+Index
If you want to jump to anything in this guide use Ctrl+F to jump to the section of your choice using the code provided.
+Introduction
(M2INTRO)
Who am I and what do I know?
Hello, I play a lot of Mewtwo and want to make a guide. They say you retain 90% of what you teach, so really I'm just making my own skills more concrete by typing this and making it understandable. Currently 3.2 million GSP for Mewtwo Online (fluctuating between 3.1 million and 3.3 million). This guide is a W.I.P. under development. I'm always looking through forums and Youtube guides/combo videos to find out new things I can do with him. Everything in this guide I've tested. If you have anything cool you can do with Mewtwo, let me know. I always want to try new stuff and will add it if it works.
Online Stats:
401 smash tags claimed.
1,180 KOs with Mewtwo.
The most KOs coming from smash attacks, mainly F.smash.
Second most KOs coming from charged shadowballs.
And third most KOs coming from aerial attacks, mainly F.air.
The remainder of KOs split between kill throws and the occasional F.tilt.
+Pros and Cons
(M2PNC)
Is Mewtwo worth playing?
Mewtwo is a glass canon by nature, can output high damage and strong combo strings, but has a huge body so he can be combo'd easily just as well. His move set features some insane KO power, but Mewtwo is a light-weight floaty character so he can just as easily be KO'd.
PROS
Strong Damage and fast movement (+)
Smash moves KO at low percents (+)
Strong recovery to the stage (+)
Strong combo potential (+)
CONS
Large body can be juggled easily (-)
All smash attack only hit one-side (-)
No combo potential from any throw (-)
Side-B has a delay to the reflect, you have to play more predictive than reactive (-)
+Basics
(M2BASICS)
What to do with Mewtwo, imo.
-- Under Development --
Weight: 77 (4th lightest character in the game)
Gravity: 0.082 (14th lowest gravity)
Fall Speed: 1.55 (18th slowest fall speed)
Traction: 0.116 (27th lowest traction)
As stated above, Mewtwo is a glass cannon, he can be easily KO'd if you are caught near the edge of the stage by any smash attack with anything over 80-100% damage. When your playing Mewtwo you have to be mentally ready at all times, because the smallest wrong decisions could lead to you being stringed into a long 60% damage combo. Auto piloting will lead you to getting a spanking, which frustrates and leads to tilting as a player. This is why you want to go in with the idea that you are zoning the opponent, you are in control of the flow of the match. Each time you approach, it's to get the opponent to react and then you punish them for it. Use shadowball to condition the opponent. I've gotten frustrated so many times where I've been completely wrecking an opponent, and then making one false move, being caught in a smash attack and instantly losing a stock.
Mewtwo has a huge body and it is really easy to be combo'd as your trying to fall back to the stage. To avoid this, always DI horizontally away from your opponent so they are not directly below you juggling you constantly into a high percent for no reason. Always try to DI away from combos, as well using your directional dodge in the air to avoid being attacked repeatedly.
Committing to a double jump must be warranted. If you don't need to don't do it. Try to just work with a single jump and teleport/confusion mix-ups. Double jumping puts you really high on the stage and then you begin to fall onto your opponent and as a rule of thumb, being above your enemy is not a good idea. Of course however falling towards an opponent is not always a bad thing, if it is intentional and what your trying to do and you have a plan and your actively thinking about your fall speed and timing of your hitboxes. If you find yourself falling towards the enemy and your not spacing your moves out properly. Your probably doubling jumping unnecessarily as Mewtwo.
Now that I've mentioned most of the bad, lets look at the good, and why you would want to play Mewtwo. He boasts some pretty strong KO power in all of his smash attacks, and very fast and swift movement. When your playing him you want to go in and execute strong combos, things you know will work like D.tilt > F.air or chasing after a shadowball with a grab follow-up.
For the neutral game, Shadowball, D.tilt, F.tilt, N.air, F.air and Jab are all great moves that have reliable speed and/or range and will allow you to pressure your opponent.
