ihasabuket
Smash Journeyman
- Joined
- Mar 17, 2015
- Messages
- 321
Keep in mind this is just theoretical and i have not yet implemented it.
Movement and positioning
Although Mewtwo doesnt have the best movement options, you certainly have the advantage over sheik. Dashdancing can work since Sheik has to commit to most of her approaches, but space as if your tail is in front of you. If your opponent knows the match well enough, (which you should always initially assume that they do) they will be aiming for your tail. If you can manage to bait something you can WD in to punish or maybe get a djc aerial off. Remember that if you wait to gain a little bit of height before DJC so you can travel more horizontal distance during an aerials startup. You can also change the length of your WD dramatically by changing the angle of the air dodge(the endlag will always remain at 10 frames the only thing that changes is the distance traveled). Use short WDs to space yourself while still being in range to punish. Sheik is most vulnerable in the air, especially when you are right under her. Try to juggle her or send her offstage since she has a punishable recovery.
Sheik has fairly limited movement options. Her dashdance length is extremely small so she cant dashdance camp or dash out and in to punish. Her SH is big and leaves her vulnerable since she cant fastfall as soon as most characters. This means you dont have to worry about an aerial approach (but more on this later). She relies heavily on her WD to punish but all WDs have a 10 frame endlag(excluding jumpsquat) and hers isnt partiularly long. Many sheik players also like to use a fading SH as a spacing tool to stuff approaches but i dont really know the specifics of why her backwards SH is so good. Overall mewtwo has better movement options despite sheik's run speed being much greater than mewtwo's. In neutral, try to control center stage as your poking will become more effective and you will be able to force punishes.
Sheiks approches
Contrary to popular belief, this is probably Sheik's biggest weakness. Her high SH makes her aerial approaches very punishable because of her inability to effectively SHFFL. In addition, her aerials lack horizontal range so that she has to run right up to you to space a rising aerial. Mewtwo can easily stuff her aerials with uptilt or even upsmash if shes coming down from above without a DJ.
She cant really approach with dashdances to bait. Her grounded approaches(grab and dash attack) lack disjoint and range. You can stuff her grounded approaches using tilts without the constant fear of getting punished from a dashdance. Even so, try to maintain some stage control instead of throwing tilts if youre backed into the edge. You can CC her unstaled dash attack until 64% although stuffing it is much better. Basically her approaches are very predictable, limited and unsafe. Most Sheiks will probably opt to zone you with needles until they can punish your approach with tilts and and grabs.
Just to clarify, the end of Mewtwos tail doesnt have a hurtbox which gives his tilts fairly good disjoint.
Sheik's needles
Needle storm has a minimum of 12 frames of startup on the ground and 19 frames in the air. This means you should be able to shield off of reaction. Aerial needles take long and are very telegraphed so you should be able to punish sheik by teleporting/WD under or behind her. As for grounded needles it would have to be more of a read to punish with teleport. You can WD OoS after sheilding(with inward shield DI) to close the distance and push her back with tilts. If there are platforms, jump on top and charge SB. Sheik will either jump on the other side platform or try to DJ needle you but you will have plenty of time to charge cancel, shield, and react according the situation; If she aerial needled too close punish her, if she jumped on the other platform you can just charge cancel -> shield drop to take stage control. SH confusion may be an option if youre really far away and looking to close a bit of distance. If youre close enough try dashing in to shield and WD OoS close enough to push her back with tilts as stated above. If you shield the needles really close you can get an aerial OoS off. Fully charged SB will not go through needles since needles have a hurtbox. It does however pressure the opponent and gives you a potential punish for aerial needles.
