Here is the data I collected from your responses. (Will be edited with time)
Play Style:
- Samus’ Ground game > Mewtwo’s Ground game
- Samus’ Air game < Mewtwo’s Air game
- Fire Beam > Ice Beam in MU. Ice beam doesn’t dent a GOOD Mewtwo’s Air Game.
- Be mindful of spacing. His Bair is always farther than it looks when he approaches you.
- Control his landing if he is in the air. Use moves like Utilt, Fsmash, Uair, (possibly Dash Attack)
- Lay the pressure, Mewtwo cannot escape pressure very well nor can he escape combos.
- Mewtwos are largely aggressive. He will mostly likely have poor defensive play style.
IDEAS:
- Approach: Retreating Fairs
- Approach: Morph Ball into Shield then Grab (Note: Pressing Grab will just do Dtilt)
- Edge Guard: Lay a Bomb in the range he may teleport to. Punish if he hits. Once he learns and begins to actively avoid the bomb, predict the new area he teleports to and lay your hurtbox there.
- Play Style: Camp
When I see a mewtwo constantly teleporting, I drop through on a platform, firing a missile to the open part of the stage, and then an fsmash in the other direction, it normally covers the option the m2 is trying to get, where the last one would be a falling fair on samus, which could be covered by throwing out an up smash instead of the fsmash. If you can cover 2/3 options, you are going to be doing well in that part of the MU and the m2 is most likely going to stop coming in with teleports and play smarter
APPROACH:
- Zairs, never ending Zairs. Your Zair will still out do all/any of Mewtwo’s moves. Also, time your Zair's slightly differently so he can't read and try to side step.
- Don’t approach too often, only every once in a while.
- UpB OoS response to pressure. (Unadvisable due to bad punishes Mewtwo has if miss or shielded)
- Mewtwo’s Range is long but not disjointed. Can clang with your own moves.
- Mewtwo’s will recover with their UpB, predict and lay a hurt box there before they reappear at that location.
CAUTION:
- Mewtwo has ridiculous powersheild. Wary of missiles coming back at you.
- Avoid letting Mewtwo grab you at high percents at all costs.
- Never be above Mewtwo or challenge him in aerial combat.
- Watch all of his aerial moves.
- Mewtwo’s Dtilt covers more range than what the Boost ball can cover. Thus, Boost ball is hazardous.
- Mewtwo’s Dtilt reaches longer than Samus’ Ftilt. Use extreme caution when shield poking.
STAGE CHOICE:
- High Ceiling is GREAT (See: Mewtwo's Uthrow, Usmash). Medium Death Zones are ADVISABLE.
- The ice missile spam (homing on platform and fall through smash ice missile) is the most useful part of the neutral game in this MU
- SAMUS NEEDS PLATFORMS
- Recommended w/ Ice Missiles:
Pokemon Stadium 1, Battlefield, Lylat Cruise, Yoshi's Story, and then Pkmn stdm
- My (flawed?) Recommended:
Rumble Falls, Skyworld, Battlefield, Lylat Cruise
- Ban: Warioware Inc., Fountain of Dreams, Final Destination
Edit Version 1.4