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yo thank you only one question do you know what combos out of down throw in low percent i have really only been trying fair and cant get it to link but i also think i'm not hitting it fast enoughHey man! Welcome to the world of Mewtwo. Mewtwo has an incredible neutral, and the introduction of dash cancelling helps him even further!
With Mewtwo, your main tools in neutral should be ftilt, dtilt, up tilt, shadow ball. Dash cancel jab, fair, nair (incredible at catching rolls), and side b if the opponent is making themselves open. The tilts are all incredible combo starters, while fair, shadow ball, and sweet spot ftilt are your safest kill options. If you land down b while they are at high %, that is a free stock for you. Down smash is another great kill option.
At low %, space with ftilt, dtilt and dash cancelled jabs. When you get them in the air, juggle with up airs.
And finally, his throws. F throw is your main damage dealing throw, while Up throw and Back throw are your kill throws. D throw is a combo throw at low %.
Hope this helps you out a bit. I’ve been a Mewtwo main for years, and I love talking about him, so if you have anymore questions just let me know!
as well as i was wonder i have seen alot of guide on mewtwo in smash 4 do you think i could apply anything from thoughs to ultimateHey man! Welcome to the world of Mewtwo. Mewtwo has an incredible neutral, and the introduction of dash cancelling helps him even further!
With Mewtwo, your main tools in neutral should be ftilt, dtilt, up tilt, shadow ball. Dash cancel jab, fair, nair (incredible at catching rolls), and side b if the opponent is making themselves open. The tilts are all incredible combo starters, while fair, shadow ball, and sweet spot ftilt are your safest kill options. If you land down b while they are at high %, that is a free stock for you. Down smash is another great kill option.
At low %, space with ftilt, dtilt and dash cancelled jabs. When you get them in the air, juggle with up airs.
And finally, his throws. F throw is your main damage dealing throw, while Up throw and Back throw are your kill throws. D throw is a combo throw at low %.
Hope this helps you out a bit. I’ve been a Mewtwo main for years, and I love talking about him, so if you have anymore questions just let me know!
Yeah, down throw to fair is not really good. Instead, try down throw to running up tilt to get them into the air. And I wouldn't really recommend looking at smash 4 guides for Ultimate Mewtwo. There are too many things he can do now that he couldnt before.yo thank you only one question do you know what combos out of down throw in low percent i have really only been trying fair and cant get it to link but i also think i'm not hitting it fast enough
ok thanksYeah, down throw to fair is not really good. Instead, try down throw to running up tilt to get them into the air. And I wouldn't really recommend looking at smash 4 guides for Ultimate Mewtwo. There are too many things he can do now that he couldnt before.
That was really helpful. Basically, at the start of the game I should be looking into going for a down grab into up air juggles?Hey man! Welcome to the world of Mewtwo. Mewtwo has an incredible neutral, and the introduction of dash cancelling helps him even further!
With Mewtwo, your main tools in neutral should be ftilt, dtilt, up tilt, shadow ball. Dash cancel jab, fair, nair (incredible at catching rolls), and side b if the opponent is making themselves open. The tilts are all incredible combo starters, while fair, shadow ball, and sweet spot ftilt are your safest kill options. If you land down b while they are at high %, that is a free stock for you. Down smash is another great kill option.
At low %, space with ftilt, dtilt and dash cancelled jabs. When you get them in the air, juggle with up airs.
And finally, his throws. F throw is your main damage dealing throw, while Up throw and Back throw are your kill throws. D throw is a combo throw at low %.
Hope this helps you out a bit. I’ve been a Mewtwo main for years, and I love talking about him, so if you have anymore questions just let me know!
While dashing, let go of the run stick and you can then preform any attack out of the dash. For jab, simply press a once your stick is back to the center. I recommend setting your c stick to tilt as well, as it allows you to perform any tilt out of a dash super easily.Quick question for you, T-Donor66 : What are the inputs for a dash-cancelled jab?
Is there any advantages on having cstick as smash over tilt?While dashing, let go of the run stick and you can then preform any attack out of the dash. For jab, simply press a once your stick is back to the center. I recommend setting your c stick to tilt as well, as it allows you to perform any tilt out of a dash super easily.
Not really. Smash attacks can easily be preformed out of dash by pressing a direction and A at the same time. On the other hand, it is nearly impossible to preform a dash cancelled F tilt without tilt stick. Seriously, give it a try. You will preform an f-smash. Mewtwo has some of the best dash cancelled tilts, so for him I would say tilt stick is objectively better.Is there any advantages on having cstick as smash over tilt?
I am super sorry. For some reason Smashboards decided not to notify me of this post. Ridiculous.That was really helpful. Basically, at the start of the game I should be looking into going for a down grab into up air juggles?
Ultimate allows us to short hop using attack and jump at the sametime, does it matter if I utilize that over regular short hops for mewtwo?
That’s my problem I’m to grab happy XD. I recently picked up Mewtwo. I like his edgeguarding game, his tools, and aerial game. I enjoy his option to do a buffered short hope fair, and go into a second jump but cancel the moment effect with another aerial at the same height as the short hope to you can provide some interesting strings or reads. I still have a lot to learn like a reverse aerial rushes, using fast fall more, getting attacking cancelling down, and getting better at my movement.I am super sorry. For some reason Smashboards decided not to notify me of this post. Ridiculous.
In case you are still wondering, Mewtwo doesn’t really have the safest grab. Definitely use it if the opponent is too defensive, but I wouldn’t say it is something you actively want to throw our haphazardly. Jab and Dtilt are way safer.
At low percents. You always want to have a fully charged shadow ball ready. The amount of pressure this puts on the opponent is unreal, and can lead them to play hyper defense, which you can then try to punish.
D tilt and nair are the safest moves to throw out at low percents. Grab is also a good mixup as well. Use Up air and up tilt as your anti air and combo extenders.
Please let me know if you have any more questions. Super sorry I didn’t see this earlier, I hope these tips still help!
Awesome!Welcome to be boards. Hope to see you around and ill be happy to help answer any questions you may have!That’s my problem I’m to grab happy XD. I recently picked up Mewtwo. I like his edgeguarding game, his tools, and aerial game. I enjoy his option to do a buffered short hope fair, and go into a second jump but cancel the moment effect with another aerial at the same height as the short hope to you can provide some interesting strings or reads. I still have a lot to learn like a reverse aerial rushes, using fast fall more, getting attacking cancelling down, and getting better at my movement.
I’m also an amateur Mewtwo player, and I just learned about Mewtwo’s footstool combos. Almost all the information about it is for Smash 4, but it seems that most of the technique is preserved in Ultimate. I understand this is a very difficult technique to pull off, but it’s easy to practice in Training and I think if I work at it long enough, it will become easier. In terms of my questions, though, I was wondering if you could explain if and how footstool > disable changed from Smash 4 to Ultimate. If the disable lands, what are my best followup options for high and low percentages? Right now I’m considering either a D smash, since F smash usually ends up sourspotted, or D tilt > true F air. Also, how often should I use this in a match? Maybe once a match? My most important question, though, is whether you can still pull this off out of a backwards N air, like in Smash 4. N air no longer has 8 hits, and you can’t cancel it halfway through by fast falling, which means both N air > footstool combo confirms are changed. Sorry for the excessive questions.Hey man! Welcome to the world of Mewtwo. Mewtwo has an incredible neutral, and the introduction of dash cancelling helps him even further!
With Mewtwo, your main tools in neutral should be ftilt, dtilt, up tilt, shadow ball. Dash cancel jab, fair, nair (incredible at catching rolls), and side b if the opponent is making themselves open. The tilts are all incredible combo starters, while fair, shadow ball, and sweet spot ftilt are your safest kill options. If you land down b while they are at high %, that is a free stock for you. Down smash is another great kill option.
At low %, space with ftilt, dtilt and dash cancelled jabs. When you get them in the air, juggle with up airs.
And finally, his throws. F throw is your main damage dealing throw, while Up throw and Back throw are your kill throws. D throw is a combo throw at low %.
Hope this helps you out a bit. I’ve been a Mewtwo main for years, and I love talking about him, so if you have anymore questions just let me know!
I rarely use disable at low percentages, dtilt or smashing them offstage are usually the best options if you dont have a charged Shadow Ball.If the disable lands, what are my best followup options for high and low percentages? Right now I’m considering either a D smash, since F smash usually ends up sourspotted, or D tilt > true F air. Also, how often should I use this in a match? Maybe once a match?
Why are you playing against cpu’s in the first place? Are you purposely trying to form bad habits?Also trying to pick up Mewtwo and he just feels all-around garbage tier. Nothing combos into anything except dtilt into forward air SOMETIMES, super slow and floaty, dies at like 100% to most anything, highly punishable smashes, super low priority on most attacks, etc.
Four hours later and I'm still getting bodied by CPUs. I guess he's just too different from ROB / Inkling for me to learn?
Or it's just the CPUs being their usual "perfect airdodges literally everything" selves.
Because online has like 20 frames of input delay and I can't stand it.Why are you playing against cpu’s in the first place? Are you purposely trying to form bad habits?
So I was just hallucinating the ~6 hours I spent playing?Anyways, everything you said was wrong.
How you do against bots using joycons no less is a pretty poor indication of how good or bad a character is. You pointed out the way bots airdodge far better than most humans, mewtwo's game leans heavily on offstage edgeguards which are wayyyyyy more difficult to land against level 9 bots than against actual players that are susceptible to mixups, mindgames, and just general nerves, so that's at least one one in which your offline experience doesn't reflect how viable the character is.So I was just hallucinating the ~6 hours I spent playing?
see:Try playing the character seriously against other people
online has like 20 frames of input delay and I can't stand it.
Do you have any opportunity to play offline with other people? That's obviously the ideal setup but not always an option. And yeah, netplay is far from perfect but it's still a better way to get a feel for a character than bots. For what it's worth mewtwo probably does better on a laggy connection than most of the cast because of the big hitboxes.see:
Nope, nobody around to play with.Do you have any opportunity to play offline with other people? That's obviously the ideal setup but not always an option. And yeah, netplay is far from perfect but it's still a better way to get a feel for a character than bots. For what it's worth mewtwo probably does better on a laggy connection than most of the cast because of the big hitboxes.
Try to fix something else. I always played against CPUs in Smash 4 (I had 3DS, so I only ever played when I unfortunately had no connection, so I rarely got to play online), and ever since I’ve been able to play online in Ultimate consistently, my skill level has skyrocketed compared to before. Playing against CPUs develops very bad habits that I’ve been trying to shake ever since, so finding a way to play online is imperative for you in my opinion. There must be something wrong that causes the lag, because I can assure you that I have no ability to use a LAN cable and mediocre connection (it’s good, but I’m a bit far from the router, to the point where sometimes I will even randomly disconnect due to connection failure for no reason), yet I almost never experience lag. Once in a while there will be small lag spikes that don’t last long and are infrequent, but aside from that everything is smooth. Any large lag is likely from other people, and much more common at low GSP than at high GSP. I definitely never experience noticeable input lag, either, so I believe that there is something you can fix to play online. It doesn’t sound that important, but I swear on my life that it will change how you play heavily.Nope, nobody around to play with.
It wasn't so bad on Wii U because it was really quick to get into a match, and then leave and get into a match with someone else, but now it takes a lot longer to get into a match, and on top of that it's really laggy.
People said Wii U was laggy, but I never noticed any difference between offline and online. When I play online in Ultimate, it's like night and day, hence my "20 frames of input lag" complaints. It's so horribly laggy. And no it's not my internet because I've got 100mbps down/up fiber, and the LAN connector.