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I agree with this. from experience I can say that ZSS and ivysaur both spank mewtwo.zss spanks mewtwo yo. she spanks anything big slow and floaty. mewtwo is big floaty and not really slow but not really fast. regardless the onstage game is seriously skewed in her favor.
in that case would you consider marth a bad mu for mew2 ?I agree with this. from experience I can say that ZSS and ivysaur both spank mewtwo.
I'd say Mewtwo's biggest fear is a character that can outspace him
Yes, depending on how you play the MU. Marth doesn't have a projectile so your focus should be on preventing mewtwo from having any room to think or throw shadow balls. If you keep the momentum he will have a difficult time actually any hits inin that case would you consider marth a bad mu for mew2 ?
U can't beat a good samus with f+b... I use confusion a lot against other characters and tried it a lot against that samus... confusion just has too much startup and lasts too long. Samus can throw projectiles out faster than u can reflect them that way. Perfect shielding will be necessary if reflecting is your strategy. I think what you've got to do is get in on Samus and stay on her so she can't use her projectiles, but that's much easier said than done.Samus is easy to outplay. Just f+b reflect those projectiles, and when she's forced to come in with aerial, figure out where to up+b.
Falco gave me some trouble (surprisingly, a lot more than Fox who I have little trouble dealing with). Since M2 is a big target, it's easy to get laser locked, but again, reflect really comes in handy. I have a lot of trouble approaching Falco though.
Agreed with Ivysaur as well.
I don't think the startup time is too much to deal with considering Samus's projectiles take roughly as long to come out (Charged shot is faster for sure). Also, the reflection lasts longer than the animation by a substantial amount, so even if you're too early it'll work.U can't beat a good samus with f+b... I use confusion a lot against other characters and tried it a lot against that samus... confusion just has too much startup and lasts too long. Samus can throw projectiles out faster than u can reflect them that way. Perfect shielding will be necessary if reflecting is your strategy. I think what you've got to do is get in on Samus and stay on her so she can't use her projectiles, but that's much easier said than done.
One advantage Link has is his up+B. If Mewtwo's teles are too predictable, he can punish hard with spin slash. Another trick up Link's sleeve is his bombs. Rather than throwing directly at Mewtwo (and getting them reflected), Link can try to aim at the ground in front of him. Even if Mewtwo reflects it, it can still land close enough to catch him in the blast radius. Mewtwo also can't competed with Link's uair, though he could counter Link's dair with his own uair if he does it from the right distance but that's a huge risk that's usually not worth taking.i think it's a little too easy to react to link's projectiles with teleport and gain an advantage or outright punish him. perhaps against a weaker mewtwo player he would work well but i think someone who is capable of using teleport well will not have that much trouble, at least not from the projectiles. i do think link's projectiles might make him one of the few characters who can really do anything to punish mewtwo's recovery, though.
I haven't lost to a zero suit yetzss spanks mewtwo yo. she spanks anything big slow and floaty. mewtwo is big floaty and not really slow but not really fast. regardless the onstage game is seriously skewed in her favor.
Do keep in mind that if Link sweetspots a grounded Spin Attack, it'll stale the aerial version, which makes bomb jumping very tricky (because some parts of aerial spin attack will still do enough to damage to detonate the bomb), or, well, impossible (unless you're specifically referring to a situation in which M2 is recovering from below the stage, because the linger semi-spike hitbox doesn't stale the aerial version iirc).One advantage Link has is his up+B. If Mewtwo's teles are too predictable, he can punish hard with spin slash.
Ditto. Fast-fallers like Fox and Falco can get trapped in Mewtwo's down-tilt spam if you catch them at just the right distance and keep doing it with good timing. They can't even DI until about 80%, so you lock them until about 71% and then either c-stick forward smash or grab, and they're in a world of hurt. This can work on C. Falcon, Marth, and Roy too (and others), but doesn't get them as high.I'm surprised people are saying spacies. In my experience, mewtwo destroys both fox and falco.
It's ridiculously easy to combo them to death. Starting at 0%, Uthrow > Regrab > Uthrow > SHFFL Fair > Regrab > Uthrow > Fullhop Uair > Uair is all guaranteed assuming no platforms get in the way. From there you can follow up with Ftilt or a tech chase. Get one good bair on them from there and it's likely a kill. If they get clever and DI off the stage just SH Bair > Bair and you have an early gimp. Quite silly.Ditto. Fast-fallers like Fox and Falco can get trapped in Mewtwo's down-tilt spam if you catch them at just the right distance and keep doing it with good timing. They can't even DI until about 80%, so you lock them until about 71% and then either c-stick forward smash or grab, and they're in a world of hurt. This can work on C. Falcon, Marth, and Roy too (and others), but doesn't get them as high.
I guess the five or six reasons already given as to why Fox struggles in this matchup weren't convincing enough, so here's a few more. If Mewtwo spams confusion while Fox spams lasers, he will reflect just as much damage back at Fox. I just tested this and verified that the damage dealt to both parties is pretty much equal. The only exception is if Mewtwo and Fox are standing at opposite ends of Final Destination, then the lasers fade out before reaching Fox - but a smart Mewtwo isn't going to stand there and let that happen. Also, it's worth noting that Mewtwo can slowly close the gap with his forward+b while Fox must remain stationary, so there comes a point where Fox either needs to move or suffer a tele-claw.I'd have to say any character with longer range melee attacks, projectiles, , like Fox. He has the smae reach, he has faster attacks, a reflector for Shadow Ball, and gun for racking up damage from a distance
A Mewtwo which spams side+B will fall victim to a land-cancelled missile quickly followed up by a z-air. As the missile is reflected, Samus can easily z-air through the missile and hit mewtwo.I don't think the startup time is too much to deal with considering Samus's projectiles take roughly as long to come out (Charged shot is faster for sure). Also, the reflection lasts longer than the animation by a substantial amount, so even if you're too early it'll work.
It comes down to accurately reading your opponent and knowing when to be prepared to reflect. If you're at long range, you can bet she's going to be lobbing shots your way. Mid-range, pay attention to positioning - if you were playing that Samus and would think now is a good time to launch a shot, reflect. Don't forget even the weakest shadow ball can intercept both of her missiles, so you have that option too if you want to play it safe. Close range, you're probably better off shielding or dodging, but you could get lucky and snag Samus with it.
As far as staying on her, teleport all the things. Most of the Samuses I see play a heavy aerial game when they're not shooting projectiles or punishing you for getting close on the ground, so you can take advantage of this with effective TP. I will admit I have a really hard time edge guarding a Samus, but I don't think that's Mewtwo's fault.
I'm not a genius but I can tell you that Ganon probably doesn't have an advantage against this piece of trash characterwhat about gannondorf? with good spacing, he can out prioritize mewtwo's arial attacks. he can also keep pressure with forward b and down b
Tbh Mewtwo's combos aren't gdlk, its just hover that allows him to position himself. Besides, it really just soulds like you are one of the people who's upset with the outcome of SKTAR 3. Put it like this. Emukiller is the best Mewtwo. Easily. M2K doesn't use Mewtwo's new tricks, Taj doesn't play PM too often, MK0 isn't as good as any other people mentioned, and KDJ is just a meh Mewtwo. Emukiller takes full advantage of Mewtwo's tricks, and he doesn't play slow like all of the other Mewtwo's. His Mewtwo is wayyyy quicker. IMO I think thats the reason why he won. No one was able to adapt to such a fast Mewtwo. Everyone was used to the slow twos. Once everyone realizes how to beat this speed demon, people won't be screaming broken anymore.I'm not a genius but I can tell you that Ganon probably doesn't have an advantage against this piece of trash character
I don't see see what the hell he can do against a character that can just fly all over stage and basically whatever he wants, has ridiculous combos, some of the dumbest normals in the game with that have good speed and silly range, is close to being immune to edge guarding or being chased down in the air (OR ANYWHERE), and has a projectile. And can kill off a throw.
Lol Mewtwo gdlk. nn yyy nurf u giv him mak him stronkrVictini, you just sound like someone who fell in love with an extremely powerful character and doesn't want it nerfed.
Please, elaborate on how you think Mewtwo's recovery is edgeguardable. He can make it back on the stage from practically anywhere, and has a high priority attack right after that. Yes, characters can TRY to edgeguard him, but Mewtwo's is probably the hardest to edgeguard in the whole game. Also, he has pretty high weight/low falling speed so your edgeguard probably won't even kill.
Captain Falcon and Marth both have to be extremely careful when approaching Mewtwo. Mewtwo's tilts don't have that much end lag so they need to get in as quick as possible to get a hit on, or they get grabbed/tilted and punished hard. Same with Fox, except that missing just one of these opportunities = 0 to death. Many other characters have to be smart and quick in the neutral; Mewtwo dominates with his range, mobility (teleport), insane shield grab, AND his projectile. In Melee, Marth had range and a great grab, which, along with other things, made him a top character. Captain Falcon had speed, good range, and combos, and this made him a high tier as well. Now look at Mewtwo in PM: he has all the benefits of these two HIGH TIERS from Melee, minus the ground speed of Falcon but still maintaining mobility, AND A PROJECTILE. (and better recovery!) Yes, it's not an amazing projectile, but it IS a projectile. It gives him another option in neutral.
Notice how many characters have a kill throw: not many. Why does Mewtwo deserve a kill throw when he has so many other areas where he's strong? The other characters kinda need it. Charizard is slow, big, and easy to combo. Zelda is limited in her mobility. Mewtwo doesn't really have any of these shortcomings.
Mewtwo dittos being the grand finals of a major tournament has to count for something. He's a good character, no one can deny this, and I think that's fine if he's a top tier. But it seems the majority of the cast simply can't compete with a good Mewtwo, and that's what I object to. Not that it's impossible to fight a Mewtwo, but that its silly to attempt it with many characters.
Also, Emukiller said in an interview that he's just exploiting a broken character.