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I hardly use his jab at all, so I haven't figured out if it's mash or hold, but...Very casual player, new to mewtwo.. are there any moves that stand above the rest? and any that are just not worth using all together.. I'm really struggling with across + B and down + B.
Also, his extended A attack (sorry i don't know the terms) is it A + A + hold A? or just spam A? sometimes I can get it to keep going sometimes not
Confusion isn't that slow. Active on frame 12 which is faster than dsmash/fsmash/Disable/Bair and 2 frames slower than ftilt/dash attack. It's no dtilt but it's alright, I'd say. What really saves it is everything it sets up for. Stalling offstage, recovery option, potential KO setup, etc etc.I hardly use his jab at all, so I haven't figured out if it's mash or hold, but...
His side special is slow as an attack, so be careful with it. You should basically just use it when you expect your opponent to shield but don't think your grab will hit. However, it's also a great projectile reflector and recovery move. If you use it in the air, you move a small distance and don't go into special fall. This alone makes them move great simply for re-positioning to avoid juggles and mix up your recovery.
Down B is mostly something you use at higher percents. The more damage your opponent takes, the longer the effect last. But it's range is so short, it's very difficult to land. It's something you'll throw out in occasion if you think it can hit(which you can then follow up by charging a Smash Attack), but you can live without it.
Press A twice then hold it the third time and you'll activate the multijab.Very casual player, new to mewtwo.. are there any moves that stand above the rest? and any that are just not worth using all together.. I'm really struggling with across + B and down + B.
Also, his extended A attack (sorry i don't know the terms) is it A + A + hold A? or just spam A? sometimes I can get it to keep going sometimes not
Eh...still too slow to be entirely reliable offensively. Just an occasional thing.Confusion isn't that slow. Active on frame 12 which is faster than dsmash/fsmash/Disable/Bair and 2 frames slower than ftilt/dash attack. It's no dtilt but it's alright, I'd say. What really saves it is everything it sets up for. Stalling offstage, recovery option, potential KO setup, etc etc.
Must be in my head, then, because it's so hard to hit.As for Disable, I'm not sure where you're getting the idea that it's range is so short from. Disable has the most range out of any of Mewtwo's attacks (aerials/smashes/tilts) other than Shadow Ball. It's a good move that we should learn to make the most use of as the ultimate punish. I think it'll be a valuable part of Mewtwo's game in the future when combined with options like retreating DJC.
Training mode is just flat out wrong about Confusion. It never leads to a true combo follow-up. Ever.Hello people!
I'm relatively new to Smash, as I just got into the game with my 3DS, but I've been trying to improve a lot my gameplay to try to be as competitive as possible in the scene. I bought Mewtwo like 3 days ago and I've been trying to find as many videos to figure out strategies to improve my gameplay with him, but I do not seem to find many to have a good sample. All I could find was a few games played by Logic and Nature in the VGCBootcamp youtube channel, but that's it. If you guys could point out directions of other places to watch high level games with Mewtwo, I'd be very happy!
Also, I've been having trouble following up Confusion. People just mash jump or a getaway attack, being generally unable to follow up with anything. Idk if it's internet play or if people DI away then jump, but in the training everything seems to string correctly into a true combo (Fair, Ftilt and Jump Cancelled Up Smash all combos during training, but before I can react during matches, they already got away).
I am pretty sure Jab->U-Smash isn't a true combo on anyone though. Heavy/Fast Fallers can definitely DI downwards and shield it. I am assuming Light/Floaty Chars can aerial you out of it (and trade with the setup hit which is only 1% damage). I don't know if there is any char with an specific weight/fall speed combination and a lack of a quick aerial option that allows us to true combo into it.So I'm facing an extremely tough Mewtwo named Cynos on For Glory. He knows all of Mewtwo's combos, his hitbox shifts and when to use him, and all of his auto-cancels. He even does jab into USmash for a kill combo.
Is there a list around of all his confirmed combos and how to DI his kill moves?
They go in the direction they are relative to Mewtwo on the last hit. It is kind of random, but if you move in one direction, sometimes you can control it.I'm having trouble reading the knockback trajectory after confirming the final Nair hit in the air. Is there a rule of thumb of sorts to follow to know which direction to head to to keep the chase up after Nair?
I've been practicing 2 days straight trying to control it and I still can't figure it out.They go in the direction they are relative to Mewtwo on the last hit. It is kind of random, but if you move in one direction, sometimes you can control it.
This is exactly my experience. Also, I think that if you full hop Nair and fast fall it perfectly, sometimes you can true combo at lower percents.I've been practicing 2 days straight trying to control it and I still can't figure it out.
Sometimes it sends them forward, sometimes backwards, sometimes it sends them plumetting downwards, sometimes it just releases them. But the worse part is that sometimes it sends them farther in front and sometimes just a little bit in front to the point where if you aren't standing still the opponent will land behind you.
I can now consistently Fast Fall at the exact hit that I want (any of the 8 hits) just by listening to the sound of the move and it still seems random to me. Granted doing it in certain ways makes it more likely to get one behaviour but never "100% assured" which is what I am trying to get.
Bottom mid IMHO.Im curious on knowing the general opinion on how good is mewtwo in this current meta, is he viable? is he more than viable? where is his place in the tier list?
I think Mewtwo has three good moves in the neutral:So I like using Mewtwo enough in this game to make him a secondary. I realize he's tough to use and he gets rocked by his weight + rage in this game...but anyways, I'm using him alongside Luigi. What matchups would he cover well that Luigi can't? Since Luigi is a slow, damage racking KO character and Mewtwo is a good poker and zoner with a reflector and fantastic recovery, I wanted to know what Matchups Mewtwo does well in. From my experience so far, I like him against Ryu quite a bit regarding better characters in the game, I'm not sure who else though. I'm thinking he could fare better against swords like Roy and Link than Luigi? I know Mewtwo has some close to unwinnable matchups against Fox so Luigi will cover that one. Also any tricks/general tips with Mewtwo? I feel like I should be using teleport more than just recovering. Thanks in advance!
