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It can and it will. Dimensional cape despite this atlleast doubles as a powerful attack and a decent utility option for the character though. I also think the gentleman's agreement thing is stupid. people are being cowards and missing out on the chance to learn the mewtwo matchup faster and develop the meta more.It's not like anybody has had enough time with the character to fully master them anyway.No, no it definitely can't.
That was sick. As for myself, I don't even bother with TP ledge cancels because I figured I'd screw up most of the time, haha.So I've been playing around with teleport ledge cancels to try and make the most use of it. Looking pretty good so far I think.
There will be more where that came from.
I could've sworn it did, while I was using DC, someone hitted me right out of where I was going before I could reappearNo, no it definitely can't.
The best place to practice is battlefield. The distance of the full teleport can determine how far you go if you teleport straight into the ground. A full hop in the middle of a platform on battlefield will TP cancel right off the platform, and a short hop from the very end of the platform will TP cancel the same distance as well. So whenever I TP cancel on a FD stage or ledge I always think of the distance of the platforms. The distance from the ground or just straight to the ledge is defined by the full distance of the teleport itself as if you full hop you won't travel very far when you hit the ground, while a short hop teleport to the ground teleports you a longer distance. You can also teleport to the ledge straight off the ground which takes some time to get used to.That was sick. As for myself, I don't even bother with TP ledge cancels because I figured I'd screw up most of the time, haha.
Interesting. Thanks, I'll start training that after I work on other areas of my Mewtwo. =)The best place to practice is battlefield. The distance of the full teleport can determine how far you go if you teleport straight into the ground. A full hop in the middle of a platform on battlefield will TP cancel right off the platform, and a short hop from the very end of the platform will TP cancel the same distance as well. So whenever I TP cancel on a FD stage or ledge I always think of the distance of the platforms. The distance from the ground or just straight to the ledge is defined by the full distance of the teleport itself as if you full hop you won't travel very far when you hit the ground, while a short hop teleport to the ground teleports you a longer distance. You can also teleport to the ledge straight off the ground which takes some time to get used to.
It's a risky move that can pay off if mastered. I punished quite a bit of people with it.
I'D LOVE TO! I'll try to send a request your way tonight lolOn the buffs note: Mewtwo is great as a character already, just some areas need to be polished.
I honestly don't have a problem with fast characters, as long as you punish people with a sliding reverse F-smash( a+b smash) it covers a lot of options. I like to think of Mewtwo as a cruel glass-cannon, spacing and mindgames are everything. If you keep playing a certain way they'll read you the same way Mewtwo reads minds ( read your opponent ). Be unpredictable, change it up every once in a while. You're a psychic type, bend their will like you bend your spoon sword.
There will be more where that came from.If you wanted I could upload some of your videos to my youtube channel; just send a replay my way. I plan on uploading quite an extensive amount of Mewtwo content. If anyone else is interested you are welcome too as well.
I'm currently out of town for the moment so I can't get your request right away. haha. I'll be back in town sometime tomorrow though so no worries. Send me a private message on here so I can accept your request tomorrow.I'D LOVE TO! I'll try to send a request your way tonight lol
Definitely, fine tune the basics first. Some people just want to dive in the advanced stuff without having a solid regular game.Interesting. Thanks, I'll start training that after I work on other areas of my Mewtwo. =)
Alright cool!I'm currently out of town for the moment so I can't get your request right away. haha. I'll be back in town sometime tomorrow though so no worries. Send me a private message on here so I can accept your request tomorrow.
Definitely, fine tune the basics first. Some people just want to dive in the advanced stuff without having a solid regular game.
It's time to hit the gym
TP canceling is all about learning the distance of the TP (whether it's from the air or ground). The platforms from battlefield is the best way for me to measure at the moment, and it's a great way to memorize the distance. From the practice I've put in I can assure you it's not impossible, but it does take work.![]()
DOOD IKRMewtwo is climbing up the ranks of my fighter record at the speed of light. He's already my 7th most used character. For reference, Lucario is a character I've used since I got the game (October 3) which is like 6 months ago. That means Mewtwo surpassed a character that I've used for 6 months in just 3~4 days. I use Lucario quite a lot too; he was my Brawl main and one of my co-mains in Smash 4 before Mewtwo came out. I've used only Mewtwo (except 1 game of Charizard) ever since I got him. Mewtwo's the best.
I just focus on keeping him away from the middle and or bating him into a reverse- f-smash(a+b). If he just stays back and jabs toss a weak shadow ball and go for a grab. Tilts are decent too depending on the situation, had a great u-tilt juggle on a mac just recently.Alright cool!
Speaking of little mac, he's pretty tough for Mewtwo...his armor is kinda annoying for him.
Legitimately saddened more people have voted for Shovel Knight than Isaac...https://docs.google.com/spreadsheet...m4/pubchart?oid=1981029313&format=interactive
im laughing my *** off on how people want finn the human loll
Will def try this the next time I fight him.I just focus on keeping him away from the middle and or bating him into a reverse- f-smash(a+b). If he just stays back and jabs toss a weak shadow ball and go for a grab.Tilts are decent too depending on the situation, had a great u-tilt juggle on a mac just recently.
Both are one of Mewtwo's worst matchups IMO... especially Falcon... I need help too... ;~;Will def try this the next time I fight him.
I also have trouble with Sonic and Falcon. Any help for those?
I guess so. Oh well.That's just the way it is. Sakurai balances some things for FFA and others for 1v1
Rosalina for example is garbage in 4-player smash. Marth and Lucina's Heavy Blade is a move that mostly relies on people being too busy fighting each other to realise you're throwing out slow, power**** attacks, which means its a pretty good move in FFA but terrible in 1v1.
Spacing and tilts are good, U-tilt especially since it comes in fast and can punish people who role behind you. The reverse F-Smash slide (once again) does the trick as well as they are always charging straight towards you. Punish those non projectile characters with a small shadow ball for the free grab, and if they roll instead that gives you a free punish. If they approach from the air at this point toss in an U-tilt, although timing may vary. U-Smash may be more reliable depending on the timing of Falcon-Kick or Sonic's D-air.Will def try this the next time I fight him.
I also have trouble with Sonic and Falcon. Any help for those?
Idk about that. I've been practicing eith both 1 vs 1 and 3-8 player Smash, he's been doing well on both accounts. On 3+ Smash you just need to spam attacks that would be good crowd control like USmash, UTilt and NAir. Any other time I'd air dodge and teleport myself to a space where I have the most advantage to use a FSmash/DSmash or a Shadow Ball. FThrow is great for crowds too.Hrrgh. Okay guys. Mewtwo got his 4-player smash debut tonight with me and my friends.
...and he got completely trashed. It seems the minute he's thrown into the thick of a 4-player fight there is no more "glass cannon" concept. He's just kind of helpless--easy to juggle, easy to KO, not fast enough to counter the onslaught of various attacks coming at him, etc. And it's only worse when you have someone like Ike on the field.
I have no idea what kind of changes would have to be made to mitigate this glaring flaw...at least, not in terms of gameplay and strategy. But if I were a highly powerful psychic being who was especially vulnerable to physical attacks, I would want absolutely nothing to come within ten feet of me, be it one opponent or multiple. Making Mewtwo hard to approach from all sides (but rewarding it you can) makes the most sense to me. Right now he's pretty easy to toss around.
I'm a little disappointed. Mewtwo's fine in 1v1 but I play Smash Bros as a social thing, so it's mostly 4-player matches unless we decide otherwise. To have a character who's only good at one situation and not the other is tragic.
I hope they fix this somehow, either with an update or his custom moves. It would be shame otherwise.
Edit: Also learn how to fake out with a jump canceled shadowball, it does wonders.Spacing and tilts are good, U-tilt especially since it comes in fast and can punish people who role behind you. The reverse F-Smash slide (once again) does the trick as well as they are always charging straight towards you. Punish those non projectile characters with a small shadow ball for the free grab, and if they roll instead that gives you a free punish. If they approach from the air at this point toss in an U-tilt, although timing may vary. U-Smash may be more reliable depending on the timing of Falcon-Kick or Sonic's D-air.
I've been trying to jump out of shield and do a N-air and it works some of the time. Still need more time to work on it as a F-air may be better, but it doesn't cover both sides.
You gotta get on that ledge cancelling game buddy! When I first started doing it I was concerned with SDing but once I got the hang of it it's just too perfect not to use.Interesting. Thanks, I'll start training that after I work on other areas of my Mewtwo. =)
It's a lot of fun, plus you get the slide (from the recoil) on the stage if you're close enough.You gotta get on that ledge cancelling game buddy! When I first started doing it I was concerned with SDing but once I git the hang of it it's just too perfect not to use.
Agreed! Jump cancelled NAir and DAir as well. That DAir is just so beautiful..
You're wrong. Go in to training mode, take a Smart Bomb, and throw it. Use Dimensional Cape without using the attack, and go in to the explosion. You will find Meta Knight gets hit after he reappears.It can and it will. Dimensional cape despite this atlleast doubles as a powerful attack and a decent utility option for the character though. I also think the gentleman's agreement thing is stupid. people are being cowards and missing out on the chance to learn the mewtwo matchup faster and develop the meta more.It's not like anybody has had enough time with the character to fully master them anyway.
Actually got my terms confused for a second, which is the reason for the edited post haha, long day. I actually meant a fake out that involves a dash > short hop+air dodge > DAir (or NAir), at 130% that DAir can easily KO most opponents, even better when you do it surprisingly; if you immediately short hop and air dodge after a dash, your opponent won't even see you jump as you instantly appear on top of them with a DAir.It's a lot of fun, plus you get the slide (from the recoil) on the stage if you're close enough.
Do you mean with jump cancel disable (first) then going into a Dair or Nair? Otherwise you can't jump cancel with an aerial 'A' non special attack. The only jump cancels I've seen are Disable, Shadow Ball, somewhat for Confusion (since you get a second jump), and Teleport (if you want to count it as one). So all of Mewtwo's specials can cancel it out in some way or form.
Bowser doesn't have that problem. He works everywhere.I'm not actually surprised at Mewtwo sucking in FFA. Can't balance for every mode.
Touché.Bowser doesn't have that problem. He works everywhere.
Alpharad did that in his How To Play Mewtwo 101, correct?I found out that if you NAir someone that recovers low, you can position yourself so you can easy footstool them!
basically if you make the opponent follow you so the opponent get the last hit before the strong hitbox, you will be able to move before the opponent and score a footstool on the opponent!
at low % the opponent will not follow you completely and miss the strong hitbox, they might get out earlier which makes them able to attack/jump/destroy your footstool (you can recover if you jumpstool their attack tho but they will not fall down)
at higher% the opponent will follow you but you will have to fastfall before the strong hitbox (the timing needs to be perfect at the fastfall)
it might be an expert tech, but its worth learning in my opinion :3