You don't even need to wavedash off the ledge. You just dash off the stage into a teleport angled to the ledge.
You just have understand the character's weight/fall speed and react to their DI. Sometimes you can see down tilt > grab being the most reliable because of their weight and percentage, or you can see extended combos like down tilt > down tilt > grab, down tilt > down tilt > forward air > up air, or down tilt > down tilt > DJC up air > down tilt > forward air > neutral/up air.
Almost every Mewtwo combo from down tilt is DI dependent, and you won't necessarily get down tilt into anything a lot of the time. You just have to learn what you can get away with from experience and reactions.
The tip of the back air combos into itself so you ideally want to hit with that part. You only want to sweet spot (center of the tail) with it if you know it will KO off the side since upwards DI can help most characters back rather than set up for the easy edge hog like the tipped part.
I'm not sure if I'll make it to the tournament or not until I get my new work schedule.
You just have understand the character's weight/fall speed and react to their DI. Sometimes you can see down tilt > grab being the most reliable because of their weight and percentage, or you can see extended combos like down tilt > down tilt > grab, down tilt > down tilt > forward air > up air, or down tilt > down tilt > DJC up air > down tilt > forward air > neutral/up air.
Almost every Mewtwo combo from down tilt is DI dependent, and you won't necessarily get down tilt into anything a lot of the time. You just have to learn what you can get away with from experience and reactions.
The tip of the back air combos into itself so you ideally want to hit with that part. You only want to sweet spot (center of the tail) with it if you know it will KO off the side since upwards DI can help most characters back rather than set up for the easy edge hog like the tipped part.
I'm not sure if I'll make it to the tournament or not until I get my new work schedule.