sWiTcHeRoO [疾~斬]
The Visionary
- Joined
- Dec 28, 2011
- Messages
- 443
- NNID
- Yuchkins
- 3DS FC
- 0130-2970-6312
THIS IS STILL A WORK IN PROGRESS
Seeing as the Mewtwo boards are lagging behind a bit, I've decided to take the initiative with this thread just to give Mewtwo players a boost to their game with certain things I've found on my own. I encourage players to read into his Pokemon move list especially, as I detail certain things players may not know about at first glance, such as special properties certain moves have, or things Mewtwo can perform.
Unfortunately, since I don't own a capture card, I can't quite record myself performing any of these combos to provide better visual reference, so this will have to do. I hope that's still good enough!
Another thing: I also started a Discord server for Mewtwo mains, you can check it out here!
I honestly don't have much else as far as an introduction to the thread goes, so let's just get right into it!
DUEL PHASE LEGEND (inputs are based on the default button scheme for Wii U Gamepad/Pro Controller)
- Y - Weak Attack
- X - Strong Attack
- A - Pokemon Move
- L - Support Pokemon
- [] (brackets) - Means the button input must be held (eg: [X+A] = hold X+A)
- j. - Jump. If next to another input, it means it's an aerial attack (eg: j.A = aerial A, Focus Blast)
- JC - Jump Cancel. Refers to the ability to cancel the previous landed attack into a jump sooner than usual. Only applies to Up+Y as far as I know.
- AD - Air Dash. Performed by pressing R while mid-air. A shorter air dash can be performed by pressing back+R
- DMG - Damage. Will be at the end of every combo to indicate the max damage the combo deals.
If a wall combo has "+30" after the normal total damage, it means there is 30 damage being added on to the combo due to the Phase Shift causing a wall bounce on a cornered opponent - PS - Phase Shift, means a combo will cause a Phase Shift just from doing that one combo. Will be at the end of every combo to indicate a shift happens, but won't be specified if a combo doesn't cause one
- Normal > Grab > Counter > Normal
- No color = Move has no kind of attacking properties
- Combo works on a specific set of characters (read disclaimer at the start of the combo list)
- New combo added via last edit
- A = Psycho Cut (throws a horizontal energy wave forwards)
A>A = Psycho Cut follow-up (makes Mewtwo home in on the opponent after a Psycho Cut to perform a swipe; can hit airborne opponents; can also be canceled into a dash before performing the follow-up by pressing R for a forwards dash, or back+R for a backwards dash) - Fwd+A = Hyper Beam (shoots a beam in a straight line forward that deals 150DMG raw, and around 40DMG on shield; can pierce counter attacks; can be canceled into a teleport during startup; always causes PS with the final hit)
- Back+A = Barrier (can be canceled into 4 other moves, has super armor like a regular X+A counter but has no hitbox)
Back+A>A = Confusion (cancels from Barrier, acts as a counter attack)
Back+A>B = Teleport (cancels from Barrier, allows you to teleport backwards, forwards or in place; can air dash and/or use any midair attack afterwards)
Back+A>Y = Telekenesis (cancels from Barrier, acts as a grab that doesn't cause a PS and sends opponents high up allowing for follow-ups)
Back+A>X = Drain Punch (cancels from Barrier, acts as a normal that recovers some HP when it connects if the opponent is not blocking/counter-attacking) - Up+A = Psystrike (listed as a normal in the game's move list, but it has super armor properties like counters, more on that here)
Up+A>A = Psystrike follow-up (though it's safer to continue mashing A, if a timed press of the A button is done instead, it will actually power-up the follow-up; when a well-timed follow-up occurs, the screen goes darker and Mewtwo will glow yellow briefly)
Up+A>A>A = Psystrike finisher (just like the follow-up, if a timed press of the A button is done instead of mashing through it, the move will be greater in power; regardless of whether or not the finisher is powered-up, it will always cause a PS)
^ if Psystrike is timed perfectly the whole way through, max damage will be 176 raw, 113 if mashed throughout ^ - Down+A = Fire Punch (acts as a counter; causes Attack decrease for opponents if Mewtwo is in his Synergy Burst)
Down+A>A = Ice Punch "follow-up" (does not actually combo from Fire Punch if done raw, but it will combo during certain juggles, so watch out as it can be shielded in between)
Down+A>A = Thunder Punch follow-up (this will actually combo from Ice Punch if done raw; causes Defense decrease for opponents if Mewtwo is in his Synergy Burst) - j.A = Focus Blast (shoots a ball that explodes into a round AOE shape; can be charged by holding A and as a result, can be used for stalling in mid-air for the duration of the charge)
- L+R = Psydisaster Burst Attack (acts as a grab, cannot be combo'd into it as a result; deals 241DMG)
*Something that I'd like to note, and personally don't know how true this is for other characters as I've only used Mewtwo and Blaziken, but some of Mewtwo's combos and juggle opportunities can connect on some characters, while on others it will either not work at all, or some hits can connect, but the remaining ones need to be different conversions for some characters, otherwise the combo will drop completely. This is most likely due to hurtbox differences across the roster (though the ruined combos aren't many). I will specify what character(s) I know it works on underneath the combo in this color.*
Combos will be ordered from smallest total damage, to highest, ignoring the move that starts the combo or how long it is.
I should note, that ALL OF THESE COMBOS WERE DONE ON BLAZIKEN/LUCARIO UNLESS OTHERWISE SPECIFIED
DUEL PHASE, MID-SCREEN (no wall)
Shouts-out to @KevCar for the initial find
Shouts-out to @HermitHelmet for sharing a video on some of these (credited in font-size 1)
Combos will be ordered from smallest total damage, to highest, ignoring the move that starts the combo or how long it is.
I should note, that ALL OF THESE COMBOS WERE DONE ON BLAZIKEN/LUCARIO UNLESS OTHERWISE SPECIFIED
DUEL PHASE, MID-SCREEN (no wall)
- Back+A>Y > Up+Y > JC fwd > j.Y > j.X |||| around 112DMG
- Y,Y > Back+A>A ||| 114DMG
- Back+A>Y > Y,Y > Down+A>A>A ||| 118DMG
^ RELIABLE Back+A>Y CONVERSION VS NON-BLAZIKENS ^ - Back+A>Y > X,X,X > Up+Y > JC fwd > j.Y > j.X ||| 132DMG (X,X,X performs strong>Barrier>Drain Punch, which will heal HP; causes PS)
^ ONLY VS BLAZIKEN/LUCARIO AFAIK ^ - Down+X, X > fwd+X ||| 137DMG
- Y, Y > Back+A>X ||| 138DMG (recovers HP)
- Fwd+X > Y, Y > Back+A>A ||| 142DMG
- [X+A] > fwd Y>Y ||| 147 DMG
- Y, Y, Y, Y ||| 153DMG
- Down+X, X > Down+A>A>A ||| 160DMG
- Fwd+X > Up+Y > JC fwd > j.Y (all hits) > j.X ||| 173DMG
- j.X > X > Up+A>A>A ||| 188DMG
- j.Y > j.X > Y, Y, Y, Y ||| 194DMG (if 15 hits, damage can vary due to the multi hits from j.Y altering the damage scaling; 194DMG assumes j.Y only hit twice before comboing into j.X)
- Up+Y > JC back+AD > j.Y > X, X, X ||| 194DMG (restores HP)
Shouts-out to @KevCar for the initial find
