It's a very situational use, but it can loosely be used for getting a little more distance and height in order to back air someone. If shadow ball cancels worked in one frame and Mewtwo had a more effective back air like Fox/Falco...
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
@This^So I just found out that if you DJC a D-air as fast as possible(well it doesn't have to be as fast as possible), Mewtwo will not have lag animation from the D-air. This may not be great but at least I can Mindgame my opponents with the Sound of Mewtwo's D-air then follow it up with a Dtilt.
---------
Hmmm...I wonder if a Falco/Doc/Fox/other will be fooled by it if I do this right before A charged Shadow Ball. Perhaps they will gasp at the sound of Mewtwo's D-air and stall like FastLikeaTree...
A stupid idea, yet pretty cool =P
-If any of you guys know about this, how many of you guys use it?
EDIT: Follow it up with a Disable/confusion =D ; even stupider!!!
Yeah pretty much agree with you; just an idea worth mentioning you99% sure that has no uses whatsoever. A lot of characters can perform an AC aerial by landing extremely early into the move (Ness with his dair, for example). The hitbox doesn't come out, though, so I can't see how this could be implemented usefully, mindgames or not.
to play against Falcon you have to grow some balls lol.And yes, Captain Falcon scares the hell out of me. I have no idea how to play against him. All my moves seem ineffective and it sucks.
Are you suggesting I don't already have a nice juicy pair?to play against Falcon you have to grow some balls lol.
Those were probably the most entertaining matches I saw on the stream. Much MUCH better then the grand finals. I despise puff.WOW Taj crouch canceling to Down B ****.
(I am watching hiim **** on the pound 4 stream, 3 stocking marths)
Nah, it was a joke.Are you suggesting I don't already have a nice juicy pair?
this is true. i was talking about a combo breaker when you're in the air, but I'm open to on the ground options since I hadn't touched on that.uptilt can be used to stop some approaches.
Well, no more m2 combo videos are necessary.Announcement: V3ctorman will be producing/editing Shadowclaw IV...
HYPE??
There is hype. OMGOMGOMGOMGOMGOMG......Announcement: V3ctorman will be producing/editing Shadowclaw IV...
HYPE??
From what I've seen of Mango's play, I don't think he has the right skill set to play Mewtwo. I'm no expert obviously, but he is definitely on to something when he says you have to change your mindset. You have to be SOLID, like a wall almost. Very little room for mistakes and you have to know when to engage.:D I got to experiment on a few things at Pound 4, hopefully I'll be able to share some new tricksies with my next series of vids.
I've talked to Mango and Amsah about them picking up Mewtwo and it seems that it is no easy feat for them either. You have to change your mindset drastically if you hope to play Mewtwo at a competitive level. Mango complained to me about Mewtwo "not having anything in front of him." I knew what he meant, and it really says how limited of a character he is, but it also showed just how much I had to evolve in order to make Mewtwo playable.
Using shadow ball to force people to move in a certain way, calling gaps in their advances, forcing poorly spaced aerials, tech chasing like I'll never get another moment to do damage, and keeping momentum are all things required for competitive Mewtwo play that are obviously still fundamental to other characters but Mewtwo doesn't have the luxury of priority, extended grab combos, and spammable projectiles used for comboing.
I've said this before, but Mewtwo is a character that literally has to beat the **** out of whoever he's playing all for the up throw against floaties and mid-fallers. Two phases, damage dealing phase and finisher phase. Where the high tiers pretty much have a combined phase of damage, pressure, and KO all rolled into one, especially Fox.
Between shield pressure with shines and SHFFLs, a strong grab game, and shine spike pressure just from doing any aerial to shine, then going to Mewtwo that has to carefully approach or you get grabbed and comboed, out prioritized by almost every character and being light and floaty. I don't know any other pro I've played with or spoken to that tried Mewtwo for more than a week and created anything new or interesting. Amsah said he would show me something new next time I saw him though, and Mango said he'd give M2 another shot, but these guys are Jiggs/Falco and Sheik mains respectively.
We can only hope!
If you've done Sheik's teleport stall, it's the same principle except you have to be a bit faster and make sure you're not holding down. You should be able to still hold diagonally toward the ledge and grab it.
Lol this would work if Mewtwo's shadowclaw had Jigglybuff's or Falco's bair's range, but it doesn't, so spacing this against their shield to set up a punish would be extremely hard.One basic thing I've seen Mango do with Falco and Jiggs is space an aerial against a shield to bait the shield grab and fsmash them in their whiffed grab.
We could do this with fair and then a down tilt instead of fsmash, or whatever.
That he does.Mewtwo has a helllaaaaaaaaaaaaaa learning curve.
Also, Mango's shieldgrab bait move uses Falco's dair more than bair. That range is pretty small; Falco makes up for it with aerial mobility. There's no reason why M2 can't do this.