When you have advantage and stage control, continue to keep clean spacing on your moves, charge shadowball, dash dance and teleport dance, play mind games and keep your opponent on their toes, often times when the opponent is trying to create an even balance in the stocks, they will aggressively try to KO you, this is when you play more read and reactionary, when you catch them, lead into one of your combos, back away, reset and repeat. They will keep charging you and you will be ready to counter play this aggression. One thing to know is after you pull off a nice string, it's good to reset and not keep up the attack, otherwise your bound to be hit by a counter attack, and this can halt your current momentum and possibly start to negate the advantage you've created. As good as Mewtwo can dish it out, he just as easily gets spanked if your not clean and calculated.
- Don't stay above players when falling from the air or while standing on platforms. Being above them is generally bad.
- Learn your spacing. Don't over use rolling left or right, there is diminishing returns. Learn to space with dash dancing.
- Learn the combo starters: D.tilt / U.tilt / F.air / D-throw (at certain %'s)
- Fight opponents near the edge of the stage when you are trying to KO them.
+Move Set
(M2MOVES)
What can Mewtwo do?
-- Under Development --
All damage testing was done on "Final Destination" with Pikachu for a lightweight character and Bowser for a heavy weight character. Non-charged smash attacks were used, those moves should KO at even lower percents if held longer. Also note, no direction influence (DI) was used by the CPU dummies I was testing on. These numbers should give you a rough idea of what percents you can use certain moves to reliably KO an opponent.
Jab
Notes: Use this to out poke your opponent, in moments when you two are clanging. A jab will come out faster then tilts and smash moves. I find myself constantly mashing jab when the opponent is juggling me (this also works when combo'd in the air to do a N.air).
Jab Combo
Notes: This is the follow up to the jab, you can rack up some serious damage with this move. Something I like to do from time to time is just double tap and hold A, this will have you just start chaining shocks as long as your holding the button. There are countless times the enemy will whiff and fall right into my combo, or if they have some weak dashing move or a sliding control grab this move beats them and allows you to get a easy 15+% damage.
Dash Attack
Notes: I use this to chase my shadowballs, often times the enemy will lower their shield and take a free hit. Overall very useful move, try not to overuse it and become predictable.
D.tilt
Notes: Use this when coming out of a dash by pressing down on the thumbstick into the attack command. You will immediately exit your dash animation and perform the D.tilt. This is a combo starting move. One of Mewtwo's great spacing tools. Learn to use this very well as it leads into so many of your combos and can easily be done after shielding an attack, dodging an attack or right out of run animation.
U.tilt
Notes: Use this to hit enemies above you on platforms. Once you play enough matches, you'll get a feel for the enemy characters weights and damage percents to know when you can combo into another U.tilt, a short hop U.air or a full hop U.air.
F.tilt
Notes: For newer players, get use to using this move, it allows you to create space and can even KO opponents at higher percents near the edge of the stage. Anytime I feel the opponent is giving me too much pressure, I send him flying back with one of these and get some spacing to readjust my strategy.
D.smash
Notes: I love this smash! It's knockback is very powerful. Can KO opponents at mid to high percentages easily. Following up a well placed Down-B can guarantee a KO. The drawback is it is a one sided smash attack. Can be used to ledge guard opponents recovering to the stage.
U.smash
Notes: Use this move from a run to catch enemies trying to drop attack on you from above. Watch out for enemies that have disjointed hitboxes like swords on projectile D.air's, those often beat out this move. U.smash can be used to catch people jumping back towards you on recovery, stringing together longer combo chains. For example shooting a charged shadowball into a followed dash attack into a dashing U.smash (low to mid percents).
F.smash
Notes: I use this out of dash dancing occasionally. Dash forward, dash back, dash forward, dash forward, F.smash! Dashing like this can let you flick the C-stick and execute any smash move without doing the dash attack. The KO potential of landing this move on the sweet spot is huge. The sweet spot is the actual blast not Mewtwo's hands.
D.air
Notes: Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text.Filler text. Filler text. Filler text. Filler text.Filler text.
U.air
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F.air
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B.air
Notes: Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text.Filler text. Filler text. Filler text. Filler text.Filler text.
N.air
Notes: Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text.Filler text. Filler text. Filler text. Filler text.Filler text.