- Fwd+X > Down+X, X > Fwd X ||| 163DMG
^ this will wall splat, allowing the following wall finishers with the following total damage ^
v all of them will cause Phase Shift unless otherwise specified v
Back+A>A ||| 166DMG + 30 = 196DMG (requires waiting for them to slide down)
X ||| 172DMG + 30 = 202DMG (requires waiting for them to slide down)
Up+A ||| 173DMG + 30 = 203DMG
Fwd+X ||| 178DMG + 30 = 208DMG (requires waiting for them to slide down)
Y, Y ||| 180DMG + 30 = 210DMG (requires waiting for them to slide down)
Back+A>X ||| 182DMG (requires waiting for them to slide down; causes PS, but doesn't wall bounce, so no +30DMG)
Fwd+Y, Y ||| 185DMG + 30 = 215DMG (requires waiting for them to slide down)
- Down+X > Y, Y, Y, Y ||| 182DMG
- Down+X > Down+A>A>A ||| 192DMG
- Down+X > Y > Back+A>X > Up+Y > JC fwd > j.Y > j.X ||| 195DMG
- Down+X > Up+A>A>A ||| 166DMG+30WBDMG = 196DMG (non-timed Psystrike) / 229DMG + 30WBDMG = 259DMG (timed Psystrike, causes PS regardless)
- Down+X > Back+A>A > Y, Y > Up+A>A>A ||| 203DMG + 30 = 233DMG (non-timed Psystrike) / 231DMG + 30 = 261DMG (timed Psystrike, causes PS regardless)
- j.A (if 5-6 Focus Blast hits = 232DMG total from full combo) > Y, Y > Up+A>A>A ||| 232DMG + 30 = 262DMG (non-timed Psystrike) / 250DMG + 30 = 280DMG timed Psystrike, causes PS regardless)
----------------------------------------
FIELD PHASE- Back+A>Y > X, X, X ||| 107DMG (Back+A>Y is Telekenesis just like in Duel Phase)
----------------------------------------
SUPPORT COMBOS, FIELD PHASEShouts-out to @HermitHelmet for sharing a video on some of these (credited in font-size 1)
- FARFETCH'D (all of these assume Mewtwo attacks after Farfetch'd's 3-hit combo before disappearing)
L > Back+A>X ||| 92DMG (causes PS; Back+A>X = Drain Punch, heals damage)
L > j.A ||| 106DMG
L > j.X ||| 116DMG (causes PS; requires you to chase the opponent+Farfetch'd for the j.X to connect)
L > A, A ||| 117DMG
L > Y, Y, Y ||| 123DMG (causes PS)
L > X, X, X ||| 134DMG (causes PS)
L > Fwd+A ||| 156DMG (causes PS; Fwd+A = Hyper Beam)
- CUBONE (L-1 = Bonemerang 1st hit/Cubone summon; L-2 = Bonemerang 2nd hit, automatic)
L-1 > Up+Y > L-2 > Up+A>A>A ||| 194DMG ~HermitHelmet - DIGLETT
L > Up+A>A>A ||| 141DMG ~HermitHelmet - ELECTRODE
L > X, X, X ||| 173DMG (heals HP) ~HermitHelmet
L > j.X > Y, Y > Up+A ||| 182DMG + 30 = 212DMG (causes PS) ~HermitHelmet - EMOLGA
L > Y, Y ||| 77DMG ~HermitHelmet
L > Down+A>A>A ||| 90DMG ~HermitHelmet - FARFETCH'D
L > j.X > Y, Y, Y, Y ||| 115DMG
L > Fwd+A ||| 156DMG ~HermitHelmet
L > cross-up j.Y > Y, Y, Y, Y ||| 163DMG ~HermitHelmet - FENNEKIN
L > Up+A>A>A ||| 152DMG ~HermitHelmet - LAPRAS
L > Y > Up+A>A>A ||| 223DMG + 30 = 253DMG ~HermitHelmet
L > Fwd+A ||| 241DMG ~HermitHelmet - MAGNETON
Down+X > L > Up+A>A>A ||| 138DMG + 30 = 168DMG ~HermitHelmet
----------------------------------------
MIX UPS- Teleport can be used to approach opponents and even cross them up. Taking advantage of this, it's possible to close in and air dash to further confuse them with your movement right above them, then landing with any aerial fitting for the situation and converting from there with some of the combos listed above
- Against shielding opponents, you can do:
Y, Y > Back+A>Y
Going from your first 2 weak attacks into Mewtwo's command grab could throw them off guard and get you past their defenses and even opening up for combos off of Telekenesis. However, this doesn't actually string into the Telekenesis on block, so if they happen to throw out an attack after Y, Y your grab can be stuffed out with a critical hit.
----------------------------------------
TIPS- High Stance - Mewtwo can hold Up to change to his high stance, in which he is able to slowly build up Synergy. Despite it being really slow it's still somewhat useful for building up Synergy against opponents that approach too slowly and have no projectiles to throw at you.
- Recommended Cheer Skills - Synergy Focused, Pressure Focused and Special
Seeing as Mewtwo's Synergy is one of the slowest to build up, taking advantage of certain Cheer Skills to help with that is recommended. Personally, I favor 'Special', seeing as it gives a 40% boost to Synergy if I win a round, and if I lose one, both supports will be at Max. It's heavily momentum based, but it fits my playstyle with Yveltal/Latios and has worked well for the most part, as I haven't really relied on Synergy too much.
Combos will be ordered from smallest total damage, to highest, ignoring the move that starts the combo or how long it is. I should note, that ALL OF THESE COMBOS WERE DONE ON BLAZIKEN/LUCARIO UNLESS OTHERWISE SPECIFIED
DUEL PHASE, MID-SCREEN (no wall)
DUEL PHASE, MID-SCREEN (carrying from mid-screen to a wall; tested in Diggersby Land's size)
v all of them will cause Phase Shift unless otherwise specified v
DUEL PHASE, NEXT TO WALLS (comboing off of wall splat)
FIELD PHASE
SUPPORT COMBOS, FIELD PHASE
SUPPORT COMBOS, DUEL PHASE (underlined = against a wall, uses wall splat)
DUEL PHASE, MID-SCREEN (no wall)
- Back+P>W > Up+W > JC fwd > j.W > j.S |||| around 112DMG
- W,W > Back+P>P ||| 114DMG
- Back+P>W > W,W > Down+P>P>P ||| 118DMG
^ RELIABLE Back+P>W CONVERSION VS NON-BLAZIKENS ^ - Back+P>W > S,S,S > Up+W > JC fwd > j.W > j.S ||| 132DMG (S,S,S performs strong>Barrier>Drain Punch, which will heal HP; causes PS)
^ ONLY VS BLAZIKEN/LUCARIO AFAIK ^ - Down+S, S > fwd+S ||| 137DMG
- W, W > Back+P>S ||| 138DMG (recovers HP)
- Fwd+S > W, W > Back+P>P ||| 142DMG
- [S+P] > fwd W>W ||| 147 DMG
- W, W, W, W ||| 153DMG
- Down+S, S > Down+P>P>P ||| 160DMG
- Fwd+S > Up+W > JC fwd > j.W (all hits) > j.S ||| 173DMG
- j.S > S > Up+P>P>P ||| 188DMG
- j.W > j.S > W, W, W, W ||| 194DMG (if 15 hits, damage can vary due to the multi hits from j.W altering the damage scaling; 194DMG assumes j.W only hit twice before comboing into j.S)
- Up+W > JC back+AD > j.W > S, S, S ||| 194DMG (restores HP)
DUEL PHASE, MID-SCREEN (carrying from mid-screen to a wall; tested in Diggersby Land's size)
- Fwd+S > Down+S, S > Fwd S ||| 163DMG
v all of them will cause Phase Shift unless otherwise specified v
- Back+P>P ||| 166DMG + 30 = 196DMG (requires waiting for them to slide down)
- S ||| 172DMG + 30 = 202DMG (requires waiting for them to slide down)
- Up+P ||| 173DMG + 30 = 203DMG
