TheConfuZzledDude
Smash Cadet
- Joined
- Jun 2, 2014
- Messages
- 39
- NNID
- ConfuZzledDude
- 3DS FC
- 1246-8704-7777
Firstly, you can do a pseudo wavedash out of the teleport. Basically, when you finish the teleport, Mewtwo will glide for a small distance afterwards in the direction that you tele'd. If you jump and teleport diagonally to the ground, but just above it, you will cancel the normal spinning animation with the normal landing animation and you can act for a small distance while you slide. I believe it can be done out of short hop if you get the angle right but I've been having the most luck with doing it at the peak of full jump. Also, bear in mind that if you teleport backwards, then you'll end up facing backwards, since Mewtwo turns around when you do the Up-B backwards.
Secondly, somewhat more minor is a trick for mindgames using his airdodge. The time when Mewtwo is invisible in the airdodge is just enough that if you shorthop directly into it, you can just about maneuver him behind, in front of, or on top of an enemy with out them being able to tell where you are going, and you can buffer an attack input. This is great for doing mixups, as you can decide when approaching the enemy whether you want to hit with a bair, nair or fair without giving them a clue. It also just so happens that the timing is just right to hit the enemy with the base of your tail with the bair, so you can easily land it by buffering it out of airdodge. Also, if the player indicator is floating above your head, they'll know where you are so be careful.
Here is a potato quality video roughly showing some of the stuff here, and stuff I posted later in this thread:
In order, I show the ledge-bouncing, pseudo-wavedash, teleporting while running of ledges, and then air dodge mind games (albeit badly)
Secondly, somewhat more minor is a trick for mindgames using his airdodge. The time when Mewtwo is invisible in the airdodge is just enough that if you shorthop directly into it, you can just about maneuver him behind, in front of, or on top of an enemy with out them being able to tell where you are going, and you can buffer an attack input. This is great for doing mixups, as you can decide when approaching the enemy whether you want to hit with a bair, nair or fair without giving them a clue. It also just so happens that the timing is just right to hit the enemy with the base of your tail with the bair, so you can easily land it by buffering it out of airdodge. Also, if the player indicator is floating above your head, they'll know where you are so be careful.
Here is a potato quality video roughly showing some of the stuff here, and stuff I posted later in this thread:
In order, I show the ledge-bouncing, pseudo-wavedash, teleporting while running of ledges, and then air dodge mind games (albeit badly)
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