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Q&A Mewtwo Q&A Thread (Check Here)

meleebrawler

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Is there a general advanced technique that cancels dash attacks into dash grabs near the start? Because sometimes I hear the sound effect for Mewtwo's DA before the grab.
 

Sonicninja115

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Is there a general advanced technique that cancels dash attacks into dash grabs near the start? Because sometimes I hear the sound effect for Mewtwo's DA before the grab.
I will look into that. I know Dacus was removed, but it is still possible to cancel your DA with an item pickup. There is a possibility, have you noticed any upsides to it?
 

meleebrawler

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I will look into that. I know Dacus was removed, but it is still possible to cancel your DA with an item pickup. There is a possibility, have you noticed any upsides to it?
Nothing obvious. Maybe you could confuse the opponent into shielding with the sound?

As far as I can recall it was triggered by inputting DA then very quickly inputting grab (via trigger).
 

Sonicninja115

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Nothing obvious. Maybe you could confuse the opponent into shielding with the sound?

As far as I can recall it was triggered by inputting DA then very quickly inputting grab (via trigger).
I have been able to replicate it, and it seems to go slightly farther. If you could corroborate this it would be great. But it seems that Mewtwo slides farther when he DACGs. I think it might have something to do with DA's burst of speed, making it go slightly farther, it isn't much, but I would learn it.

I tested it for about twenty minutes on Palu's temple FD, because of all the marks. Sometimes it appeared that DA-Grab just went plain farther, other times I thought is was even. In the end, I came to the conclusion that it travels a bit farther.

What do you think? And what do you want to call it? (even if it doesn't send Mewtwo farther , 60-70% sure it does, it is still a new tech. Plus, you discovered it, though I labbed it so I reserve the right to offer input.)
 

meleebrawler

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Yeah, I had a feeling it would, just never got around to actually comparing. There seems to be a bit of leniency in the timing that can give different results.

DACG seems alright, since it is basically an offshoot of DACUS, although doesn't Mewtwo use different hands for his DA and grab respectively? Perhaps it could be called Double Chop due to this, or Feint to allude to the sound effect tricking the opponent into blocking.

Edit: After some research it seems other characters can do this too. It's easier to notice when their dash attack makes a distinctive noise at the start, like Sonic. So I guess this is more of a general technique like I suspected, though probably more useful to some characters than others. Perhaps something to consider for Speed/Shield Shulk?

In light of this discovery DACG seems the more appropriate name after all.

You've probably already figured this out already but the input goes: tap :GCR: or :GCL:, :GCA: then shield.
 
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Sonicninja115

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Yeah, I had a feeling it would, just never got around to actually comparing. There seems to be a bit of leniency in the timing that can give different results.

DACG seems alright, since it is basically an offshoot of DACUS, although doesn't Mewtwo use different hands for his DA and grab respectively? Perhaps it could be called Double Chop due to this, or Feint to allude to the sound effect tricking the opponent into blocking.

Edit: After some research it seems other characters can do this too. It's easier to notice when their dash attack makes a distinctive noise at the start, like Sonic. So I guess this is more of a general technique like I suspected, though probably more useful to some characters than others. Perhaps something to consider for Speed/Shield Shulk?

In light of this discovery DACG seems the more appropriate name after all.

You've probably already figured this out already but the input goes: tap :GCR: or :GCL:, :GCA: then shield.
I actually just tested it out on Shulk and ZSS! And yes the same thing applies to them.

I found that there is a one/two frame animation that causes this boost. Try to do it in 1/4 speed with the L button for pausing and you might see it. It appears to be the dash animation. What thread should we post this finding in? Should we PM someone to see if they could possibly make a video as proof? (Someone trusted in the AT department)
 

meleebrawler

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I actually just tested it out on Shulk and ZSS! And yes the same thing applies to them.

I found that there is a one/two frame animation that causes this boost. Try to do it in 1/4 speed with the L button for pausing and you might see it. It appears to be the dash animation. What thread should we post this finding in? Should we PM someone to see if they could possibly make a video as proof? (Someone trusted in the AT department)
Couldn't you perhaps post this in the Mechanics and Techniques Q&A you seem to frequent? That way you'll know just in case if someone found this out a while ago but didn't make much of a splash with it.
 

Sonicninja115

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Couldn't you perhaps post this in the Mechanics and Techniques Q&A you seem to frequent? That way you'll know just in case if someone found this out a while ago but didn't make much of a splash with it.
I just got bored one day, but yeah, I will post it there. Thanks!

meleebrawler meleebrawler it's called boost grabbing. Pepespain has a video on it.
 
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LRodC

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What are the best on-the-ledge options for Mewtwo? Now that he has improved aerials, I'm wondering if this improves his ledge game any. I usually have issues getting up from the ledge. I think b-air would be nice but you're not usually facing that direction unless you do a Confusion the other way.
 