- Fwd+S ||| 178DMG + 30 = 208DMG (requires waiting for them to slide down)W, W ||| 180DMG + 30 = 210DMG (requires waiting for them to slide down)
- Back+P>S ||| 182DMG (requires waiting for them to slide down; causes PS, but doesn't wall bounce, so no +30DMG)
- Fwd+W, W ||| 185DMG + 30 = 215DMG (requires waiting for them to slide down)
DUEL PHASE, NEXT TO WALLS (comboing off of wall splat)
- Down+S > W, W, W, W ||| 182DMG
- Down+S > Down+P>P>P ||| 192DMG
- Down+S > W > Back+P>S > Up+W > JC fwd > j.W > j.S ||| 195DMG
- Down+S > Up+P>P>P ||| 166DMG+30WBDMG = 196DMG (non-timed Psystrike) / 229DMG + 30WBDMG = 259DMG (timed Psystrike, causes PS regardless)
- Down+S > Back+P>P > W, W > Up+P>P>P ||| 203DMG + 30 = 233DMG (non-timed Psystrike) / 231DMG + 30 = 261DMG (timed Psystrike, causes PS regardless)
- j.P (if 5-6 Focus Blast hits = 232DMG total from full combo) > W, W > Up+P>P>P ||| 232DMG + 30 = 262DMG (non-timed Psystrike) / 250DMG + 30 = 280DMG timed Psystrike, causes PS regardless)
FIELD PHASE
- Back+P>W > S, S, S ||| 107DMG (Back+P>W is Telekenesis just like in Duel Phase)
SUPPORT COMBOS, FIELD PHASE
- FARFETCH'D (all of these assume Mewtwo attacks after Farfetch'd's 3-hit combo before disappearing)
L > Back+P>S ||| 92DMG (causes PS; Back+P>S = Drain Punch, heals damage)
L > j.P ||| 106DMG
L > j.S ||| 116DMG (causes PS; requires you to chase the opponent+Farfetch'd for the j.S to connect)
L > P, P ||| 117DMG
L > W, W, W ||| 123DMG (causes PS)
L > S, S, S ||| 134DMG (causes PS)
L > Fwd+P ||| 156DMG (causes PS; Fwd+P = Hyper Beam)
SUPPORT COMBOS, DUEL PHASE (underlined = against a wall, uses wall splat)
- CUBONE (L-1 = Bonemerang 1st hit/Cubone summon; L-2 = Bonemerang 2nd hit, automatic)
L-1 > Up+W > L-2 > Up+P>P>P ||| 194DMG
- DIGLETT
L > Up+P>P>P ||| 141DMG
- ELECTRODE
- L > S, S, S ||| 173DMG (heals HP)
- L > j.S > W, W > Up+P ||| 182DMG + 30 = 212DMG (causes PS)
- EMOLGA
L > W, W ||| 77DMG
L > Down+P>P>P ||| 90DMG
- FARFETCH'D
L > j.S > W, W, W, W ||| 115DMG
L > Fwd+P ||| 156DMG
L > cross-up j.W > W, W, W, W ||| 163DMG
- FENNEKIN
- L > Up+P>P>P ||| 152DMG
- LAPRAS
- L > W > Up+P>P>P ||| 223DMG + 30 = 253DMG
L > Fwd+P ||| 241DMG
- MAGNETON
Down+S > L > Up+P>P>P ||| 138DMG + 30 = 168DMG
If anybody else has combos they wanna share, feel free to do so! If you are going to test things out, remember to make the CPU react with blocks. To do this, press select in Training Mode. Under Basic Settings, change Reaction Settings to Block, and done! This will make the CPU shield as a reaction after your attacks, so it helps see which attacks actually connect into each other. If they manage to put up shield, it means what you just did isn't a combo the whole way through.
With that being said, I hope you all enjoy the content in this thread. Any suggestions or feedback is appreciated!
Last edited: