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Just Mewtwo Things: What Makes iAD j.Y so good?

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One of the most common criticisms of Mewtwo is how "dumb" his iAD j.Y is. j.Y on its own isn't that stellar. It's a 3-hit jumping attack that actually doesn't combo into much when you jump in with it, except for 6YY and 2Y. You can also use this move out of an airdash. There are 3 key things that make the move so useful.

 

1. Mewtwo's airdash can actually be shortened, which in turn cancels all his momentum.

2. j.Y actually can be cancelled into a j.X, allowing for greater combo potential. It's relatively easy to hit confirm j.Y into j.YX as well.

3. 8Y can be jump cancelled, which can lead into - you guessed it - iAD j.Y. If you anti air with 8Y, then combo it into an iAD j.Y, you can keep juggling the opponent.

 

iAD j.Y is incredibly versatile. It has applications as a poke in the neutral game, as a punish tool to evade low attacks, and as an air to air. Most importantly, though, it's one of Mewtwo's vital combo tools. Mewtwo can combo into iAD j.Y from an 8Y (either anti-air or at the wall, or both) and you can chain 6X into 8Y. Knowing these 2 things will allow you to perform Mewtwo's BnB (bread and butter, most useful) combo, being 6X 8Y iAD j.Y 6YX. This nets him 209 damage, and is relatively easy to connect. You can also combo an iAD j.Y from 2XX. Because of phase shift points, most Mewtwo players like to go for 2XX combos if they land an iAD j.YX. He can combo iAD j.Y from 6X, but this is not recommended as it's incredibly hard to get consistently. 

 

You might be thinking at this point: "Well, this move sounds broken!" Sure, it's arguably Mewtwo's most useful move, but it's not without its faults. Even when executed perfectly, iAD j.Y is still negative on block. This isn't usually a problem for Mewtwo, as the pushback is more than enough to make the move safe. However, if the opponent is by the wall, they won't be spaced as far, and they'll be able to punish. It can also be evaded by a number of moves that low profile. Most character's 2Ys will go under iAD j.Y, and everyone can 8Y it, though mostly not on reaction. In summary, iAD j.Y is definitely a move that you should be on the lookout for against Mewtwo. You'll need quick thinking to come up with a counter strategy.

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Similarly, at full screen 5A can combo into iAD jY against grounded opponents, it and tipper 2Y are the only moves he has with enough speed and range to do this.

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4 hours ago, Kamaal said:

Similarly, at full screen 5A can combo into iAD jY against grounded opponents, it and tipper 2Y are the only moves he has with enough speed and range to do this.

From about 3/4 screen or further, you can get 6X off 5A. Closer if it's meaty. Only reason to take less is if you confirm late.

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On 12/29/2016 at 3:46 PM, Thulius said:

From about 3/4 screen or further, you can get 6X off 5A. Closer if it's meaty. Only reason to take less is if you confirm late.

 

Whoaaa that's dope, I gotta mess with that a bit

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On 12/29/2016 at 1:46 PM, Thulius said:

From about 3/4 screen or further, you can get 6X off 5A. Closer if it's meaty. Only reason to take less is if you confirm late.

 

You can also drain punch

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Hi everyone. I have a few quick updates to make about j.Y.

 

Recently, top Mewtwo player @Thulius discovered a way to make j.Y + on block. 

What's happening here is that as Mewtwo lands, Thulius is using j.X frames before to cancel the landing lag, making it + on block. This is particularly strong when the opponent is in the corner, as it allows you better options for pressure and doesn't completely kill your momentum anymore.

 

Also worth mentioning is that if you connect with j.YX, you can actually combo into a grab. No one knows why this works, but it's really dumb. Thankfully, it's been patched out in arcades.

 

Speaking of arcades, there's a new patch out in Japan. Some changes were made to Mewtwo, including one nerf to j.Y: the damage scaling has been increased. Now his standard combos won't do as much damage. Because the arcades don't have training mode, we don't know if there are any new optimal combos.

 

 

That's all I have for now. I encourage you all to ask if you have any questions. Take care!

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