Vale
Smash Ace
- Joined
- Apr 13, 2013
- Messages
- 945
I thought it would be a good idea to have a thread for people to post any technical things they find out about Mewtwo, such as general combos, advanced techniques, useful mindgames, and generic ideas on how to play (the neutral game/reocvering/etc.). After a while, I'll organize the information from this thread and create a guide, unless somebody else would like to do that.
Some generic questions to start things off: which form of recovery do you find yourself using the most? Hover and double jump appear to cover about the same distance. Is one way more optimal than the other?
Do you find yourself using grounded teleport? For approaching, it looks like a short-hop teleport left/right saves considerable time.
Contribute whatever tips and tricks you guys find out! We also have the matchup thread for more specific knowledge, which can be viewed here: http://smashboards.com/threads/the-mewtwo-mu-thread-that-kinda-rhymes.343572/
~~~
On recovery: If you press left/right off of the ledges on Battlefield, Teleport takes you to the nearby platform with nearly no endlag. If you instead jump immediately and teleport to the left/right, you'll end up in the center of Battlefield. Jumping back a bit first leaves options open. The move also appears to have that "wall riding" effect (not sure if there's a more official term) on stages such as Final Destination, allowing teleport to take you inwards towards the stage.
I figured I should include this as well. Here's a list of damage on fresh moves.
jab1 - 6%
jab2 - 2% per hit
dash attack - 9% strong hit, 6% weak hit
ftilt - 8%
dtilt - 5% at tip, 8% in mid, 9% at base (more damage the closer Mewtwo is)
Utilt - 5-6% around the tip, 8-10% around base
uncharged fsmash - 12% at base, 20% at tip (more damage the farther away Mewtwo is)
fully charged fsmash - 16% at base, 27% at tip
uncharged usmash - 17% (eight hits, 1% per each initial hit and 10% final hit) initial hits pull in
fully charged usmash - 23% (1% per each initial hit and 16% final hit). initial hits pull in
uncharged dsmash - 15-17% I think I saw a 7% weak hit, but not sure if I'm remembering correctly.
charged dsmash - 23% strong hit, 17% weak hit
nair - 1 damage per hit. maximum 17(?)%.
fair - 14%
bair - 11%
dair - 15-16%
uair - 10-11% weak hits, 14% at tip
nb (charge dependent) - 3%, 6%, 12%, 14%, 16%, 25%
nb (while charging) - 0-1% per hit
side-b - 10%
down-b - 1%
fthrow - 13% (five 1% hits, then one 8% hit)
bthrow - 11%
dthrow - 11% (two hits, 5% then 6%)
uthrow - 12%
Some generic questions to start things off: which form of recovery do you find yourself using the most? Hover and double jump appear to cover about the same distance. Is one way more optimal than the other?
Do you find yourself using grounded teleport? For approaching, it looks like a short-hop teleport left/right saves considerable time.
Contribute whatever tips and tricks you guys find out! We also have the matchup thread for more specific knowledge, which can be viewed here: http://smashboards.com/threads/the-mewtwo-mu-thread-that-kinda-rhymes.343572/
~~~
On recovery: If you press left/right off of the ledges on Battlefield, Teleport takes you to the nearby platform with nearly no endlag. If you instead jump immediately and teleport to the left/right, you'll end up in the center of Battlefield. Jumping back a bit first leaves options open. The move also appears to have that "wall riding" effect (not sure if there's a more official term) on stages such as Final Destination, allowing teleport to take you inwards towards the stage.
I figured I should include this as well. Here's a list of damage on fresh moves.
jab1 - 6%
jab2 - 2% per hit
dash attack - 9% strong hit, 6% weak hit
ftilt - 8%
dtilt - 5% at tip, 8% in mid, 9% at base (more damage the closer Mewtwo is)
Utilt - 5-6% around the tip, 8-10% around base
uncharged fsmash - 12% at base, 20% at tip (more damage the farther away Mewtwo is)
fully charged fsmash - 16% at base, 27% at tip
uncharged usmash - 17% (eight hits, 1% per each initial hit and 10% final hit) initial hits pull in
fully charged usmash - 23% (1% per each initial hit and 16% final hit). initial hits pull in
uncharged dsmash - 15-17% I think I saw a 7% weak hit, but not sure if I'm remembering correctly.
charged dsmash - 23% strong hit, 17% weak hit
nair - 1 damage per hit. maximum 17(?)%.
fair - 14%
bair - 11%
dair - 15-16%
uair - 10-11% weak hits, 14% at tip
nb (charge dependent) - 3%, 6%, 12%, 14%, 16%, 25%
nb (while charging) - 0-1% per hit
side-b - 10%
down-b - 1%
fthrow - 13% (five 1% hits, then one 8% hit)
bthrow - 11%
dthrow - 11% (two hits, 5% then 6%)
uthrow - 12%