleport for the situation at hand that's the hard part. Teleport is a staple in Mewtwo's game plan, you should be finding ways to incorporate teleport mixups into your game constantly.
1.) L Canceled Aerials Out of Teleport
2.) Special Moves Out of Teleport
If you didn't know, confusion goes through shields. Why is this important? I'll tell you. Let's say you've been shadow ball camping, then teleporting in and using an aerial. Okay, your opponent has started to catch on to this habit and in turn continues to shield even after the shadow ball has been blocked and now he punishes you if you teleport in. This is were teleport > confusion shines if the opponent is expecting an aerial and is shielding after you've teleported in, hit side B on em. Can't block that boy. Very nice mixup option to have at your disposal because it allows you to retain offensive momentum. While giving your opponent more to worry about and yet another problem to solve.
You can hover out of a teleport as long as you haven't wasted your jumps. Hovering out of teleport gives Mewtwo alot more options than simply attacking. PRACTICE HOVERING OUT OF TELEPORT. Continuing you can also perform B moves after teleporting. Teleporting along with hovering shadow ball camp can make Mewtwo pretty hard to safely approach as I explained in the Hover section.
Shadow Ball Canceling:
How's it done? While charging a shadow ball press the shield or grab button to cancel the charge. Obviously SBC'ing cannot be used if you have a fully charged shadow ball. Being a "B" move shadow ball is able to be B reversed. There are two ways to SBC.
I haven't played Smash or visited Smashboards in a couple months (be that as it may my M2's movement is still very fluid) but I'll be trying to update this thread with any new information I find from here on out.
The Old
Dash Dancing:
How's it done? This is easiest movement choice. A dash dance can be done by dashing in one direction and then dashing in the other direction. Repeat the process, you are dash dancing. Simple.
To be honest. Mewtwo's dash dance sucks. Just keepin' it 100. It has its times of usage but honestly you could be using a better movement option than dash dancing pretty much 100% of the time. Which is why instead of just dash dancing you should incorporate your better movement options into your dash dance. When used alongside his greater mobility options the dash dance then becomes more threatening.
Wavedashing:
How's it done? A wavedash can be performed by pressing the jump button then airdodging into the ground before leaving ground. Creating a sliding effect.
Mewtwo's wavedash is easily one of the best in the game and can cover alot of space quickly. Wavedashing with Mewtwo really benefits his tech chase game and overall play as it does with most characters. When reading an opponent you can easily close the distance between yourself by wavedashing and using Mewtwo's great tilt range to continue to pressure opponents. Wavedashing can easily put you in range for a grab as well, and after a grab Mewtwo can really go to work. Using your wavedash is also essential for Mewtwo's spacing game. Using it positions you nicely where you can abuse the range of your tilts.
Moonwalking:
How's it done? By inputting a QCB (Quarter Circle Back) Mewtwo will appear to dash forward but his momentum will shift in the other direction, in a sliding manner. This is a moonwalk, it can also be performed by just circling the analog stick, but I don't recommend inputting it that way. QCB is most effective.
Moonwalking with Mewtwo is actually useful. While dashing around moonwalks can help keep your Mewtwo's movement fresh and unpredictable. It's a nice mixup during dash dances and works well in conjunction with Hover/Teleport mindgames. Moonwalks go hand in hand with Shadow Ball canceling. You can shift your momentum so easily with Mewtwo when you have mastery of both SBC's and the moonwalk. And after shifting your momentum you're able to hover out of a SBC (and if that isn't enough teleport is still at your disposal. So...many...options.) which can produce some incredibly sick movement and positioning. You actually don't have to start Mewtwo's moonwalk from a walking animation, he can do it straight out of a dash, which is pretty nice. Practice incorporating moonwalks into your play, it's not mandatory but it's important to make use of all the tools given to your character.
Double Jump Cancelling:
How's it done? The double jump cancel or DJC is done by canceling a double jump with an aerial.
