Using Mewtwo, a SSBM character FAQ. By: Apple Kid This is my first character FAQ. I don't know why I'm doing this, seeing as it doesn't benefit me in any way, shape, form and/or fashion, but I'm doing it anyway. Anyway, this guide is supposed to give you a basic idea of how to use Mewtwo. I do NOT claim that by reading this guide, you will immediately be able to humiliate and destroy your friend, leaving them weeping on the floor as you proceed to dance around the room in the joy that can only be found in humiliating and destroying your best friend. This is merely to be considered a guide to follow as you practice to become better using one of the most overlooked characters in SSBM. ================= Table of Contents ================= I. About Mewtwo II. Unlocking Mewtwo III. Moves IV. Advanced techniques V. Character strategies VI. Boss strategies VII. Disclaimer & a parting word from Apple Kid =============== I: About Mewtwo =============== Mewtwo is a pokemon. Now, for those of you who know me ever so slightly, you would immediately realize that I suffer from acute pokephobia. Tough. It's a good character, apart from being a pokemon and all. Anyway, from what a person who's never played a single pokemon game in their life's point of view, Mewtwo is supposed to be a genetically altered version of the legendary pokemon, Mew. After it was created, it apparently killed everyone, destroyed the lab, and moved to a small island somewhere. If I'm wrong, don't tell me, I don't wanna know. ==================== II: Unlocking Mewtwo ==================== To unlock Mewtwo, you must play 20 hours of vs. mode. I'm not sure about you, but I'm a busy guy. I have school, homework, TV, and a bunch of other stuff to take care of. Therefore, there are two methods of getting Mewtwo: play for 20 hours, probably hemoraging in the meantime, or the easy way. Simply set it to a two-player stock match (w/ two human players), choose a course where the likelyhood of being KOed by an event on the actual battlefield is virtually nil, turn off your TV, and have a good night's sleep. The next day, wake up, eat a bowl of Cheerios, watch some TV (preferably in another room), then go back and kill one of the human players. By now, it should have sat long enough to allow you to unlock Mewtwo. Simply beat it in battle, and it's yours. ========== III: Moves ========== NOTE: Unless otherwise specified, all moves will be described as if Mewtwo was facing right. To apply to situations where Mewtwo is facing left, simply reverse the left- right instructions. On the ground: A- Tapping the A button creates a tiny spark in front of Mewtwo, doing a pathetically small amount of damage. Tapping the A button repeatedly does a continuous attack, but is still pretty weak. Only use the continuous attack if you have your opponent stuck against a wall. A + right- Mewtwo strikes forward with it's tail. This attack is quick and does a small but decent amount of damage. This is probably a move you'll be using alot in a typical fight. A + dashing- Mewtwo generates a few sparks in front of itself, which launch the enemy into the air. It's a good combo starter, but it leaves you vulnerable for a second after using it. A + smash right- Mewtwo generates a cloud of something that causes a pretty good amount of damage. A quick one will knock your opponent away from you long enough for you too escape or to prepare for a good, charged-up smash attack. A + down- Mewtwo trips the person in front of it with it's tail. Use it in the same way you'd use A + right. A + smash down- Works the same way as A + smash right, but concentrates the attack on the ground in front of Mewtwo. Use this when fighting on sloped terain. A + up- Works the same as A + right, but this time attacking vertically. This is a decent juggling move, just to count on it to keep your opponent airborn. I don't recommend using this move at all. A + smash up- Mewtwo generates a ball of energy above itself. This attack will catch your opponent and hold them in the attack, barely bouncing them. It only has one catch: if they don't get hit by the very final moment of the attack, they'll fall right on top of you rather than being launched up into the air again. This is about the best juggling Mewtwo gets, so use it with discression. While Airborn: A- Mewtwo generates electricity throughout it's body, causing damage to whoever it touches. This is an extremely useful move, and I recommend using it whenever you have little chance of being hit back. A + up- Same move it did on the ground. It's just slighty more useful airborn, but don't count on it saving your life. A + right- This is the move you will be using most often while airborn. Although it's short range, it's extremely powerful and launches your enemy upward again. Use this whenever you get a chance! A + left- A backwards flick of the tail harms your foes. It's not all that powerful, but it leaves you out of reach for the most part. Go ahead and use it when necessary. A + down- Mewtwo's meteor smash is extrmely good at sending your foe downward. It only has one slight catch: the timing on the thing is impossible. I still only hit with it about 1/2 the time, and I've practiced with Mewtwo for a couple years now. It's an extremely good move once you get it down, so PRACTICE PRACTICE PRACTICE! Special Attacks: B- This attack, called, "Shadow Ball" (very stupid name, in my opinion), works the same way as Samus's charge shot. Tapping B once begins to charge it, and tapping it again will launch the attack. You can press Left, Right, or Shield to hold a charge to shoot later as well. This attack, when fully charged, does considerable damage to a foe. I recommend you keep a charged shot on you at all times possible, and only fire it when you're guaranteed to hit your target. NOTE: This attack will push you backwards slightly from the recoil. B + right- Mewtwo fires a small spark in front of it, tossing your opponent into the air slightly. NEVER USE THIS MOVE! Anyone who knows what they're doing will recover mid-attack and send you flying with a well-placed airial kick. This attack can also reflect thrown projectiles, but it's easier just to get out of the way or catch them instead. This move is merely a waste of time. B + down- Mewtwo fires a little red dot from it's eyes. If this dot makes contact with THE FRONT OF YOUR OPPONENT, it will make them fall asleep, allowing you to do whatever you want to them. This attack will not work in the air, nor if you hit your opponent in the back. It's a good move, but the instances where you can actually pull it off safely are few and far between. B + up- A nifty little teleport move. Although it doesn't do any damage, you can actually pull it off faster than a dodge, so you can use it to escape from a foe or group of foes who have you cornered. Grabs: Z- A typical short-range grab. Up- Throw your opponent vertically. You get decent height, and it gives you a chance to get away safely. Down- Slam them into the ground, then body slam them with your tail. Use it the same way you use the up throw, but use this one when you want to press the attack. Forward- Toss your foe lightly into the air, then pummel them with small projectile blasts. This attack is especially useful when you have multiple enemies lined up at a 45 degree angle to Mewtwo. Backward- Mewtwo's strongest throw, use this as a throwdown KO move. ======================= IV: Advanced Techniques ======================= Here are a few tips that may help you to get the upper hand on a battle. Never ever EVER use Mewtwo in a two-on-one or three-on-one battle, assuming that you're the one playing as Mewtwo. Although Mewtwo is a splendid character, he lacks versatility when it comes to attacking in multiple directions simultaneously. Your strategy will change drastically based upon your opponent. Unlike other characters, Mewtwo must adapt to counter his opponent's strengths and take advantage of his weaknesses. I suggest playing as every character to get a feel of what they're capable of before starting to use Mewtwo. Try to fight against a wall, or against the edge in order to keep your opponent in front of you. If you see a metal box, GRAB IT! This is one of the most useful items you will ever find for Mewtwo, because your light weight is your greatest enemy. If you're grabbing a battering item, make sure it's either extremely powerful (i.e. Hammer or Home Run Bat), or has excellent range (i.e. Beam Sword). Use the Shadow Ball often, and charge on up to max power whenever possible. Because Mewtwo's smash attacks are rather slow to pull off, consider substituting your smash attack for a fully charged Shadow Ball. Depending on how long you had to charge your smash, it is usually more powerful, and knocks your opponent farther back. Did I mention to NEVER use the Forward + B move? When fighting an enemy that tends to attack from a distance, use that same strategy. Throw stuff back, and only move in for the kill. Never try to chase your opponent down. It doesn't work. Just, don't. If it comes down to the "Waiting game" (both players are in a position where neither is willing to move), simply wait it out until you either a) get some item that gives you a major offensive advantage, or b) wait for them to attack, and counter as best you can. If the going gets tough, the tough get's going. Mewtwo may lack in speed, but he makes up for it in evasive maneuvering. Use it! ======================= V: Character Strategies ======================= I don't guarantee this will work on your friends, but I'm pretty sure you can rely on this when fighting the computer. Just don't flame me if you die. Bowser: A cake walk. Pummel him from afar with Shadow Ball, a Beam Sword, or simply keep striking him from behind, which is where you're least likely to be hit by any excessively powerful attacks. Throwing backwords works wonders here. Captain Falcon: One of the hardest characters in the game to beat with Mewtwo. Don't try to take him out in the air, you'll be a sitting duck. Rather, try to lure him into areas where there isn't much room to jump and take him out with smash attacks and Shadow Balls. And DO NOT be hit by the Falcon Punch. Donkey Kong: You handle this fellow the same way you handled Bowser, but be much more cautious when attacking from the rear. DK has some serious power, and can attack in any direction with almost no warning at all. Dr. Mario: The MD shouldn't be much of a hassle unless he has a couple of partners. Simply dodge the pills, and try to press the attack on him when possible. Falco: In my opinion, Falco is more dangerous than any other character in the game, including bosses. Rarely if ever use the Shadow Ball, due to the reflector shield. Try not to stay horizontal with him for extended periods of time, that blaster adds up quickly. Most importantly, do NOT try to take him out in the air. You'll be doomed in any attempt of that nature. The best bet is a quick in-strike-out technique, and use your evasive skills to your advantage. Fox: He's essentially the same as Falco, but you don't have to worry as much about the blaster. Handle him in the same fashion. Gannondorf: Use the Bowser strategy here, with one modification: don't press the attack. Throttle him and, if it looks like he will get a chance to retaliate, flee. He's easy, but you're doomed if he even gets one good hit on you. Ice Climbers: The only trouble you should have with this duo is if you miss the leader and hit the partner. Concentrate all of your resources on the leader. And never ever EVER let them get above you on a hill. If that happens, you're better off just waiting for something to throw at them (or charging up a Shadow Ball). Jigglypuff: HA! This character's a joke. As long as you don't fall asleep or get hit by a rollout, this should be the easiest fight in the game. Kirby: Unlike Jigglypuff, you have to watch out for the pink wonder. His attacks have wide variation, and he can pull them off with a few moments notice. Here are a few guidelines that, if followed, should pull you through a fight. 1) Never stand underneath him. Just, don't. Unless you're fond of pancakes, of course... 2) Do not let him suck you up near an edge. It's a little known fact that if he has an opponent in his mouth and jumps off the edge, the opponent's death with register in the game before his own. It's a cheap method (I use it too XP), and it's quite deadly. 3) Try to hit him when he's recovering from his moves. Like Mewtwo, Kirby takes a short break after each move, so take advantage of it. Link: Sharp sword = bad for you. You'll want to use a hit and run method against Link. Either that or take advantage of his horrible jumping skills and try to fight him on extremely hostile terrain, with plenty of jumping. Luigi: He can't recover worth crap. Knock him down with a few hard, well timed smash attacks, and you're pretty certain to keep him down. Just don't let him catch you in a juggle. Mario: Handle him the same way you would Luigi, just don't assume that he'll die as easily. His recovery is FAR superior to Luigi's, and his speed is up there, too. Use caution, and this should be a fairly simple fight. Marth: Holy crap. Rather strong fellow with sword. Where have we seen this before... Anyway, unlike Link, you want avoid this fellow. His lack of projectiles gives you a major advantage here, so pummel him from afar. If you catch him off guard, it's hard for him to recover, so occasionally take the chance of a suprise attack. Mewtwo: Wow, lookie here! How surreal does it get? To defeat oneself, you must use caution. You have no tricks that the computer doesn't, accepting intelligence. Simply use a hit-and-run method, and agrivate it's attacking attempts using a few dodging techniques. Mr. Game and Watch: EVIL! EVIL! EEEVIIILLL! Apart from that, he's rather tough. You're going to need to press your attack, and press it HARD! Under no circumstances are you to let him recover enough to get an attack in. If you let him get the upper hand, you're as good as done. Ness: Excellent shielding from projectiles, long range weapons galore, and rather powerful hand-to-hand combat skills. At first glance, it looks as if he has no weaknesses to exploit at all. However, he has two major weaknesses: the most prominant being his recovery time, or lack thereof. After pulling off a stronger attack, Ness is prone for an instant, and this is your window of opportunity. Dash in, throttle him, and get out of there