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Meta Match Up Discussion - Vs. Villager

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鉄腕
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BRoomer
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:4villager::4villagerf::evil:

Been hearing interesting things about this one while lurking in the Viability thread...

General Rules:

  • No Flaming. Respect the opinions of others even if you disagree. Let's not get heated on an online forum for a family-friendly game. Failure to abide by this will result in the wrath of the law.
  • Human error isn't something worth serious consideration. Discussions will assume both characters are being played to utmost potential.
The following are suggested subtopics of conversation:
  • Character strengths and weaknesses
  • How to effectively approach/deter approaches
  • Off-stage game
  • Positional play
  • Punishes/punishing
  • Specific moves/strings that are strong for both characters
  • Suggested custom movesets
  • Stage strengths and weaknesses
  • Overall score [NOTE: THIS IS NOT AS IMPORTANT DURING THE FIRST ROUND OF DISCUSSION]

***For general questions not related to the current topic in this thread please use the General Match Up thread.***

This thread shall last for around 8-9 days, with the next thread opening up in about 5-7 days.
 

SafCar

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Oct 26, 2014
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244
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It's a blitz of Projectiles, Reflectors, and aerial combat from my experience.

Mewtwo isn't as projectile heavy as other characters, which is helpful in this MU. In the air, he has access to potential kill moves in Dair, Fair, and Bair. The ability to use a reflector also helps in cases such as Fmsash and our own pocketed FCSB. However, his floaty nature makes him easy to juggle, and the lack of good disjoints make this an uphill battle for Mewtwo. Not to mention Villager's Lloid/Pocket combo makes for a series of odd mindgames, as at any point we can reflect Lloid, only for Villager to pocket it for a double barrage. We also need to beware Villager's ledge game as he can recover at a moment's notice.

Villager, however, has a small frame, making it difficult for Mewtwo to hit him. His high knockback/damage makes it difficult for Mewtwo to survive even past 50%. Add this to his ability to ledge fight as well as (if not better than) Mewtwo and he's formidable. However, Villager is unable to abuse Balloon Trip as often as before thanks to recent patches. Alongside this, each of his attacks can be reflected against him before he gets a chance to press Pocket - Lloid and Timber are usually safe, however Timber can be scary if Mewtwo can get the read and reflect it fast.

Mewtwo should always head for stages such as FD, as it prevents Villager from making surprise Fsmashes or Timbers from above. FD also allows Mewtwo to use stage spikes. if given the chance, Mewtwo shoud ban Villager's home turf due to the moving platforms and low ceilings.
 
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Browny

Smash Hater
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Mar 22, 2008
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I have heard that the Japanese players who secondary Mewtwo use him for the villager matchup (which is important over there)

Not saying he 'counters' villager, but that he is a solid choice.

Reflect Lloid rockets back at Villager and follow it up with full charge shadowball. Villagers like to pocket the Lloid for a double later on, but if they attempt to pocket the Lloid they get hit with the full charge shadow ball. If they attempt to pocket the shadowball well... they'll pocket the lloid instead, and get hit by the shadowball.

Confusion will reflect bowling ball and can even send it back upwards if it is dropped from a platform for a hilarious kill option.
 

meleebrawler

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NNID
meleebrawler
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It's a blitz of Projectiles, Reflectors, and aerial combat from my experience.

Mewtwo isn't as projectile heavy as other characters, which is helpful in this MU. In the air, he has access to potential kill moves in Dair, Fair, and Bair. The ability to use a reflector also helps in cases such as Fmsash and our own pocketed FCSB. However, his floaty nature makes him easy to juggle, and the lack of good disjoints make this an uphill battle for Mewtwo. Not to mention Villager's Lloid/Pocket combo makes for a series of odd mindgames, as at any point we can reflect Lloid, only for Villager to pocket it for a double barrage. We also need to beware Villager's ledge game as he can recover at a moment's notice.

Villager, however, has a small frame, making it difficult for Mewtwo to hit him. His high knockback/damage makes it difficult for Mewtwo to survive even past 50%. Add this to his ability to ledge fight as well as (if not better than) Mewtwo and he's formidable. However, Villager is unable to abuse Balloon Trip as often as before thanks to recent patches. Alongside this, each of his attacks can be reflected against him before he gets a chance to press Pocket - Lloid and Timber are usually safe, however Timber can be scary if Mewtwo can get the read and reflect it fast.

Mewtwo should always head for stages such as FD, as it prevents Villager from making surprise Fsmashes or Timbers from above. FD also allows Mewtwo to use stage spikes. if given the chance, Mewtwo shoud ban Villager's home turf due to the moving platforms and low ceilings.
Saying that Mewtwo can barely survive past 50% is a rather large exaggeration. The only moves that can feasibly do that are a bowling ball at the edge, a tree or a three turnip uair very close to the blast zone, none of which are very easy to land.

Reflecting a tree is usually a bad idea against Villagers who know what they're doing since they can pocket it and gain access to a move that will easily kill Mewtwo at 0%. I don't know if it's true that Mewtwo can reflect it in such a way that Villager can't pocket in time, but it's a huge risk either way.

Slingshots can be an annoyance for the tall Mewtwo, but in a boxing game Mewtwo has the upper hand with faster and longer ranged options.

A Villager approaching from above can be a bit troublesome with the disjoint on dair, and nair opening Mewtwo up. Best option is usually to shield or evade; Villager's grab is so slow that you can easily avoid it if you see it coming (though bthrow can potentially KO Mewtwo pretty easily so don't nap against it either).
 
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