Airo
Smash Lord
im really trying to share something useful to the mewtwo community.
i sincerely hope it helps those who are trying learn mewtwo.
this combo guide is written for mewtwo players that are well underway in learning advance tecniques and have decent understanding of mewtwo's playing style.
!PLEASE READ!
-it will be commonly assumed that audience already knows general smashbrother melee terms.
-combos presented in the list are dependable and tested on tournament leveled players.
-combos do not work on all percentages or characters and maybe situational.
-explinations will be posted when requested.
-combos are categorized by combo starters, then the sequences are arranged in order of neutral, forward, up, back, then down.
-combos apply to opponents with advance DI and Tech, otherwise not posted.
-combos may be situational.
-grabs may also include approapriate amount of sparks in between.
-shorthop reverse shadowball charge cancel will be abbreviated into SBCC
-none of the combos are created hypothetically
Lets begin ~~
------------------
The Combo List
------------------
Running A
combo : runningA > Grab > continue
combo : runningA > Dtilt/Ftilt/Utilt > continue
combo : runningA > Usmash >continue
Tilts
combo : Dtilt > Ftilt
combo : (fast fallers) Dtilt >Dtilt > repeat
combo : Dtilt > Grab > continue
combo : Dtilt > Fair > Fair/Uair > djcFair/Uair
combo : Dtilt > Nair Fastfall > Grab > continue
combo : Utilt > Bair/Fair/Nair
Throws
combo : (fast fallers) Uthrow > Nair Fastfall > Grab > continue
combo : (fast fallers) Uthrow > shfflcFair/Uair > Grab > continue
combo : Dthrow > techchase > Grab > repeat/continue
combo : Dthrow > FullCharge shadowball.
Aerials
combo : shfflcFair > Grab > continue
combo : shfflcFair > Usmash
combo : shfflcFair > shfflcFair > repeat/continue
combo : Fulljump-rising Fair> Fair
combo : Fulljump-rising Fair > djcNair/Fair/Uair
combo : (in air) Uair > djcUair/Bair
combo : shfflcUair > Grab > continue.
combo : (in air)last-hitNair > Grab > continue
combo : (in air)last-hitNair > Dtilt/Fair > continue
combo : (in air) Bair > djcUair/Bair
combo : SHBair > repeat
combo : SHBair > DI through > Dtilt > continue
combo : SHBair > DI through > Fair > continue
B moves
combo : (edgeguard) shadowball Charge > FullCharge shadowball
combo : SBCC > Grab > continue
combo : SH shadowball > Grab/Dtilt > continue
combo : Disable > anything
Smashes
combo : Usmash > Uair/Bair
NOTE: although these combo's work on characters with advance DI and TECH, you can still potentially practice these in training mode and allow room for minor adjustments during a game.
--------------------------------
How To Use Combo Starters
--------------------------------
Running A
- RunningA's hitbox last for a decent duration and travels a decent range.
- The little knockback but decent stun makes it a good combo starter if you can land it.
- Ultimately, use wavedashes and dashdances to create contrast in your movement speed, then use running A to break your pattern.
- its priority is not high, so do not use carelessly, however it has IASA frames to aid you in retreating when you miss.
Dtilt
- Wavedashes, and spacings are the key to starting combos with Dtilt. Thats all there is to it.
- Wavedash to Dtilt is an effective approach on ground approachers.
Utilt
- Use Utilts to start combos on aerial approachers.
- It has longer range than many character's Dairs, use your experience to judge whether or not you can counter their dairs by outranging them.
- Utilt is also effective on platform stages, when you are below the platform your opponent is on.
Grabs
- Like Dtilt, Wavedashes and mindgames are the key to executing a succesful grab.
- Shield grabs are also usable to punish enemies with inaccurate spacings. However, it must be stressed that shield grabs are not dependable in complex matchs since there are many ways other characters can punish you for shielding too much. Use shield grab only when you know it will not miss.