B
Notes: Mewtwo's iconic move, there is no point in the fight where you won't want to be using this move. A lot of players will often take a jumping approach to attack, or get up as a ledge recovery option. Doing a jump shot can punish opponents who aren't paying attention. Use shadowballs to zone the opponent into your conditions, you can shadow ball in the air and do a dash attack on the ground. Or you can throw a shadowball on the ground and follow with a F.air if they jump it. This is a powerful tool and my other go-to KO move.
Shadowball is a unique projectile. It's got layers to it, when considering it's usability with Mewtwo. There are multiple options. You can roll left or right, spot dodge, jump cancel, shield cancel, air dodge or shoot it. Additionally you can cancel ledge double jumps with it. As you can see it has many options in terms of safely getting a full charge on shots. Shadowball can combo into many things. Really use this move to your advantage, you can zone, pressure shield, ledge guard, and so much more with this tool. One of Mewtwo's most reliable kill moves.
Down-B
Notes: At percents as low as 40% for light weights and 65% for heavy weights, if you land one of these into a charged D.smash you can KO extremely early. It's quite a difficult move to land, but there are some little tricks you can do with it. If you know what the enemy is going to do, you can really take advantage of this move, especially if they whiff a move with heavy lag frames.
Disable can net very early kills, but should be used at your own risk. One of my main ways of using this move is to recover from a ledge hang with it. Jump > double jump > Disable, if done correctly you can catch opponents off guard at the edge of the stage, sometimes a mix up of a run up and disable or short hop fast fall bait into disable can catch them. Another application is after a successful parry or spot dodge. Charged F.smash (preferably sweetspot), D.smash or shadowball to secure the kill.
Up-B
Notes: There are a lot of neat tricks you can do with this move. Teleport can cancel into another teleport, over and over again. You can also teleport in place if you press down while teleporting on the ground. This is a cool mind trick, You can also position yourself on the left, middle or right of the stage. I recommend a lot of time in training mode learning the limits of this move. Not only is it good for mind games, it's quick, it makes you highly mobile, and the stage recovery possibilities are incredible.
Teleport is so fun! The fact that you can teleport cancel into another teleport is so great. I have two things I like to do when I clear an opponents stalk, I rush to the farthest side of the stage away from their respawn, teleport in place and drop to the ledge followed by a getup attack. The opponent often charges and this bys you enough time to wait out the invincibility frames and immediately get back to comboing some free damge. If I don't suspect this will work, I just rush to the same far side and instead of dropping down to the ledge, I'll just teleport throught them to the middle of the stage, then teleport again to the other side of the stage, if they follow you you can teleport back the original side. Anyways, yes teleport is mighty fun. It's got so many use cases like shadowball. It's also godlike for recovery to ledge, let me not forget that. I recommend HOURS! of learning this move in practice mode. When you can mix-up teleports into your neutral game, your probably gonna be a real pain for your opponent.
Forward-B
Notes: I use this to follow up bait shadowballs thrown at an opponent with a reflector move. It can kill oppoents at extremely low percents and feels amazing when you do. I recommend shooting your fully charged shadowball with the intention knowing they'll reflect it, reflect it back and net a free kill. However be weary of stronger players, they will suspect this and hold their reflector longer or reflect again quickly, I would jump immediately after you do confusion (side-stepping doesn't always work I've found).
Confusion can be use to reflect projectiles. Baiting reflector characters with a charged shadowball followed by a well timed reflect nets really low percent kills because of how strong the projectile becomes. Try to have half a stages length in distance before trying this, you need to give your self enough space to use confusion after you throw the shadowball. Confusion is also really good at stalling near the ledge for timing your recovery. It can combo into other moves at higher percents. Much potential in this move.
Pummel
Notes: Always pummel, it's free damage. Except on grabs below 25%, you risk losing your throw opportunity vs good players. Often times when the opponent is at higher percents, you can get four or five pummels in and push the opponent into kill range for the Up-Throw.
Down-Throw
Notes: I use this only at low percents to combo into some moves, F.tilt, F.air, N.air, dash attack, dashing U.smash, U.tilt can all follow up depending on the percents, character weight, and DI. Try not to use this at higher percents, Forward-Throw and Up-Throw both do more damage and have greater knockback.
Up-Throw
Notes: This is my go-to KO move, learning the character weights is important. don't overly go for grabs, try to understand that it is a good kill option but requires the enemy to reach the right kill range.
