We dreamed of creating the world's strongest Pokémon... and we succeeded.
Starting off with some of the more basic combos. Downtilt to Forward Air IS Mewtwo's Bread & Butter. This will work from 0-50%+ on most characters. Many of the longer strings are more dependent on DI and characters. Smash 4 is an interesting game, a "True Combo" may actually be entirely DIable, on the other hand many untrue combos are guaranteed in certain situations.
Some characters with poor frame data and mobility can essentially become stuck in Frame Traps, you may be out of hitstun but the other character can act before you can dodge or counterattack. Mewtwo is highly adept at this, having virtually no startup or endlag on many of it's attacks and transcendent priority on specials.
Some of these rely on landing specific parts of an attacks hitbox, you will need to get used to Mewtwos hitboxes if you want to make the most of his combo game. Some of his attacks such as Neutral Air have a lot of different followups depending on how it hits an opponent.
Sometimes you actually can combo into Down Air.. but you normally need to fastfall it to land the spike, and I end up just Self Destructing most of the time.. The easiest way to land a Down Air is to use Down Tilt or Down Throw near the ledge around 40-70%. The opponent may try airdodging to avoid a Forward Air or Up Air, or simply be unable to react in time depending on the character and percent.
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