Nair
- Using nair as an approach, you usually aim to land all hits on your opponent. nair would generally be used to counter or punish aerial approachers. Mindgame is needed, since nair has low priority. However, nair comes out with low execution time, and often comes out faster than your oppoent's timed aerial, hence, making nair a very decent aerial approach.
- Nair's last hit has a knockback that potentially leads to grabs.
- using nair as combo starter, you generally full jump nair before touching your opponent, then time your land so that the last hit is executed before you land and hits your opponent. With the DI and momentum you already have, continue to grabs, fairs, or dtilts.
Fair
- Many people attempt starting combos with fairs mixed into wavedashes. In truth, fair has little range and needs to be used with caution. Do not throw out random fairs.
- Why fair alone, when dtilt flawlessly connects to fair.
- Fair can be used to start combos on aerial approachers when you know and are able to predict their approach patterns. Enemies that know mewtwo will know that most of his approaches are ground based. knowing that, they rarely suspect you jumping towards them in the air and fairing them. Use this approach with caution and approapriate mindgames.
- Fair can also be used inplace of a shield grab. On certain scenarios, Fair out of shield serves as a better combo starter than shield grab.
Uair
Bair
Usmash
- Usmash is one of mewtwo's most versatile of smashes.
- It has a long lasting and huge hitbox that covers mewtwo entire body.
- The last hit has an even larger hitbox that is also disjointed.
- The last hit potentially kills targets at an estimated 140% and the knockback also sets up for combos at low to mid percentages.
- Mewtwo's Usmash cannot be crouch canceled at all percentages.
- It is mistaken that Mewtwo's Usmash is slow and easily punishable. Use Usmash in conjuction with wavedashes.
Disable
- disable counters all 'walk up and jab' approaches.
- disable can be used shorthopped out of shield
- use with extreme caution and appropriate mindgames
Shadowball
- spamming shadowballs occasionally opens opportunities for approaches.
- use shorthop and sh retreating shadowballs to manage your spacings.
SBCC (shadowball charge cancel)
- Use SBCC on fast aerial approaches
thread is open for debate
editing will be done periodicly
Finally~~ thankyou for reading
i sincerely hope it helps those who are trying learn mewtwo.
this combo guide is written for mewtwo players that are well underway in learning advance tecniques and have decent understanding of mewtwo's playing style.
!PLEASE READ!
-it will be commonly assumed that audience already knows general smashbrother melee terms.
-combos presented in the list are dependable and tested on tournament leveled players.
-combos do not work on all percentages or characters and maybe situational.
-explinations will be posted when requested.
-combos are categorized by combo starters, then the sequences are arranged in order of neutral, forward, up, back, then down.
-combos apply to opponents with advance DI and Tech, otherwise not posted.
-combos may be situational.
-grabs may also include approapriate amount of sparks in between.
-shorthop reverse shadowball charge cancel will be abbreviated into SBCC
-none of the combos are created hypothetically
Lets begin ~~
------------------
The Combo List
------------------
Running A
combo : runningA > Grab > continue
combo : runningA > Dtilt/Ftilt/Utilt > continue
combo : runningA > Usmash >continue
Tilts
combo : Dtilt > Ftilt
combo : (fast fallers) Dtilt >Dtilt > repeat
combo : Dtilt > Grab > continue
combo : Dtilt > Fair > Fair/Uair > djcFair/Uair
combo : Dtilt > Nair Fastfall > Grab > continue
combo : Utilt > Bair/Fair/Nair
Throws
combo : (fast fallers) Uthrow > Nair Fastfall > Grab > continue
combo : (fast fallers) Uthrow > shfflcFair/Uair > Grab > continue
combo : Dthrow > techchase > Grab > repeat/continue
combo : Dthrow > FullCharge shadowball.
Aerials
combo : shfflcFair > Grab > continue
combo : shfflcFair > Usmash
combo : shfflcFair > shfflcFair > repeat/continue
combo : Fulljump-rising Fair> Fair
combo : Fulljump-rising Fair > djcNair/Fair/Uair
combo : (in air) Uair > djcUair/Bair
combo : shfflcUair > Grab > continue.
combo : (in air)last-hitNair > Grab > continue
combo : (in air)last-hitNair > Dtilt/Fair > continue
combo : (in air) Bair > djcUair/Bair
combo : SHBair > repeat
combo : SHBair > DI through > Dtilt > continue
combo : SHBair > DI through > Fair > continue
B moves
combo : (edgeguard) shadowball Charge > FullCharge shadowball
combo : SBCC > Grab > continue
combo : SH shadowball > Grab/Dtilt > continue
combo : Disable > anything
Smashes
combo : Usmash > Uair/Bair
NOTE: although these combo's work on characters with advance DI and TECH, you can still potentially practice these in training mode and allow room for minor adjustments during a game.
--------------------------------
How To Use Combo Starters
--------------------------------
Running A
- RunningA's hitbox last for a decent duration and travels a decent range.
- The little knockback but decent stun makes it a good combo starter if you can land it.
- Ultimately, use wavedashes and dashdances to create contrast in your movement speed, then use running A to break your pattern.
- its priority is not high, so do not use carelessly, however it has IASA frames to aid you in retreating when you miss.
Dtilt
- Wavedashes, and spacings are the key to starting combos with Dtilt. Thats all there is to it.
- Wavedash to Dtilt is an effective approach on ground approachers.
Utilt
- Use Utilts to start combos on aerial approachers.
- It has longer range than many character's Dairs, use your experience to judge whether or not you can counter their dairs by outranging them.
- Utilt is also effective on platform stages, when you are below the platform your opponent is on.
Grabs
- Like Dtilt, Wavedashes and mindgames are the key to executing a succesful grab.
- Shield grabs are also usable to punish enemies with inaccurate spacings. However, it must be stressed that shield grabs are not dependable in complex matchs since there are many ways other characters can punish you for shielding too much. Use shield grab only when you know it will not miss.
Nair
- Using nair as an approach, you usually aim to land all hits on your opponent. nair would generally be used to counter or punish aerial approachers. Mindgame is needed, since nair has low priority. However, nair comes out with low execution time, and often comes out faster than your oppoent's timed aerial, hence, making nair a very decent aerial approach.
- Nair's last hit has a knockback that potentially leads to grabs.
- using nair as combo starter, you generally full jump nair before touching your opponent, then time your land so that the last hit is executed before you land and hits your opponent. With the DI and momentum you already have, continue to grabs, fairs, or dtilts.
Fair
- Many people attempt starting combos with fairs mixed into wavedashes. In truth, fair has little range and needs to be used with caution. Do not throw out random fairs.
- Why fair alone, when dtilt flawlessly connects to fair.
- Fair can be used to start combos on aerial approachers when you know and are able to predict their approach patterns. Enemies that know mewtwo will know that most of his approaches are ground based. knowing that, they rarely suspect you jumping towards them in the air and fairing them. Use this approach with caution and approapriate mindgames.
- Fair can also be used inplace of a shield grab. On certain scenarios, Fair out of shield serves as a better combo starter than shield grab.
Uair
Bair
Usmash
- Usmash is one of mewtwo's most versatile of smashes.
- It has a long lasting and huge hitbox that covers mewtwo entire body.
- The last hit has an even larger hitbox that is also disjointed.
- The last hit potentially kills targets at an estimated 140% and the knockback also sets up for combos at low to mid percentages.
- Mewtwo's Usmash cannot be crouch canceled at all percentages.
- It is mistaken that Mewtwo's Usmash is slow and easily punishable. Use Usmash in conjuction with wavedashes.
Disable
- disable counters all 'walk up and jab' approaches.
- disable can be used shorthopped out of shield
- use with extreme caution and appropriate mindgames
Shadowball
- spamming shadowballs occasionally opens opportunities for approaches.
- use shorthop and sh retreating shadowballs to manage your spacings.
SBCC (shadowball charge cancel)
- Use SBCC on fast aerial approaches
thread is open for debate
editing will be done periodicly
Finally~~ thankyou for reading