I think he is better thanIm curious on knowing the general opinion on how good is mewtwo in this current meta, is he viable? is he more than viable? where is his place in the tier list?
So I've been using Mewtwo since his release and I've tried to incorporate every move he has into my game plan. I've been doing pretty well with him, but there are a few moves I'd like to learn more about and incorporate more into my game.
Down Throw: How should I use this? I know it doesn't combo into anything and it usually puts the opponent in a bad position, but usually I find it more beneficial to just go for the safer and more damaging forward throw. Are there any applications for this throw that I should know about? Are there ever advantages to using this over another throw?
Confusion: This is similar to down throw to me where you can put your opponent in a bad position. However, I'm struggling to find reasons to use it offensively since it doesn't come out too quickly and the reward isn't great/not always there. Aside from using this move as a reflector or a recovery tool which I always do, are there any offensive applications of the move I should know about? Or should I not bother with it?
Back Aerial: I know this aerial is pretty powerful offstage, but are there other applications for it? The hitboxes are wonky as hell (like most of his tail attacks), and I have trouble aiming this move due to the misleading hitbox trails and the slow startup. Is it worth using on stage ever, or is it just meant for edgeguarding/high aerial assault?
Disable: I know how awesome it can be to land a disable and then let off a fully charged smash attack. The problem for me, however, is that I can't usually land one since it's tough to aim and everyone's always running and jumping around so it's tough to get this when I want to. Are there any good setups into disable? Is jab 1 or fast fall n-air to disable a good option? How can I incorporate it more into my game as a KO setup or possible combo?
Thanks a ton for your advice, there's a lot of good stuff here and this post made me see a lot of new applications for these moves. Much appreciated. Mewtwo's such an interesting character with a lot of mind games.Words
I feel this move is not disjointed at all, when i use it my opponent seems to be able to hit the tail, its almost like the tail is part of his hurtbox, it does have a really nice range to it, but little priority and not disjointed for what i have experienced. It really sucks for mewtwo, he dosent seem to have any priority in his aerials.Back-Aerial has a TON of range. That's it's #1 attribute. It's also disjointed (meaning they can't hit you back). It's slow and has wonky hitboxes so it isn't a move you want to be using 100% of the time. Regularly on stage my use for it is to deal with opponents who *think* they can outrange Mewtwo. Marth's/Yoshi's that are F-Airing/N-Airing in place without approaching. Dedede's who just jump infinitely and don't want to approach. Those pesky chars who are quick enough to just throw out a lot of hitboxes and not even care like Mario throwing out B-Airs or Luigi throwing out F-Airs, just RAR B-Air them in the face. It's all about the range and the disjoint.
Mewtwo's disjoint is only the tip of his tail. You can sort of tell what the disjoint is just by looking at his tail.I feel this move is not disjointed at all, when i use it my opponent seems to be able to hit the tail, its almost like the tail is part of his hurtbox, it does have a really nice range to it, but little priority and not disjointed for what i have experienced. It really sucks for mewtwo, he dosent seem to have any priority in his aerials.
http://i.imgur.com/JMdumps.pngI feel this move is not disjointed at all, when i use it my opponent seems to be able to hit the tail, its almost like the tail is part of his hurtbox, it does have a really nice range to it, but little priority and not disjointed for what i have experienced. It really sucks for mewtwo, he dosent seem to have any priority in his aerials.
dam, kinda sucks that it has to be so difficult to space it correctly, he already has a lot of stuff you need to work around to actually play good with him : /http://i.imgur.com/JMdumps.png
Roughly 40-45% of the tail is disjointed, this is consistent with his dtilt. It's extremely difficult to time and space perfectly an attack to just nick the start of mewtwos tail hurtbox with bair, thats the best I could do and I'm confident that is accurate within 2 pixels.
testing uair would be a damn nightmare so I'm just going to assume the disjoint is the same there as it is on dtilt and bair.
My wording may not have been clear, what I described it actually a good thing.dam, kinda sucks that it has to be so difficult to space it correctly, he already has a lot of stuff you need to work around to actually play good with him : /
When i have a hard time landing on stage i usually go for up b down to the stage, mewtwo dosent have to many good landing options besides nair, and that's easily interrupted by other aerials.So what's the most effective method to land with Mewtwo, especially against faster ground characters such as Fox and Sonic? I tend to usually maneuver to the ledge or try to land with fast fall n-air (which sometimes works but not usually on good players).
This is the bane of Mewtwo. It's the very question every Mewtwo asks: "How are we supposed to land?"So what's the most effective method to land with Mewtwo, especially against faster ground characters such as Fox and Sonic? I tend to usually maneuver to the ledge or try to land with fast fall n-air (which sometimes works but not usually on good players).
I don't know how advanced we're talking here, but DJC Disable, SHAD Fair/Uair, and ledge trump WJ Fair come to mind as the most useful.What AT's are their with mewtwo? I know about Ledge cancelling the up b and even was able to replicate the monkey flip to b reverse popgun stuff ZeRo was doing at EVO GF, except with Mewtwo, but are their any others?
(I used fully charged shadow ball to get the momentum and then b-reversed with another shadow ball, thus changing my momentum, mix-up, and half charging another shadow ball.)
Also, should we set up an organized combo thread? I've notice a couple of people asking about Mewtwos combos and thought it would be a good idea to keep it all in one place.
Please do!Is it okay if I start a stage MU thread? I can't find one for mewtwo...