AstraEDM
Smash Ace
Thanks man, that side-b into upsmash is going to help with getting % on the dodgy little yellow *******
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Swords > Mewtwo, you made a pretty poor decisionSo I play a few characters that do not have much range, and therefore have trouble with matchups like marth and sword/good range characters. To try to pick up a character that I could use against these sword-weilding foes I thought to myself "who else has range? Mewtwo has good range!"
Am I wrong in thinking that mewtwo has decent matchups against these guys? Or at least better then my next-best option, pit?
Yeah, played against a decent Marth the other day and it didn't feel like too much of an uphill battle. On Smashville and ps2 Marth has a hard time killing us and is relatively edgeguardable. We still get outraged though so you can't just throw out moves as much.Mewtwo does okay against Marth, but has a very hard time against him on small stages with triple platforms. Stay away from those.
I thought that Puff bodied Mewtwo until I saw M2K eviscerate Hbox at Shuffle Vi take back jigglypuff being a bad matchup after actually playing it
mewtwo blows this matchup out of the ****ing water no wonder half of the ssbpm reddit thinks puff is low tier its because of characteres like mewtwo lol
yeah puff wins in the neutral game (just barely) but just cannot make up for it when it comes to mewtwo's endurance, uair, and impossibly good recovery. puff just cannot kill mewtwo with anything but fsmashes and maybe a low percent rest (even that's kind of risky cuz mewtwo has full charged shadowball, fair, uthrow, or a decent hover dair into teleport fair for strong combos)I thought that Puff bodied Mewtwo until I saw M2K eviscerate Hbox at Shuffle V
any tips on the marth or link mus?
speaking from a ****load of experience, the mewtwo vs marth matchup is nowhere near as bad as it was before
the main reasons why marth **** all over mewtwo in melee was such:
1. marth could just bully mewtwo all day with fair and mewtwo could not do a thing about it.
2. mewtwo could get combo'd for free against marth and they were usually 70-80% damage combos that could lead to fsmash or dair.
3. mewtwo got utterly annihilated by marth's grab range and subsequent followups because of his weight.
4. mewtwo's recovery options were good at making it back from a far range but horrible for actually mixing things up letting marth edgeguard with dtilts or utilts
PM mewtwo has none of these issues because:
mewtwo's crouch cancel is insanely good in P:M. 97 weight makes him not budge from stuff that would faceplant him in melee and force him into a techchase scenario. dtilt is longer ranged than marth's grab reliably as well and mewtwo can easily go into a long range tip utilt to break a fair from marth. marth's dtilt still forces mewtwo from crouch canceling but it also means marth can't get a great combo from a successful dtilt.
mewtwo's also got such a fast shadowball speed that he no longer has to deal with a campy marth who just wants you to come to him. on many stages mewtwo can force marth to come to him with annoying shadowballs. mewtwo can also position himself far better with a much less laggy teleport.
mewtwo's weight also makes marth's combos much less devastating since 70-80% is maybe half of the damage needed to reliably kill a good DIing mewtwo off the stage as opposed to putting him to easy kill percentage in melee. this heavier weight also means that marth gets pretty much nothing off of any grab against mewtwo, meaning mewtwo has no real reason to fear marth's grab since all it does for marth is a big 5% worth of damage and maybe a techchase opportunity. this messes up marth's game bad and means he has to play the matchup closer to how he would against puff, not using grabs and trying to play the matchup without being able to threaten big combos off of a grab like he can most other matchups.
mewtwo's recovery is also ****ing ridiculous in this game with teleport giving him great attack options, and teleporting to the ledge available from a ton of different angles. marth can't really edgeguard mewtwo at all, really none of the cast can easily edge guard mewtwo.
on the other side, mewtwo can punish marth extremely bad for any messed up attacks with huge combos stemming from dtilt, utilt, uair, uthrow, confusion, disable, or fair. reliable high damage combos and reliable ways to edgeguard marth means that marth has a pretty difficult matchup on his hands.
i'd say the matchup is 5.5:4.5 in mewtwo's favor for the time being.
Outrange him. Stay away and keep a Level 3 shadow ball charged (not exactly full power, but it strong to go through projectiles.) It helps when they like to use dash attack and horizontal cutter to get in on you.Thoughts on Kirby? I play Seibrik's Kirby fairly often and while I seem to be getting better at the MU, at the very least Kirby looks like one of M2's more difficult ones.
Yeah. Mewtwo hoses Kirby for the same reason he beats Jigglypuff like a red headed stepchild. If you just camp, Kirby can't do anything.Yeah the more I play this MU I begin to see it in M2's favor. I still find it annoying but M2 has the tools outclass Kirby. The only thing I hate is dash attack, but then again **** that move in general haha
Yeah, that's a good point. I got second place at the tourney I went to yesterday and lost to a Mario. Looking back, I think I might have been much too aggressive against him. I should've focused more on out-ranging him.From my experience, Mewtwo wins. Mario's only saving grace in the MU are fireballs, but we can just Nair right through them, along with other moves. Without fireballs, Mewtwo outranges everything Mario has.
Yeah Mewtwo does not have the upper hand in the MU so you're going to have to work a little harder. I recently just started playing again but I play a pretty good Link main often.Any tips on the Link matchup?