YOUNG LINK
Magic Number:
127%
Initial Thoughts: YL is quick, throws/shoots decent projectiles while on the move, decent priority compared to Mewtwo, and doesn't get KOed from up throw as easily as we'd like.
He is a bit lighter than Link, but this only makes him harder to combo when it should count for a KO. Being lighter helps force him off the stage a bit easier from your neutral air, back airs, and smashes though. His recovery is typically as easy to edgeguard as Link's. His up B gives him a little more to work with, but his hook shot is shorter, so it CAN limit his options a little more. Especially since it should be either harder/impossible for YL to use bombs to help his recovery.
YL can be annoying and quick, but I think if you play with a clear head and try not to be too fancy, you can shut him down and keep him from getting those D-air/up air KOs on you. Despite all the damage you may take from projectiles, Mewtwo should live to relatively higher percentages in this match if you're careful.
OFFENSE: TELEPORT is your best friend in this match-up. You can use it to get through a lot of bull **** and close the gap quickly on YL. Your down tilt should be on par with most of YLs attacks in range and possibly even faster than most of his ground moves. Try not to eat crouch cancel down smashes though. Once you're inside, depending on the stage, approaching baby shadow balls to cover boomerang throws and force the YL to commit to an option. He'll either full hop away from your approach and try to run using platforms, SHFFL an aerial to cross up, or hop back wards and pull out another projectile.
If you want to keep that pressure up on him once you've closed in, you have to call how he'll move. You don't want him to run circles around you, but the projectiles can lead into nasty combos if you get hit carelessly. If he tries to go high, typically neutral air as he approaches platforms works nicely. If he gets away, teleport to the platform underneath him, and pressure him with up tilt/neutral air again while being mindful of down airs trying to poke your tail.
When he pulls a bomb, you can also be pretty aggressive since all he can do are B moves or throw the bomb. You know he can't grab you, you know he can't aerial, so when he's in the air, he can drop and do an aerial or throw it at you. If you're ready, you can use that to your advantage and catch bombs while you're approaching*, and use it to force him to temporarily commit to a defensive action and play for aggressive grabs from shield stun, or shield pressure him with down tilts/neutral air.
*Short hop and press Z as the bomb approaches you, or you can play safer if you're uncertain and temporarily retreat by short hopping and pressing R+A to do the air dodge grab. You typically want to air dodge away from the YL though since you'll be vulnerable.
If you ever nail YL with down tilt, then you should have your bread and butter combo, down tilt > forward air > up air, or you can do a gambit like: down tilt >DJC up air > Forward air > neutral air > baby shadow ball > IF neutral air through shadow ball, shield grab/ IF double jump, watch for down airs and punish and up tilt pressure otherwise. There are other variations of mixing the DJC up airs and DJC/regular forward airs as it varies with DI, but ending the combo with neutral air can give you certain opportunities that you may not get with an up air/forward air finish.
DEFENSE:
There are a few YL styles. Some swear by the Camper's Bible, and will continue to run and shoot, hit and run, until you make a glaring mistake where they can get some kind of combo and some will use projectiles to probe and actually play a spaced SHFFL/jab/grab game. I haven't played any good YLs in a while, but I think the ones that still play probably play more of a solid projectile > SHFFL game than camp since the campers probably all migrated to Brawl.
You can tilt boomerang approaches, and read his advance by spacing with dash dance or short wavedashes accordingly. Bombs can combo into neutral/down airs on you, so you have to be aware of where you are and what his options are when he's close enough to throw a bomb and attack you. His forward air can be spaced pretty well on your shield, but your wavedash out of shield should work well if he hits high, and if he hits low, watch out for a follow up down smash.
YLs best kill moves are sweet spotted Neutral airs, down airs, up air, dash attack, second hit of forward smash, and down smash. Only down air and to a slightly less extent, up air, will kill you earlier than you'd like and can also be guaranteed from YL's down throw. The rest are relatively avoidable since they're just like any other character's attacks, but a little slower or they have more lag. What makes them land is the coordination of projectile shield pressure, high-low mix ups on your shield, and Mewtwo's natural size.
Edgeguarding: Back throw > back airs. Watch for air dodge > grapple and intercept with back air/down air. Shadow balls can force jumps/stop YLs momentum. It's probably in your best interest to teleport stall if YL is recovering even or below the stage and play off of the high up B/grapple. Since if you're ledge stalling, going for a sweet spot is almost suicide.
If you're on the stage while he's recovering and he decides to go for an up B sweet spot, if you're quick you can SUNC/Teleport edgehog. If he comes a little high, then just down smash and finish him with back airs if necessary.
Final Thoughts: Mewtwo is big, but it doesn't really matter THAT much IMO. Between long wavedashes and teleports out of shield, Mewtwo can close the gap and try to force the YL to platforms where he's vulnerable, or play a close up game where Mewtwo's height becomes an asset in shield grabbing and his tail gives just enough range to give good pressure while avoiding getting grabbed.
I think the most important thing, is to keep calm. If you're getting hit, it's not the end of the world, but you don't want YL to ride off of the momentum. So if you need to regroup yourself, back off out of his range and charge your shadow ball. If you call his boomerang throws at medium range, then that will be your game breaker and get you damage scoring/KO opportunities.
If any of that was unclear, or you have specific questions, comments, or concerns please post them.
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Otherwise... This week: ROY