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Guide Mewtwo Community Guide (Working towards 2.0!)

Sonicninja115

Experiment. Innovate. Improve.
Joined
Jul 8, 2015
Messages
2,429
This is a Mewtwo Community/Community Approved Guide! I moved this over from the metagame thread so it could get the attention it needs. Any help or input would be appreciated!

Directory:

Section 1: How to Play, Directory

Section 2: Moveset Analysis
Section 3: Movement
Section 4: Combo Game
Section 5: Of-Stage, Playstyles
Section 6: Advanced Topics
Section 7: Terms, Useful Threads, Update Log

How to Play: A General Introduction To Mewtwo

Opening Words:
Mewtwo is a glass cannon. Before people go rambling on about how low his placings on the tier list are think about this. The Metagame of Mewtwo is barely scratched, his AT's aren't explored, and he has some amazing upsides with downsides that pale in comparison. Mewtwo is a character that will only be as good as you make him to be. To me, he is easily top 30, he loses to top tiers, but beats most mid and low tiers rather easily. Mewtwo's MU's rely on how easy it is to punish the opponent. So just think about this before dismissing him as a bottom 5, he has a great recovery, punish game and MU's against mid tiers. If your looking for a bad character then move along, because Mewtwo is anything but a bad character. He is undeniably a solid mid tier pick.​

Introduction:
Mewtwo is one of the more difficult characters to play in sm4sh. The reasons for this are probably his annoying downsides, and his unorthodox play style and combo game. When he first came out, everyone dismissed him because he didn't have a combo game and his weaknesses were seemingly insurmountable. However, Mewtwo is not nearly as bad as he first seemed. He has amazing combos, great kill potential, fantastic recovery and stellar defense. When used correctly, he is a pleasure to watch. When used incorrectly, it is painful. Mewtwo requires so much time and training, and the reward is slight. Mewtwo is a character you have to want to play.​

Pros:
Punish Game:
Mewtwo has one of the best Punish games in Sm4sh, rivaling ZSS. The biggest difference is that ZSS is more rewarding in general and her combos are usually easier to pull off. With his fast Dtilt and strong aerials, Mewtwo is able to punish a plethora of mistakes and lag. Mewtwo is scarier when you know how to combo and capitalize off of the punish, as punishes tend to deal 30% and can kill at higher Percents. His Dtilt is an instant anti-approach tool and Utilt is an excellent anti-air.​

Recovery:
Mewtwo has four recovery options that, by themselves, are mediocre. When put together, however, they are stunning. Mewtwo has one of the best recoveries in the game, beaten only by Olimar and villager. With it, Mewtwo is able to recover from anywhere on the screen, and oftentimes, still have an option left open.​

Combo Tools:
Mewtwo's combo tools are fast and lengthy. Dtilt will combo into an aerial from 0-130% on average, and Utilt is a great anti-air and can combo into Bair and Uair. His aerials can combo into each other and if they don't, they often link. His Jab guarantees a base Dtilt, and if you read, it can combo into a grab or disable. One of the reasons Mewtwo is so difficult to play is because his combo game is different from the rest of the cast.
Kill Options:
Mewtwo has a plethora of great kill options, his smash attacks kill before 100% and his aerials are great for edge-guarding or getting an early kill with Fair. His specials are great, as they can, stun, LC, kill and set-up a disadvantaged state. All of these can lead to a kill. He may die early, but he kills the enemy almost as early as they kill Mewtwo. Also, Mewtwo has a couple of kill combos, they aren't too difficult so make sure to look into them.​

Cons:
Lightweight:
Being a lightweight, Mewtwo dies earlier then most. However, because of his stellar recovery options, Mewtwo can often live longer then heavy characters. Being part of his glass cannon nature, Mewtwo dies at 80%.​

Juggly:
Mewtwo is rather easy to juggle. This is because of a variety of reasons, the most consequential being that he doesn't have any fast aerials, and that he has a large hurtbox. Mewtwo usually has a very hard time landing, thankfully, his specials give him movement mix-ups that allow Mewtwo to sometimes have an easier time.​

Hit/Hurtbox:
Mewtwo's hurtboxes are perfectly fine, and there is a link in the useful threads section that proves it. The hitbox problem is only on three moves, Uair, Bair and Grab, it is a pain in the butt, however, it will most likely get patched.​

Close Quarters Combat:
Mewtwo relies on spacing, thus, if you can't keep the opponent out of your bubble, Mewtwo suffers. Luckily, Mewtwo has many great spacing moves, and a jab if the opponent gets too close. All these moves can combo, making it very dangerous to be unsafe near Mewtwo. This is more of a small thing that many characters suffer from, however, these characters suffer from this because they have great medium/long range attacks.
Is Mewtwo Right For You?
Mewtwo is a Defensive and Punishing character. This means that he fits in a very specific spot in the Metagame, and if he doesn't fit your style, prepare to suck.

Defensive Characters: :4megaman::4duckhunt::rosalina::4pacman::4link:

These Characters all rely on there Defensive capabilities. Link and DHD use their projectiles to keep the enemy away, Megaman uses lemons to maintain his territory and RosaLuma isn't aggressive at all.

Punishing Characters::4zss::4myfriends::4metaknight:

Punishes are key with these characters. They don't have the best kill options and thus rely on reading or punishing the opponent. Metaknight with his Fsmash and DA, ZSS with Boost Kick and Ike with Bair and Usmash.

Mewtwo is a very interesting character, and by no means is he easy to learn, especially if you are an aggressive or campy player. Find out your playstyle, and if it lines up either halfway or completely, then dive right in! Otherwise, I would suggest that you find someone more suitable for your playstyle.
Mewtwo Training Guide

You know the joke about Fox doing 100 wavedashes, 100 waveshines and 10 minutes of dashdancing, right? Well, it's not a joke. On to Mewtwo!

Daily:

5 Perfect Pivots
5 Lagless Ledge Get-Up (use Lylat if necessary)
5 Shield Drops
3 Ledge Cancels from 5 different sections
30 sec. of Extended Dash Dancing
20 Foxtrots
10 Instant Ledge Grab
10 Stutterstep Fsmashes
5 Phase-Tipper Uair-Usmash
5 B-Reverse Confusions
10 B-Reverse ShadowBalls
10 Dtilt-Uair-Fair
10 Dtilt-Nair-Bair
5 Dtilt-Nair-Fair



 
Last edited:

Sonicninja115

Experiment. Innovate. Improve.
Joined
Jul 8, 2015
Messages
2,429
Attacks-
Jab-



Damage- Initial hit 4% Multi hit 1% Finisher 2% Total 12%
Kill Potential- None
Use- Combo and Damage
Combo Potential- Follow-up with Jab-Grab/ Jab-Dtilt/Jab-DA
Hitbox Active: 6
FAF: 25
Frames on Shield: -5/-16

Analysis: Jab is great at getting a little damage in and reliving unwanted pressure. For example, characters like Shiek and Luigi will constantly be in Mewtwo's face, and Jab is quick enough to punish shielded aerials and clumsy approaches. Dtilt is a better option for spacing while Jab is good to set-up into a Dtilt or a grab or any other option to get some easy damage and more importantly, some space for Mewtwo to breathe.
Dash Attack-



Damage- 10%, 9%, 6%
Kill Potential- Low
Use- Pressure, Damage and Follow-ups.
Combo Potential- Follow-up with an Uair or Fair
Hitbox Active: 10-11
FAF: 39
Frames on Shield: -15

Analysis: DA is a great quick punish and a mediocre combo tool. It's main use should be to put the opponent into a disadvantageous position and then capitalizing on it. As a combo tool, the late hitbox will send the opponent into enough hitstun that a Fair/Uair can true out of it. The timing on this is rather strict and most of DA's combo potential has yet to be explored.
Forward Tilt-



Damage- 10%, 9%, 8%
Kill Potential- Low
Use- Spacing and High % Killing
Combo Potential- None
Hitbox Active: 10-12
FAF: 36
Frames on Shield: -12/-12/-13

Analysis: There is not much use for Ftilt. Except as a keep away tool and a mediocre punish. In short, Mewtwo has better options. It's main use will be defensive, when angled forward it can stop a dash in, when angled up it is good at stopping jump ins depending on the character and down angled can catch people doing ledge games.
Up Tilt-



Damage- 6%, 5%, 4%, 3%
Kill Potential- None
Use- Anti-Air and Combos
Combo Potential- Utilt-Bair/ Utilt-Utilt
Hitbox Active: 8
FAF: 30
Frames on Shield: -8

Analysis: A great anti-air as well as a good combo starter. It is fast enough to punish an aerial option through reaction, and the different hitboxes lead into aerials like Fair/Uair/Bair. When combined with PP, it is possible to do a semi-juggle to get that extra percent. This move has little purpose against a grounded opponent as it is outclassed by Dtilt.
Down Tilt-



Damage- 5%, 4%
Kill Potential- None
Use- Spacing and Combos
Combo Potential- Heh... I don't have three hours....
Hitbox Active: 6-7
FAF: 21
Frames on Shield: -1

Analysis: The quintessence of Mewtwo's combo game. Without Dtilt, Mewtwo would be so thoroughly heckled that smashers would be made fun of to even mention Mew2king. Thankfully, this isn't the case. With a plethora of True combos, most of which result in 25%+ damage as well as a kill combo that works on 90% of the cast, this move helps Mewtwo to hold onto his tier spot. Dtilt also serves as a very viable anti grounded approach tool. As it is quick, fast and can lead into combos regardless of which part of the tail hits. 0-25% fair will always true combo.​

Smash Attacks:

Forward Smash-


Damage- 19%-26% (Sweetspot) 15%-21% (Sourspot)
Kill Potential- High
Use- Killing and Damaging
Combo Potential- None
Hitbox Active: 19-21
FAF: 53
Frames on Shield: -17/-15

Analysis: Fsmash has a semi-powerful sweetspot, when compared to other sweetspots of course. It is passably fast and can kill as early as 90% at the edge. It is a good punish option, especially when used with pivot Fsmash as Mewtwo slides and if spaced properly it is quite easy to sweetspot.
Up Smash-


Damage- 1% (Hits 1-6) 10%-14% (Last hit)
Kill Potential- High
Use- Killing and Damaging
Combo Potential- Read Only
Hitbox Active: 9
FAF: 74


Analysis: Quick start-up, large hitbox above Mewtwo and kill power make this a very viable kill option. Dtilt will combo into it and it also serves as an anti-air tool. If an opponent is caught in it, they are put into a disadvantageous position, allowing for further combo potential.
Down Smash-


Damage- 15%-21%
Kill Potential- High
Use- Killing and Damaging
Combo Potential- None
Hitbox Active: 21-22
FAF: 44
Frames on Shield: -6

Analysis: Very fast with surprisingly low end-lag. It will also kill rather early and would be much better except it sends the opponent into the upper corner. Very good to punish a read or when the opponent is stunned. It is also completely safe on shield at medium charge.
Aerials-
Neutral Aerial-



Damage- 1% (Hits 1-8) 4% Finisher
Kill Potential- None
Use- Combo and Damage
Combo Potential- Bair and Fair
Hitbox Active: 7-40
FAF: 46
Landing Lag: 16 (Autocancels: Frame 46)

Analysis: one of Mewtwo's best aerials, as it does 12% in damage and will lead into a Bair/Fair at most percents. It will catch the opponent and drag them along, making it so that Mewtwo is in control of where they will go flying. It is rather easy to set them up in a disadvantageous position. In combination with FF, Nair can even gimp. As it will drag the opponent far down to the areas that a good portion of the cast can't recover from. It can also be used at an advanced level to combo into moves like Dtilt or Utilt, or it can be used to cross through people's shields as a mix-up.
Forward Aerial-



Damage- 13%
Kill Potential- High
Use- Linking Combos, Damaging and Killing.
Combo Potential- Links into Fair
Hitbox Active: 7-8
FAF: 38
Landing Lag: 18
Frames on Shield: -2

Analysis: Forward Air is the crowning glory of Mewtwo's legendary moveset (get what I did there;))
It is fast and does considerable damage. It's kill power is great, allowing it to kill off-stage as early as 70%. Many moves combo into it and it even combo's into itself. FF Fair can also combo into multiple moves on certain character weights.
Back Aerial-



Damage- 13%, 11%, 9%
Kill Potential- Medium
Use- Gimp and Damage
Combo Potential- Into Bair
Hitbox Active: 13-17
FAF: 40
Landing Lag: 21
Frames on Shield: -7

Analysis: Bair is a brilliant move. It can gimp easily on account of it's large hitbox and can also kill if sweetspotted. It is the end of quite a few linking combos and can be used as a keep away too if spaced properly. Another use for Bair is Stage-Spiking, as it has a long lasting and disjointed (most of it) hitbox.
Up Aerial-



Damage- 11%, 9%, 7%
Kill Potential- Low
Use- Combo and Damage
Combo Potential- Into Fair and Uair
Hitbox Active: 10-14
FAF: 40
Landing Lag: 16
Frames on Shield: -1/-2/-2

Analysis: Does considerable damage and combo's into Fair/Bair and itself, it is also good at juggling, as Uair is relatively fast and safe. Aside from these, however, Uair has very limited use.
Down Aerial-



Damage- Grounded, 14% Aerial, 15%
Kill Potential- Medium
Use- Spike and Damage
Combo Potential- None
Hitbox Active: 15-16
FAF: 46
Landing Lag: 22
Frames on Shield: -5

Analysis: It is the goat kick of destiny, banishing all who dare challenge it into the shadow realms. Plus it does 15% and can KO on-stage at 130%ish.

Special Attacks-
Shadowball-



Uncharged-



Damage- 2.5%-24%
Use- Jab locking and keep away
Hitbox Active: 23-
FAF: 49
Frames on Shield: -16

Analysis: Uncharged SB's can Jab-lock, camp and provide a little extra damage. It is a good option to force an opponent to approach or run away.
Fully Charged-



Damage- 26%
Use- Damaging and Killing
Hitbox Active: 23-
FAF: 49
Frames on Shield: -3

Analysis: FC SB is a great KO option and also a recovery/gimp option. It can KO early and provide damage at lower percents.

Note: for more on SB and it's uses check the thread listed below in the useful threads section. Credit to @Browny
Confusion-



Damage-1% (9 Hits)
Use- Aerial confusion to Fair, Command Grab and Reflector.
Hitbox Active: 12-15
FAF: 45
Frames on Shield: Command Grab

Analysis: Confusion is a reflector and defensive option. It can reflect up to 51% of damage and can combo into moves at best and at worst it can put them into a disadvantaged. Aerial confusion will give Mewtwo a slight boost in the air, and if the opponent is hit in the air then it can true combo into Fair/Uair-Fair. Confusion can also force opponents to land on an upper platform, resulting a guaranteed Usmash.
Teleport-



Damage- 0%
Use- Recovery, Movement and Mix-ups.
Intangible: 9-17

Analysis: Teleport is a essential in Mewtwo's toolbox. It is used for recovery, escape and mix-ups. When used with LC it is almost unpunishable and as an escape move it is best used as a mix-up. For recovery, it is best when used out of a DJ as a mix-up/ position advantage.
Disable-



Damage- 1%
Use- Stunner
Hitbox Active: 16
FAF: 48
Frames on Shield: -24/-18

Analysis: Disable is useful as a mix-up and a soft read option. It's main use comes out at the 80%+ range as that is when Mewtwo can get a kill from it. It is safeish on shield now but still punishable. Use it, but don't spam it and it is probably best to reserve it for reads.
Grabs-
Pummel-


Damage- 2%
Forward Throw-



Damage- 13%
Kill Potential- None
Use- Damage and Stage control
Combo Potential- None

Analysis- Fthrow is a high damaging throw that grants stage control and a free SB. It is Mewtwo's second best throw behind Uthrow and is great at low-mid percents.
Back Throw-



Damage- 10%
Kill Potential- Medium
Use- Killing and Stage Control
Combo Potential- None

Analysis- Mewtwo has the fourth best Bthrow in the game, it can kill Mario on BF from the edge at 115% without DI or rage. Bthrow can also be used to damage the opponent and put them at a disadvantaged state. One of it's better uses is also to gain stage control and time to charge a SB.
#1 Ness
31% gap LOL
#2 Lucas
1% gap
#3 Villager
2% gap
#4 Mewtwo
Up Throw-



Damage- 12%
Kill Potential- High
Use- Kill and Minor Follow-ups
Combo Potential- Uair, Minor

Analysis- Mewtwo has the best Uthrow in the game, without DI on BF it will kill Mario at 143%. Uthrow is good at sealing off a stock against opponents that are to fast for a smash attack. At lower percents, Uthrow can be followed up with a juggling situation, but it is often best to save it for killing as staling will make it kill 10% later after one use.
#1 Mewtwo
14% gap
#2 Lucas
5% gap
#3 Olimar
5% gap
#4 Charizard
Down Throw-



Damage- 9%

Kill Potential- None
Use- Minor Follow-ups
Combo Potential- Fair, Minor

Analysis- After the recent changes, Dthrow has been different. It is easier to get an Usmash as long as the opponent doesn't jump out, and there are even situational true combos. All tech chasing capabilities, however, have been removed.​
 
Last edited:

Sonicninja115

Experiment. Innovate. Improve.
Joined
Jul 8, 2015
Messages
2,429
Movement Styles:

Movement Styles Overview:
Movement Styles are a suggestion. As I have played Mewtwo, I have tried many styles, and this is my analysis of some of them. Find out which one suits you best, or take advice from here and there. Do what you want with this section, skip it or read it, but Movement is a huge part of Sm4sh.​

Defensive:

Ground Based Defensive Movement:
Ground based defensive movement revolves around rolls, spot dodges and well timed tilts and SB's. This movement style is referred to as camping or turtleing, one has a bad stigma to it and the other doesn't. Ground based movement has to be defensive, as aerial movement with Mewtwo is generally offensive. The objective of Ground based movement should be to get around your opponent to get a punish off, while remaining as safe as possible. Rolls and Perfect Shields are used here.

Aerial Based Defensive Movement:
LC and Phasing are the main defensive aerial movements, as Phasing and LC can be used to retreat and punish at the same time. Mewtwo is often in a disadvantaged state whil in the air, so limit yourself to SH and try to remain unpredictable.

Putting it all together:
Take phasing and LC and combine it with careful ground movement. As this is a defensive movement style, Mewtwo should use phasing and LC for retreating or positioning, rather then to press an advantage. Use aerial movements warily, and keep to the ground for the most part, using phasing to move around and escape, with a possible phased fair as a mix-up. Try to keep a SB ready for the implied pressure and Shadow Flight, and use grabs to reposition or kill the opponent rather then try to combo off of them. Never remain still, try extended DD or DD so that Mewtwo has access to multiple options that might otherwise be kept from him.

Aggressive:

Ground Based Aggressive Movement:
Aggressive ground movement revolves around quick movement and rolls. Keep pressuring your opponent with implied pressure and take advantage of openings. Try to corner them and keep them stuck in that corner.

Aerial Based Aggressive Movement:
Phasing is a staple of Aggressive aerial movement. Use Phase Fair and Uair to keep your opponent guessing. Try to catch him in a Nair-Bair combo to rack up damage. Use aerial mix-ups to keep your opponent grounded.

Putting it all together:
This style isn't very viable with Mewtwo, hence the shortness. However, against certain characters it can be beneficial. Avoid this style, but don't forget it.

Punishing:

Putting it all together:
Punishing is a rather interesting style. Keep the opponent away as much as possible, and use PP and Extended DD to make them guess as to what your next move will be. Perfect shield as many advances as possible, and punish with a swift grab or combo. Use phasing as a mix-up to try and create an opening. Use SB cancel to trick them into trying to punish and use Dtilt to discourage grounded approaches.

Movement Options:

Movement Options Overview:
This section explains the moves and there various abilities for movement.​

Teleport:

Teleport can be used in many ways. Ledge-Canceling, Recovering and for quickly moving from one place to another.

Ledge-Canceling: By standing a certain distance away from the Ledge/Edge you can teleport off without suffering any endlag or freefall. The applications of this are many. Gimp by combining with an aerial or quickly and unpredictably are a few options to name. See this thread for semi-guide.

Recovering: Teleport has sizable range and renders Mewtwo invisible for most of it. Teleport also has some invincibility frames which are considerably helpful. It can go in any direction and sweetspotting the ledge is not difficult after a little practice.

Moving quickly: Ledge/Edge cancelling is one form of this, however Teleport can also be used to escape some combos and retreat to safety.

Confusion:

Confusion is mainly used as a Mix-up and a way of recovering

Mix-up: On account of Confusions interesting lift, it is largely unpredictable. Allowing for unpredictable movement with a hitbox in front.

Recovering: It has sizable vertical range when used in the air, allowing for an easier approach to the edge and positioning for a Teleport sweetspot.

Confusion can also be B-reversed the applications of which will soon follow.

Shadowball:

Uncharged: Uncharged Shadowball(or SB) can be used as a mix-up, bait and a movement option.

Mix-up: On account of it's dramatic reverse in direction, this can be rather useful to mix-up Mewtwo's landing. It is a largely unexpected tactic and a useful addition to Mewtwo's landing options

Bait: As it can be cancelled with both an airdodge and shield, it becomes a bait option. In other words, Mewtwo can quickly cancel SB and then punish the opponent's approach.

Movement Option: It changes the direction of Mewtwo's direction allowing for a split second switch to get back to the stage and possibly trick your opponent into a less then optimal decision. it also allows for quick movemnt and sudden changes in momentum to try and land safely.

Full Charged: This move, in conjunction with B-Reverse can be used as a Recovery, and Movement Option.

Recovery: Because of the KB that Mewtwo suffers as a cause of firing the Shadowball, this move becomes a surprisingly good recovery option. It's fast momentum shift and low cooldown allow for a fast recovery which can be used with others to strengthen it.

Movement Option: This move when used out of a SH will send Mewtwo flying across the ground allowing for quick movement and a opportunity for a Usmash, Grab or Dtilt.

These Options can all be strengthened with the addition of B-reverse.

AT Movement Options:

AT Movement Overview:
AT Movement is a crucial part of any smash game. It provides mix-ups and allows for better combo extensions. Some are more worthwhile then others, but it is best to know them all.​

Perfect Pivoting (PP):

With the shieldstun mechanics changed, certain AT's are now much better. PP being one of them. PP can be used with Ftilt and Fsmash for spacing and other moves for comboing, and mix-ups.

Utilt can be a great combo extender when used with PP. Utilt-PP Utilt is a great combo that leads into many different aerials. PP Dtilt can be used to ensure that the proper part of the tail hits as to combo correctly.

PP is great as a way of applying shield pressure and quickly moving towards or away from the opponent. with Ftilt-PP Jab Mewtwo can apply insane pressure to shields. There are many other options as well, we just have to find them.

Foxtrot:

Foxtrot's main use is either to change Mewtwo's momentum while running or to do a stutterstep Fsmash out of it. Not much use in this game or with Mewtwo.

Dash Dancing (DD):

DD is used as a mix-up, bait and a tactic to buy time/slow the pace of the match. This tech, however, has been nerfed in sm4sh. It is much harder and outclassed by it's easier extended counterpart.

Extended Dash Dancing:

Extended DD is great with Mewtwo. It allows for him to make many options out of run while being perfectly safe. DA and jump into an aerial are great ways to punish an opponent and it keeps them guessing as to what Mewtwo is going to do.

There is a poor man's method to do this tech (which I personally use) and that is similar to foxtrotting, just foxtrot one direction and then foxtrot the other. With correct timing, Mewtwo won't experience turn around lag and will be able to act out of it. This might just be an easier way to Extended DD as it looks just as fast.

Phasing (SHAD):

Summary:

Phasing is an aerial technique that allows Mewtwo frames of both invisibility and invincibility. If used correctly it is unpunishable and can even kill the opponent. Simply SH and immediately Airdodge, this will make Mewtwo airdodge right above the ground and cause him to have no landing lag from the aridodge. It is even possible to get an Aerial off right before landing. Phasing is also usable from ground to platform.​

Optimal Button Set-up: Jump:GCY::GCRT: with:GCX: as shield.

Fair-
Fair is safe on shield, so unless your opponent reads your airdodge movement, then it is perfectly safe. Mix this option up with a grab for differing options.​

Nair-
Nair is mainly used to follow-up into a Dtilt/Jab. Read the Nair KB thread for more details. In general, however, simply Phase and then Nair at the proper time.
Uair-
Uair can be used with Phasing to get kill set-ups and Dtilt/Jab combos. Although it is difficult to learn, it is worth it.​

Phasing can be used to retreat as a mix-up and as a movement option. Phase to platforms or just straight back to mix-up the opponent and to increase the chances of being able to gt the optimal punish when the time comes.

Ledge-Cancelling:

Ledge-Cancelling (LC) is one of Mewtwo's best AT's. Considering he has about five it is not surprising. LC's main uses are mix-ups and movement. This tech requires a lot of practice, but it is worth it as it is virtually unpunishable.

Movement and Positions:

Movement wise, LC can be used to quickly ledge trump and escape. It can also be used as a staller to buy time and react to the opponent's approach option. With proper practice, Mewtwo is able to teleport around the stage and is practically un-punishable while doing so. I have a picture of Battlefield with the approximate LC zones but they are not perfect.
View attachment 74801

Ground to Ledge- If Mewtwo is running then teleport right before Mewtwo goes under the platform. If Mewtwo is not running then teleport while Mewtwo is slightly under the platform.

Input- :GCU::GCB: + :GCN: (towards ledge)

Platform to Ledge- While standing on the platform, teleport and then point the joystick down while facing the ledge.

Input-:GCU::GCB: + :GCD:

Air to Platform-

Version 1- Full hop and then at the apex of the jump teleport straight down.

Input- :GCY: + :GCU::GCB: + :GCD:

Version 2- This one requires precise timing and spacing, but is a very useful tool in avoiding bad situations or landing quickly and safely.

Interesting Properties of LC-
1. If Mewtwo is running then he will teleport farther, but if he runs and teleport backwards it counts as a standing teleport.

2. When standing on dreamlands lower platforms it is impossible to LC with a down input as it will always send Mewtwo into the middle of the stage.

3. It is possible for Mewtwo to LC on the top platform of BF and then immediately LC on the lower platform.

4. Stages have different sweetspot zones because of there size and platform placement, but the LC zone is always in the same area.
Practicing LC:

Run/jump around the stage and LC from random positions that work. My style is I will run and LC from the ground to the ledge, then I will run and jump onto a platform. The second I hit the platform I LC to the ledge. I also mix this up with FH platform LC and LC from an angle on a platform. this helps with the frantic mess in a match.

At the beginning it is probably best to LC from a standing position to get a feel for the zones.

Mix-ups:

Mewtwo is able to do anything out of LC, thus, he has a lot of mix-ups.
1. LC can be used to punish approach options. If the opponent is approaching Mewtwo then LC and act accordingly. If they jump then DJ Uair/Fair, if they retreat then charge/launch a SB and if they run then falling Fair them.

2. LC can be used to quickly punish a laggy move and then retreat.

3. LC can be used as a bait to draw them into a disadvantaged state.

4. LC can be used to edgeguard, gimp and trump.
For a more in-depth guide check out this thread:
 
Last edited:

Sonicninja115

Experiment. Innovate. Improve.
Joined
Jul 8, 2015
Messages
2,429
Check out the Combo Compendium for a character specific list!

Mewtwo's Combo Game: Overview

True Combo: A true combo is a combo that registers in the training room, unless it's confusion. This means that this combo is only avoidable through DI, and sometimes that might not even work. True Combos are also called Guaranteed Combos.

Linking Combo:

A linking combo is a combo that works, but there is an option or two to get out. Such as, when Shiek Dthrow-Uair's Diddy Kong, Diddy Kong can escape by Fast Falling and Fairing. Thus, A linking combo isn't guaranteed, meaning there is at least one frame where the opponent can act out of it. If you don't have a frame one attack, sucks for your character. Not many characters have a frame 1 attack, however, and most linking combos have 3-6 open frames.

Read Combo:

A Read Combo is a combo where you have to read your opponent. Like a Melee tech chase/chaingrab. These combo's could be partly true, and the finish with a read on their jump/attack/airdodge. For example, Mewtwo can double Fair characters while only using one jump, thus you can use his second jump to punish their escape option. If they jump, Uair. If they airdodge, Dair. Make a read, and capitalize on it.

Situational Combo:

A situational combo requires certain elements to be in effect for it to work, like the opponent has to be in the 60-70% range and standing in the middle of the platform above me in order for it to work. These are the combos mainly used for styling and such, not much use in a real match except as a potential mix-up.

Overview:
Mewtwo's combo game relies around punishes and reads. His throws do not combo and his aerials aren't safe enough on shield or fast enough to link/combo properly. Thus, Mewtwo has to rely on tilts, reads and baiting to get a combo off. The upside to this is that he has one of the best punish games in SSB4. His tilts have long range, making them relatively safe and if he wants it is almost possible to just turtle up. This allows Mewtwo to have a safe punish game. It must be used properly, however, to be viable.

Mewtwo's combos aren't like most of the casts. Very few characters rely on tilts, or even use tilts, to start a combo. Because of this, Mewtwo is a rather hard character to pick up. All of his combos are rather advanced, such as Dtilt-Nair-Bair/Fair or Dtilt-Uair-Fair. At first, these combos are too difficult and are useless, but as time goes on and practice is put into them, they become B&B combos.

Mewtwo is a character with more linking combos then true combos. Meaning that when learning to play or when trying to master Mewtwo, test out random aerial combinations and see what works. You might come up with a new situational combo or a new kill combo. I myself discovered that Dtilt-Fair-Rising Fair kills Fox at 28% and true combos. There are many things still to be discovered in Mewtwo's combo game.​


Mewtwo's Combo Game: Guide:

Introduction:
This Section explains the different properties and possibilities available from each combo starting move.
Dtilt:
Dtilt's combo game is amazing. It has guaranteed follow-ups until 130% and is safe on shield if spaced correctly and sometimes even incorrectly. It has kill combo, damage combos and re-positioning combos.

Dtilt is the sort of move that Mewtwo can use as either a punish, or a read. If the opponent dashes in then Dtilt is a great counter, and if they dash into a jump, there is still time to get a Utilt off.

Low Percents: This is when Dtilt is arguably the most useful. Both Dtilt-Fair and Dtilt-Nair work at these percents, allowing high damage combos that will send the opponent into the lower 40%ies. This is also when Dtilt-Usmash works, however, I tend to avoid this combo as it stales Usmash.

Medium Percents: Dtilt-Fair usually stops working at around 35%, but Dtilt-Nair-Fair/Bair is the best combo in the 40-80% range. On average, this combo will do 29% and depending on how well you position the finisher, this combo might even kill. Other then that, Dtilt-Uair starts working at these percents, but will not start comboing into Fair until the upper 70%ies

High Percents: This is when Dtilt-DJ Uair-Fair will work and kill. This combo is not super reliable as it is rather hard to pull off. This combo can kill, however, making it important to learn.
Utilt:
Utilt's combo game is only in the lower percents, 0-40%. Outside of this, it is only useful for anti-air and really high percent killing.

Low Percents: At really low percents, Utilt can combo into itself. In the 15-40% it can combo into Bair and sometimes Uair. This is mainly a B&B combo as it is not hard to pull off and adds a healthy 20% to there damage.
Jab:
Jab has very low KB, in other words, it will almost always combo into something. It is mainly used to start a combo for the extra percent it provides. The KB on it makes it easy to land a sweetspot Dtilt, making Jab even more beneficial.
Nair:
Nair has set KB on certain portions, allowing it to be a good, but difficult, combo starter. Check out the Nair KB spoiler to learn how to combo with it. Otherwise, Nair can combo at 10-70% dealing up to 29%. It is possible to kill with Fair if you have complete control over the KB and lucky stage positioning.
FF Uair:
FF Uair is a relatively safe combo tool that combos into virtually everything, at high percents, it even combos into Usmash. The timing is difficult, but it is safe on shield if spaced properly.

Note: FF Uair does not work on :4diddy::4olimar::4greninja::4kirby::4duckhunt::4jigglypuff::4gaw: as they are too short.
Confusion:
Aerial Confusion is much better then grounded confusion, and will always combo into DJ Fair or a read for the Uair-Fair combo.​

True Combos List
Dtilt-
Dtilt-Fair
Dtilt- Uair
Dtilt-JC Upsmash
Dtilt-Fair-Fair (Fast Fallers only)
Dtilt-Fair-Fair-Fair (sometimes links/trues)
Dtilt-Nair
Dtilt-Nair-Bair
Dtilt-Nair-Fair
Dtilt-DJ Weak Uair-Fair
Dtilt-DJ Weak Uair-Uair
Dtilt-DJ Weak Uair-Bair
Utilt-
Utilt (front hit)-Bair
Utilt (Back hit)- Bair
Utilt-Utilt
Utilt-Uair​

Nair-
Nair-Bair
Nair-Fair
Nair-Dtilt-Combo
Nair-Jab-Combo​

Uair-
FF Uair-Dtilt
FF Uair-Fair
FF Uair-Bair
FF Uair-Ftilt
FF Uair-Utilt
FF Uair-Utilt-Uair
FF Uair-Jab
FF Uair-Uair
FF Uair-Fair
FF Uair-Bair​

Bair-
Bair-Bair​
Jab-
Jab-Dtilt
Working on-

Dtilt-Fair-DJ Fair
Dtilt-Utilt-Uair
Set-up-Confusion-DJ Uair-Fair (works because EVERYONE jumps away.)
Dtilt-DJ Uair
Utilt-Uair
Late DA-Fair/Uair/Testing


The Amazing Wombo Combo
D-Tilt x 2-3-> SH FF N-Air -> D-Tilt -> F-Air x 2 Captain Falcon, 60%
(Note: works best on Fast Fallers)

All credit goes to @@Raykz for this amazing combo and for the video proving that it works!
https://www.youtube.com/watch?v=B7Lz2qRdUjU
(Note: The video is sorta long but he shows many different and interesting combos)

Situational/Read
Jab-
Jab-Disable
Jab-Usmash

Jab-Grab

Dtilt-
Dtilt-Dair
Dtilt-Fair-Fair- DJ Dair
Dtilt-Fair-Fair-Uair

Dtilt-Fair-Fair-Fair (sometimes links/trues)
Fair-
Fair-Uair
Linking Combos

Dtilt-
Dtilt-Fair-Fair-Fair
Dtilt-Uair-Bair
Dtilt-Uair-Bair-Bair​

Dash Attack-
Dash Attack-Fair-Fair-DJ Dair​

Uair-
Uair-Bair-Bair (Bair-Bair is a true combo)
Uair-Uair​

Other-
Aerial Confusion-Fair
Aerial Confusion-Rising Uair-Fair​

Footstool Combos

Footstool-
DJC-Nair
DJC-Dair
DJC-Disable-Varied
Jab-Utilt (weak)-Footstool-DJC SB charge-Jablock-Follow-up. Works best 60-70%, but works at 50+%.​

Midair Footstool-
DJC-Charge Shadow Ball-Release Upon Landing-Punish Jab Lock​

Platform Combo Extensions:

Overview:

Combo's with Mewtwo tend to send the opponent in to the air instead of in front of Mewtwo. (Dtilt,Utilt,Dthrow) Using the platforms allows for extended combos and an optimized punish game. This is mostly thoughts and opinions mixed together with facts. Dthrow can also be used as a starter, check out the Tech Chase guide in the Moveset Spoiler!
(Note: None of the combo's are true, however, Mewtwo has so many options that it is rather scary.)
Example:

Mewtwo is playing on BF and hits Link with a Dtilt at 20%. Mewtwo then follows-up with a Fair and FF's to the platform right below. Mewtwo then proceeds to do an Utilt, extending the combo and leading to an advantaged state.

Mewtwo can also read the opponents option and respond accordingly. Uair is also an option out of Dtilt and Dtilt, Usmash and jab can be used as prediction options, other moves can be used as well, but these are the basic ones.
Possible Combo List:
Dtilt-

Dtilt-Fair-Utilt-Uair/Usmash
Dtilt-Fair-Read Airdodge-Dtilt-Uair/Fair/Nair-Fair/Bair
Dtilt-Fair-Read Airdodge-Jab-Dtilt-Uair/Fair/Nair-Fair/Bair
Dtilt-Nair-Dtilt-Combo
Dtilt-Nair-Jab-Dtilt-Combo
Dtilt-Uair-Utilt-Uair/Usmash/Bair
Dtilt-Uair-Uair
Dtilt-Uair-Read Airdodge-Jab-Dtilt-Fair/Uair/Nair-Fair/Bair​
Utilt-

Utilt-SH Uair-Utilt-Uair/Usmash
Utilt-SH Uair-Read Options
Utilt-Bair-Tech Chase​

General Guide:

Learning to do this is mainly practice and stage awareness. It is definitely optimal to go for these options, but be careful that Mewtwo doesn't get punished by faster characters. Catch them off-guard. It is relatively simple as long as you know the general percent windows and the places in which the combos can be pulled off.
 
Last edited:

Sonicninja115

Experiment. Innovate. Improve.
Joined
Jul 8, 2015
Messages
2,429
Off-Stage:

Mewtwo has many recovery options.
1. Teleport
2. DJ
3. Confusion
4. B-Reverse FC SB/Confusion
5. Disable (stalling)
Teleport sends Mewtwo into freefall, forcing it to be the last means of recovery, however, as it makes Mewtwo disappear and gives him invincibility frames it is still quite good.

Double Jump sends Mewtwo in a rolling motion through the air, Mewtwo cannot grab the ledge in the middle of his DJ only at the end. DJ can be cancelled by any special making it a great positioning move and it is also a way to get closer to the ledge. Be careful, if you get footstooled out of your DJ, then it is almost certain that you are going to die.

Confusion sends Mewtwo in a little hopping motion when used for the first time in the air. If used a second time he will not get the same momentum boost. Confusion has moderate horizontal recovery and is good for setting up teleport or DJ. If Mewtwo is being ledge-guarded after a failed ledge-guard attempt then he needs to B-reverse confusion to get the desired distance.

FC SB has great KB, sending Mewtwo flying. When used with B-reverse Mewtwo can use this whenever he wants to recover. Mewtwo can act out of the KB making it safer then most recovery options.

Disable should mainly be used to mix-up Mewtwo's falling speed and to avoid an opponents ledge-guard. Disable will halt Mewtwo's aerial momentum for a small amount of time but it is still enough to be used as a mix-up.

As far as gimping goes, there's a lot Mewtwo can do. He can throw shadow balls, however strong to restrict horizontal recoveries. Nair can be used to great effect against poor recoveries to gimp or cause easy damage against those who lack hitboxes. Shadow Claw is useful as always if you can surprise them or punish. Bair of course has a nice large hitbox to use, and is fairly good at punishing airdodges with good timing. Depending on the character you're facing and their percentage you can sometimes string several together in a wall-of-pain like sequence.

Finally there's his Dair which is for the most part your typical meteor Dair. Though one should not hesitate to use it if a golden opportunity comes offstage or on. Short-hop Dairs can be a useful surprise attack on tall characters as well.

Mewtwo can go very, very deep to either the side or bottom blast zones to edge-guard so make sure to take full advantage of this when a gimp opportunity comes along. However if you go low to edge-guard and miss, be careful not to get footstooled out of your midair jump. It's key for his vertical recovery.

Thanks to meleebrawler meleebrawler for this post which I literally just copied and pasted.

Playstyle:

Advice/Info on how to play Mewtwo with different styles. Example, some MU will require a more campy playstyle while others may require a more aggressive playstyle. Oftentimes it is best to switch playstyles mid-match as a mix-up.

Mewtwo is not a close combat character, and thus, he doesn't do well aggressively. When playing aggressively, Mewtwo still wants to space with his tilts as much as possible and use Nair or SHAD Fair as approach tools. LC is also a good way to quickly approach the opponent. Aggressive Mewtwo plays a bit like Marth, aggressive, but always spacing his moves and never getting too close to the opponent. If he does, then his best option is to Jab-Dtilt or grab for stage control.

Defensive play with Mewtwo is usually done at the beginning of a match and high percents. With defensive play, Mewtwo wants to be charging his SB whenever he can and spacing with Dtilt, Utilt and Ftilt whenever the opponent approaches. In this period, Mewtwo wants to focus more on the little pokes and percents while keeping SB in play to punish any mistake. When in this playstyle, constantly look for openings. If the opponent gets too aggressive, then read there option and punish with one of Mewtwo's devastating punishes. Dtilt-Fair will work regardless of which part of the tail hits at low percents. All grabs should be with the purpose of damage or stage control with a possibility of killing at high percents. Thoughts? Anything else to add?

Punishing is a mixture of aggressive and defensive with defensive being prominent. In punishing, Mewtwo is being defensive, but as soon as he gets a combo starter he maximizes the combo and turns the tide of the match and keeps the momentum by playing aggressively. In the Defensive stage, Mewtwo wants to be more active then a regular defensive strategy. Mewtwo needs to be baiting and playing mindgames to move the momentum of the battle. Dthrow is useful in this style to instigate tech chases and kill confirms.

This strategy is Hyper-Defensive. Mewtwo never approaches and never follows up on a combo besides a fair off a dtilt, nothing big. Mewtwo constantly spaces with his tilts and keeps the opponent away with small and medium SB. The point of this playstyle is mainly to build up percent and aggravate the opponent.

Capitalization is a defensive/aggressive playstyle. This way is comparable to Punishing, but with differences. In capitalization, Mewtwo wants to get the best out of every possible situation. To do this, Mewtwo needs to play a mix. Switching between aggressive and defensive. Aggressive shouldn't be limited to punishing, and in Capitalization, Aggressive is mixed with defensive and used with punishing as well. Mewtwo can play defensively and LC to get around before suddenly pressing an advantage to take control of the match. The gist of this style is to take advantage of any flaws the opponent has and press the advantage on any mistake.

When playing a match, Mewtwo doesn't have to stick with one style. To optimize Mewtwo, one can start off Camping, and then suddenly move into Aggressive. Look into what styles fit your playstyle and see what you can do to bring your Mewtwo game to the max!
 
Last edited:

Sonicninja115

Experiment. Innovate. Improve.
Joined
Jul 8, 2015
Messages
2,429
Advanced Topics:

Shieldstun has been changed and everyone is freaking out.

Explanation:

Perfect Shield: 1-3
Shield Lock (Can Jump, grab, roll and other OoS options): 4-11
Shield Drop (Time when the shield is gone and Mewtwo is experiencing lag): 12-18/19?


Shieldstun starts as soon as someones shield is hit. So if someone is hit on frame four of their shield by Mewtwo's Dsmash, then he cannot do any OoS options for about 10 frames. so it would then look like this.

1-3 Perfect Shield
4-11 Shield Lock
4-14 Shieldstun
15-22 Shield Drop Lag.


As you can see, shieldstun overlaps with shield lock. Causing shield lock to be meaningless.

If Mewtwo hits someone on frame 30 of their shield it will look like this.

1-3 Perfect Shield
4-11 Shield Lock
12-29 Shield
30-40 Shieldstun
41-48 shield drop


Any questions, please ask.

(Note: This assumes that the opponent just lets go as soon as they are hit to try to punish with an OoS option.)

In general, this change affects OoS options and punishing. Making the game more aggressive and shieldbreak combos a thing.

They also changed some Hitstun mechanics so that both the attacker and defender have Hitstun and they decreased shield HP so they will break easier and it takes about 10 seconds to fully charge from almost broken.

I will probably add more, I just can't think of anything to add.

Attacks
Ftillt- (10/9/8 / 1.75)+2= 7.71/ 7.14/ 6.57 frames of shieldstun

Dtilt- (5/4.5/4 / 1.75)+2= 4.85/ 4.57/ 4,28 frames of shieldstun

Utilt- (6/5/4.5 / 1.75)+2= 5.42/ 4.85/ 4.57 frames of shieldstun

DA- (10/9 Late 6/4 / 1.75)+2= 7.71/ 7.14/ Late 5.42/ 4.28 frames of shieldstun

Jab- (4 / 1.75)+2= 4.28 frames of shieldstun

Fsmash- (15/19 / 1.75)+2= 10.57/ 12.85 frames of shieldstun

Dsmash- (15 / 1.75)+2= 10.57 frames of shieldstun

Usmash- (16 / 1.75)+2= 11.14 frames of shieldstun

(Note: Smash attacks are only counting the base percent. So Dsmash FC could be completely safe on shield and you might even have positive frames! Also, Usmash doesn't really matter much because of how little it hits most shields.)
Specials
Shadowball FC- (26 / 1.75)+2= 16.85 frames of shieldstun

Shadowball Half Charged- (13 / 1.75)+2= 9.42 frames of shieldstun

Shadowball uncharged- (3 / 1.75)+2= 3.71 frames of shieldstun
Aerials
Fair- (13 / 1.75)+2= 9.42 frames of shieldstun

Dair- (15/14 / 1.75)+2= 10.57/ 10 frames of shieldstun

Uair- (11/9/7.5 / 1.75)+2= 8.28/ 7.14/ 6.28 frames of shieldstun

Bair- (13/11/9 / 1.75)+2= 9.42/ 0.00/ 7.14 frames of shieldstun

Nair- (4 (Final Hit) / 1.75)+2= 4.28 frames of shieldstun​

Ftilt-
Shieldstun- 7.71/ 7.14/ 6.57
Hitbox Active-10
FAF-36
Frames on shield- -12/-12/-13

Analysis- Not safe on shield. An opponent could probably DA or a faster character could dash grab. If the opponent is hit with the tip, it is much safer then the base as they have a longer period to run and are pushed back a bit.
Dtilt-
Shieldstun- 4.85/ 4.57/ 4.28
Hitbox Active- 6
FAF- 21
Frames on shield- -1

Analysis- Not spammable, it has -6 frames so it doesn't work to spam it. But it is still completely safe on shield.​

Utilt-
Shieldstun- 5.42/ 4.85/ 4.57
Hitbox Active- 8
FAF- 30
Frames on shield- -8​

Analysis- Nothings changed
Dash Attack-
Shieldstun- 7.71/ 7.14/ Late 5.42/ 4.28
Hitbox Active- 10
FAF- 39
Frames on shield- -15

Analysis- Nothings changed
Jab-
Shieldstun- 4.28
Hitbox Active- 6
FAF- 25, 36 for rapid jab
Frames on shield- -5/-16

Analysis- Nothings changed
Fsmash-
Shieldstun-10.57/ 12.85
Hitbox Active- 19
FAF- 53
Frames on shield- -17/-15

Analysis- Can no longer be punished by a strong smash attack, and it is rather safe as it sends the opponent s pretty far, even in shield. This is assuming it is uncharged, thus if it is full-charged it is probably perfectly safe. Will add later.
Dsmash-
Shieldstun-10.57
Hitbox Active- 21
FAF- 44
Frames on shield- -6

Analysis- Punishable by a DA or a quick grab.
Usmash-
Shieldstun-11.14
Hitbox Active- 9
FAF- 74
Frames on shield- Difficult to say, it is definitely punishable because of the high hitbox of Usmash though.

Analysis- Nothing changed since pre-shield nerfs.

(Note: I will add the different charge percents for smashes.)​

FC ShadowBall-
Shieldstun- 16.85
Hitbox Active- 23
FAF- 49
Frames on shield- -3​

Half-charged ShadowBall-
Shieldstun- 9.42
Hitbox Active- 23
FAF- 49
Frames on shield- -10
Uncharged ShadowBall-
Shieldstun- 3.71
Hitbox Active- 23
FAF -49
Frames on shield- -16​

Written Explanation-
FC Shadowball Hitbox is active on frame 23 and FAF is 49. So, if shielded right next to Mewtwo, then Mewtwo has -3 on shield. This means that the opponent has three frames in which Mewtwo cannot move. Making FC Shadowball nearly unpunishable from any distance. Half charged has -10, making it completely unsafe on shield and uncharged has a wopping -16 frames on shield. Thus, the only form of SB safe on shield at a short distance is Full-Charged. With others, make sure to put some distance in.​

Nair-
Shieldstun- 4.28
Hitbox Active- 7
Landing Lag- 16
Frames on shield- Multi-hit. ranges from unsafe to safe.

Analysis- Nair is a tricky case as it is a multi-hit move. It is, however, safe on shield if Mewtwo hits with the last hit, As Mewtwo has no landing lag after that.​

Fair-
Shieldstun- 9.42
Hitbox Active-8
Landing Lag- 18
Frames on shield- -2

Analysis- Safe on Shield and a rather good option.
Dair-
Shieldstun- 10.57/ 10
Hitbox Active- 15
Landing Lag- 22
Frames on shield- -5

Analysis- Not safe on shield and should probably still be avoided.
Uair-
Shieldstun- 8.28/ 7.14/ 6.28
Hitbox Active- 10
Landing Lag- 16
Frames on shield- -1/-2/-2

Analysis- Completely safe on shield, but it is a pain to hit.
Bair-
Shieldstun- 7.14
Hitbox Active- 13
Landing Lag- 21
Frames on shield- -7

Analysis- Not safe on Shield. There are better options.​

Nair Knockback Guide
I made this in a different thread and decided to bring it here.

Overview of Nair Properties

There are three factors that go into which way the opponent flies: DI, Direction and Sweet/Sourspot.

DI:
When DI'ing to the RIGHT, the opponent gets sent LEFT. When DI'ing to the LEFT, the opponent gets sent to the RIGHT, thus making it impossible to true combo.​

However, After the initial DI you are able to DI in the opposite direction and not change the KB​

Example: DI to the Right, DI to the LEFT, opponent gets sent to the LEFT.​

Direction:
The Direction Mewtwo and the opponent are facing will change the KB of Nair as shown in the chart below.

Dtilt turns the opponent towards Mewtwo causing this part to be unneeded when comboing with Dtilt.​

Sweetspotting:
Sweetspotting is very integral in making this work. However, sweetspotting is very easy. Mewtwo just needs to make sure not to catch the opponent in the fringe.​

Use:
This allows you to true combo into Fair and Bair. as well as set up ledge-guard situations and stage spikes.​


Section One: Straight Nair KnockBack

Key:
:4mewtwo:-Mewtwo
:4sheik:-Shiek (character I used in training mode)
-> = facing right
<- = facing left
:GCR: = shiek sent right
:GCL: = Shiek sent left
(Note: I did this on the ground right next to shiek and jumped straight up, not moving until after she was launched. I also checked to see if shiek could DI and she can't)

:4mewtwo:->:4sheik:->

Direction sent :GCL:

:4sheik:-> :4mewtwo:->

Direction sent :GCR:

<-:4mewtwo: <-:4sheik:

Direction sent :GCL:

<--:4sheik: <--:4mewtwo:

Direction sent :GCR:

<-:4mewtwo: :4sheik:->

Direction sent :GCR:

<-:4sheik::4mewtwo:->

Direction sent :GCL:

:4mewtwo:-> <-:4sheik:

Direction sent :GCL:

:4sheik:-> <-:4mewtwo:

Direction sent :GCR:

Use- Nair Out Of Shield, A Punish( Nair-Bair does like 25%) catching an airborne opponent possibly?

As you can see there are only two instances in which Mewtwo can combo into a fair, thus if you are able to see which way your opponent is facing you could reasonably combo appropriately.

Section Two: Predicting Dtilt-Nair KB

How: Dtilt-Nair(DI forward)-DI Backwards-Bair

Explanation: After Catching the Opponent in Nair(DI Forward) you can DI Backwards and the opponent's KB will not change.

The same works with DI'ing Back.

This could take some time to learn but it is rather easy to do. And it results in an easy 25-30% True Combo.

Section Three: Nair Dropping

There is a timing to it that is very hard to explain, however if you are able to get the finger inputs and muscle memory down it is not that hard. The easiest way to explain it is to Fast Fall at the height of the jump. This, however, is not a perfect explanation. If anyone has a better one or more experience please comment!

How: Dtilt-Nair-FF- Dtilt-Combo

Section Four: Nair Landing

Nair Landing is when Mewtwo hits a grounded opponent with Nair. If done correctly, the opponent will fall lightly in front of Mewtwo. If done incorrectly, the opponent will go behind Mewtwo or will slide so far in front that only the tip of Dtilt will hit.

1st:

To do the optimal version, Mewtwo needs to activate the Nair at the last possible frame where a hitbox will come out before hitting the ground, while facing away from the opponent. If done correctly, then the opponent will slide right in front of Mewtwo, allowing for the guaranteed Dtilt (low percents) or Uthrow (High Percents). Nair has set KB except on the final hit, allowing for combos at any percent.

2nd:

The second version, is less optimal but much easier. Instead of having to activate it on the last frame, Mewtwo just needs to Nair into them while facing away. He needs to cross through the opponent with Nair, and then possibly get the optimal punish options. I am still working on the exact science for this one, but it is annoyingly convoluted and goes in to individual hits.

3rd:

This is still just a hypothesis, but it seems that if you FF Nair the opponent will actually pop up and it will true combo easily. Still working on how to predict it but it shouldn't be too hard.

Section Five: Alternative Methods

When holding the character in Nair, the character will go to one side before he/she is launched. This is one way in which to predict KB. However, it happens fast and there is little time to react/change direction. It isn't too hard though.

Final Words

I am looking into combining this with Phasing.

Please feel free to test this out yourselves, and if you make a video showcasing it I will continuously thank you!

Some credit to MewSquared for giving me an idea for Dtilt-Nair KB. However, he could of just been reacting and not reading.

Please feel free to give input on this guide!

B-Reverse
ShadowBall:


How: Press Standard B and then quickly press the direction opposite of Mewtwo's.

Use: B-reverse SB can be used to quickly change momentum midair to provide a mix-up. It can also be used to re-position Mewtwo, bait out the opponent and to easily fire in the other direction.

Difficulty: Easy
Confusion:

Credit goes to @kirby3021 for the video and tech!

How: Press side B and then quickly press the opposite direction, like B-reverse except starting from the side instead of the center.

Use: This tech is great for aerial mix-ups and for quick aerial movement.

Difficulty: Medium
Video:

Shadow Flight


Explanation: SF is a good way to quickly get to the stage or approach. When used with B-Reverse, it is a great way to quickly grab the ledge and avoid a tricky edge-guard situation.

How: Use a FC shadowball in the air to be sent flying backwards.

Use: Approach, Recovery.

Difficulty: Easy

Shadow Hopping

Explanation: Similar to Diddy's MF-B-reverse, Mewtwo can do the same. Mewtwo can even cancel it on the ground. It isn't quite as good, however, as Mewtwo has to use a FC SB in order to make it work.

How: Shadowball Glide but with a B-reverse Shadowball to change momentum.

Use: Recovery, Mix-up, Safe Landing.

Difficulty: Medium

Teleport Ledge-Cancel (LC/TC)

Explanation: LC is a great way to quickly grab the ledge, retreat and reset the neutral or as a quick way to ledge-guard. It can be done on any stage, though it's benefits vary.

How: Teleport a set distance from the ledge to cancel all lag and slip off the ledge. This can be done from the air or a platform as well as the ground.

Use: Edge-guarding, Slip Edge, Escape, reset to neutral

Difficulty: Medium, requires practice.

Instant Teleport Ledge-Cancel Trump
Credit goes to ToTs for the video and the discovery of the Instant Trump

Explanation: This is a way to perform a instant ledge-grab out of LC.

How: Watch the Video, it is difficult to explain.

Use: ITL-CT can be used to quickly and efficiently trump the opponent. If the opponent buffers a roll then they will not be trumped, to combat this Mewtwo can teleport in place and then punish the roll with a smash attack or disable.

Difficulty: Medium/Hard (Requires Ledge Cancel)

Video:

Shadowball Cancel

Explanation: This can be done to bait an opponent, or to perform an OoS option.

How: Cancel the Shadowball's charge with shield

Use: SBC can be used as a bait option and a way to escape a charge. It is mainly used for mindgames.

Difficulty: Easy

Shadowball Buffer Shield Drop
Credit goes to Zan for the discovery, video and description.

1st Description: When you shadow ball you can't cancel it with shield immediately, but if you hold shield he'll keep charging. So if you do Shadow Ball then hold shield, and buffer down, at the right timing he'll do an immediate shield drop that you can act out of. Compared to shielding then letting go then dropping or trying to manually do it, this is much faster and can really help his landing options.

2nd Description: To do this, when you charge shadow ball and immediately hold shield, you'll notice if you do it quick enough he'll just keep going for a moment and then shield. In that moment, you need to buffer down as well as holding shield. In the air, theres a certain point before you land once you're holding shield where you press down and you'll do it. Hint: if you're shielding you're pressing down too early, and if you're spot dodging you're doing it too late. Its not hard once you get the timing down.

Use: This tech (can we find a cool name for it?) can be used to quickly slip through a platform and surprise an opponent. it can also be used as a recovery mix-up if the opponent thinks Mewtwo is going toward a platform and a punish option.

Difficulty: Medium (Timing Based)

Video-


Feet Stun
Not really an AT but hey, nowhere else to put it...

Explanation: An easy and unexpected way to get a stun. use in Combination with Usmash for a kill.

How: When the opponent is on a platform or ledge, jump up and Stun them. The disable will hit their feet and be perfectly safe for Mewtwo.

Use: It can be used as a safe Disable option.

Difficulty: Easy

Phasing (Short Hop Air Dodge, SHAD)

Explanation: Phasing can be used to quickly approac and retreat from an opponent without any lag, and as Mewtwo disappears while doing this, it is also a good mix-up.

How: Short Hop, and then Air Dodge

Use: Phasing is good for approaching and retreating. It can also be timed so that it is possible to use a Fair out of it. Mewtwo will disappear while Air Dodging causing the opponent to have to guess where Mewtwo is going.

Difficulty: Easy

Rising Aerials

Explanation: This is a good way to extend the range of Mewtwo's aerials, as most hitboxes last the entire DJ. It can also be used to extend combos in some cases.

How: Jump and use an aerial right afterward. Mewtwo will rise into the air and use an aerial at the same time.

Use: It can be used as a mix-up and a way to extend Mewtwo's combos.

Difficulty: Easy

Double Jump Cancelling

Explanation: This is mainly used after a footstool to get the Jab-lock. However, it can also be used in other ways, such as to switch up momentum.

How: Mewtwo's DJ can be cancelled by any special or item toss.

Use: DJC gives Mewtwo the ability to make the jankiest recoveries. JC Disable also extends Disables hitbox.

Difficulty: Easy

Sliding Pivots

How: Video explains how to do this AT.

Use: Tomahawk into Dtilt or a smash/grab.

Difficulty: Timing based

Video:
Wave ShadowBall

How: While running, b-reverse a SB. This will cause Mewtwo to turn around and slide a bit.

Use: Mix-up and a surprise option. Especially now that SB is safe from practically anywhere.

Difficulty: Medium

Thoughts: Look at Shieks like Vinnie's. He uses wave needles a lot.

Lagless Ledge Get-up

Explanation: Very good tech to learn. Mewtwo doesn't have the best ledge options, and this allows him to do many things.

How: Fall back off the ledge, jump and press forward.

Use: NO LAG. Fast attack, grab a shield, only downside is the loss of invincibility, but it only takes 5 frames to get up.

Difficulty: Hard

Video:
Thanks to My Smash Corner.
 
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Sonicninja115

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Terms:
FF: Fast Fall
SH: Short Hop
FH: Full Hop
SHAD: Short Hop Air Dodge
FAF: First Actable/Actionable Frame
IASA: Interrupt as soon as
D-Move: Down move/grab
U-Move: Up move/grab
F-Move: Forward move/grab
DA: Dash Attack
AT: Advanced Technique
DJ: Double Jump
DJC: Double Jump Cancel
LC/TC: Ledge/Teleport-Cancel
SB: ShadowBall
MU: Match-Ups
FG: For Glory
T&C: Town and City
BF: Battlefield
FD: Final Destination
DH: Duck Hunt
SV: Smashville
TO: Tournament Organizer
GOAT: ZeRo and Mango
FC: Full-Charged
KB: Knock Back
ATM: At This Moment
ASAP: As Soon As Possible
OP: OverPowered or Original Post (this post!)
IIRC: If I Remember Correctly
PP: Perfect Pivoting
DD: Dash Dancing
OoS: Out of Shield
B&B: Bread and Butter
Shadow Flight: The recoil from SB
Phasing: SHAD for Mewtwo, it's so good with him we might as well give it a cool name
Base: Mewtwo's sweetspot, the base of the tail, used for combo purposes
Tail: Mewtwo's sourspot, the tail used for combo purposes
Tip: Mewtwo's second sourspot, the tip of the tail, used for combo purposes
Move.B: The base of a move, sweetspot
Move.T: The tail of a move, sourspot 1
Move.t/tip: The tip of a move, sourspot 2


Players to watch:

Ginko
Stream: SHI-G
Youtube:SHI-G
Notes: Mewtwo is his third main, but his Mewtwo got third at a rather large event so it is still really good, it might have taken out Ranai...

Mewsquared
Stream: Tourney Locator
Youtube: Tourney Locator
Notes: He regularly attends the weekly Shockwave, it takes place in Texas every Thursday.

LoF Blue
Stream: RushHourSmash
Youtube: RushHourSmash
Notes: He attends many Tri-State tourneys and also mains Sonic.

Rich Brown
Stream: Fire & Dice
YouTube: Fire & Dice
Notes: Was on the SoCal PR with Luigi, but then picked up Mewtwo.

RayNoire
Stream: Unknown
YouTube: Event Horizon Gaming and UW-Madison Smash Bros.
Notes: One of the better Mewtwo players, PR in Wisconsin?

Raykz
Stream: Unknown
YouTube: Raykz
Notes: Has a youtube channel with some of his sets and is one of the most intelligent Mewtwo players

Players to Watch (Smashboards)

meleebrawler meleebrawler
Sonicninja115 Sonicninja115
Metalex Metalex
420quickscoper 420quickscoper
Y2Kay Y2Kay
@U-Throw
@PEACE7
@Raykz

Thanks to everyone who helped create and proofread this guide!

Useful Threads:

Match-ups Discussion-

General Match-up Discussion-

Combo Compendium-

Combo and Tech Sharing Thread-

Nair Knockback Guide-

Frame Data-
ShadowBall Guide-

Mewtwo's Hurtbox-

In Depth LC/TC Guide
Mewtwo Jab-Utilt-Usmash Percents
Update Log:
0.0 Basic set-up added
0.1 Added movement options and descriptions. As well as updated the AT section.
0.2 Changed Moveset Analysis and added some analysis of moves. Continued to update the AT section.
0.3 Finished the Moveset Analysis and AT section.
0.4 Added a LC section, playstyle spoiler, updated grabs, finished Off-Stage and made a abbreviation guide.
0.5 Large General Update.
0.6 Combo section + Moveset analysis updates.
0.7 Added a how to play section and minor, but consequential, updates.
0.8 Minor adjustments, moved it to it's own thread.
0.9 Additions and adjustments. Players to watch and training guide added.
1.0 Updated multiple areas, starting to proofread and then post.
1.1 Coming soonish!
 
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Y2Kay

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It Looks awesome! You guys want me to proof read? It'll only take me a day or two
 

Eight_SixtyFour

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Surprised that Olimar is considered to have a good recovery. In terms of distance, it's decent, but he is very vulnerable.

Mewtwo is rather easy to juggle. This is because of a variety of reasons, the most consequential being that he doesn't have any fast aerials, and that he has a large hitbox.
Hurtbox.

Analysis: Very fast with surprisingly low end-lag. It will also kill rather early and would be much better except it sends the opponent into the upper corner. Very good punish and the best option if the opponent is stunned.
I wouldn't say 21/22 frames is very fast. The low end-lag, decent range, high knockback and damage make this move pretty decent all things considered.

Neutral Aerial-



Damage- 1% (Hits 1-8) 4% Finisher
Kill Potential- None
Use- Combo and Damage
Combo Potential- Bair and Fair
Hitbox Active: 7-40
FAF: 46
Landing Lag: 16 (Autocancels: Frame 46)

Analysis: one of Mewtwo's best aerials, as it does 12% in damage and will lead into a Bair/Fair at most percents. It will catch the opponent and drag them along, making it so that Mewtwo is in control of where they will go flying. It is rather easy to set them up in a disadvantageous position. In combination with FF, Nair can even gimp. As it will drag the opponent far down to the areas that a good portion of the cast can't recover from. It can also be used at an advanced level to combo into moves like Dtilt or Utilt, or it can be used to cross through people's shields as a mix-up.
The hitboxes aren't that large though, so you have to be careful when using this move. It can be interrupted early enough into another aerial or a special. Just worth noting.

Looks good so far. :)
 
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Sonicninja115

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Surprised that Olimar is considered to have a good recovery. In terms of distance, it's decent, but he is very vulnerable.



Hurtbox.



I wouldn't say 21/22 frames is very fast. The low end-lag, decent range, high knockback and damage make this move pretty decent all things considered.



The hitboxes aren't that large though, so you have to be careful when using this move. It can be interrupted early enough into another aerial or a special. Just worth noting.

Looks good so far. :)
His distance rivals villagers. Hence his good recovery. It is not great because it doesn't have a hitbox, but it can be cancelled.

I will change that.

It isn't good for throwing out, except as a bait. I make sure to say punish or when stunned, because Usmash is the best for throwing out to catch an opponent with only 9 frames of start-up. Punish wise, it is only good for punishing with a read or something similiar to that. I will make it more specific.

I believe I have a Nair KB guide in the lower posts that will answer half of that question.

Thanks for the input!
 

Eight_SixtyFour

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His distance rivals villagers. Hence his good recovery. It is not great because it doesn't have a hitbox, but it can be cancelled.

I will change that.

It isn't good for throwing out, except as a bait. I make sure to say punish or when stunned, because Usmash is the best for throwing out to catch an opponent with only 9 frames of start-up. Punish wise, it is only good for punishing with a read or something similiar to that. I will make it more specific.

I believe I have a Nair KB guide in the lower posts that will answer half of that question.

Thanks for the input!
Pretty sure that's without Pikmin, and he can only cancel with his aerials, which makes him somewhat unpredictable, but still vulnerable. Villager's recovery doesn't have a hitbox either but he covers a lot more distance and very safely too.

Which half are you talking about? The range, or the comboing? I'll have a look at it.
 

Sonicninja115

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Pretty sure that's without Pikmin, and he can only cancel with his aerials, which makes him somewhat unpredictable, but still vulnerable. Villager's recovery doesn't have a hitbox either but he covers a lot more distance and very safely too.

Which half are you talking about? The range, or the comboing? I'll have a look at it.
The combing portion, I have spent so much time testing Nair KB that it is rather easy now. Just spend an hour or two in the lab and then try incorporating it into matches and anyone should have it mastered relatively fast!
 

Y2Kay

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I went ahead and started editing this. It'll be done Saturday morning
 

420quickscoper

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I have something to say on the recovery part.
In terms of distance, sure, Villager probably wins.
But he doesn't have a hitbox to keep him safe.
I really cannot consider it a Top 5 recovery.
In terms of the overall best recovery I think Meta Knight wins. It's hard to edgeguard his recovery options and he can fly very far.

Mewtwo has a pretty good recovery. I'd consider it Top 10, but not one of the outright best.
 

Sonicninja115

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I have something to say on the recovery part.
In terms of distance, sure, Villager probably wins.
But he doesn't have a hitbox to keep him safe.
I really cannot consider it a Top 5 recovery.
In terms of the overall best recovery I think Meta Knight wins. It's hard to edgeguard his recovery options and he can fly very far.

Mewtwo has a pretty good recovery. I'd consider it Top 10, but not one of the outright best.
I go over recovery options in the off-stage spoiler...

Meta Knight has a good recovery, but not as good as villagers. Villager is hard to gimp, because you have to only hit the balloons, a good villager knows how to do well with his recovery.

I terms of options and distance, Mewtwo, Meta Knight, Olimar, Shiek, Villager and Lucario probably have the best recoveries.

Mewtwo's recovery is really good, look at the recovery area, I can back up that hypothesis.
 

420quickscoper

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:)
I go over recovery options in the off-stage spoiler...

Meta Knight has a good recovery, but not as good as villagers. Villager is hard to gimp, because you have to only hit the balloons, a good villager knows how to do well with his recovery.

I terms of options and distance, Mewtwo, Meta Knight, Olimar, Shiek, Villager and Lucario probably have the best recoveries.

Mewtwo's recovery is really good, look at the recovery area, I can back up that hypothesis.
I still think Meta Knight's is simply the best because:
It goes so far.
Up B goes far and snaps to the ledge easily.
Down B goes through enemies' attacks.
SideB can stage spike them.

In distance, Villager and MK are sort of tied.
They go very, very far.
However, I still think MK wins.
Because there's not that many bad recoveries in the game, distance matters less and vulnerability matters more than it.

Hey. I agree with you that Mewtwo's is fantastic.
Confusion, DJ and Teleport can bring Mewtwo really far.
I think it may be a Top 5 now.
I especially love Confusion.
Also, Teleport is really hard to hit. Not as much as Sheik's ridiculous frame 1 Vanish. xD
But it's one of the best.
So kudos to you.

Oh, and, by the way, thanks for this guide. I'm sure many people who want to pick up Mewtwo will find this very useful!
 
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meleebrawler

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I go over recovery options in the off-stage spoiler...

Meta Knight has a good recovery, but not as good as villagers. Villager is hard to gimp, because you have to only hit the balloons, a good villager knows how to do well with his recovery.

I terms of options and distance, Mewtwo, Meta Knight, Olimar, Shiek, Villager and Lucario probably have the best recoveries.

Mewtwo's recovery is really good, look at the recovery area, I can back up that hypothesis.
Actually after the latest patches, Balloon Trip has a fuel system going so repeatedly hitting him out can also work. Still unlikely but feasible for a number of characters.

Yes, Mewtwo's recovery is good enough to often allow him to bypass the ledge game entirely, especially against slower characters or on platform stages that allow teleport cancelling. It's pretty much downright hazardous for most characters to even try to go offstage against him, since he can either stall them out with confusion (and possibly even counter-edgeguard with a bair stage spike), or just teleport past them and take the stage immediately. This is a huge boon versus someone like Pikachu.

There is a weak point in it, though. If Mewtwo's double jump is footstooled or otherwise interrupted while he's below the stage he can easily get gimped. Not too likely to happen with Mewtwo's great airdodge but nonetheless something to be wary of.
 

Sonicninja115

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Actually after the latest patches, Balloon Trip has a fuel system going so repeatedly hitting him out can also work. Still unlikely but feasible for a number of characters.

Yes, Mewtwo's recovery is good enough to often allow him to bypass the ledge game entirely, especially against slower characters or on platform stages that allow teleport cancelling. It's pretty much downright hazardous for most characters to even try to go offstage against him, since he can either stall them out with confusion (and possibly even counter-edgeguard with a bair stage spike), or just teleport past them and take the stage immediately. This is a huge boon versus someone like Pikachu.

There is a weak point in it, though. If Mewtwo's double jump is footstooled or otherwise interrupted while he's below the stage he can easily get gimped. Not too likely to happen with Mewtwo's great airdodge but nonetheless something to be wary of.
I agree, I will add a note warning people about getting footstooled. It has happened to me a couple of times and I agree that it is almost instant death for Mewtwo.
 

Metalex

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Sonicninja115 Sonicninja115

I've compiled a list of the characters Uair won't hit when they are grounded (Everyone else can be hit by all 3 Uair hitboxes)
Could probably be useful to add both to the combo section of this guide, and the combo thread:

:4diddy: Diddy Kong
:4olimar: Olimar
:4greninja: Greninja
:4kirby: Kirby
:4duckhunt: Duck Hunt Duo
:4jigglypuff: Jigglypuff
:4metaknight: Metaknight
:4gaw:Game & Watch

A few of them can however be hit by a Sweetspot Uair on the backside of Mewtwo, but it's very inconsistent and hard to hit with.
 
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Sonicninja115

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Sonicninja115 Sonicninja115

I've compiled a list of the characters Uair won't hit when they are grounded (Everyone else can be hit by all 3 Uair hitboxes)
Could probably be useful to add both to the combo section of this guide, and the combo thread:

:4diddy: Diddy Kong
:4olimar: Olimar
:4greninja: Greninja
:4kirby: Kirby
:4duckhunt: Duck Hunt Duo
:4jigglypuff: Jigglypuff
:4metaknight: Metaknight
:4gaw:Game & Watch

A few of them can however be hit by a Sweetspot Uair on the backside of Mewtwo, but it's very inconsistent and hard to hit with.
Awesome, I am taking a bit of a break from labbing, but I should be back in a week or two.

In the meantime I am going to update threads and add sections.

I will add this info in the next two days.
 

Sonicninja115

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The guide is basically done, but I need proofreaders! Anyone willing to help?
 

Sonicninja115

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What does a proofreader do? I might be able to help!
I just need people to look over it with a new eye. To make sure spelling and stuff is good, and to make sure the info is right. Some of the info doesn't need to be checked though.

The Moveset, AT section, Nair KB, Combo List and shieldstun section should all be good. And other then that, I just need people to make sure nothing is blatantly wrong.
 

Y2Kay

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Sonicninja115 Sonicninja115 Sorry My computer charger broke on me.

Since I can't really proof read w/o it, I suggest using the site grammarly.com to check for errors. Just copy-paste it to a word document and upload it to the site. It will spot a lot of errors for you. Can't guarantee it'll get 100% of errors, more like 95% of your grammar errors. You'll probably have to break the guide down tho.

I hope I contributed some!

:150:
 
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Sonicninja115

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Sonicninja115 Sonicninja115 Sorry My computer charger broke on me.

Since I can't really proof read w/o it, I suggest using the site grammarly.com to check for errors. Just copy-paste it to a word document and upload it to the site. It will spot a lot of errors for you. Can't guarantee it'll get 100% of errors, more like 95% of your grammar errors. You'll probably have to break the guide down tho.

I hope I contributed some!

:150:
Is it word check? Because that's not much of a problem. And sentence structure will be difficult, as it is not a paper. Thanks for the advice though! I am going to do a read through before posting to make sure it sounds right, and the proofreaders can make sure the Info is right.
 

Y2Kay

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Is it word check? Because that's not much of a problem. And sentence structure will be difficult, as it is not a paper. Thanks for the advice though! I am going to do a read through before posting to make sure it sounds right, and the proofreaders can make sure the Info is right.
It checks for spelling and grammar. The free version should cover it tho.
 

meleebrawler

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So it seems that Teleport can get screwed up by double jump's momentum when trying to snap. Therefore, if you intend to snap the ledge anywhere but from below to avoid the vulnerability, either don't double jump at all or wait for it to finish.
 

Sonicninja115

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So it seems that Teleport can get screwed up by double jump's momentum when trying to snap. Therefore, if you intend to snap the ledge anywhere but from below to avoid the vulnerability, either don't double jump at all or wait for it to finish.
What do you mean? That it is hard to tell exactly where Mewtwo will end up because of the DJ? I haven't noticed that, I even purposely DJ into Teleport sometimes.
 

meleebrawler

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What do you mean? That it is hard to tell exactly where Mewtwo will end up because of the DJ? I haven't noticed that, I even purposely DJ into Teleport sometimes.
I mean, if you teleport to the ledge from below like most people do then doing it in the middle of a DJ is no problem, it's when you're trying to snap it from above or perfectly lateral with the stage that it's easy to mess up. You may have noticed that when you do a teleport in the middle of DJ, Mewtwo continues to rise for a bit due to DJ momentum? That's what messes up trickier snaps. And there are benefits to those kinds of snaps too, namely avoiding the vulnerability.
 

Sonicninja115

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I mean, if you teleport to the ledge from below like most people do then doing it in the middle of a DJ is no problem, it's when you're trying to snap it from above or perfectly lateral with the stage that it's easy to mess up. You may have noticed that when you do a teleport in the middle of DJ, Mewtwo continues to rise for a bit due to DJ momentum? That's what messes up trickier snaps. And there are benefits to those kinds of snaps too, namely avoiding the vulnerability.
Is it possible to snap from above? I could never do it so I eventually gave up. Imagine being able to either snap to the ledge or LC a platform on BF or DL!
 

Sonicninja115

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Well, considering how slow Vanish is to start, not as useful as it could be...
I think it would be a good mix-up, but not nearly as useful as it is with Pika and Mewtwo.

It could be used to double vanish and look really cool.
 

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Proofreaders? I can take a stab at it. I need to start practicing for a tournament next month anyway, I want to use Mewtwo a bit more than I did at the last one I attended.

The guide is looking much more fleshed out. Great work.
 

Y2Kay

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Here's all I've done so far guys
How to Play: A General Introduction To Mewtwo


Introduction:

Mewtwo is one of the most difficult characters to play in sm4sh. The reasons for this are probably his annoying downsides, and his unorthodox play style and combo game. When he first came out, everyone dismissed him because he didn't have a combo game and his weaknesses were seemingly insurmountable, however, we now know that [G1] Mewtwo is not nearly as bad as he first seemed. He has amazing combos, great kill potential, fantastic recovery and stellar defense. When used correctly, he is a pleasure to watch. When used incorrectly, it is painful. Mewtwo requires so much time and training, and the reward is slight. Mewtwo is a character you have to want to play.[G2]


Pros:

Punish Game:

Mewtwo has one of the best Punish games in Sm4sh, rivaling ZSS. The biggest difference is that ZSS is more rewarding in general and her combos are usually easier to pull off. With his fast Dtilt and strong aerials, Mewtwo is able to punish a plethora of mistakes and lag. Mewtwo is scarier when you know how to combo and [G3] off of the punish, as punishes tend to deal 30% and can kill at higher Percents. His Dtilt is an instant anti-approach tool and Utilt is an excellent anti-air.[G4]


Recovery:

Mewtwo has four recovery options that, by themselves, are mediocre. When put together, however, they are stunning. Mewtwo has one of the best recoveries in the game, beaten only by [G5] and villager. With it, Mewtwo is able to recover from anywhere on the screen, and oftentimes, still have an option left open.[G6]


Combo Tools:

Mewtwo's combo tools are fast and lengthy. Dtilt will combo into an aerial from 0-130% on average, and Utilt is a great anti-air and can combo into Bair and Uair. His aerials can combo into each other and if they don't, they often link. His Jab guarantees a base Dtilt, and if you read, it can combo into a grab or disable. One of the reasons Mewtwo is so difficult to play is because his combo game is different from the rest of the cast.


Cons:

Lightweight:

Being a light weight means that Mewtwo dies earlier, however, this is not always the case as his recovery is one of the best in the game. This allows [G7] Mewtwo to recover from where heavies and mid weights couldn't recover, allowing him to live longer. Sadly, this does not change the fact that his kill Percents start at eighty. Luckily, his glass cannon aspect makes being a lightweight understandable and reasonable.


Juggly:

Mewtwo is rather easy to juggle. This is because of a variety of reasons, the most consequential being that he doesn't have any fast aerials, and that he has a large hitbox. Mewtwo usually has a very hard time landing, thankfully, his specials give him movement mix-ups that allow Mewtwo to sometimes have an easier time.


Hit/Hurtbox:

Mewtwo's Hurtboxes is perfectly fine and [G8] a link in the useful threads section that proves it. The hobos problem is only on three moves, Uair, Bair and Grab, it is a pain in the butt, however, it will most likely get patched.[G9]


Close Quarters Combat:

Mewtwo relies on spacing, thus, if you can't keep the opponent out of your bubble, Mewtwo suffers. Luckily, Mewtwo has many great spacing moves, and a jab if the opponent gets too close. All these moves can combo, making it very dangerous to be unsafe near Mewtwo.

Attacks-

Jab-




Damage- Initial hit 4% Multi-hit 1% Finisher 2% Total 12%[G10]

Kill Potential- None

Use- Combo and Damage

Combo Potential- Follow-up with Jab-Grab/ Jab-Dtilt/Jab-DA

Hitbox Active: 6

FAF: 25

Frames on Shield:


Analysis: Jab is great at getting a little damage in and relieving unwanted pressure. Some characters like [G11] Shiek and Luigi will constantly be in Mewtwo's face, and Jab is quick enough to punish shielded aerials and clumsy approaches. Dtilt is a better option for spacing while Jab is good to set-up into a Dtilt or a grab or any other option to get some easy damage and more importantly, some space for Mewtwo to breathe.


