tofusmash
Smash Rookie
Mewtwo is a wise choice as your main. There are many advantages of playing as mewtwo, for example his phenomenal varieties of recovery, and his oh-so useful shadow ball. Let's begin, shall we?
I will first start off with what you should do at the begging of the battle. It goes without saying that it is almost mandatory to start the battle off by charging a shadow and saving it for later, it can even come in handy for recovery. If you forget or do not start the battle by charging a shadow ball, you will have the lower hand in the battle, but there are a few other things you can do to begin the fight. Using confusion gives you time to prepare your attacks, remember, using disable will not do much in the beginning of the brawl, considering that disable becomes more effective when your opponent is on a higher percent. Next, I will go over some recovery methods.
Mewtwo has loads of recovery options. The first and foremost example is his teleportation. It has a wide range, and can easily fool foes, because your opponent cannot perfectly predict where you will teleport to, unless you constantly teleport to the same area. A recovery move that not many people use it the "Confusion and teleport method" Keep in mind that if you are suffering at the very bottom at the course (an example is below final destination) teleporting may not get you as far as you need to be in order to get back onto the stage. I recommend using confusion, which may substitute as a third jump, this can help you recover, along with confusion substituting as a third hop, you can use teleport to get back onto the stage. The third and final recovery option with mewtwo requires a fully charged shadow ball. If you are flailing off the side of the stage, and cannot double jump or short hop, use the shadow ball WITH MEWTWO'S BACK FACING THE COURSE so gravity can push him back onto the middle of the stage, where you would mostly want to be considering mewtwo's poor defense. Now to go on to defense tactics.
Mewtwo is considered a balloon-weight character, so he is practically defenseless, let me begin on some ways you can avoid being KO'd. Mewtwo dies at a range between 50%-999%, so watch out. Instead of roll-dodging with mewtwo, I recommend dodging via teleport, this will leave foes confused, and will give you more time to prepare. Finally, another defensive method is dashing across the stage, this may not sound like a good method, but trust me, it works.
Mewtwo is a killing-machine, here are some offensive techniques. First of all, mewtwo's up-throw is extremely powerful, and can easily get opponents up in the air to up-air and knock them out of the park rather quickly. Another method is the classic confusion and shadow ball, this is better used if a foe is at a lower percent, but when a foe is at a high percent (80%-999%) it is a better choice to use disable, because it will stun the opponent for awhile, making it easy to kill with the shadow ball. Third is his up smash. This can KO enemies at a very low percent, but leaves mewtwo vulnerable if the opponent can easily avoid this attack, so use it wisely. Finally, mewtwo has the ability to deflect projectiles with his confusion,
which increases the damage of the projectile by about 1.5%. Last but not least, some classic tecqs will come in part 2, hop you found this part useful!
I will first start off with what you should do at the begging of the battle. It goes without saying that it is almost mandatory to start the battle off by charging a shadow and saving it for later, it can even come in handy for recovery. If you forget or do not start the battle by charging a shadow ball, you will have the lower hand in the battle, but there are a few other things you can do to begin the fight. Using confusion gives you time to prepare your attacks, remember, using disable will not do much in the beginning of the brawl, considering that disable becomes more effective when your opponent is on a higher percent. Next, I will go over some recovery methods.
Mewtwo has loads of recovery options. The first and foremost example is his teleportation. It has a wide range, and can easily fool foes, because your opponent cannot perfectly predict where you will teleport to, unless you constantly teleport to the same area. A recovery move that not many people use it the "Confusion and teleport method" Keep in mind that if you are suffering at the very bottom at the course (an example is below final destination) teleporting may not get you as far as you need to be in order to get back onto the stage. I recommend using confusion, which may substitute as a third jump, this can help you recover, along with confusion substituting as a third hop, you can use teleport to get back onto the stage. The third and final recovery option with mewtwo requires a fully charged shadow ball. If you are flailing off the side of the stage, and cannot double jump or short hop, use the shadow ball WITH MEWTWO'S BACK FACING THE COURSE so gravity can push him back onto the middle of the stage, where you would mostly want to be considering mewtwo's poor defense. Now to go on to defense tactics.
Mewtwo is considered a balloon-weight character, so he is practically defenseless, let me begin on some ways you can avoid being KO'd. Mewtwo dies at a range between 50%-999%, so watch out. Instead of roll-dodging with mewtwo, I recommend dodging via teleport, this will leave foes confused, and will give you more time to prepare. Finally, another defensive method is dashing across the stage, this may not sound like a good method, but trust me, it works.
Mewtwo is a killing-machine, here are some offensive techniques. First of all, mewtwo's up-throw is extremely powerful, and can easily get opponents up in the air to up-air and knock them out of the park rather quickly. Another method is the classic confusion and shadow ball, this is better used if a foe is at a lower percent, but when a foe is at a high percent (80%-999%) it is a better choice to use disable, because it will stun the opponent for awhile, making it easy to kill with the shadow ball. Third is his up smash. This can KO enemies at a very low percent, but leaves mewtwo vulnerable if the opponent can easily avoid this attack, so use it wisely. Finally, mewtwo has the ability to deflect projectiles with his confusion,
which increases the damage of the projectile by about 1.5%. Last but not least, some classic tecqs will come in part 2, hop you found this part useful!