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Sonicninja115

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What are the best on-the-ledge options for Mewtwo? Now that he has improved aerials, I'm wondering if this improves his ledge game any. I usually have issues getting up from the ledge. I think b-air would be nice but you're not usually facing that direction unless you do a Confusion the other way.
The options are usually a drop off confusion-DJ BAir as you said, or regular stand up and jump. That is pretty much it.
 

Aninymouse

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What are the best on-the-ledge options for Mewtwo? Now that he has improved aerials, I'm wondering if this improves his ledge game any. I usually have issues getting up from the ledge. I think b-air would be nice but you're not usually facing that direction unless you do a Confusion the other way.
Sonicninja115 Sonicninja115 made a video showing him dropping down, wall jumping into shadow ball on stage. Looks neat.

Lemme see if I can find a link... https://youtube.com/watch?v=Dx2cvlIfaW0
 
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Sonicninja115

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Sonicninja115 Sonicninja115 made a video showing him dropping down, wall jumping into shadow ball on stage. Looks neat.

Lemme see if I can find a link... https://youtube.com/watch?v=Dx2cvlIfaW0
Those are rather hard and technical, but they do work in a match. The main point of the Usmash is to show that you can do it and then react with a safe option if they try and punish you. (Frame 9 Usmash).

That tech isn't explored much as well.

I don't know if anyone mentioned this, but Mewtwo can Lagless Ledge-Get-up.
 

DERPFISHsaysNO

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I apologize for being a Smashboards noob and starting a new thread for this earlier, but could someone give me some data (and maybe an example or two) on lagless ledge getups as Mewtwo? I'm struggling to pick up the technique due to Mewtwo's odd double jump.
 

Sonicninja115

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I apologize for being a Smashboards noob and starting a new thread for this earlier, but could someone give me some data (and maybe an example or two) on lagless ledge getups as Mewtwo? I'm struggling to pick up the technique due to Mewtwo's odd double jump.
Don't worry about it.

So, LLG's frames go like this.

Frame 1: fall back
Frame 2: nothing
Frame 3: left
Frame 4: left/Jump (if left is pressed frame 3)
Frame 5: left/jump (if left is pressed frame 4)
Frame 6: jump (if left is pressed frame 5)

So, you can press Left on frames 3-5, and depending on when you press left, you need to press jump on the next frame. Am I being clear on this part? It is pretty convulouted.

Here is a video I made. I will post just the LLG part tomorrow. (LLG is at the end).

Also, LLG is MUCH easier when Lylat tilts. Thus, I made the video on Lylat. Try Lucina first, I heard she is easier.

Meh, I can't paste for some reason. Go to my spoiler somewhere on this page. It should have a link to my youtube. The video is Ledge Options.
 
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I've been wondering, what are the main followups Mewtwo has out of nair?
 

Sonicninja115

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I've been wondering, what are the main followups Mewtwo has out of nair?
Out of an aerial launch, Fair and Bair work the most. Out of a ground cancel, Utilt connects the easiest, but Dtilt and Usmash can also connect with proper timing.
 

Zarxrax

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Does anything ever true combo into Dair? I've been trying to figure out if I can get any guaranteed spikes near the ledge.
I was messing around in training mode, and was able to get a few downthrow-dair strings on level 9 cpus, so I'm assuming that they weren't able to airdodge out of it, but it wasn't recognized as a true combo.
 

Metalex

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Does anything ever true combo into Dair? I've been trying to figure out if I can get any guaranteed spikes near the ledge.
I was messing around in training mode, and was able to get a few downthrow-dair strings on level 9 cpus, so I'm assuming that they weren't able to airdodge out of it, but it wasn't recognized as a true combo.
There are not too many true combos into Dair, however here's the few i know of:

* Dtilt > fj / dj Dair (20% dmg) Dtilt combos into Dair at a wide range of percents, but to get the spike hitbox it's very specific around the 40 - 50% percent range where it true combos (not completely sure as i haven't tested it alot). Dtilt > dj Dair is otherwise a good followup since it's so close to comboing, and if you can read / condition your opponent to airdodge after your Dtilt it's easy to punish it with a Dair.

* ff Fair > sh Dair (28% dmg) True combos with the spike hitbox around the 25 - 45% range so if your close to the ledge this can lead to a early KO against some characters or at least put them in a bad position.

* ff Uair > fj / fj Dair (26% dmg) (Seems to work around mid percents, atm labbing it)



 
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Eight_SixtyFour

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Has anyone come up with percentages for Down-Tilt -> Double Jump Up-Air-> Fair? I've been trying to get the time down in training mode, and it seems to work consistently around mid percents (50ish).
 

Sonicninja115

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Has anyone come up with percentages for Down-Tilt -> Double Jump Up-Air-> Fair? I've been trying to get the time down in training mode, and it seems to work consistently around mid percents (50ish).
Nope, I know it works at medium percents, and I know base percents for many combos, but I haven't done the entirety yet. I am planning on taking 5 characters percentages and averaging them together. However, I have to remake the combo thread first. I will get around to it, the sooner the better I hope.

If you want to help (or anyone) PM me because I could really use it!
 

ZTD | TECHnology

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A lot of people claim that Mewtwo has better representation in Japan. Who should I be watching for, that showcases the potential of this character?
 

Sonicninja115

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A lot of people claim that Mewtwo has better representation in Japan. Who should I be watching for, that showcases the potential of this character?
Ginko has him as a secondary, and Abadango uses him every now and then.

Aba has said he might go all Mewtwo at Genesis. Aba secondaries him with his Main being Metaknight.
 

ZTD | TECHnology

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Ginko has him as a secondary, and Abadango uses him every now and then.

Aba has said he might go all Mewtwo at Genesis. Aba secondaries him with his Main being Metaknight.
Thank you.

I suppose I have another question: I know that a lot of Mewtwo's moves got some tweaking and was buffed from the latest patch. How are Mewtwo's liking these changes so far? Does it feel like a step in right direction? A top player from my region was using Mewtwo at the last event I went to and now has me curious about the character again.
 

Sonicninja115

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Thank you.

I suppose I have another question: I know that a lot of Mewtwo's moves got some tweaking and was buffed from the latest patch. How are Mewtwo's liking these changes so far? Does it feel like a step in right direction? A top player from my region was using Mewtwo at the last event I went to and now has me curious about the character again.
For the most part, they are loving it. Their are a couple of people wishing that he was buffed to SSS tier, but other then that we have a lot more people contributing on the boards now.

Plus, there is a lot more labbing and combos to find, so I am happy!
 

LRodC

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Is there a list of Mewtwo's up throw kill percents anywhere?
 

Aninymouse

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Is there a list of Mewtwo's up throw kill percents anywhere?
Hmm, dunno! I know on most stages, against most characters, it starts killing in the 110%-145% range, depending on opponent's weight and Mewtwo's rage.

I could make a list tomorrow, but I only have the 3DS version. Different stages, different blast zones.
 

LRodC

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Hmm, dunno! I know on most stages, against most characters, it starts killing in the 110%-145% range, depending on opponent's weight and Mewtwo's rage.

I could make a list tomorrow, but I only have the 3DS version. Different stages, different blast zones.
I'll do it for Wii U. In fact, I'm already part way there. Did up to Samus so far on the roster. I'll post it when I'm finished.

Edit: Here's the thread. If someone wants to do the 3DS percentage values, I'll add them to the thread and credit you.

Edit 2: Thread is complete. Thanks to @Animymouse for providing the 3DS data.

http://smashboards.com/threads/mewtwos-up-throw-kill-percents.428238/#post-20726395
 
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Zarxrax

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Curious how safe is Mewtwo's rapid jab combo on shield?
I was playing earlier today and accidentally went into the rapid jab which was shielded, then when it finished, my opponent rushed right in to try to punish it, but I tossed out a full charge shadow ball which hit them.
Is that a legit option, or did I just get lucky?
 

Murlough

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Didn't think I should make a whole thread on this so I'll just ask here.

I'm a solo Mewtwo main currently and I've gotten alot of compliments from my scene but I feel like I need a secondary for certain matchups.

Would Lucario be a decent secondary for a Mewtwo main? Or should I look into another character. I've read that Kirby is a great secondary but I can't play him effectively.
 

Sonicninja115

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Didn't think I should make a whole thread on this so I'll just ask here.

I'm a solo Mewtwo main currently and I've gotten alot of compliments from my scene but I feel like I need a secondary for certain matchups.

Would Lucario be a decent secondary for a Mewtwo main? Or should I look into another character. I've read that Kirby is a great secondary but I can't play him effectively.
I think Lucario would help in the Shiek MU, as that is a hard one. I don't know a whole lot about Lucario's MUs. But I do know that he should complement Mewtwo fairly well.
Curious how safe is Mewtwo's rapid jab combo on shield?
I was playing earlier today and accidentally went into the rapid jab which was shielded, then when it finished, my opponent rushed right in to try to punish it, but I tossed out a full charge shadow ball which hit them.
Is that a legit option, or did I just get lucky?
I don't have the shieldstun for finisher as it is rather hard to do, and I can't understand KH's notes on it. However, it looks to be at least -10, so I would be careful about it. I am pretty sure your opponent flubbed the punish as SB comes out frame 20ish.
 

Aninymouse

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Didn't think I should make a whole thread on this so I'll just ask here.