Dash Attack-




Damage- 10%, 9%, 6%

Kill Potential- Low

Use- Pressure, Damage, and Follow-ups[G12]

Combo Potential- Follow-up with an Uair or Fair

Hitbox Active: 10-11

FAF: 39

Frames on Shield:


Analysis: DA is a great quick punish and a mediocre combo tool. It's main use should be to put the opponent into a disadvantageous position and then capitalizing on it. As a combo tool, the late hitbox will send the opponent into enough hit stun that a Fair/Uair can true out of it. The timing on this is rather strict and most of DA's combo potential has yet to be explored.


Forward Tilt-




Damage- 10%, 9%, 8%

Kill Potential- Low

Use- Spacing and High % Killing

Combo Potential- None

Hitbox Active: 10-12

FAF: 36

Frames on Shield:


Analysis: There is not much use for Ftilt. Except as a keep away tool and a mediocre punish. In short, Mewtwo has better options. It's main use will be defensive, when angled forward it can stop a dash in, when angled up it is good at stopping jump ins depending on the character and down angled can catch people doing ledge games.


Up Tilt-




Damage- 6%, 5%, 4%, 3%

Kill Potential- None

Use- Anti-Air and Combos

Combo Potential- Utilt-Bair/ Utilt-Utilt

Hitbox Active: 8

FAF: 30

Frames on Shield:


Analysis: A great anti-air as well as a good combo starter. It is fast enough to punish an aerial option through reaction, and the different hitboxes lead into aerials like Fair/Uair/Bair. When combined with PP, it is possible to do a semi-juggle to get that extra percent. This move has little purpose against a grounded opponent as it is outclassed by Dtilt.


Down Tilt-




Damage- 5%, 4%

Kill Potential- None

Use- Spacing and Combos

Combo Potential- Heh... I don't have three hours....

Hitbox Active: 6-7

FAF: 21

Frames on Shield:


Analysis: The quintessence of Mewtwo's combo game. Without Dtilt, Mewtwo would be so thoroughly heckled that smashers would be made fun of to even mention Mew2king. Thankfully, this isn't the case. With a plethora of True combos, most of which result in 25%+ damage as well as a kill combo that works on 90% of the cast, this move helps Mewtwo to hold onto his tier spot. Dtilt also serves as a very viable anti grounded approach tool. As it is quick, fast and can lead into combos regardless of which part of the tail hits. 0-25% fair will always be a true combo. [G13]


Smash Attacks:


Forward Smash-



Damage- 19%-26% (Sweetspot) 15%-21% (Sourspot)

Kill Potential- High

Use- Killing and Damaging

Combo Potential- None

Hitbox Active: 19-21

FAF: 53

Frames on Shield:


Analysis: Fsmash has a semi-powerful sweet spot when compared to other sweet spots of course. It is passably fast and can kill as early as 90% at the edge. It is a good punish option, especially when used with pivot Fsmash as Mewtwo slides and if spaced properly it is quite easy to get the sweet spot[G14] .[G15]


Up Smash-



Damage- 1% (Hits 1-6) 10%-14% (Last hit)

Kill Potential- High

Use- Killing and Damaging

Combo Potential- Read Only

Hitbox Active: 9

FAF: 74



Analysis: Quick start-up, large hitbox above Mewtwo and kill power make this a very viable kill option. Dtilt will combo into it and it also serves as an anti-air tool. If an opponent is caught in it, they are put into a disadvantageous position, allowing for a further [G16] [G17]


Down Smash-



Damage- 15%-21%

Kill Potential- High

Use- Killing and Damaging

Combo Potential- None

Hitbox Active: 21-22

FAF: 44

Frames on Shield:


Analysis: Very fast with surprisingly low end lag. It will also kill rather early and would be much better except it sends the opponent into the upper corner. Very good punish and the best option if the opponent is stunned.[G18]


Aerials-

Neutral Aerial-




Damage- 1% (Hits 1-8) 4% Finisher

Kill Potential- None

Use- Combo and Damage

Combo Potential- Bair and Fair

Hitbox Active: 7-40

FAF: 46

Landing Lag: 16 (Autocancels: Frame 46)


Analysis: one of Mewtwo's best aerials, as it does 12% in damage and will lead into a Bair/Fair at most percents. It will catch the opponent and drag them along, making it so that Mewtwo is in control of where they will go flying. It is rather easy to set them up in a disadvantageous position. In combination with FF, Nair can even gimp. As it will drag the opponent far down to the areas that a good portion of the cast can't recover from. It can also be used at an advanced level to combo into moves like Dtilt or Utilt, or it can be used to cross through people's shields as a mix-up.


Forward Aerial-




Damage- 13%

Kill Potential- High

Use- Linking Combos, Damaging, and Killing[G19]

Combo Potential- Links into Fair

Hitbox Active: 7-8

FAF: 38

Landing Lag: 18

Frames on Shield:


Analysis: Forward Air is the crowning glory of Mewtwo's legendary moveset (get what I did there;))

It is fast and does considerable damage. It's kill power is great, allowing it to kill off-stage as early as 70%. Many moves combo into it and it even combo's into itself. FF Fair can also combo into multiple moves on certain character weights.


Back Aerial-




Damage- 13%, 11%, 9%

Kill Potential- Medium

Use- Gimp and Damage

Combo Potential- Into Bair

Hitbox Active: 13-17

FAF: 40

Landing Lag: 21

Frames on Shield:


Analysis: Bair is a brilliant move. It can gimp easily on account of it's large hitbox and can also kill if sweet spotted. It is the end of quite a few linking combos and can be used as a keep away too if spaced properly. Another use for Bair is Stage-Spiking, as it has a long lasting and disjointed (most of it) hitbox.


Up Aerial-




Damage- 11%, 9%, 7%

Kill Potential- Low

Use- Combo and Damage

Combo Potential- Into Fair and Uair

Hitbox Active: 10-14

FAF: 40

Landing Lag: 16

Frames on Shield:


Analysis: Does considerable damage and combo's into Fair/Bair and itself, it is also good at juggling, as Uair is relatively fast and safe. Aside from these, however, Uair has very limited use.


Down Aerial-




Damage- Grounded, 14% Aerial, 15%

Kill Potential- Medium

Use- Spike and Damage

Combo Potential- None

Hitbox Active: 15-16

FAF: 46

Landing Lag: 22

Frames on Shield:


Analysis: It is the goat kick of destiny, banishing all who dare challenge it into the shadow realms. Plus it does 15% and can KO on-stage at 130%ish.



Special Attacks-

Shadowball-




Uncharged-




Damage- 2.5%-24%

Use- Jab locking and keep away

Hitbox Active: 23-

FAF: 49

Frames on Shield:


Analysis: Uncharged SB's can Jab-lock, camp and provide a little extra damage. It is a good option to force an opponent to approach or run away.


Fully Charged-




Damage- 26%

Use- Damaging and Killing

Hitbox Active: 23-

FAF: 49

Frames on Shield:


Analysis: FC SB is a great KO option and also a recovery/gimp option. It can KO early and provide damage at lower percents.


Note: for more on SB and its uses check the thread listed below in the useful threads section. Credit to @Browny[G20]


Confusion-




Damage-1% (9 Hits)

Use- Aerial confusion to Fair, Command Grab and Reflector.

Hitbox Active: 12-15

FAF: 45

Frames on Shield: Command Grab


Analysis: Confusion is a reflector and defensive option. It can reflect up to 51% of damage and can combo into moves at best and at worst it can put them into a disadvantaged. Aerial confusion will give Mewtwo a slight boost in the air, and if the opponent is hit in the air then it can true combo into Fair/Uair-Fair. Confusion can also force opponents to land on an upper platform, resulting a guaranteed Usmash.


Teleport-




Damage- 0%

Use- Recovery, Movement and Mix-ups.

Intangible: 9-17


Analysis: Teleport is an essential aspect of [G21] Mewtwo's moveset. It is used for recovery, escape, and mix-ups. When used with LC it is almost unpunishable and as an escape move it is best used as a mix-up. For recovery, it is best when used out of a DJ as a mix-up/slash position advantage.[G22]


Disable-




Damage- 1%

Use- Stunner

Hitbox Active: 16

FAF: 48

Frames on Shield: -24/-18


Analysis: Disable is useful as a mix-up and a soft read option. It's main use comes out at the 80%+ range as that is when Mewtwo can get a kill from it. It is safeish on shield now but still punishable. Use it, but don't spam it and it is probably best to reserve it for reads.


Grabs-

Pummel-



Damage- 2%


Forward Throw-




Damage- 13%

Kill Potential- None

Use- Damage and Stage control

Combo Potential- None


Analysis- Fthrow is a high damaging throw that grants stage control and a free SB. It is Mewtwo's second best throw behind Uthrow and is great at low-mid percents.


Back Throw-




Damage- 10%

Kill Potential- Medium

Use- Killing and Stage Control

Combo Potential- None


Analysis- Mewtwo has the fourth best Bthrow in the game, it can kill Mario on BF from the edge at 115% without DI or rage. Bthrow can also be used to damage the opponent and put them at a disadvantaged state. One of it's better uses is also to gain stage control and time to charge an SB. [G23]

Spoiler: Bthrow List

Up Throw-




Damage- 12%

Kill Potential- High

Use- Kill and Minor Follow-ups

Combo Potential- Uair, Minor


Analysis- Mewtwo has the best Uthrow in the game, without DI on BF it will kill Mario at 143%. Uthrow is good at sealing off a stock against opponents that are too fast for a smash attack. At lower [G24] percents, [G25] Uthrow can be followed up with a juggling situation, but it is often best to save it for killing as staling will make it kill 10% later after one use.

Spoiler: Uthrow List

Down Throw-




Damage- 9%


Kill Potential- None

Use- Minor Follow-ups

Combo Potential- Fair, Minor


Analysis- Dthrow's main use is mindgames and tech chasing. At high percents, Dthrow will send the opponent directly onto a platform forcing them to tech or wait, resulting in a free kill no matter what. as even if they tech you can still punish with Usmash. At low percents, the tech chase can be [G26] usd to get another grab or a DA or even a combo off. It deals the least amount of damage out of his throws but if capitalized on correctly it can be devastating.

:150:
 

BarSoapSoup

Smash Journeyman
Joined
Nov 16, 2015
Messages
353
Location
LV-426
Very enjoyable read! Mewtwo is a severely underrated character in Sm4sh.

I main Bowser, but I want to get good with Mewtwo so that I have someone else who's fun to play. Might not do the actual exercises you listed because I'm a FILTHY CASUAL, but I'll definitely practice the advanced techniques you listed :)


Quick question, do you recommend actually using the training bots that stand still, or computers that fight back when practicing combos?
 

Sonicninja115

Experiment. Innovate. Improve.
Joined
Jul 8, 2015
Messages
2,429
Very enjoyable read! Mewtwo is a severely underrated character in Sm4sh.

I main Bowser, but I want to get good with Mewtwo so that I have someone else who's fun to play. Might not do the actual exercises you listed because I'm a FILTHY CASUAL, but I'll definitely practice the advanced techniques you listed :)


Quick question, do you recommend actually using the training bots that stand still, or computers that fight back when practicing combos?
Stand still. If need be, you can set the CPU to run, and that should make him mix-up his DI I believe.

@Mewtwo-chainz I am able to tell what the links in the middle of the paragraphs mean, but could you tell me what the ones at the end of paragraphs are supposed to say?
 
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