Shulk 101

Mewtwo

Community Rating:
-0.5 (Slight Disadvantage)

Professional Rating:
+0.3 (Slight Advantage)

Neutral

  • Mewtwo's primary tools / combo starters in neutral:
    • Shadow Ball
    • Dtilt
    • Fair
    • Nair
    • Jab
  • Aerials can beat out Shadow Ball depending on the charge and the damage of your aerial (i.e. many Buster aerials can break through higher charges of Shadow Ball, while Speed or Smash aerials are more likely to lose due to weak damage output).
  • Avoid SH height when possible; Mewtwo's Fair is annoying to deal with, but if you play high, he can't use it.
  • Pressure safely with aerials or play a very defensive grounded game.
    • Stay out of Dtilt range on the ground
    • Maintain a large amount of space between Shulk and Mewtwo in the neutral game (about 2 Shulk Fairs away)
  • Approaching Mewtwo can be difficult and risky, as Mewtwo has solid defensive options due to his large disjoints (particularly Dtilt), Shadow Ball, and quick Nair out of shield.
  • Conversely, Mewtwo has difficulty with approaching himself, making maintaining your distance more rewarding.
    • Shadow Ball becomes easier to react to while you are far away, and Mewtwo has a harder time following up after Shadow Ball.
    • Playing in this sort of defensive style, Mewtwo might attempt to approach you; once you see a clear opening, rushdown on Mewtwo to take advantage.

Advantage

  • As you are comboing Mewtwo, be wary of him using his Nair or Fair to get you off of him. Nair is amazing at starting combos and has good range while Fair is quick and powerful.
  • Mewtwo's amazing airdodge means you should expect him to airdodge if airdodging is an option. His airdodge may be hard to punish, but it's not impossible. 
    • Large, lingering moves like utilt or nair are the best option for attempting to punish Mewtwo's airdodge.
  • Be wary of Mewtwo's multiple options at the ledge, and pay attention to what options your opponent prefers, He has a non-linear ledge getup game with the following options in addition to the normal getup options:
    • Teleport (up special, hard to punish unless read, even more powerful with platforms)
    • Drop down DJ airdodge (again, hard to punish unless read)
    • Confusion (side special, beats shielding at the ledge and can be used for movement mixups / stalling)
    • Uair (i.e. for sharking, especially on stages like SV or T&C)

Disadvantage

  • In general, landing grabs is less rewarding for Mewtwo than connecting combo starting moves like nair or dtilt. When in doubt, holding shield is a lower risk option than attempting something offensively.
  • When at the ledge, Mewtwo's Nair is amazing at covering ledge getup options (neutral getup, getup attack, jump, and roll)
    • Don't be impatient or rash when getting up from ledge; your best option is to bait the Mewtwo into nairing too early with patience
    • Mixup normal getup options with ledge MALLC, MALS, or just drop down airdodge.
    • Monado Jump can make punishing ledge jump / drop down double jump harder for Mewtwo to punish (i.e. he has to read the jump rather than cover all options).
      • However, be wary of your jump being answered by Shadow Ball if you become too predictable with jumping.
  • If Mewtwo lands a crossup Nair, be ready to hold shield in case of him attempting a foostool-disabe combo. The input is very tight, and disable does not beat shielding. 
  • Shield Art Shulk can airdodge Mewtwo's Fthrow before any of the Shadow Balls connect by holding DI away and mashing airdodge, allowing for a big punish.

Other Notes

Vanilla Full Hop Buffered Nair hits while Standing? No.

Vanilla Full Hop Buffered Fair hits while Standing? Inconsistently.

Vanilla Full Hop Buffered Dair hits while Standing? Yes.

Jump SH/Speed FH Buffered Fair hits while Standing? Yes.

Jump SH/Speed FH Buffered Nair hits while Standing? Yes.

 

Vanilla Full Hop Buffered Nair hits while Crouching? No.
Vanilla Full Hop Buffered Fair hits while Crouching? No.
Vanilla Full Hop Buffered Dair hits while Crouching? No.
Jump SH/Speed FH Buffered Nair hits while Crouching? No.
Jump SH/Speed FH Buffered Fair hits while Crouching? No.

  • Mewtwo (74)-
    • Down Throw (C)
      • I would DI up and away MAYBE up and in. You can act very quickly out of this move so any quick aerial like Sheik's fair and Luigi's nair will beat out most if not all attempted follow ups.
    • Back Throw (K)
      • Kills at about 105% from the edge of the stage.
    • Up Throw (K)
      • Kills at about 135%


Information from this guide on Smashboards

Best Stages:

  • Battlefield

Worst Stages:

  • Final Destination
  • Lylat Cruise (bad against defensive players, good against aggressive players)
  • Town and City

UPTHROW KILL % On Each Stage. All values tested with optimal DI in-game (not training mode) with freshness multiplier (no staling).

Final Destination / Smashville / Lylat Cruise / Dream Land 64:

Art

No Rage

Max Rage

Vanilla/Speed

138%

101%

Jump

141%

103%

Shield

221%

174%

Buster

136%

99%

Smash

119%

85%

Battlefield:

Art

No Rage

No DI

Max Rage

No DI

Vanilla/Speed

146%

108%

Jump

143%

111%

Shield

232%

184%

Buster

144%

106%

Smash

127%

92%

Town and City:

Art

No Rage

Max Rage

Vanilla/Speed

132%

96%

Jump

135%

98%

Shield

214%

167%

Buster

130%

94%

Smash

114%

80%

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VideoPlayer 1Player 2P1 CharactersP2 CharactersStagesDate
Rich BrownNickoGame 1: Mewtwo
Game 2: Mewtwo
Game 3: Mewtwo
Game 4: Mewtwo
Game 5: Mewtwo
Game 1: Shulk
Game 2: Shulk
Game 3: Shulk
Game 4: Shulk
Game 5: Shulk
Game 1: Smashville
Game 2: Smashville
Game 3: Smashville
Game 4: Battlefield
Game 5: Battlefield
2017-01-02

Last updated by Paradigm on June 21st, 2017 at 10:25 PM