I'm a solo Mewtwo main currently and I've gotten alot of compliments from my scene but I feel like I need a secondary for certain matchups.

Would Lucario be a decent secondary for a Mewtwo main? Or should I look into another character. I've read that Kirby is a great secondary but I can't play him effectively.
Honestly, when I suggest chars like Kirby, Rosa, Ryu, etc., I'm just taking my best guess. Mewtwo's matchups are very much unexplored, and Mewtwo seems to go about 50:50 with most of the cast (as far as I can reason), so it's hard to do anything but look to people who succeed in tournaments. Even then, the local competition plays a huge role in that...

Blue uses Sonic, and Gibus uses Greninja and Lucario in addition to Mewtwo. All the other Mewtwo mains I know of don't seem to use any secondaries. Again, probably because they either believe they don't need one (Mew²), or because the Mewtwo metagame is not fleshed out enough yet.

I use Ike and Donkey Kong just because I love those characters. Same reason I use Mewtwo. I've considered learning Rosalina as a serious secondary if I ever start going to tournaments, though. I really like Rosalina.
 
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Murlough

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Honestly, when I suggest chars like Kirby, Rosa, Ryu, etc., I'm just taking my best guess. Mewtwo's matchups are very much unexplored, and Mewtwo seems to go about 50:50 with most of the cast (as far as I can reason), so it's hard to do anything but look to people who succeed in tournaments. Even then, the local competition plays a huge role in that...

Blue uses Sonic, and Gibus uses Greninja and Lucario in addition to Mewtwo. All the other Mewtwo mains I know of don't seem to use any secondaries. Again, probably because they either believe they don't need one (Mew²), or because the Mewtwo metagame is not fleshed out enough yet.

I use Ike and Donkey Kong just because I love those characters. Same reason I use Mewtwo. I've considered learning Rosalina as a serious secondary if I ever start going to tournaments, though. I really like Rosalina.
That gives me something to think about so thanks. I tried Lucario and in all honesty I barely understand how some players can use him well. He feels so laggy to me.

I may try Corrin when she comes out but other than that I may just stick with Mewtwo for serious play.
 

Aninymouse

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That gives me something to think about so thanks. I tried Lucario and in all honesty I barely understand how some players can use him well. He feels so laggy to me.

I may try Corrin when she comes out but other than that I may just stick with Mewtwo for serious play.
Yeah, I mess around with Marth, Lucina and Roy because they're easy to pick up and understand. Corrin looks really fun without being overly complicated. I'm looking forward to his/her release as well.
 

LRodC

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I think Mewtwo has a great shield pressure tool with his Shadow Ball, and he has the speed now to chase after opponents while they have weakened shields. What are some good options to pressure shields before or after a shadow ball to force a shield break on non-powershields? He's not like Samus where he has an easy tool to use beforehand to help like missiles, but he also has more speed and tools to get up close quickly.
 

Sonicninja115

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I think Mewtwo has a great shield pressure tool with his Shadow Ball, and he has the speed now to chase after opponents while they have weakened shields. What are some good options to pressure shields before or after a shadow ball to force a shield break on non-powershields? He's not like Samus where he has an easy tool to use beforehand to help like missiles, but he also has more speed and tools to get up close quickly.
A dash attack works well, however, Mewtwo doesn't have any true shieldbreak combos.

An SB will severely weaken a shield and provide a ton of hitstun, so much that you are only -3 when RIGHT NEXT to the opponent. This makes DA and Usmash rather good options for further shield pressure. A JC Usmash can be used as a read option and a DA for quick percent. I will look into this more and probably make a section in the guide.
 

PEACE7

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If you reflect a move and they don't powershield, or it has more than one hit to it you can use the sb right after and if its charged it pretty much guarantees a shieldbreak.
 

Zarxrax

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Can't seem to find anything about this, but what are the best and worst of the tournament legal stages for Mewtwo to play on? And why?
 

Sonicninja115

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Can't seem to find anything about this, but what are the best and worst of the tournament legal stages for Mewtwo to play on? And why?
There is a stage thread, you might have to looks down the list a ways. Or, it is probably in the useful threads section of my guide.
 
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Murlough

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Out of curiousty, why is there no Combo thread?

Anyway, unless their is a combo thread and I just don't know about it, I kinda stumbled on a cool one (done zero testing against actual players. Just CPUs because of college reasons. Only works at stupidly low percents aka 0 as far as I know.) Jab 1-> U-tilt -> Jab 1 -> D-tilt -> Fair -> Fair. It does 43% with no stale moves.

If this is known/isn't a true combo/Mewtwo doesn't need combos/We have a combo thread/"Ur a scrub" feel free to let me know. Figured I'd try to be helpful if possible.:151:

EDIT: I tried it in training mode and the counter says it is not true even at 0%.
 
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