Karsticles
Smash Journeyman
I SD so much on FD stages like Boxing Arena.Which is probably the reason Mewtwo's teleport can't go through solid objects and bounces you off.
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I SD so much on FD stages like Boxing Arena.Which is probably the reason Mewtwo's teleport can't go through solid objects and bounces you off.
So I just tested myself and N-Air outranges both Shiek and Diddy's flip kicks (and Diddy's face **** too).There is absolutely no way it outprioritizes the hitbox, but that guy never actually said it did is what I'm saying lol
His NAir is capable of stopping Shiek's flip. It is better at doing so than many other moves for three reasons:He said it screws with their flips as a "pro" of the move. If any other move can also screw with the flip then why mention it at all? It's like me starting to say: "You can hit idle characters, jumping characters, running characters", there's really no need to mention it.
I automatically assumed he meant the hitbox, also doesn't Sheik's automatically activate? (unlike ZSS or Diddy) So that means it would be active and he said it screws with Sheik's flip.
At this point I'd like him to clarify what he meant, I will probably test it myself anyways when I have the time .
Yes I tested myself not a long time ago. The reason it beats the kick is because it's disjointed, the instant startup allows you to "counter" the flip on reactionzHis NAir is capable of stopping Shiek's flip. It is better at doing so than many other moves for three reasons:
Sorry I can not clarify further as I simply lack the information to do so :/
- high priority
- instant startup
- ability to 'carry' foes with Mewtwo
The hitbox on Shiek's 'flip' only occurs towards the end of its animation. It is very easy to beat it before the hitbox comes out, so it is a very good option for stopping it.No way. I could have sworn i got kicked out of nair once lol. Live and learn I guess.
It stops it even after the hitbox is out. At least I was able to beat it twice in a row (after the hitbox was out), I didn't really tested it "extensively" as all I wanted to know is if it was possible to beat it, and it definitely isThe hitbox on Shiek's 'flip' only occurs towards the end of its animation. It is very easy to beat it before the hitbox comes out, so it is a very good option for stopping it.
Nair and high priority in the same sentence doesn't sound right at all. I've noticed that it gets beaten out by pretty much everything so far even when spaced well.His NAir is capable of stopping Shiek's flip. It is better at doing so than many other moves for three reasons:
Sorry I can not clarify further as I simply lack the information to do so :/
- high priority
- instant startup
- ability to 'carry' foes with Mewtwo
Well it's a disjointed hitbox (although very slightly disjointed) so if spaced correctly (perfectly basically) it should beat out most non-disjointed hitboxes.Nair and high priority in the same sentence doesn't sound right at all. I've noticed that it gets beaten out by pretty much everything so far even when spaced well.
Someone mentioned Confusion > U-tilt in the Social thread and it definitely works most of the time, especially at lower percents. I can trade with some faster aerials occasionally though. Shielding afterwards is good for those characters, though I think that U-tilt is the best option overall. N-air, F-air and U-air can probably also be used for punishing jumps, but I having used these followups too often. Confusion > Fully charged Shadow Ball also seems good.Anyone have any basic thoughts about Shadow Ball or Confusion?
So what are some options for following into Confusion and what are our options out of it? Shield to predict the Aerial punish, and punish ourselves with a grab?
Because of the "1 second rule", trying to shield the aerial punish and respond with a grab actually won't work, I've tried it a number of times (where the grab has come out when the opponent is on the ground after Confusion, in range of Mewtwo) and it just doesn't register on the opponent.Anyone have any basic thoughts about Shadow Ball or Confusion?
So what are some options for following into Confusion and what are our options out of it? Shield to predict the Aerial punish, and punish ourselves with a grab?
IMO Shadow Ball is Mewtwo's best move.Anyone have any basic thoughts about Shadow Ball or Confusion?
So what are some options for following into Confusion and what are our options out of it? Shield to predict the Aerial punish, and punish ourselves with a grab?
People can air dodge before Mewtwo can F-Air. Luigi's N-Air is a frame 3 attack. I think Air Dodges actually take longer than (of at least) 3 frames of startup which would mean that yes, Luigi can N-Air before Mewtwo hits with F-Air (Although Mewtwo could space his F-Air to hit through his N-Air).however, there seems to be some quirks with aerial confusion(can someone lab if luigi is able to nair out before mewtwo can fair out of aerial confusion?)
Yeah, that happens a lot. Mac's KO Punch has a windbox and sometimes if you grab him during the animation that'll happen. Happens with all the other characters too.So hey guys, recently been going through the roster one by one with Mewtwo. I got to Little Mac and Mewtwo did this weird thing where as soon as Mac tried to do his KO move, I tried to grab him and we both flew across to the other side of the stage. No damage, it's just like we were both pushed by Mario's FLUD.. is that normal?
Oh ok, good to know. Thought it was a potential Mewtwo exploit lol.Yeah, that happens a lot. Mac's KO Punch has a windbox and sometimes if you grab him during the animation that'll happen. Happens with all the other characters too.
Don't know if you tested this since then but Confusion does not refresh their jump.Hey, here's a thought for confusion.
Against opponents with poor recovery, maybe try to use confusion beneath the ledge,? Theoretically, if they've used their double jump then they have three options:
Aerial move which might send them too low to recover (and we can be prepared to tech off the stage)
Airdodge which might send them too low to recover
Eat the fair and face certain death.
Obviously this won't work against someone like marth whose up-b is super fast and has knockback. But I'm thinking against someone like Shulk or Ganon, this could be a highly situational but guaranteed way of gimping?
Forgive me if it turns out confusion gives them their double jump back. I haven't tested that yet.
That seems like a definite issue. maybe it would work against characters with a charge-then-move up b, or characters with no hitbox and slow vertical movement; maybe fox, falco, ness, Duckhunt? If nothing else I think we're put in an advantageous position.Don't know if you tested this since then but Confusion does not refresh their jump.
The problem with this is that Mewtwo is still at a -5 frame disadvantage when Confusion is done in the air and then Fair is a frame 6 move. This leaves quite a large window for them to simply input another Up B before Mewtwo is able to try following up. You can try rising with your DJ and an aerial but Mewtwo's relatively slow rise on his second jump makes following them before they reach the ledge pretty unlikely. Even Ganon can get away. We'd need to look into who has the most exploitable/slow recovery for this to be viable on.
Unless I'm misunderstanding your post, I think it would be more advantageous to spike or stage spike (either BAir or Nair, the latter giving you the option of dragging them down a bit as well) rather than using Confusion. Sadly it's easy go get out of, especially with faster characters who can tech out of it.Hey, here's a thought for confusion.
Against opponents with poor recovery, maybe try to use confusion beneath the ledge,? Theoretically, if they've used their double jump then they have three options:
Aerial move which might send them too low to recover (and we can be prepared to tech off the stage)
Airdodge which might send them too low to recover
Eat the fair and face certain death.
Obviously this won't work against someone like marth whose up-b is super fast and has knockback. But I'm thinking against someone like Shulk or Ganon, this could be a highly situational but guaranteed way of gimping?
Forgive me if it turns out confusion gives them their double jump back. I haven't tested that yet.
Yep, I am doing an analysis of both Confusion and Disable in the next couple days.Moving this to Confusion/Disable talk. Shadow Ball is pretty straight forward.
I think @ Chiroz has been wanting to share his thoughts on these moves. lol
Only the club of Mewtwo's tail doesn't have a hurtbox. Though that's also where the least amount of damage is dealt.This might already be common knowledge to some, but I believe Mewtwo's tail does have hurtbubbles attached to them, it's just they're normally disabled and are activated once Mewtwo is in hitstun.
What makes this even worse is that a lot of Mewtwo's knockback animations cause him to spin with his tail stretched outwards. He's a far bigger target than I expected when in hitstun.
I think Shields have like 40% health, right? (Don't quote me on that). Shadow Ball does 26% damage which is like 3/5th of the shield.Admittedly, I haven't read the whole thread so I'm not sure if this has been talked about or not, but does anyone else notice Shadow Ball doing ridiculous amounts of shield damage? I feel like I've broken more shields with it in these last few days than I have over the entirety of my time playing Smash before this combined.
I believe that is a natural progression with reflected projectiles in general.Nayru's love > Confusion!?
I was playing Final Destination against a friend. I was Mewtwo and he was Zelda.
Here's how it went:
Fully charged Shadow Ball shot
Nayru's love > Confusion > Nayru's Love and then, when I used Confusion again, it did not reflect. Instead I was brutally destroyed. I also am pretty sure I had 0% damage.