Mumbo
Smash Journeyman
This is the third of a series of threads, each dedicated to a single matchup, covering all 41(+) matchups. These threads are going to be a collaboration, so PLEASE give me your thoughts and opinions. Post your videos here, even if you lose. Post your preferred stages, even if people think otherwise. Post your tips, even if you think you aren't the best player.
I. Videos:
https://www.youtube.com/watch?v=T4WDt2Bna94 Buzz v. Emukiller
https://www.youtube.com/watch?v=bJiFSCmXyUY Raptor v. Youngster Joey
https://www.youtube.com/watch?v=mME7Td3UhvU Calm v. Youngster Joey
II. Overview:
Teleport = Mewtwo's up-b/recovery; Float = Mewtwo's hover ability; Confusion = Mewtwo's Side-b/Command Grab; Disable = Mewtwo's Down-b/Stun
Mewtwo's Strengths:
- Crazy movement
- Crazy grab range
- Great Command Grab
- Excellent follow ups off of grabs
- Fast Followups in general
- Great gimp and combo potential
- Insane Recovery
- Far rolls
- Heavy means hard to kill and great crouch cancel
- Has to commit to follow ups
- Slow jumps, aerial speed, and horizontal movement
- Teleport is the only way to approach quickly
- Teleport has a set distance (unless used into the ground)
- If it is used into the ground, you can punish
- Tail has a noticeable extended hurtbox
- DON'T LET YOUR JUMP GO UNNECESSARILY
- TAIL HAS A HURTBOX
- Use Grab Parry to avoid Grabs and Command Grabs
- Know the spacing of teleport
- Armor eats every hit of Nair
Neutral Game:
- Teleport reads are very important. Most good Mewtwos will try to teleport behind or on you and throw out a move; if you put out a Nair or really any aerial before he completes the teleport you will win every time
- Always be aware of the distance that is Mewtwo's teleport range and when you're inside the teleport range, know his tail range
- Mewtwo has a hard time breaking jump armor, but since Mewtwo's punishes on Yoshi without his jump are so devastating, DJC aerials are for the most part not worth
- Yoshi's grab is unique in PM, it has properties like an actual attack but it grabs. This means that you can grab opponents that are in the air. If Mewtwo wants to hover at you low, you can grab him and tank whatever with grab armor.
- Aim to grab him before he hits the ground.
- Sitting in shield near Mewtwo is unsafe, even if you just parried. Nair him away and get in the butter zone inside his teleport range and just outside of his tail range.
- Download the player, figure out what they like to do as far as rolling, approaching or if they like to camp and how they punish approaches.
- If you are around or above 100%, Mewtwo will be pushing to get grabs to kill off of the top with upthrow. Despite being heavy, Yoshi is floaty, so these upthrows will kill
- If you want to punish after blocking, do an OoS SHORTHOP Nair. Not a DJC, a shorthop. This covers more area and lets you keep the hitbox out longer and you can throw 2 out in one shorthop if you're doing the first instantly on jump. The reasoning for doing a shorthop Nair instead of a DJC is that you can change your position safely doing a shorthop. If you feel too much pressure, you can hold away after the Nair to relieve it. If you want to apply pressure, fake like you're going to go over Mewtwo with your Nair and force him to roll or react.
- Parry is a big tool for Yoshi in this MU, mewtwo wants you close for tail shenanigans, but he'll try for grabs because he'll think it's free. Parry--> sheild grab is what you want most Parry--->Nair is safe
- Grabs will get you far in this MU, why? Because TAIL HAS A HURTBOX. On top of that, Mewtwo's animation for hitstun ends with his tumble, starting with his tail underneath him.
- Early Upthrows lead to a free Upair if he doesn't DI and a free Fair or weak Nair if he DI's away.
- If he DI's away, you have to be quick in following up or you'll eat a fair. If on occasion you're not fast enough, Fair has a small disjoint at the tip of the nose/eyes. Spacing for that is hard, but if you want the followup after being too slow, it's either that to keep pressure or giving pressure up by throwing out an early Nair and hitting sour.
- If you can get a this around 20~% you can do a rising Upair combo on him for extra %
- Goal is to get Mewtwo to 90-115% (stage dependent) and get a grab to Upair. It's much easier than you think because of the Tail Hurtbox. Remember the tumble/hitstun animation mentioned above? The tail is underneath Mewtwo at the back end of the animation, aim your Upair for the middle of the tail and he's hit and dead
- If he DI's away, just follow with a weak Nair, that will kill around 160-180%
- Don't worry about the specific percent of the Downthrow Upair, it stays true until 190%, but then a raw Nair will kill anyways
- Do NOT try to follow up a down throw with a fair. Mewtwo can DI the throw away and get you with a retreating shadow claw 10 times out of 10 UNLESS you space extremely precisely (not worth) go for a sourspot nair instead
Escaping Mewtwo's Pressure and Combos:
- Use your jump to get out of combos, but only when it is safe
- If Mewtwo starts reaching to kill you off the top, use a Yoshi bomb (down b). It has ridiculous kill power and has good priority against Mewtwo's tail.
- Disjoints on upair or uptilt may beat it. If you hit slightly after the tip passes, you will win
- Don't Go off stage unless you know you can keep your jump (follow instincts on this)
- Eggs will be the key to edgeguarding. Yes Mewtwo can make it back without teleport alot, but the idea is to force him to. using eggs will pressure him into using it.
- Snipe far away, pressure close
- If he's far away, aim to hit him or to place the egg in front of him
- If he's middle-close, place the egg the ledge, in front of him, or somewhere in-between
- This will make the mewtwo teleport. Most will aim for just getting on stage, if this is the case, they can either teleport right on you, barely above you or a shorthop distance above you. If they're closer, they WILL go behind you, use your judgement to read which one they'll go for as far as aggressiveness goes. The more times you force the situation, the better judgments you can make.
- Mewtwo may teleport to the ledge, that's ok too
- here you want to cover options.
- Shorthop Nair and fastfall L cancel. Do this a moment before their ledge invincibility goes away. Doing this covers 3 options, the FF DJ back to stage, the getup attack, and the ledge jump.
- If Mewtwo decides to Teleport ledge-stall to intimidate you, don't worry, he can't do anything out of it but teleport or jump slowly out of it.
- If you wanna go aggro, go grab the ledge from him.
- If you wanna play smart, treat it like he's standing on the tip of the stage and go to the "outside tail, inside teleport" range
- Smart lets you still do the Shothop Nair.
- Snipe far away, pressure close
- Use eggs, use eggs, use eggs.
- Mewtwo can grab ledge extremely fast, even from center stage. If you do go for ledge, always keep in mind that you can airdodge back to stage in the event that he teleports
- Almost every Mewtwo will jump out with some backairs. If you can't armor through it, Go below or above it. Remember that mewtwo only has good mobility because of teleport. If he comes out with backairs, he can only go at a low-upwards slant towards you or a straight line out at you. Jump over it, or fall under it. If he wants to follow those, Eggroll goes faster than his fallspeed and armor will eat his response to a low follow.
Ultimately, Stage striking, banning, and Counterpicking comes down to personal preference. People will also have conflicting opinions as to which stages are better or worse for certain matchups. Use this as a rough baseline, understand the reasons why each stage may help hurt a particular character, and learn what your opponent might want to ban/counterpick against you. Different Tournaments use different stage lists with different sets of starters and different amounts of stage bans.
Counterpicks:
- WarioWare
- ++ Counterpick
- Mewtwo does not like small stages
BAN:
V. Tricks, Tips, Do's and Don'ts:
Don't:
- Burn your jump too quickly! Mewtwo can carry a helpless Yoshi anywhere he pleases while racking up huge %s
- Crouch cancel the tail and retaliate
- Remember the butter zone that is outside of Mewtwo's tail range and inside of Mewtwo's Teleport range
- You can hit the tail's hurtbox after crouch cancelling
Guide Contributors:
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