Garr
Smash Apprentice
So since u-tilt base knockback was halved, Mewtwo's punish game on spacies needs some addressing. The shortened tail also makes it a bit harder to pull off. I'm not sure what's guaranteed, but I certainly who love other's input. If I want to counter Fox or Wolf, I want to make sure they can't do anything to get back to neutral.
I want to figure out potential 0-to-death combos on Final Destination starting with one grab, kinda like how M2K's Marth deals with Fox in that stage.
Here's one sequence that still works in 3.5:
1) Grab, up-throw, Fair, re-grab. Make sure you hit them with the very top of the hitbox, or else they hit the ground before you can get a follow-up. JC grab might be necessary, but it all depends on the opponent's DI.
2) Up-throw, pummel, Dash SH to stay below them, Uair, re-grab. This part's trickier. I've tried it in debug mode, and I can see some ways the opponent can get out of it, but if you get that grab, the next part should be easy. Hit them with the tip of the Uair as they descend from the throw, and re-grab. Not sure about JC grabs, but I'll do some more lab work on that.
3) Up-throw, full hop, Down-B or Shadow Ball. Bair could be the finisher if you prefer, but Down-B in the air sends spacies at a really bad angle. Shadow Ball is your best option if you get one fully charged.
4) Edgeguarding and edgehogging. If you finish the combo near the ledge, this shouldn't be a problem, but if the last hit was near the center of it, you'll have to do some work to secure that stock.
This is all I know, but if you guys other ways to get gimps or 0-to-deaths on these guys, please share!
I want to figure out potential 0-to-death combos on Final Destination starting with one grab, kinda like how M2K's Marth deals with Fox in that stage.
Here's one sequence that still works in 3.5:
1) Grab, up-throw, Fair, re-grab. Make sure you hit them with the very top of the hitbox, or else they hit the ground before you can get a follow-up. JC grab might be necessary, but it all depends on the opponent's DI.
2) Up-throw, pummel, Dash SH to stay below them, Uair, re-grab. This part's trickier. I've tried it in debug mode, and I can see some ways the opponent can get out of it, but if you get that grab, the next part should be easy. Hit them with the tip of the Uair as they descend from the throw, and re-grab. Not sure about JC grabs, but I'll do some more lab work on that.
3) Up-throw, full hop, Down-B or Shadow Ball. Bair could be the finisher if you prefer, but Down-B in the air sends spacies at a really bad angle. Shadow Ball is your best option if you get one fully charged.
4) Edgeguarding and edgehogging. If you finish the combo near the ledge, this shouldn't be a problem, but if the last hit was near the center of it, you'll have to do some work to secure that stock.
This is all I know, but if you guys other ways to get gimps or 0-to-deaths on these guys, please share!