Post by Cyan{Z} on Apr 26, 2016 3:44:04 GMT
Hey guys, it's Cyan here, and I decided to create this to make sure anyone and everyone is competitively viable before their first, out-of-town tourney. I guess I'll go with Mewtwo, so any other M2 dittos can take my advice, and I can learn from theirs!
Mewtwo Guide: By Cyan {Z}
Mewtwo, or the "Glass Cannon" is a character with some admirable feats, and some mediocre ones. Mewtwo's combo game is pretty good with using his Confusion and Disable mind games, while pulling off some stellar hits like his Fair. Mewtwo can be used in many different styles. Aggressive; Full on attacking and lots of Fairs. Using the tail to swipe around and practically never using the shield at all! Defensive; Pulling the shield out in succession and using Shadow Ball setups to aggravate the opponent making them come in. Make sure your very spacey if your going to be a defensive Mewtwo. There are a lot more, that are sometimes Aggrodefensive, Neutral, etc. Lets move on to his moves!
First up we have his Jab attack. This move is a 2 part combo move used mostly for racking up a small amount of damage in succession. The first hit is when Mewtwo pulls up his hand and a small Dark Explosion is seen, the second is a follow up of even smaller explosions, then the final hit is a small Shadow Claw to send 'em flying! I don't recommend using this very often, even though it does block MOST projectiles.
Second we have Mewtwo's down tilt. Mewtwo's down tilt consists of Mewtwo doing a one hit attack. This attack happens when Mewtwo hunkers down and sweeps the opponent using his tail. This can be used as a great combo setup if you manage to hit it in the right place. Believe it or not, this move has a sweet spot and a sour spot.
3rd here, we have Mewtwo's up tilt. Mewtwo's up tilt is a one-hit attack. This attack occurs when Mewtwo does a back-flip motion while whipping his tail upward. Depending on where you hit this move, it can be used as a combo into another up tilt, or a Jump Cancelled Up Smash.
4th here, we have the side tilt. Ugh.. The side tilt. Mewtwo, doing the side tilt, consists of him lunging forward and doing a stupid swipe with his tail. I never intend to use this move in my play style, and will only do it by accident. Side tilt leaves you open and can screw you over in a match.
5th is his Down Smash. Mewtwo's Down Smash is a powerful attack for killing by a ledge. This move consists of Mewtwo pulling his arm to his chest and charging a powerful finger blast, when it's fully charged, he brings hit finger down and a Dark Explosion appears. This move is decent, but can leave you with openings.
Mewtwo's 6th move here is his Up Smash. Oh boy, the Up Smash. This move is freakishly powerful and kills at freakishly low percents. It consists of Mewtwo shooting his hand upward and making a small Galaxy, which does multi hits, before sending the opponent upward when the Galaxy explodes.
Next up is the 7th move in his arsenal which is his Forward Smash. His forward smash attack consists of him charging a full power blast of Dark Energy and releasing it in front of him like the "Kamehameha" from Dragon Ball Z.
8th is his Neutral Special, which is the Shadow Ball attack. The Shadow Ball attack is a chargeable move and can be used for gimp and Confusion setups. Mewtwo also can separate himself and his opponent by using the Shadow Ball's strong KB on himself to propel himself backward.
The 9th move in his arsenal is his Side Special, Confusion. Confusion is very good for the fact that you can combo it into an Up tilt and a Fair. Confusion can also reflect projectiles and is your main source of dodging airborne items.
The 10th move in his arsenal is his Down Special, or Disable. Disable is an EXTREMELY good move for the fact the higher the opponent's damage, the longer they stay dizzy. That gives you a MONSTROUS opening to do as you please.
The 11th and final move is his Up Special, Teleport. Teleport is a decent recovery move and can be used to get across the stage quickly and escape a devastating blow. Though it does have a decent amount of end-lag at the end of the move.
Now with all those moves in mind, Mewtwo can use all of those to spice up his game. I am a fan of using teleport right when I get the kill, because they're mad and they'll try to end the stock there. I mostly use a Shadow Ball to make them pull up shield, then I dash and use Confusion. If the air dodge, I do a jump cancelled Down Special to get an opening, then I just either Smash Attack then, or do another combo.
Well, that's all I can do for now without giving my entire play style away! See you in my next post!
Mewtwo Guide: By Cyan {Z}
Mewtwo, or the "Glass Cannon" is a character with some admirable feats, and some mediocre ones. Mewtwo's combo game is pretty good with using his Confusion and Disable mind games, while pulling off some stellar hits like his Fair. Mewtwo can be used in many different styles. Aggressive; Full on attacking and lots of Fairs. Using the tail to swipe around and practically never using the shield at all! Defensive; Pulling the shield out in succession and using Shadow Ball setups to aggravate the opponent making them come in. Make sure your very spacey if your going to be a defensive Mewtwo. There are a lot more, that are sometimes Aggrodefensive, Neutral, etc. Lets move on to his moves!
First up we have his Jab attack. This move is a 2 part combo move used mostly for racking up a small amount of damage in succession. The first hit is when Mewtwo pulls up his hand and a small Dark Explosion is seen, the second is a follow up of even smaller explosions, then the final hit is a small Shadow Claw to send 'em flying! I don't recommend using this very often, even though it does block MOST projectiles.
Second we have Mewtwo's down tilt. Mewtwo's down tilt consists of Mewtwo doing a one hit attack. This attack happens when Mewtwo hunkers down and sweeps the opponent using his tail. This can be used as a great combo setup if you manage to hit it in the right place. Believe it or not, this move has a sweet spot and a sour spot.
3rd here, we have Mewtwo's up tilt. Mewtwo's up tilt is a one-hit attack. This attack occurs when Mewtwo does a back-flip motion while whipping his tail upward. Depending on where you hit this move, it can be used as a combo into another up tilt, or a Jump Cancelled Up Smash.
4th here, we have the side tilt. Ugh.. The side tilt. Mewtwo, doing the side tilt, consists of him lunging forward and doing a stupid swipe with his tail. I never intend to use this move in my play style, and will only do it by accident. Side tilt leaves you open and can screw you over in a match.
5th is his Down Smash. Mewtwo's Down Smash is a powerful attack for killing by a ledge. This move consists of Mewtwo pulling his arm to his chest and charging a powerful finger blast, when it's fully charged, he brings hit finger down and a Dark Explosion appears. This move is decent, but can leave you with openings.
Mewtwo's 6th move here is his Up Smash. Oh boy, the Up Smash. This move is freakishly powerful and kills at freakishly low percents. It consists of Mewtwo shooting his hand upward and making a small Galaxy, which does multi hits, before sending the opponent upward when the Galaxy explodes.
Next up is the 7th move in his arsenal which is his Forward Smash. His forward smash attack consists of him charging a full power blast of Dark Energy and releasing it in front of him like the "Kamehameha" from Dragon Ball Z.
8th is his Neutral Special, which is the Shadow Ball attack. The Shadow Ball attack is a chargeable move and can be used for gimp and Confusion setups. Mewtwo also can separate himself and his opponent by using the Shadow Ball's strong KB on himself to propel himself backward.
The 9th move in his arsenal is his Side Special, Confusion. Confusion is very good for the fact that you can combo it into an Up tilt and a Fair. Confusion can also reflect projectiles and is your main source of dodging airborne items.
The 10th move in his arsenal is his Down Special, or Disable. Disable is an EXTREMELY good move for the fact the higher the opponent's damage, the longer they stay dizzy. That gives you a MONSTROUS opening to do as you please.
The 11th and final move is his Up Special, Teleport. Teleport is a decent recovery move and can be used to get across the stage quickly and escape a devastating blow. Though it does have a decent amount of end-lag at the end of the move.
Now with all those moves in mind, Mewtwo can use all of those to spice up his game. I am a fan of using teleport right when I get the kill, because they're mad and they'll try to end the stock there. I mostly use a Shadow Ball to make them pull up shield, then I dash and use Confusion. If the air dodge, I do a jump cancelled Down Special to get an opening, then I just either Smash Attack then, or do another combo.
Well, that's all I can do for now without giving my entire play style away! See you in my next post!