BigBossJelly
Smash Rookie
I feel like Mewtwo's Nair is extremely good and will be a big part of his meta, I just haven't gotten used to the character himself.
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Looks like soAh, so the power of the Mind is stronger than the Power of Aura?
Brains beating brawn?
Mind over matter?
...okay, then.
I really feel like Dthrow really doesn't have any practical applications relative to Mewtwo's other throws since its knockback is notably lower than his other throws and alongside that, he can't make use of the lower knockback (to follow up with aerials or what have you) because of the lag on the throw.Like most have been saying here, Mewtwo's jab is pretty good. Not as fast as Little Mac's or Fox's jab, but it has decent hitstun, disjointed range (which is very good for a jab), and does lead into grabs.
You can even jab again after one jab on some fast-fallers: jab -> jab works on a good number of the cast. Could lead up to a grab.
I think U-throw is more useful than D-throw with Mewtwo. U-throw doesn't necessarily combo into anything, but neither does D-throw as far as I could tell when playing him and watching the high and top level players use him on stream. U-throw puts pressure on opponents, however, since it sends them above him and Mewtwo's air movement and aerial range is no joke.
Shadow Claw: little startup, KO's, can catch air-dodges, and got a range buff from Melee <3
But Lucario is part steel, making it neutral to psychic.Looks like so
And it fits with pokemon too
Psychic beats fighting.
I remember in pokemon stadium 1 i 1 hit ko all of brunos pokemon with 1 hit.
Confusion is loldumb against characters that don't have multiple jumps. Just use Confusion, force a DJ, have a Shadow Ball ready to either landing trap or slide in with U-Smash. If they don't want to jump out of Confusion, get ready to punish them with some smash attack. If they think they can attack you, unless you're fighting Marth, just pivot F-Smash or Shadow Ball.
Does OoS Disable work on taller characters?
Marth isn't the only character that can punish you, many can. Even Mewtwo himself can DI towards you (inwards and downwards) and F-Air you BEFORE you can even put up a shield.Confusion is loldumb against characters that don't have multiple jumps. Just use Confusion, force a DJ, have a Shadow Ball ready to either landing trap or slide in with U-Smash. If they don't want to jump out of Confusion, get ready to punish them with some smash attack. If they think they can attack you, unless you're fighting Marth, just pivot F-Smash or Shadow Ball.
Does OoS Disable work on taller characters?
If a move has enough there to warrant a discussion and that the OP is well made/read, by all means. Will probably ask the user who made the thread to give a quick summary for the community guide as well if the above criteria is met.Marth isn't the only character that can punish you, many can. Even Mewtwo himself can DI towards you (inwards and downwards) and F-Air you BEFORE you can even put up a shield.
Confusion should not be used like this unless you know your opponent's char has no viable options to punish you.
That said once we get frame data on Side-B we should make a thread with a list of every single character'a possible options to punish Side-B when it lands.
I think it should be it's own thread as it will have a lot of information and text.
@ ---
Also disable cares not for sizes. I haven't tested on crouching characters but it definitely hits all chars in standing animation.
Once we get accurate frame data on Side-B/D-Throw (plus all of the cast's aerials since patch might change some frame data) I can probably do the thread myself, unless someone else wants to.If a move has enough there to warrant a discussion and that the OP is well made/read, by all means. Will probably ask the user who made the thread to give a quick summary for the community guide as well if the above criteria is met.
I have a friend who mains Falco (or used to in brawl). I don't know if that will actually help the matchup at all... but that fact makes me smile.Confusion can reflect Falco's Reflector if anyone didn't know.
In most cases wouldn't it be better to just normal grab anyways rather than Side B?Yep, that's the case with all command grabs Just need to find ways to force the shield to go up in the first place.
At higher percents, I'd say yeah since you can get an uthrow from it to end a stock. At lower percents, I wouldn't be so sure. Mewtwo's throws do at most 10.5% with no real followups. Confusion does 9% and can be escaped but it can also lead to followups with fsmash, fair, shadow ball (which totals 28% & 22% & 34% respectively), etc if the other player doesn't react appropriately or you read the reaction. You sacrifice a little bit of guaranteed percent for a potential followup to add a lot more damage on. It fits into the whole "high risk - high reward" aspect of Mewtwo's character. Confusion also has a little more range compared to the standing grab so there's that too.In most cases wouldn't it be better to just normal grab anyways rather than Side B?
I've been looking around. I find it tough to find some of the combos I didn't realize you could follow side B up with anything. I thought they came out of it before you did (Outside of the low platform tech stuff) Mind you I am fairly new to the boards, is there an easy way to filter through it all?At higher percents, I'd say yeah since you can get an uthrow from it to end a stock. At lower percents, I wouldn't be so sure. Mewtwo's throws do at most 10.5% with no real followups. Confusion does 9% and can be escaped but it can also lead to followups with fsmash, fair, shadow ball (which totals 28% & 22% & 34% respectively), etc if the other player doesn't react appropriately or you read the reaction. You sacrifice a little bit of guaranteed percent for a potential followup to add a lot more damage on. It fits into the whole "high risk - high reward" aspect of Mewtwo's character. Confusion also has a little more range compared to the standing grab so there's that too.
It's correct that they're able to react out of hitstun before the confusion animation ends for Mewtwo so he has no guaranteed followups. Keep that in mind always since if you try following with the same thing, you will likely get punished. What I do is throw it out a couple times and try to internalize their reaction pattern to exploit it later. If they immediately airdodge, they suffer airdodge lag at which point you can follow up with something else safely. If they jump, you can try following them with fair. If they tech, you can try shadow ball to follow them if they tech away or dtilt combo starter/something else if they tech in place. You have to be smart with the move.I've been looking around. I find it tough to find some of the combos I didn't realize you could follow side B up with anything. I thought they came out of it before you did (Outside of the low platform tech stuff) Mind you I am fairly new to the boards, is there an easy way to filter through it all?
Tech like on a platform or they can tech on the ground?It's correct that they're able to react out of hitstun before the confusion animation ends for Mewtwo so he has no guaranteed followups. Keep that in mind always since if you try following with the same thing, you will likely get punished. What I do is throw it out a couple times and try to internalize their reaction pattern to exploit it later. If they immediately airdodge, they suffer airdodge lag at which point you can follow up with something else safely. If they jump, you can try following them with fair. If they tech, you can try shadow ball to follow them if they tech away or dtilt combo starter/something else if they tech in place. You have to be smart with the move.
As for the question, I'm not entirely sure what you mean. If you mean finding a list of potential followups & how to make use of the move vs each character, that doesn't exist yet I'm afraid.
Ground. Tech on platforms leads you to things like utilt or usmash.Tech like on a platform or they can tech on the ground?
Ok thank you, I must sound like a scrub hahaGround. Tech on platforms leads you to things like utilt or usmash.
Nah, it's fine. Everyone's learning and asking questions is a good way to start.Ok thank you, I must sound like a scrub haha
Been watching some of Shofu's videos, seems that D-Throw combos into Shadow Ball, seems guaranteed at lower percents, and forces an air dodge into the ground (D-Tilt follow up?) or double jump on most opponents at higher percents.PS: I feel like Confusion and D-Throw are actually good tools people are just underestimating because they don't guarantee combos. Both of these moves create huge pressure for your opponent and DEMAND some kind of reaction from him, whether it's an attack or a dodge or a jump. Reading said reaction can lead to very fruitful outcomes for Mewtwo.
Been watching some of Shofu's videos, seems that D-Throw combos into Shadow Ball, seems guaranteed at lower percents, and forces an air dodge into the ground (D-Tilt follow up?) or double jump on most opponents at higher percents.
I have not been able to but I haven't tried that yet, haven't really tested D-Throw possibilities yet to be honest. Maybe a perfect pivot down tilt? I feel like perfect pivots might be a thing for Mewtwo. He slides so much with them and Down-Tilt has such good range it can help you space inmensely.Speaking of Dtilt, is it possible to connect any of Dtilt's hit boxes that aren't tipper sweetspot from a Dthrow and 0%?
Cause whenever I go for a Dtilt follow up from a 0% DThrow, I seem to only be able to connect tipper sweetspot for some reason.
Is this just me or can anyone else connect the other parts of the tail?
Ew.Gorls is it true Mewtwo is slow, awkward and bad?
How long until the bandwagon wears off and no one uses her?
A week or two and then public release happens so it'll be another week or two. Then Lucas will be the new shiny coin and everyone will be a Lucas main/have a pocket Lucas.Ew.
Also, give it a week or two.