Simple as that, its main use is to increase the effective range of your attacks. I like airdoging out of angled DJ producing like a little 'flipping wavedash' effect. I guess you could call in a DJC'd wavedash. You can use this to retreat and approach works just like a regular wavedash but you can vary the length of it much more than the wavedash.
Teledgehog ( or Super Ultimate Ninja Cookies or something like that...):
How's it done? This is a must learn for any Mewtwo. Mewtwo can grab a ledge instantly from onstage by jumping, teleporting and aiming your teleport at the ledge. Or as an alternative you can run offstage and teleport onto the ledge.
It's really that simple and that effective. Most characters have to reverse wavedash to get a ledgehog but with Mewtwo you should not be using that option. If you are trying to ledgehog someone use teleport. It is your best option when it comes to snatching the edge. Not only is this important in defensive play but it's amazing for carrying offensive momentum against offstage opponents. You can pretty much jump out do whatever you want and be able to teleport back to the ledge and repeat the process. This will be better explained in the actual teleport section. Also you can stall indefinitely on the ledge by DJ'ing in a backward/upward direction and using teleport to snap right back on the ledge. You can not be hit out of this if done correctly.This is probably the most effective ledge stall in the game.
The New
Hovering:
The gift bestowed upon Mewtwo by the based PMBR. Hovering in short is A. Mazing. Hovering is definitely a critical part in Mewtwo's developing meta.
What is hover cancelling and how's it done?
Hover canceling is done by starting the initial hover animation and quickly canceling it with an aerial. You don't have input any DI, just Hover > Aerial and it will cancel itself. Hover canceling is faster than SHFFL'ing overall. Your hover cancelled aerials also have less ending lag than a SHFFL'd aerial (If you read below you'll see Shell listing the frame advantages for HC'd aerials on shields). Allowing you to apply greater shield pressure and maintain offensive momentum. I find the easiest way to perform HC'd aerials is with 'L' set to jump while using 'A' or 'C-stick' to input your aerial. However that is a personal preference and you may like another set up more than that one, so just experiment.
Thank you Shell.Full list of disadvantages (-) or advantages (+) vs shield for Hover Canceled Aerial Attacks...
Nair -2
Fair +4
Bair +3 inside, +2 outside
Uair +2 inside, +4 outside
Dair +2 inside, +5 outside
Overall they're pretty comparable to Peach's but sweetspot Dair is the best in the game at +5.
----
EDIT: for comparison, here are Peach's values
Nair +4
Fair +4
Bair +4
Uair +4 to +2
Dair -1
Tricks & Tips
-Hover canceling aerials is much faster than SHFFL'ing with Mewtwo.
-You can Hover Oos > HC aerial
-Using nair while hovering and hover canceling it while the opponent is in histun can net you a free grab.
-You can SH > SBC > Hover (Momentum shifting is flashy and useful)
i. Doing this allows you to play a campy shadow ball game with Mewtwo. You can easily SH away from your opponent SBC > Hover away and upwards a bit > Fall and shadow ball. If the opponent begins to close in don't worry, SH > Teleport ( or > Hover > Fall SB) and reset the situation. Now they have to close in again and worry about you teleporting in and attacking them as they attempt another approach. Works well on opponents without projectiles of their own.
-You can hover out of teleport
-You can peform and aerial while hovering, hover for a bit more, and still have time to teleport to another location.
-You can wavedash by hovering
-You can cancel your hover with a DJ and DJC an aerial for extended range.
Hovering gives Mewtwo the ability to play campy and aggressive. Although hovering is great you should be smart when using it because your aerials don't have that much priority. Hovering and the wrong time can easily get your floating ass smacked. You should be hovering alot during a match. Because if you aren't you are either playing melee mewtwo (who obviously wasn't that good), or teleporting and throwing out random aerials. Which is going to get you read and punished. Hovering should be used to evade bad positioning and create good positioning just as much (if not more) as it's used for hover canceled aerials.
Acting out of Teleport:
This is probably the most essential part of Mewtwo's developing meta, and the greatest Christmas gift that will be given to a Mewtwo main by the PMBR.
