STOP COMPLAINING ABOUT
1. WEIGHT
We get it, he's light. You get cheesed out. You didn't expect Bayonetta to do that random FSmash and died at 65% near the ledge. You got grabbed by DK at 60% and died.
Resolution: Be aware. You have plenty of tools that pressure without putting you in those situations. You have plenty of escape methods to get you out of situations you don't want to be in. You're percent is on the screen isn't it? You're aware of how light you are correct? If you're confidant you have the drop on your opponent in that situation then fantastic! Go for it, but don't come back crying if it didn't work out. You knew the risk.
2. MATCH UPS
This game has 58 characters, with a large percentage of them being viable. That's ridiculous, but that's the reality.
Resolution: If you lost to someone in a match up/playstyle you didn't understand, go back and grind it out. Play them until your fingers are raw. Try different things. Lose over and over again if you need to, just learn something new every match. Diddy with a banana is predictable, try to approach with NAir and cancel the banana out, use confusion at safe distances. Cloud has a below average grab game, over-shield if you need to. You can't contest his neutral, throw SH shadowballs and capitalize to make him second guess it. ETC ETC
DO BETTER
1. OPTIMIZE
Get all the damage you know you can. Did you get DTilt > FAir? Great, go for DTilt > DJ UAir > FAir next time if you can. It can actually lead to early kills near the ledge. Practice DTilt > NAir strings, you can extend your damage by 15+% in early combos. Are you landing NAir at later percents? Perfect, make sure you are converting into UTilt > USmash. Do all the damage and SEAL STOCKS
2. CAPITALIZE (BUT BE PATIENT)
If you notice a bad habit, PUNISH it. Life is too short with Mewtwo to let people get away with b*ll****. You notice roll aways, maybe throw a shadowball that you can chase down and apply additional pressure. Dash attack and convert if you're really confidant. Roll in a lot? Easy punish with NAir in place. Try to approach you at short hop height? Snag em with a quick FAir on reaction.
On the opposite side of that coin, DON'T OVER-EXTEND. Playing Mewtwo is a fine balance of aggression, and bait/punish. He can play very passively when he needs to be safe, but he also needs to capitalize on opponent mistakes as much as possible. Knowing when to continue pressure for more damage, and when to back off because you are in danger of eating a counter attack and dying is key to succeeding with the character.
3. BE VARIED
One of M2's main strengths is his sheer wealth of options. He has a projectile that can charge in the air, and has multiple versions that serve different purposes. He has a reflector that can also stall, recover, and serve as a quick command grab that can put the opponent in a mix up situation. He has a teleport that can cancel, and a solid range 16f projectile that can be used in the air and lead to kills VERY early. He has a great perfect pivot, along with a range of normals that can give you range, disjoint, quick speed, high active frames, and great reward depending on which you use. He is one of the fastest characters in the game, and has the best air dodge. He has a mediocre grab game, but he can get decent damage from it.
My point is that these strengths mean nothing if you don't use all of them in the correct situations. You have all the tools to start eliminating your habits. His air dodge is amazing, but YOU CANNOT SPAM IT against top players. Shadowball is fantastic, but will get you tagged if you use it in dumb situations up close. NAir is fantastic for leading into damage and kills, but will get snuffed out by any attack with actual range.
This was all helpful for me to see written on paper. I really wanted to get all of this out there, and I thought it might help M2 mains (including myself) nut up and start presenting better results. I genuinely believe this character is bottom of high tier when all is said and done, but there is no doubt that requires a ton of work to happen. This may get deleted, but I hope it speaks to those wanting to get better results with this character. I may have things to add if people find this interesting.
Carry on
1. WEIGHT
We get it, he's light. You get cheesed out. You didn't expect Bayonetta to do that random FSmash and died at 65% near the ledge. You got grabbed by DK at 60% and died.
Resolution: Be aware. You have plenty of tools that pressure without putting you in those situations. You have plenty of escape methods to get you out of situations you don't want to be in. You're percent is on the screen isn't it? You're aware of how light you are correct? If you're confidant you have the drop on your opponent in that situation then fantastic! Go for it, but don't come back crying if it didn't work out. You knew the risk.
2. MATCH UPS
This game has 58 characters, with a large percentage of them being viable. That's ridiculous, but that's the reality.
Resolution: If you lost to someone in a match up/playstyle you didn't understand, go back and grind it out. Play them until your fingers are raw. Try different things. Lose over and over again if you need to, just learn something new every match. Diddy with a banana is predictable, try to approach with NAir and cancel the banana out, use confusion at safe distances. Cloud has a below average grab game, over-shield if you need to. You can't contest his neutral, throw SH shadowballs and capitalize to make him second guess it. ETC ETC
DO BETTER
1. OPTIMIZE
Get all the damage you know you can. Did you get DTilt > FAir? Great, go for DTilt > DJ UAir > FAir next time if you can. It can actually lead to early kills near the ledge. Practice DTilt > NAir strings, you can extend your damage by 15+% in early combos. Are you landing NAir at later percents? Perfect, make sure you are converting into UTilt > USmash. Do all the damage and SEAL STOCKS
2. CAPITALIZE (BUT BE PATIENT)
If you notice a bad habit, PUNISH it. Life is too short with Mewtwo to let people get away with b*ll****. You notice roll aways, maybe throw a shadowball that you can chase down and apply additional pressure. Dash attack and convert if you're really confidant. Roll in a lot? Easy punish with NAir in place. Try to approach you at short hop height? Snag em with a quick FAir on reaction.
On the opposite side of that coin, DON'T OVER-EXTEND. Playing Mewtwo is a fine balance of aggression, and bait/punish. He can play very passively when he needs to be safe, but he also needs to capitalize on opponent mistakes as much as possible. Knowing when to continue pressure for more damage, and when to back off because you are in danger of eating a counter attack and dying is key to succeeding with the character.
3. BE VARIED
One of M2's main strengths is his sheer wealth of options. He has a projectile that can charge in the air, and has multiple versions that serve different purposes. He has a reflector that can also stall, recover, and serve as a quick command grab that can put the opponent in a mix up situation. He has a teleport that can cancel, and a solid range 16f projectile that can be used in the air and lead to kills VERY early. He has a great perfect pivot, along with a range of normals that can give you range, disjoint, quick speed, high active frames, and great reward depending on which you use. He is one of the fastest characters in the game, and has the best air dodge. He has a mediocre grab game, but he can get decent damage from it.
My point is that these strengths mean nothing if you don't use all of them in the correct situations. You have all the tools to start eliminating your habits. His air dodge is amazing, but YOU CANNOT SPAM IT against top players. Shadowball is fantastic, but will get you tagged if you use it in dumb situations up close. NAir is fantastic for leading into damage and kills, but will get snuffed out by any attack with actual range.
This was all helpful for me to see written on paper. I really wanted to get all of this out there, and I thought it might help M2 mains (including myself) nut up and start presenting better results. I genuinely believe this character is bottom of high tier when all is said and done, but there is no doubt that requires a ton of work to happen. This may get deleted, but I hope it speaks to those wanting to get better results with this character. I may have things to add if people find this interesting.
Carry on
Last edited: