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Super Smash Bros. for 3DS & Wii U DLC |OT| Mewtwo Strikes Back

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Ugh poor decisions on Delfino, tossed you the wrong way near the walkoff, then SD to the goddamn ledge.

Edit: yeah I play on skyloft so little that I SD'd thinking we were on the transition that had a lower section.
 
God I have such scrubby reactions to opponents' Bowser bombs... I'm not used to being on the receiving end.

Edit: must have accidentally pressed the trigger and changed color. Let's try that again.
 
Flux defeats me 5-3. GGs!

Most of the matches I felt were close (outside from that hilarious Delfino 0% walkoff throw death lol), so I'm not complaining. Felt like I wasn't being patient enough, but oh well.
 
Flux defeats me 5-3. GGs!

Most of the matches I felt were close (outside from that hilarious Delfino 0% walkoff throw death lol), so I'm not complaining. Felt like I wasn't being patient enough, but oh well.

I hated that so much. I don't know if you noticed, but I accidentally executed a pivot grab there and, if I hadn't, I would have actually grabbed you and won. I was doing those all the time; I really have to stop.
 
Ha I respect that you went for the yolo dair anyway though. Dash slash can really mess up offstage setups. Good games! I'm not so great at dealing with Bowser bombs, you almost broke my shield again a match or two ago.

My first kill I stage spiked and footstooled you to make my way back to stage was boss though.
 
My first kill I stage spiked and footstooled you to make my way back to stage was boss though.

Yeah that was pretty nice.

Into a bit of match analysis: I think I was able to punish you a bit more than I should have partly because after I'd hit you slightly up you'd want to come down with an attack that I'd shield or didn't come out as fast as my followup. I have the same instinct, but with dash slash in play I think sometimes the best option is to get out of there and reset the neutral. Without dash slash I'll dair into people's shields over and over, but for some reason now I've picked up the habit of just getting out of there, it's helped me avoid some punishment.

Also, I noticed that you tend to dash slash into fsmash or jab, while I DS into dtilt or Bowser bomb. Was interesting to see when our habits helped us or didn't. I've been meaning to incorporate jabs and grabs into my DS followups, but the reason I go with dtilt is Bowser keeps his sliding momentum as he hits the ground if you crouch, so dtilt actually has the greater range. But in our fights I was seeing it work less and less as percents got higher. I'd DS into you, then whiff the dtilt cause you were too high in the air to get hit. So I should probably knock that off after mid-percents. If people are knocked up by an aerial-to-ground DS then the appropriate followup isn't on the ground anyway, it's fair. Though at 120+ of course that dtilt is a KO move, so maybe I'll just drop it from 40-100% enemy damage. Anyhow, those are my musings for the moment.
 
I think you did teach me ds > dtilt is pretty great.

I do like my jab traps though.

Ds into grabs could be something to experiment with.
 
Been pretty much using Mewtwo exclusively (bit of Wario here and there just so I don't forget how to use him lol) and as bad as he is, he's just too fun. Winning with him is more satisfying than any other character.

Confusion > KO Punch (or how I learned to block KO Punch)
 
I think you did teach me ds > dtilt is pretty great.

I do like my jab traps though.

Ds into grabs could be something to experiment with.

I did find it funny that since we both had DS, we would space with each other nearly from one end of the stage to the other sometimes since if both of us DS'd we would close the gap immediately.

I need more time in the lab with DS into grab, it's easy to underestimate the grab distance and whiff, and you can't pivot grab out of a crossup so those don't really work. It's something that really benefits with good spacing and an air DS as low to the ground as possible.
 
One thing I don't get about Mewtwo's design is why is a character with such an awful disadvantage state (and big hurtbox) so light. His only saving grace is his godly air dodge.

He gets mauled hard by rushdown. Is there a character with worse OOS options than Mewtwo? Doesn't help he has a crappy standing grab.
 
Why does everyone with a projectile move spam it, run to the other side of the field and then punish you for trying to get closer to attack?

Donkey Kong is my main but, half of the time I fight against people spamming Fireballs, Arrows, PK Fire or Thunder Jolts.
 
Why does everyone with a projectile move spam it, run to the other side of the field and then punish you for trying to get closer to attack?

Donkey Kong is my main but, half of the time I fight against people spamming Fireballs, Arrows, PK Fire or Thunder Jolts.

I use Sheik and Mewtwo and I will spam projectiles to agitate my opponent. This way the opponent is more likely to attack and I can punish. You just gotta approach and wait for time to attack. So what if you get hit by a couple of projectiles, it's not going to kill you.
 
Why does everyone with a projectile move spam it, run to the other side of the field and then punish you for trying to get closer to attack?

Donkey Kong is my main but, half of the time I fight against people spamming Fireballs, Arrows, PK Fire or Thunder Jolts.

Ha you may as well ask why they're playing the game. Any character matchup between a character like DK and one with a projectile is going to start with you making it through that projectile. Much like a Ryu in Street Fighter spamming hadokens, that player is saying "I'm not even going to fight you until you show me you can get through this." This is exacerbated by being stuck in omega stages on for glory.

If you're close enough, can't you use the super armor on DK's grounded up b to armor through the projectile and catch your opponent in their projectile animation? Assuming you're doing this in an environment without customs like FG. If that doesn't work, consider it a chance to get some practice on your perfect shielding. If you're jumping towards them with an attack, consider not attacking until you reach the ground, then grabbing or attacking. Many FG spammers are conditioned to shield grab whatever attack comes at them when their opponent makes it through the projectile, so if you land behind them they will likely not be prepared for your attack, and many will whiff their shield grab in the wrong direction out of habit. DK's bair autocancels when he hits the ground right? A crossup bair right before you hit the ground into another attack would be something else to do.
 
Why does everyone with a projectile move spam it, run to the other side of the field and then punish you for trying to get closer to attack?

Donkey Kong is my main but, half of the time I fight against people spamming Fireballs, Arrows, PK Fire or Thunder Jolts.

Look at what you can do to counter. Spamming moves, for the most part, is pretty easy to read and disrupt if you know what you are doing. If you hit them enough it will dissuade them from using such a tactic.
 
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