How's it done? Easy. Doing anything after teleporting means you have acted out of teleport. It's how you choose to act out of teleport for the situation at hand that's the hard part. Teleport is a staple in Mewtwo's game plan, you should be finding ways to incorporate teleport mixups into your game constantly.
1.) L Canceled Aerials Out of Teleport
The most basic way to act out of teleport is to do an L canceled aerial. This is effective at times but of course if this is abused too much your Mewtwo will be easily read by an opponent. Out of the many options you have simply doing an L canceled aerial will probably be the option you choose the least because as I've said it's quite punishable when predicted. Even though it's predictable, It has it's uses. You can KO off top pretty early if you can shadow claw someone out of teleport near the upper blast zone. Using SHTeleport > Aerial is a very nice tech chasing tool you close distance between you and the opponent instantaneously. Mix it up, teleport doesn't just work horizontally, vertical uses of teleport are also important. Being unpredictable with teleport is key. And never using a vertical teleport in a match let's the opponent know you will only use it horizontally. A little thing I've been experimenting with is Jump > DJ > Teleport back down with aerial. You can also Jump > DJ > Teleport down, land (no landing lag). > Choose any move you want. I like the second option more, if spaced correctly it's pretty hard to punish. The first option really just serves as a movement mix up. You know what moves you're using when playing, if you feel as if you're being repetitive with your teleport mix ups then you should correct that error quickly. L canceled aerials are a nice tool to have but this isn't where acting out of teleport truly shines.
2.) Special Moves Out of Teleport
You can also use any special move out of teleport as long as it isn't another teleport. Your B moves don't have as much leisure to be used out of teleport as your aerials do (besides shadow ball). But how you move and position Mewtwo can set up certain situations where one of his B moves can aid you better than your other options could. Your side-b & down-b moves are best used out of teleport when you or your opponent have created one of those 'certain' situations and you can appropriately punish with confusion or disable.
a.) Shadow Ball
Shadow ball isn't the best projectile, but it's certainly not a bad one either. By optimizing your use of teleport with it you can make this projectile alot more annoying to handle than it has to be.
If you didn't know, confusion goes through shields. Why is this important? I'll tell you. Let's say you've been shadow ball camping, then teleporting in and using an aerial. Okay, your opponent has started to catch on to this habit and in turn continues to shield even after the shadow ball has been blocked and now he punishes you if you teleport in. This is were teleport > confusion shines if the opponent is expecting an aerial and is shielding after you've teleported in, hit side B on em. Can't block that boy. Very nice mixup option to have at your disposal because it allows you to retain offensive momentum. While giving your opponent more to worry about and yet another problem to solve.
You can hover out of a teleport as long as you haven't wasted your jumps. Hovering out of teleport gives Mewtwo alot more options than simply attacking. PRACTICE HOVERING OUT OF TELEPORT. Continuing you can also perform B moves after teleporting. Teleporting along with hovering shadow ball camp can make Mewtwo pretty hard to safely approach as I explained in the Hover section.
Shadow Ball Canceling:
How's it done? While charging a shadow ball press the shield or grab button to cancel the charge. Obviously SBC'ing cannot be used if you have a fully charged shadow ball. Being a "B" move shadow ball is able to be B reversed. There are two ways to SBC.
- Short hop ---> B and then quickly tap the analog stick in the opposite direction that Mewtwo is facing in the air. Mewtwo will maintain whatever horizontal momentum he has, turnaround and have a SB charging. From here you can cancel the charge and have multiple options at your disposal. Wavedashing out of it, Hovering out of it, etc... It has it's uses in mindgames and mixups but I consider the second option to be alot more useful than this one.
- Short Hop ----> Opposite direction you are facing with the analog ---> B. This completely reverses your momentum in the opposite direction if you performed it correctly. From here you cancel as I just mentioned and have the same options available the only difference is this can bring some incredibly sick movement out of your Mewtwo. Mixing this technique up with Moonwalking is a great example of it.
I haven't played Smash or visited Smashboards in a couple months (be that as it may my M2's movement is still very fluid) but I'll be trying to update this thread with any new information I find from here on out.
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