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Take advantage of the dash cancelling that is in Ultimate, you don’t need specials that our only use for situations. Honestly down b is something I never use, just cause you have to be staring them in the eye to land it. I’m sure I’ll get it down, but for now I keep building on Mewtwo. Uncharged is good off stage to bait the opponent to make the option to recover low which usually leads to a spike or fair if they recover high. I usually tend to use uncharged shadow ball to bait either a jump or shield option. But yeah pretty much doing shadow ball most of the game. His other specials are situational and aren’t nearly reliable around his play like shadow ball. I’m sure I can find some odd uses for down and side special. I just need more practice time.What are people's thoughts on Mewtwo's specials? I haven't really found a use for confusion or disable. I always feel like I need to be super close (and therefore vulnerable to a punish) to use them and that there's pretty much always a better option. Shadow Ball is a little more obvious, but I'm having a hard time finding any uses for it not charged. Any thoughts? Definitely trying to mix up my approaches as much as possible!
Doesn't seem to ever guarantee into sh fair. I tested it in Training against Isabelle with her buffering jump and Mewtwo buffering shield after connecting a Confusion. Assuming I understand visual ques properly, the first frame on a double jump shows the double jump 'ring' below the jumper and the second frame of shield is when the shield bubble appears. At 999% the frame advantage was only +7 for Mewtwo. Not sure on the frame data for fair but it was frame 6 in Sm4sh and jumpsquat is 3 frames. Doesn't even seem utilt or usmash would connect either since they appear to come out on frames 8 and 9 respectively. Jab comes out frame 6 so it can connect but it's characters dependent. Isabelle and Ridley get put too high after Confusion to be hit by jab but Bowser can be hit. I tested it on Bowser at 130% and I actually managed to hit him on the same frame he double jumped.In the tips it mentions that confusion causes longer spin times the higher % your opponent is. When does it true combo into buffered short hop forward air?