Forward-Throw
Notes: I use this throw in the early stages to rack up damage from a successful grab. This throw does more than the others if I just want to do damage to the player and not really looking to KO at the moment.
Back-Throw
Notes: It's a nice KO option near the edge of the stage. I use this move at the edge of the stage to fling my opponent off of the stage, or if you want to position them on the other side of you.
+Bread and Butter Stuff
(M2BNB)
How to be a better Mewtwo player.
-- Under Development --
- Shadowballs! No-charge, half-charged or full-charged, shoot them!
- Further you knockback enemies, more time to charge a shadowball and shoot it (time with their landing).
- Chase your shadowballs, follow up with a grab if they hold shield or attack if they release the shield.
- Bait shadowballs vs reflectors enemies and immediately follow up with a Forward-B to reflect it right back.
- Hold your jab combo until the enemy reaches the peek, this will ensure an easy 20+% damage.
- Besides tiny/crouching characters, a short hop F.air hits most characters to start off a combo.
- Use F.tilt to catch a breath if the enemy is stuck on you.
- Punish enemies at 70+% that whiff moves with Down-B into a fully charged D.Smash. Block then Down-B too.
- Both shadowball and Down-B make opponents play very defensive. Having a shadowball in the chamber will generally make foe's weary, as well as whiffing a few Down-B's to let them know it's an option and to stay away from you.
Combos
(M2COMBOS)
True combos and juggling combos.
-- Under Development --
Depending on the weight class of your opponent certain combos will work and certain combos will not be viable. I will take time to break down this section further in the future as I continue more research and play the game myself to see.
BALLOON WEIGHTS (from lightest to heaviest)
FEATHER WEIGHTS (from lightest to heaviest)
LIGHT WEIGHTS (from lightest to heaviest)
MIDDLE WEIGHTS (from lightest to heaviest)
HEAVY WEIGHTS (from lightest to heaviest)
SUPER HEAVY WEIGHTS (from lightest to heaviest)
These combo's can be extended by opening up with a falling aerial (F.air, U.air, D.air, N.air). As well as opening up with a charged shadowball at low percents or a non-charged shadow ball at kill percents into the combos below.
0% to 30%
D.tilt > N.air > Dash Grab
D.tilt > N.air > Dash Attack
D.tilt > N.air > F.air
D.tilt > U.tilt > B.air
D.tilt > U.tilt > U.air
D.tilt > U.tilt > U.smash
U.tilt > U.tilt
U.tilt > F.air
U.tilt > U.air > U.tilt > U.air
30% to 80%
D.throw > Dashing U.smash
D.tilt > F.air
D.tilt > U.air
D.tilt > D.air (near ledge for a spike KO)
D.tilt > Double Jump > U.air > F.air
D.tilt > Double Jump > U.air > U.air
80% to 120+%
D.tilt > U.air
U.throw
Down-B > Charged Smash
+Neat Tricks and Misc.
(M2MISC)
Did you know...
-- Under Development --
>>
- Jab turns enemies not facing you around, so you can Down-B them.
>> >> >> REPEAT
- Teleport can chain into Teleport on the ground left or right, use this to position left, middle or right of the stage. By pressing closer to the down position you can shorten how far Mewtwo travels left or right. Teleporting directly down on the ground will teleport in place. This can be used for mind games, spacing smash attacks and much more. If you are standing on the very edge of the stage facing towards the middle of the stage and Teleport in place, it will automatically shift you backwards a bit and you will fall into a ledge grab. Teleporting downwards from platforms allows you to chain multiple teleports.
>> or
- Recovering to the stage with ledge jump > Forward-B from a ledge hang can trick opponents that camp the edge and hold shield as a ledge trap.
>> >> or
- After blocking an attack with shield you can input jump + attack > horizontal movement, to preform a short hop N.air out of shield. This is a strong defensive option against many opponents. F.air/B.air/U.air/D.air can also be used.
>> >> >> or
- Like above (jumping out of shield option) you can short hop aerial out of your shadowball charge. Simply B > jump > N.air/F.air/B.air/U.air/D.air, you can't input jump + attack as this will shoot your shadowball, but you can jump and immediately input an aerial attack.
>> short hop >> at the peak of the jump.
- You can do a sliding shadowball if you do a running short hop into a fully charged shot.
>> >> >> on the way up.
- If you preform Forward-B twice in the air, the second one will not halt your momentum (Back to drop from the ledge > Forward-B > double jump > Forward-B on the way up) as a recovery option to the stage).
>> >> to kick off wall >> >> back to stage.
- Mewtwo can wall jump to mix-up his recovery (drop from ledge, double jump, wall jump, B.air, Up-B back to stage).
+ + or or >> >> or
- A short hopped F.air, B.air or U.air can be followed up by a double jump into any aerial. You can create a swooping motion back and forth between F.air and B.air.
>> >> >> >> >>
- Shadowballs can be B-reversed and jump cancelled. It's fun to jump > B-reverse > double jump > B-reverse. Once you get the flick for the B-reverse well, it's pretty fun to do this in the neutral game. Another fun thing you can do is jump > B > double jump > B-reverse, it just looks funky.
into run animation >> into slide animtion >> cancel into F.tilt.
- Using the slide of your turn around animation you can preform a sliding F.tilt. This does have practical use and has net me a few kills. I recommend learning this. You can also U.tilt/D.tilt but it's hard to preform (need to hit the C-stick in the right angle other wise you do the U.tilt/B.tilt backwards).
>> >>
- When hanging from the ledge you can input ledge jump, double jump, Down-B, and do a really quick disable, this hits at floor level meaning it will even hit short characters like Pichu. I really like this get-up option, the button inputs have to be really quick. This technique works with shadowball as well.
+Resources
(M2RES)
Useful combo/guide videos. All credit goes to the creator of these videos.
Resource #1 - SSBU - Combos
Resource #2 - SSBU - Combos
Resource #3 - SSBU - Combos
Resource #4 - SSBU - Combos
Resource #5 - SSBU - Advanced Techniques
Resource #6 - SSB4 - Good for certain information, some info no longer applies in SSBU.
+Still Testing These Things
(M2TEST)
Looking for glitches.
-- Researching --
- What is the best spacing to get the Full.B to touch them on edge?
- Perfect Shielding
- Zoning
- Can you Down-B reverse?
- Shield > Double jump cancel towards or away > Disable (with or without shield, also try in shadowball charge)
- Footstool combos still viable? (try from N.air, D.air, Jab, if you block a falling aerial)
- Spot dodge > Down-B (from shadowball charge)
- Dash out > Dash in grab,
- Dash away > dash in attack
- Ledge Jump > Directional dodge Down (wave land get up quicker?)
- Slide cancel > B (just looks cool)
- Jumping/Falling into an opponent teleport from air to ground behind them and F.tilt/smash
- Ground shadowball, air shadowball, ground shadowball, air shadowball.
Movement Options:
- Jump, B-Reverse, Jump, B-Reverse
- Teleport spacing
- Wavedashing
- Foxtrotting
- Crouch
- Run in > D.tilt
- Run in > Shield
If you want to jump to anything in this guide use Ctrl+F to jump to the section of your choice using the code provided.
+Introduction
(M2INTRO)
Who am I and what do I know?
Hello, I play a lot of Mewtwo and want to make a guide. They say you retain 90% of what you teach, so really I'm just making my own skills more concrete by typing this and making it understandable. Currently 3.2 million GSP for Mewtwo Online (fluctuating between 3.1 million and 3.3 million). This guide is a W.I.P. under development. I'm always looking through forums and Youtube guides/combo videos to find out new things I can do with him. Everything in this guide I've tested. If you have anything cool you can do with Mewtwo, let me know. I always want to try new stuff and will add it if it works.
Online Stats:
401 smash tags claimed.
1,180 KOs with Mewtwo.
The most KOs coming from smash attacks, mainly F.smash.
Second most KOs coming from charged shadowballs.
And third most KOs coming from aerial attacks, mainly F.air.
The remainder of KOs split between kill throws and the occasional F.tilt.
+Pros and Cons
(M2PNC)
Is Mewtwo worth playing?
Mewtwo is a glass canon by nature, can output high damage and strong combo strings, but has a huge body so he can be combo'd easily just as well. His move set features some insane KO power, but Mewtwo is a light-weight floaty character so he can just as easily be KO'd.
PROS
Strong Damage and fast movement (+)
Smash moves KO at low percents (+)
Strong recovery to the stage (+)
Strong combo potential (+)
CONS
Large body can be juggled easily (-)
All smash attack only hit one-side (-)
No combo potential from any throw (-)
Side-B has a delay to the reflect, you have to play more predictive than reactive (-)
+Basics
(M2BASICS)
What to do with Mewtwo, imo.
-- Under Development --
Weight: 77 (4th lightest character in the game)
Gravity: 0.082 (14th lowest gravity)
Fall Speed: 1.55 (18th slowest fall speed)
Traction: 0.116 (27th lowest traction)
As stated above, Mewtwo is a glass cannon, he can be easily KO'd if you are caught near the edge of the stage by any smash attack with anything over 80-100% damage. When your playing Mewtwo you have to be mentally ready at all times, because the smallest wrong decisions could lead to you being stringed into a long 60% damage combo. Auto piloting will lead you to getting a spanking, which frustrates and leads to tilting as a player. This is why you want to go in with the idea that you are zoning the opponent, you are in control of the flow of the match. Each time you approach, it's to get the opponent to react and then you punish them for it. Use shadowball to condition the opponent. I've gotten frustrated so many times where I've been completely wrecking an opponent, and then making one false move, being caught in a smash attack and instantly losing a stock.
Mewtwo has a huge body and it is really easy to be combo'd as your trying to fall back to the stage. To avoid this, always DI horizontally away from your opponent so they are not directly below you juggling you constantly into a high percent for no reason. Always try to DI away from combos, as well using your directional dodge in the air to avoid being attacked repeatedly.
Committing to a double jump must be warranted. If you don't need to don't do it. Try to just work with a single jump and teleport/confusion mix-ups. Double jumping puts you really high on the stage and then you begin to fall onto your opponent and as a rule of thumb, being above your enemy is not a good idea. Of course however falling towards an opponent is not always a bad thing, if it is intentional and what your trying to do and you have a plan and your actively thinking about your fall speed and timing of your hitboxes. If you find yourself falling towards the enemy and your not spacing your moves out properly. Your probably doubling jumping unnecessarily as Mewtwo.
Now that I've mentioned most of the bad, lets look at the good, and why you would want to play Mewtwo. He boasts some pretty strong KO power in all of his smash attacks, and very fast and swift movement. When your playing him you want to go in and execute strong combos, things you know will work like D.tilt > F.air or chasing after a shadowball with a grab follow-up.
For the neutral game, Shadowball, D.tilt, F.tilt, N.air, F.air and Jab are all great moves that have reliable speed and/or range and will allow you to pressure your opponent.
When you have advantage and stage control, continue to keep clean spacing on your moves, charge shadowball, dash dance and teleport dance, play mind games and keep your opponent on their toes, often times when the opponent is trying to create an even balance in the stocks, they will aggressively try to KO you, this is when you play more read and reactionary, when you catch them, lead into one of your combos, back away, reset and repeat. They will keep charging you and you will be ready to counter play this aggression. One thing to know is after you pull off a nice string, it's good to reset and not keep up the attack, otherwise your bound to be hit by a counter attack, and this can halt your current momentum and possibly start to negate the advantage you've created. As good as Mewtwo can dish it out, he just as easily gets spanked if your not clean and calculated.
- Don't stay above players when falling from the air or while standing on platforms. Being above them is generally bad.
- Learn your spacing. Don't over use rolling left or right, there is diminishing returns. Learn to space with dash dancing.
- Learn the combo starters: D.tilt / U.tilt / F.air / D-throw (at certain %'s)
- Fight opponents near the edge of the stage when you are trying to KO them.
+Move Set
(M2MOVES)
What can Mewtwo do?
-- Under Development --
All damage testing was done on "Final Destination" with Pikachu for a lightweight character and Bowser for a heavy weight character. Non-charged smash attacks were used, those moves should KO at even lower percents if held longer. Also note, no direction influence (DI) was used by the CPU dummies I was testing on. These numbers should give you a rough idea of what percents you can use certain moves to reliably KO an opponent.
Jab
Notes: Use this to out poke your opponent, in moments when you two are clanging. A jab will come out faster then tilts and smash moves. I find myself constantly mashing jab when the opponent is juggling me (this also works when combo'd in the air to do a N.air).
3.6%
Not a KO move.
Not a KO move.
Jab Combo
Notes: This is the follow up to the jab, you can rack up some serious damage with this move. Something I like to do from time to time is just double tap and hold A, this will have you just start chaining shocks as long as your holding the button. There are countless times the enemy will whiff and fall right into my combo, or if they have some weak dashing move or a sliding control grab this move beats them and allows you to get a easy 15+% damage.
0.9% per shock, 3.0% last hit
Minimum 9-hit combo - 13.3%
Maximum 28-hit combo - 31.5%
KO's Lightweight [Pikachu] @ edge of stage - 155.0%
KO's Heavyweight [Bowser] @ edge of stage - 195.0%
Minimum 9-hit combo - 13.3%
Maximum 28-hit combo - 31.5%
KO's Lightweight [Pikachu] @ edge of stage - 155.0%
KO's Heavyweight [Bowser] @ edge of stage - 195.0%
Dash Attack
Notes: I use this to chase my shadowballs, often times the enemy will lower their shield and take a free hit. Overall very useful move, try not to overuse it and become predictable.
7.2% - 14.4%
Damage is lower if the end of the dash hits them.
KOs Lightweight [Pikachu] @ edge of stage - 110.0% @ middle of stage - 150.0%
KOs Heavyweight [Bowser] @ edge of stage - 140.0% @ middle of stage - 205.0%
Damage is lower if the end of the dash hits them.
KOs Lightweight [Pikachu] @ edge of stage - 110.0% @ middle of stage - 150.0%
KOs Heavyweight [Bowser] @ edge of stage - 140.0% @ middle of stage - 205.0%
D.tilt
Notes: Use this when coming out of a dash by pressing down on the thumbstick into the attack command. You will immediately exit your dash animation and perform the D.tilt. This is a combo starting move. One of Mewtwo's great spacing tools. Learn to use this very well as it leads into so many of your combos and can easily be done after shielding an attack, dodging an attack or right out of run animation.
4.8% - 6.0%
Damage is weakest near the tip of the tail.
Not a KO move.
Damage is weakest near the tip of the tail.
Not a KO move.
U.tilt
Notes: Use this to hit enemies above you on platforms. Once you play enough matches, you'll get a feel for the enemy characters weights and damage percents to know when you can combo into another U.tilt, a short hop U.air or a full hop U.air.
3.6% - 7.2%
Damage is weakest near the tip of the tail.
KOs Lightweight [Pikachu] @ stage floor height - 135.0%
KOs Heavyweight [Bowser] @ stage floor height - 185.0%
Damage is weakest near the tip of the tail.
KOs Lightweight [Pikachu] @ stage floor height - 135.0%
KOs Heavyweight [Bowser] @ stage floor height - 185.0%
F.tilt
Notes: For newer players, get use to using this move, it allows you to create space and can even KO opponents at higher percents near the edge of the stage. Anytime I feel the opponent is giving me too much pressure, I send him flying back with one of these and get some spacing to readjust my strategy.
9.6% - 12.0%
Damage is weakest near the tip of the tail.
KOs Lightweight [Pikachu] @ edge of stage - 90.0% @ middle of stage - 135.0%
KOs Heavyweight [Bowser] @ edge of stage - 115.0% @ middle of stage - 175.0%
Damage is weakest near the tip of the tail.
KOs Lightweight [Pikachu] @ edge of stage - 90.0% @ middle of stage - 135.0%
KOs Heavyweight [Bowser] @ edge of stage - 115.0% @ middle of stage - 175.0%
D.smash
Notes: I love this smash! It's knockback is very powerful. Can KO opponents at mid to high percentages easily. Following up a well placed Down-B can guarantee a KO. The drawback is it is a one sided smash attack. Can be used to ledge guard opponents recovering to the stage.
19.2% - 26.8%
Damage is highest at full charge.
KOs Lightweight [Pikachu] @ edge of stage - 75.0% @ middle of stage - 90.0%
KOs Heavyweight [Bowser] @ edge of stage - 100.0% @ middle of stage - 125.0%
Damage is highest at full charge.