Sheiks dthrow
Sheik cant CG or techchase mewtwo because mewtwo falls too slowly and drifts too fast. Weight does not affect the KB(knockback) of throws since all throws assume 100 weight. Since Hitstun = KB(.4) and launchspeed = KB(.03) all characters experience the same knockback, hitstun, and launchspeed from a grab at all %s. Mewtwo's low falling speed prevents him from falling into a tech chase situation. His aerial mobility should let him drift away at lower %s after hitstun ends, even if you have to eat a single tilt. The key is using proper DI and ASDI to distance yourself after getting hit by tilt. Whenever you get grabbed you should be ready to DI with the control stick and ASDI with the c-stick. Sheik may be able to get a fair, upair or upsmash followup at some point but there may be counterplay available. Although i havent tested it yet, I suspect you may be able to fair right as sheik approaches at certain %s. Even if her fair hits, you should be able to survive with proper DI given that mewtwo has a huge DJ and teleport. Overall dthrow shouldnt give you much of a problem. Meleemewtwo has some great data on this.
Again, throw is unstaled and the percents are the damage Mewtwo has before the dthrow. Frame advantage is for Sheik.
0% = +10
10% = +10
20% = +11
30% = +12
40% = +12
50% = +13
60% = +14
70% = +15
80% = +15
90% = +16
100% = +17
lol, usmash definitely shouldn't connect on DI away at any percent. It whiffed so hard even at 100%. Aerials like Fair and Uair should pretty much always work, though. That stuff shouldn't kill until really high percents, anyways.
Sheiks tiltsShiek's tilts are very good combo starters since they have medium base KB and low KB growth. However, this also means you can CC these moves until relatively high %s since Mewtwo is a middleweight. CC can lead into dtilt or grabs. If you get caught in your shield by tilts you can shield DI in to grab, if not your best option is to buffer roll. If you get caught, ASDI away by using the c-stick in conjunction with regular DI. Below are the max CC %s for each unstaled tilt.
Ftilt: 84%
dtilt: 108%
Uptilt: -both hits: 89%
-second hit only: 129%
Sheiks followups
Sheiks followups on mewtwo should be fairly short since youre too light to get repeatedly juggled by tilts and dthrow can only get some aerial followups. It is possible Sheik can get needles off from a tilt or throw but the endlag from needles is too much to followup even with projectile hitlag. I believe Sheik can get followups from late dair but if youre getting hit by late dair you need to reconsider your decisions. Just mind your DI and remember to ASDI as a safety measure.
Sheiks kill moves
Mewtwo is in a good weight class at a slightly above average weight of 85. This coupled with his low falling speed and huge recovery lets him survive Sheik's fair and downsmash which send at low angles. However, his low falling speed also means he is more susceptible to vertical kill moves. Sheiks main kill moves on mMewtwo are upsmash and upair. Upsmash since dthrow wont combo into it but according to Meleemewtwo it is likely that dthrow can get an upair followup. Even then Mewtwo wont die too early.
Sheik's edgeguards
Sheiks edgegaurd options are pretty good. Bair has good range, fair has a good send angle, and her recovery lets her go deep for edgegaurds. Although Sheik can do really low for kills she cant go too far horizontally so try to familiarize yourself with the safe and danger zones for your DJ. Needles arent much of an issue for mewtwo so long as you dont let her clip your DJ like an idiot. Confusion can be be used as to stall or block needles. Teleport and airdodge are mixups since the animations arent distinguishable. Once you grab the ledge you have a number of options: you can teleport ledge stall, ledge AI, disable from ledge, ledge release upair, or teleport from ledge.
Mewtwo's approaches
Mewtwo's WD is so long that you can actually use normals while moving forward from your inititial WD's momentum. This is more apparent with the more horizontally angled WDs. This lets you space normals better because you can get into range right as the hitbox comes out. You can shoot uncharged SBs and follow behind them since they move so slow. Mewtwo's low traction also gives his JC grab really good range. Unfortunately Mewtwo has very few safe approaches. Spaced rising bair is a possible and experimental approach that can offer several mixups but i have not implemented or tested it much. If you decide to experiment with it, aim to hit right in front of them rather than hitting their body. If you hit them you get free % and are able to fade and use the bair's IASA frames. If you miss, youre back to neutral and the bair will AC if you chose not to use the IASA frames. There are other options that are relatively unsafe, but can be used as mixups. Much like Sheik you can run up to them and do a rising aerial to fade away or cross them up.
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