before he has a chance to figure out what just happened. Also, he's fairly weak when in the air, just beware of his headbut and meteor smash attacks. Peach: She's not that much of a threat as long as you keep the combos comming. Whatever you do, don't let her use her smash attacks all that often, or you'll be in a bit of a sticky wicket. Pichu: Most people underestimate this little fellow's strength and think that all he's good for is running. However, he can kick your sorry tail faster than most characters in the game, if he's in the hands of someone who knows what they're doing. Try to attack him from the sides and bottom, keeping a bit of distance. Pikachu: Handle him the same way as Pichu, but it's okay to be a bit more agressive. Roy: Handle him the same way you did Marth, but with a few corrections. Firstly, he's far more vulnerable in the air. Secondly, he's far more lethal on the ground. Adjust yourself accordingly. Yoshi: A joke. Don't bother attacking him in the air, because he cannot be knocked out of his second jump. Instead, simply let the fight take place on an edge, and toss him off whenever you get a chance, and shoot Shadow Balls at him while he recovers to build his damage up. Young Link: He handles the same as Link, but is lighter, faster, but for the most part weaker. Get real close to him and knock him away, then repeat. You'll eventually force him off the edge, if you're agressive. Zelda/Sheik: In Zelda mode, press your attack hard. In Sheik mode, do the exact opposite: run like heck. Sheik can slaughter you in hand-to-hand, so pummel her from afar with items and Shadow Balls. When she turns into Zelda, simply pull off combo after combo on her. =================== VI. Boss strategies =================== For those tougher foes, try these little tricks. Master Hand: Observe his patterns, and you'll discover his moves are rather predict- able. When he's not attacking, use your forward + A while airborn attacks on him repeatedly, and he'll be a snap. Crazy Hand: He's the same as Master Hand, only stronger, and more unpredictable. Use the same strategy you did with Master Hand, but attack perhaps only once before preparing yourself to dodge the next attack. Master Hand & Crazy Hand: When fighting them together, concentrate your firepower on Master Hand first. He's easier to predict, and once he's gone, you won't have to worry about those infernal teamwork attacks. Gigabowser: He's not all that tough if you know how to handle him. Simply let him corner you, then either use your dash attack or your jump + forward + A attack and dash to the other side of the field. Gigabowser, Mewtwo, and Ganondorf: Oh crap. These three together are perhaps the greatest challenge in the game. Unfortunately, each of these three characters have traits that offset the weaknesses of their cohorts. Here's my suggestion on how to beat them. 1) Fight on the edge and try to keep them back. This won't last long, so when they're too close, jump over them (you're almost certain to take a hit from Gigabowser on the way over, but that's your only option). Repeat. 2) If there are any of the following items, get them: Beam Sword, Home-Run Bat, Metal Box, Cloaking Device, Motion Sensor Bombs, Food, Bob-Ombs, Super Mushrooms, Pokeballs, and Starmen. If any others are convenient, grab them, but don't put your life on the line for them. Team Game & Watch: These guys arn't techincally a boss, but they're hard enough. It doesn't help much that you're fighting on the smallest battlefield in the game, either. Keeping traveling back and forth across the field (unless tools are falling, of course), beating on Game & Watches as you go with your dash attack. If they gang up on you on either end, a few well-placed smash attacks should scatter them. DO NOT get caught in the middle durring a session of falling tools, or you're as good as dead. When this is happening, try knocking your foes into the tools. ================================================== VII. Disclaimer & a parting word from Apple Kid ================================================== Well, that's about it! As I said before, do not think that by reading this guide, you will suddenly be able to slay your friends with Mewtwo, have X-ray vision, or leap tall buildings in a single bound. This is merely a guide, a bit of info to guide you as you practice using Mewtwo. Yes, practice. That thing you do when you want to get good at something. Video games, just like anything else, take practice. I hope that this guide was useful to you, and have a nice day! ~Apple Kid If you wish to put this guide on your own site, please get permission from me first. My e-mail address is eb_applekid@hotmail.com This guide is a product of Apple Industries (http://www.freewebs.com/applekidsite). Questions? Comments? Other seemingly random crap? E-mail me!