ihasabuket
Smash Journeyman
- Joined
- Mar 17, 2015
- Messages
- 321
Alright lets get this **** started. I've been playing around with this matchup a little after watching zoma vs shippu. Basically i think the main problems in this matchup are float and turnips. Downsmash shouldnt be much of a problem since mewtwo is so slippery shielding will push you out of it and let you punish OoS with a DJC fair -> uptilt at low %'s, a dair -> anything at mid to high %s, or a disable. Charging SB is crucial in this matchup as it gives you many opportunities to punish peach while shes airborne. Charging SB should be fairly easy as turnip pulls give you plenty of time to react and you can charge cancel and teleport around platforms.
Float can be troublesome but you have a few answers to it. If shes floating real close to the ground you can keep her out with dtilts. If her feet are leveled with your face thats probably the most troublesome float height. You can punish it with a charged SB or wall her out with fading SH AC bairs. Keep in mind you have to throw them in front of peach, not at her because she can nair before your bair come hitbox is out. If shes higher up you can hit with upairs or bairs. If you can get her on a platform poke her with mewtwo stuff. You can also do a fading disable if shes under a platform so you can knock her down on it but thats really situational, although if you do it while shes in the air and she DJ to escape you might get a grab or SB punish.
Moreover, turnips can be shielded(shield DI in) and caught by jumping OoS and pushing Z. Remember not to analog jump too much towards peach, just jump enough to catch the turnip. You can also catch them with A on the ground as mewtwo's item grab range is pretty good. Turnip drop is 1 frame and can potentially lead into a fair or nair since you can do the aerial the frame after the z input.
As for followups, mewtwo has few options, but some interesting ones. Like in most matchups dtilt will lead into anything if the opponent has bad DI. Apart from that you have DJC fair -> followup at low %s, Rising fullhop fair ->aerial at low to mid %s( like 0-40% or something) and dair -> aerial at high%s. Its hard to get these except off a dsmash or dash attack punish.
Grabs are hard to get but a back throw is a great opportunity to get a SB off and obviously upthrow will kill at high %s although getting them on a platform before upthrowing them will help you score earlier kills. Dthrow can be a DI trap at higher %s. If you dthrow them while in the middle of a stage with platforms they can either choose to DI up and eat an aerial or DI away and fall on the platform which can give you a followup (time to try that prof disable reset boys). So dthrow in the middle of the stage if upthrow wont kill or backthrow if youre at the sides of the stage.
Neutral might not be as bad as you think so long as you can deal with turnips. For one you can force her into the air with dtilts. If they stay grounded you can actually make use of your dashdance effectively in this matchup to fish for a grab or bait a dash attack to get a shield grab. If you wanna get fancy you can do some pivot shenanigans too. Peach is too slow to punish teleport too so make full use of the mobility advantage you have over her. In general i think PS is the best stage for this matchup. Platforms to teleport to, space to run, low ceiling, what else could you want? Besides that i think id stick with Battlefield and Yoshis.
Plenty of things i didnt mention but start discussing anyway.
Float can be troublesome but you have a few answers to it. If shes floating real close to the ground you can keep her out with dtilts. If her feet are leveled with your face thats probably the most troublesome float height. You can punish it with a charged SB or wall her out with fading SH AC bairs. Keep in mind you have to throw them in front of peach, not at her because she can nair before your bair come hitbox is out. If shes higher up you can hit with upairs or bairs. If you can get her on a platform poke her with mewtwo stuff. You can also do a fading disable if shes under a platform so you can knock her down on it but thats really situational, although if you do it while shes in the air and she DJ to escape you might get a grab or SB punish.
Moreover, turnips can be shielded(shield DI in) and caught by jumping OoS and pushing Z. Remember not to analog jump too much towards peach, just jump enough to catch the turnip. You can also catch them with A on the ground as mewtwo's item grab range is pretty good. Turnip drop is 1 frame and can potentially lead into a fair or nair since you can do the aerial the frame after the z input.
As for followups, mewtwo has few options, but some interesting ones. Like in most matchups dtilt will lead into anything if the opponent has bad DI. Apart from that you have DJC fair -> followup at low %s, Rising fullhop fair ->aerial at low to mid %s( like 0-40% or something) and dair -> aerial at high%s. Its hard to get these except off a dsmash or dash attack punish.
Grabs are hard to get but a back throw is a great opportunity to get a SB off and obviously upthrow will kill at high %s although getting them on a platform before upthrowing them will help you score earlier kills. Dthrow can be a DI trap at higher %s. If you dthrow them while in the middle of a stage with platforms they can either choose to DI up and eat an aerial or DI away and fall on the platform which can give you a followup (time to try that prof disable reset boys). So dthrow in the middle of the stage if upthrow wont kill or backthrow if youre at the sides of the stage.
Neutral might not be as bad as you think so long as you can deal with turnips. For one you can force her into the air with dtilts. If they stay grounded you can actually make use of your dashdance effectively in this matchup to fish for a grab or bait a dash attack to get a shield grab. If you wanna get fancy you can do some pivot shenanigans too. Peach is too slow to punish teleport too so make full use of the mobility advantage you have over her. In general i think PS is the best stage for this matchup. Platforms to teleport to, space to run, low ceiling, what else could you want? Besides that i think id stick with Battlefield and Yoshis.
Plenty of things i didnt mention but start discussing anyway.
Last edited: