- Game Versions
- Smash 3DS, Smash Wii U
Table of Contents:
Section 1: Mewtwo Himself: [MH1]
- Pros and Cons [MH2]
- Stat Value/Rank [MH3]
- Ground Moves [MVA2]
- Jab [MVA3]
- Side Tilt [MVA4]
- Up Tilt [MVA5]
- Down Tilt [MVA6]
- Dash Attack [MVA7]
- Side Smash [MVA8]
- Up Smash [MVA9]
- Down Smash [MVA10]
- Air Moves [MVA11]
- Neutral Air [MVA12]
- Forward Air [MVA13]
- Back Air [MVA14]
- Up Air [MVA15]
- Down Air [MVA16]
- Special Moves: [MVA17]
- Neutral Special - Shadow Ball [MVA18]
- Side Special - Confusion [MVA19]
- Up Special - Teleport [MVA20]
- Down Special - Disable [MVA21]
- Grabs and Throws: [MVA22]
- Grab [MVA23]
- Forward Throw [MVA24]
- Down Throw [MVA25]
- Back Throw [MVA26]
- Up Throw [MVA27]
- Footstool Disable [MAS2]
- SHAD [MAS3]
- Climbing Under Stages [MAS4]
- Wall Jumping [MAS5]
- Edge Cancelled Teleport [MAS6]
- Chaingrabbing? [MAS7]
- Best Moves In Neutral [MNG2]
- Down Tilt [MNG3]
- Up Tilt [MNG4]
- Neutral Air [MNG5]
- Forward Air [MNG6]
- Shadow Ball: [MNG7]
- SHAD: [MNG8]
- Down Tilt [MCG2]
- Up Tilt [MCG3]
- Jab [MCG4]
- Neutral Air [MCG5]
- Short Hop Fast Fall Up Air [MCG6]
- Forward Air [MCG7]
- Forward Throw [MCG8]
- Jab Lock [MCG9]
- Jab Lock setups [MCG10
- The Throws [MKP2]
- Up Throw [MKP3]
- Back Throw [MKP4]
- The Aerials [MKP5]
- Forward Air [MKP6]
- Down Air [MKP7]
- The Smash Attacks [MKP8]
- Up Smash
- Side Smash
- Down Smash
- Other [MKP9]
- Shadow Ball [MKP10]
- Abadango [MNP2]
- Rich Brown [MNP3]
- WaDiRob [MNP4]
- Captain Falcon [MMU2]
Section 1: Mewtwo Himself MHS1
Mewtwo is a defensive glass cannon, being able to hit hard but isn't able to take a hit himself. He is a light character with a medium fall speed, despite common misconception that he's floaty. He often plays defensive and passive, firing Shadow Balls and waiting to punish a mistake or a read, but can play aggressive as well due to his aerials being safe and effective.
Pros and Cons: MHS2
Pros:
Great Recovery: Mewtwo has one of the best recoveries in the game due to his delayed double jump, which gives him more time to move horizontally during his double jump animation, his Confusion, or Side B, which gives him vertical stalling and a horizontal boost, an air-dodge that renders him invisible, his Disable, or Down B, a vertical stalling move, a fully charged Shadow Ball, that when B-reversed, will give him horizontal momentum, and most important, his Teleport, or, Up B, which can go in any direction with good range and rendering him invincible and invisible.
Fantastic Punish Game: Mewtwo has one of the best punish games. If he lands a Down Tilt or Forward Air, he can net nearly 35-45%, He also boasts powerful smash attacks such as Down Smash and most infamous, his Up Smash.
Great Combo Game: Mewtwo's combo game is very good. As said earlier, he can chain Forward Airs up to 40%, and his Neutral Air's final hit will knock them away a short distance, allowing for a Back or Forward Air depending on where they're sent. He also boasts a good early damage racking combo with Jab > Down Tilt > JC Up Smash. (Jump Cancelled Up Smash)
Good Neutral: Mewtwo has a good neutral game, with Shadow Balls that wall out opponents, Down Tilt to cover grounded threats, and Up Tilt to cover aerial threats. His Forward Air and Neutral Air are both reliable approach options as well.
Great Kill Options: Mewtwo has some of the best kill options in the game. His Up Smash kills very early, and he sports two good kill throws, Up and Back Throw. His Forward and Back Air can also kill when edge-guarding opponents.
Cons:
Lightweight: Mewtwo is the 2nd lightest character in the game, next to Jigglypuff. He can die from most uncharged smash attacks at 90-100%.
Stat Value/Rank: MHS3
Weight: 74 [57th heaviest, 2nd lightest]
Run Speed: 2.05 [7th fastest]
Walk Speed: 1.2 [15th fastest, shared with Charizard]
Air Speed: 1.25 [3rd fastest]
Fall Speed: 1.5 [32nd fastest, shared with Mario, Dr. Mario, Robin, and Shulk]
Fast Fall Speed: 2.4 [32nd fastest, shared with Mario, Dr. Mario, Robin, and Shulk once again.
Section 2: Moveset Analysis: MVA1
Special Thanks to Kibzu and Furil for the images.
Ground Moves: MVA2
Mewtwo's Jab MVA3
Jab: Mewtwo extends his arm and fires a pulse of dark energy in front of him. He can hold it down for repeated damage near him, and finishes with an upwards swipe.
Damage: 4% on the first hit, 1% on the infinite, and 2% for the finisher.
Use: This is a combo tool at early percents. An infamous combo of Mewtwo's consists of Jab > Down Tilt > Running Up Smash for a clean 30ish%. This cannot be used to Jab Reset however. Multi-Jab can be used to pressure shields, and along with the finisher is one of Mewtwo's tools he can use to take out Rosalina's Luma, along with Dash Attack.
Mewtwo's Side Tilt (All 3 angles) MVA4
Side Tilt: Mewtwo swings his tail forward, being able to angle it.
Damage: 8-10% depending on the angle you swing it.
Use: Side Tilt is a good long range attack, but it's better to use Down Tilt to deal with ground-based threats. On some characters who use short hop aerials such as Sheik, you can angle this upwards to stop their advances.
Mewtwo's Up Tilt MVA5
Up Tilt: Mewtwo does a back-flip and strikes opponents in front of him with his tail, and can even hit behind him sometimes.
Damage: This attack deals damage depending on where the enemy was struck, from 3-6%, with 3 being the farthest, and 6 being the closest.
Use: Up Tilt is Mewtwo's second way of dealing with aerial threats other than Side Tilt. This can combo into itself, and the sourspot allows it to be combo'd into a Neutral Air, which can lead into a footstool disable. I'd recommend using and upward angled Side Tilt when dealing with aerial frontal attacks, and attacks that come straight from above such as Greninja's Down Air, use either shield or counter attack with a timed Up Tilt.
Mewtwo's Down Tilt MVA6
Down Tilt: Mewtwo's sweeps his tail in front of him.
Damage: Deals 5% to near targets, and 4% to further away targets.
Use: Mewtwo's down tilt is one of his three most feared moves. It's fast, get's rid of any ground advances due to it's speed, and combos into other Down Tilts, Up Tilts, a Side Tilt, and 4 of his aerials. (Not down air due to the slow startup)
Mewtwo's Dash Attack MVA7
Dash Attack: Lunges forward with a dark energy palm thrust.
Damage: Deals damage depending on the sweet spot. 4-10%.
Use: Is a decent punish move, Dash Attack has pretty long ending lag, but it has the longest hitbox of any of his attacks.
Mewtwo's Side Smash MVA8
Side Smash: A release of dark energy with a double palm thrust.
Damage: 19% when hitting with the blast, but 16% if they're hit by your arms.
Use: Side Smash is a good smash attack, mainly used along with his other Smash Attacks as a punish/a read. It has quite a bit of end lag, a common trait amongst his other smash attacks.
Mewtwo's Up Smash MVA9
Up Smash: Mewtwo thrusts his arm upwards and releases a dark swirl of energy above him, hitting repeatedly.
Damage: Hits 7 times, with 1% for the first 6, and then 10% for the 7th.
Use: Up Smash is the second of Mewtwo's most feared moves, due to it's insane kill power upon finishing. Used as a punish or a read, but due to it's quick start up it can be used to end some combos such as Jab > Down Tilt > Up Smash.
Mewtwo's Down Smash MVA10
Down Smash: Mewtwo shoots a dark blast of energy at his feet in front of him.
Damage: 15%.
Use: I don't use this often due to it's lack of coverage, as most Down Smash's cover both sides, while Mewtwo's doesn't. Use this if they either regrab the ledge without invincibility frames, or stay on too long. Its a better punish than Side Smash on fast characters that run low such as Fox.
Air Moves: MVA11
Mewtwo's Neutral Air MVA12
Neutral Air: Mewtwo discharges energy around him, with the last hit knocking back any enemies near him.
Damage: Hits 9 times, with 1% for the first 8 hits, and then 4% for the 9th.
Use: It has good damage racking, and is able to combo, such as with the infamous footstool disable. This also combos into Down Tilt if you cancel it by landing instead of footstool disabling. And when Down Tilt, lands, so will a barrage of Forward Airs. The hitboxes can be outranged by many characters, so using it as an approach is meh.
Mewtwo's Forward Air MVA13
Forward Air: A dark energy swipe, fast and powerful.
Damage: 13%.
Use: The third of his most feared moves. This combos from Down Tilt into itself multiple times. It has great priority, great range, and good damage/KO potential. You can also choose not to string itself into other Forward Airs, and instead go for a missed tech into a jab reset with Shadow Ball.
Mewtwo's Back Air MVA14
Back Air: A tail whip behind him.
Damage: Mewtwo's back air has a disjointed hitbox, dealing 9% at the tip, and 13% up close.
Use: Simply if an enemy is behind you, Back Air them. Can be used to poke at enemies in neutral, but it has quite the end lag, so make sure you're safe at the end. I use this when they're offstage due to the coverage and walls of pain.
Mewtwo's Up Air MVA15
Up Air: Similar to Up Tilt, a tail attack upwards.
Damage: 9% at the tip, and 11% up close.
Use: This is mainly vertical but has good range, as it hits nearly anything in your northern hemisphere. This combos into other Up Airs, and can even kill of the top.
Mewtwo's Down Air MVA16
Down Air: A dark energy infused stomp. Along with the other characters, Down Air is Mewtwo's spiking attack.
Damage: 14/15% damage.
Use: A meteor smash. I don't often use this, but it's pretty hilarious to get one of these. Down Air can also kill on ground, but much later than most of his other aerials.
Special Moves: MVA17
Mewtwo's Neutral Special MVA18
Neutral Special: Shadow Ball: Mewtwo charges a shadow ball.
Damage: 2.5 when uncharged, increasing all the way to 25% fully charged.
Use: Use the small-medium charged variants to poke and wall out opponents, and use the medium-large charged variants to read people and even poke in some situations. A medium-large charged Shadow Ball is more for killing, while small-medium charged Shadow Balls are more for racking up damage. Small-medium charged Shadow Balls are also the only move in Mewtwo's arsenal that is able to Jab Reset opponents.
Mewtwo's Side Special MVA19
Side Special: Confusion: Mewtwo sends a ripple of energy in front of him. This can reflect projectiles.
Damage: 9%. When a projectile is sent to the enemy, the damage is multiplied by 1.4x.
Use: This move has 3 main uses, 2 of them being more useful than one. The first is relative to the others, not as useful, and it's when you use it to disrupt an enemy. In this situation you can combo a Confusion into a medium-large charged Shadow Ball, but most players can escape it. The second use is recovery, as it gives you a horizontal boost. And third, a reflector. This amps up the damage on the move. Use this against characters like Samus or characters that reflect your Shadow Balls like Fox or Mario.
Mewtwo's Up Special MVA20
Up Special: Teleport: Mewtwo teleports towards your analog stick. You can teleport in a different location than up if you're fast enough.
Damage: Deals no damage.
Use: Your basic recovery move is Up Special, much like almost every other character. The landing lag is reduced if you finish in the air and then land down, or if you just simply edge cancel it.
Mewtwo's Down Special MVA21
Down Special: Disable: Mewtwo emits a spark of psychic energy forward, temporarily stunning an opponent if they're facing Mewtwo.
Damage: 1%
Use: At higher percents, it guarantees an medium-fully charged Up Smash. There are 3 situations where you can use this. Footstool Disables, Jab Reset combos, and a read.
Grabs and Throws: MVA22
Mewtwo's Grab MVA23
Grab and Pummel: Mewtwo holds an opponent, sending jolts of electricity for a pummel.
Damage: 2% per pummel.
Use: An average speed grab with an average speed pummel. Mewtwo has great throws, but I wouldn't pummel too often as it gives them time to DI.
Mewtwo's Forward Throw MVA24
Forward Throw: Mewtwo tosses the foe forwards, sending shadow balls to hit them.
Damage: 3% for the throw, and 2% per shadow ball. (Totals up to 13% when every Shadow Ball is hit)
Use: Mewtwo's most damaging throw, at 13%. I use this in the early game, and then opt for his Back and Up Throw later on. It can chaingrab as well.
Mewtwo's Down Throw MVA25
Down Throw: Mewtwo slams the opponent down and slaps them with his tail.
Damage: 4% for the slam, 5% for the throw.
Use: High ending lag, but can be comboed into forward air in some situations. His worst throw when compared to his other throws or other down throws in general, but it's not terrible.
Mewtwo's Back Throw MVA26
Back Throw: Mewtwo tosses the opponent behind him.
Damage: 10%
Use: Great kill throw, second to Ness for strongest back throw launching power. Back Throw them if your back is close to the edge, if not, refer to Up Throw.
Mewtwo's Up Throw MVA27
Up Throw: Mewtwo telekinetically swirls the opponent around him, and sending them up.
Damage: 12%
Use: On the edge of a stage, Back Throw will kill earlier, but Up Throw has more consistency, and if you Up Throw on a platform such as the top platform on Battlefield, it kills much earlier.
Section 3: Advanced Skills: [MAS1]
Footstool Disabling: [MAS2]
Footstool Disabling is a combo where you're able to get an easy Disable, allowing you for a charged smash attack, preferably Up Smash due to it's early KO power. I'll be going over a setup which involves using Neutral Air first. Instead of Up Smash, you can instead repeat the combo, and infinitely Neutral Air footstool disable your opponent.
- First, land your Neutral Air
- DI backwards and drag them to the ground before your move ends.
- Once you land, as quickly as you can, footstool them on the ground, double jump, and then immediately after double jumping, use Disable.
- Punish accordingly.
SHAD [MAS3]
SHAD (Short Hop Air-Dodge), is a technique where you simply, short hop and then air-dodge. This is mainly used to fake out opponents and bait laggy moves. Make sure not to have a name tag or they'll see right through it.
Climbing Under Stages [MAS4]
- Jump off
- Confusion yourself to be around under the center of the stage or a little before.
- Double jump
- Up B
Though not exclusive to Mewtwo, some other characters cannot wall jump. To do this is simple:
- Brush up and face against a wall.
- Simply push your analog stick away from the wall you're facing.
Again not exclusive to Mewtwo, as some characters such as Diddy Kong with his Side B and Pikachu with his Up B can also Edge Cancel. It is simple yet difficult. Aim your teleport at the very edge of a platform or the tip of the ledges on the stage, so you can cancel the landing lag and immediately throw out a move, even another teleport. Here's a video of Esam, a professional Pikachu player, showing off Mewtwo's edge cancelling with Teleport.
Chaingrabbing? [MAS7]
Fox, Falco, and Roy can be chaingrabbed under specific conditions.
1. You need to be on a moving platform. (Smashville, Town and City)
2. They need to be a fastfaller
3. Forward Throw 2 or 3 times.
4. Punish with a Forward Air or two.
Section 4: Neutral Game: MNG1
Mewtwo has a defensive play-style, which leads up to his combos after getting a Down Tilt. He can also play aggressive, by either baiting with a SHAD, or even just running in with a Neutral/Forward Air.
Best Moves In Neutral: MNG2
Down Tilt: MNG3:
Down Tilt is a good defensive option and can be good when doing mindgames, due to how fast it is. Simply running up to your opponent, baiting a shield or a spotdodge, and then Down Tilt-ing into your combos. This is countered by rolling, but then you could easily transition into a Dash Attack or Back Air depending on where they roll.
Up Tilt: MNG4:
Up Tilt is a good defensive option against aerial attacks. Not much to say here.
Neutral Air: MNG5:
Neutral Air isn't too good in the neutral against an offensive or long range character, as it's very hard to get in, but if you have, it'll cover everything but shield.
Forward Air: MNG6:
A good offensive option similar to Neutral Air, but doesn't cover spotdodge or roll, but is good against shields, something Neutral Air lacks.
Shadow Ball: MNG7:
Using this at long range is predictable. Positioning yourself between the edge and the middle is more favourable, since when you throw a Shadow Ball and force a defensive option such as jumping or shielding, you'll be there to punish, but you're not so close that they can try to counterattack you. Be careful against Reflectors such as Fox's Shine or Mario's Cape.
SHAD: MNG8:
Use this to approach unpredictably, or bait out a laggy move by DI'ing back after an air-dodge, following up with a Forward Air or Down Tilt.
Section 5: Combo Game: MCG1
Down Tilt: MCG2:
Down Tilt combos into Up Smash and most of his aerials, but the most relevant are Neutral Air and Forward Air. Neutral Air can be used to string opponents along or just to rack up damage, and can also be combo'd into a Back Air or Forward Air on the last hit. Forward Air instead is a combo string that deals nearly 40% damage on average.
Up Tilt: MCG3:
Up Tilt can combo into itself, but most importantly, Up Smash. It can also combo into Neutral and Forward Air.
Jab: MCG4:
Jab, Down Tilt, JC Up Smash. A great combo for racking up damage.
Neutral Air: MCG5:
This will cause the enemy to be moved alongside you, so cancelling it on the fourth hit could lead into a footstool disable, but more realistically it'll lead into a Down Tilt.
Short Hop Fast Fall Up Air: MCG6
An attack that combos into other aerials such as Forward Air, Neutral Air, or even Up Air again. This does not work on some characters due to their low height, including Diddy Kong, Olimar, Greninja, Jigglypuff, Kirby, Duck Hunt, and Mr. Game and Watch.
Forward Air: MCG7
Forward Air can string into itself and Down Tilts at early percents, as well as a Mewtwo jab lock combo.
Forward Throw: MCG8
Forward Throw is mainly used for damage racking and chaingrabbing, which I covered in the Advanced Technique section.
Jab Lock: MCG9
I assume you already know what jab locking is, but if you don't, click here. Mewtwo has 3 options for jab locking but they're pretty inconsistent.
Side Tilt: This one only locks at early percents, but is the fastest option.
Shadow Ball: This works at any percent, but must be either uncharged or barely charged. It's pretty slow, so it only locks once, but versatile.
Back Air: Much like Side Tilt, this only locks at early percents, and is hard to hit on land. The only use I can see for this is if they fall onto a platform and you're facing away at early percents, but you could just B-Reverse Shadow Ball. If you have a fully charged Shadow Ball however, then you could use Back Air.
Jab Lock setups: MCG10
Untechable:
Down Tilt > Footstool > Shadow Ball lock > Punish.
Untechable, but only when they're knocked off a platform:
Neutral Air > Drag Them Down > Shadow Ball lock > Punish.
Back Air > B-reverse Shadow Ball lock > Punish.
Techable:
Confusion > Shadow Ball lock > Punish.
Section 6: Kill Percents: MKP1
The following percentages were tested on Mario, on FD. Vertical kills in the center, horizontal kills on the edge.
The Throws: MKP2
Up Throw: MKP3: This throw isn't as strong as Back Throw on ground, but when on a platform, it can kill earlier. Especially on the Duck Hunt tree, where it calls at around 90%. Use this throw to kill floaty characters.
Kill Percent: 133%.
Back Throw: MKP4: This throw is more reliable, as it's easier to get a grab on the edge than it is to get it on a platform, however Mewtwo on the top platform of Battlefield is stronger. Use this throw to kill fast-falling characters.
Kill Percent: 120%
The Aerials: MKP5:
Forward Air: MKP6: This can kill early in neutral. Kills well off-stage.
Kill Percent: 115%
Down Air: MKP7: This is used as a spike, but can kill grounded opponents.
Spikes At: 33%
Ground Kill Percent: 138%.
The Smash Attacks: MKP8: I've grouped them together due to them having the same uses, usually off a read.
Up Smash Kill Percent: 104%. Note: This kills earlier on a platform.
Side Smash Kill Percent: 84%-89% depending on whether or not you hit the sweet-spot or the arm.
Down Smash Kill Percent: 99%
Other: MKP9
(Fully Charged) Shadow Ball: MKP10: Use this as a read, or even in neutral. You can also combo this from a Confusion, and be careful for a counter attack from a reflector.
Kill Percent: 90%.
Section 7: Notable Mewtwo Players: MNP1
Abadango: MNP2: A Japanese Mewtwo player who previously played Wario, Pac-Man, and frequently plays Meta Knight and Rosalina & Luma as secondaries. He is often seen as the most skilled Mewtwo player in the world, having high placements at majors such as 5th at EVO 2016, 4th at CEO 2016, 2nd at UGC Smash Open, and being the first Mewtwo to win a national, Pound 2016. Recently Abadango has picked up Bayonetta for certain match-ups, presumably some of Mewtwo's weaker ones such as Diddy Kong and Cloud.
Rich Brown: MNP3: A Californian Mewtwo player, and is one of the best Mewtwo in the U.S. Rich Brown has wins over Kameme (formerly known as Kamemushi), Dabuz, iStudying, Mr. ConCon, and Abadango.
WaDiRob: MNP4: WaDiRob, or more commonly known as WaDi, is a Mewtwo player from Virginia, who was originally a R.O.B main but later found success with Mewtwo. He has notable wins over Ally, Nairo, Dabuz, ANTi, Pink Fresh, Tweek, Rich Brown, and Marss.