KOs Lightweight [Pikachu] @ edge of stage - 75.0% @ middle of stage - 90.0%
KOs Heavyweight [Bowser] @ edge of stage - 100.0% @ middle of stage - 125.0%
U.smash
Notes: Use this move from a run to catch enemies trying to drop attack on you from above. Watch out for enemies that have disjointed hitboxes like swords on projectile D.air's, those often beat out this move. U.smash can be used to catch people jumping back towards you on recovery, stringing together longer combo chains. For example shooting a charged shadowball into a followed dash attack into a dashing U.smash (low to mid percents).
19.2% - 26.8%
Damage is highest at full charge, maximum 4-hit combo.
KOs Lightweight [Pikachu] @ stage floor height - 90.0%
KOs Heavyweight [Bowser] @ stage floor height - 130.0%
Damage is highest at full charge, maximum 4-hit combo.
KOs Lightweight [Pikachu] @ stage floor height - 90.0%
KOs Heavyweight [Bowser] @ stage floor height - 130.0%
F.smash
Notes: I use this out of dash dancing occasionally. Dash forward, dash back, dash forward, dash forward, F.smash! Dashing like this can let you flick the C-stick and execute any smash move without doing the dash attack. The KO potential of landing this move on the sweet spot is huge. The sweet spot is the actual blast not Mewtwo's hands.
Non-sweet spot - 19.2% - 26.8%
Sweet spot - 24.0% - 33.6%
Damage is highest at full charge.
KOs Lightweight [Pikachu] @ edge of stage - 75.0% @ middle of stage - 100.0%
Sweetspot KOs Lightweight [Pikachu] @ edge of stage - 55.0% @ middle of stage - 75.0%
KOs Heavyweight [Bowser] @ edge of stage - 100.0% @ middle of stage - 135.0%
Sweetspot KOs Heavyweight [Bowser] @ edge of stage - 75.0% @ middle of stage - 105.0%
Sweet spot - 24.0% - 33.6%
Damage is highest at full charge.
KOs Lightweight [Pikachu] @ edge of stage - 75.0% @ middle of stage - 100.0%
Sweetspot KOs Lightweight [Pikachu] @ edge of stage - 55.0% @ middle of stage - 75.0%
KOs Heavyweight [Bowser] @ edge of stage - 100.0% @ middle of stage - 135.0%
Sweetspot KOs Heavyweight [Bowser] @ edge of stage - 75.0% @ middle of stage - 105.0%
D.air
Notes: Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text.Filler text. Filler text. Filler text. Filler text.Filler text.
14.2% short hop, 16.8% full hop, 18.0% spike
KO's Lightweight [Pikachu] @ stage floor height - 125.0%
KO's Heavyweight [Bowser] @ stage floor height - 165.0%
KO's Lightweight [Pikachu] @ stage floor height - 125.0%
KO's Heavyweight [Bowser] @ stage floor height - 165.0%
U.air
Notes: Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text.Filler text. Filler text. Filler text. Filler text.Filler text.
9.1% - 11.2% short hop, 10.8% - 13.2% full hop
Damage is weakest near the tip of the tail.
KOs Lightweight [Pikachu] @ stage floor height - 125.0%
KOs Heavyweight [Bowser] @ stage floor height - 165.0%
Damage is weakest near the tip of the tail.
KOs Lightweight [Pikachu] @ stage floor height - 125.0%
KOs Heavyweight [Bowser] @ stage floor height - 165.0%
F.air
Notes: Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text.Filler text. Filler text. Filler text. Filler text.Filler text.
13.2% short hop, 15.6% full hop
KOs Lightweight [Pikachu] @ edge of stage - 85.0% @ middle of stage - 115.0%
KOs Heavyweight [Bowser] @ edge of stage - 115.0% @ middle of stage - 155.0%
KOs Lightweight [Pikachu] @ edge of stage - 85.0% @ middle of stage - 115.0%
KOs Heavyweight [Bowser] @ edge of stage - 115.0% @ middle of stage - 155.0%
B.air
Notes: Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text.Filler text. Filler text. Filler text. Filler text.Filler text.
9.1% - 13.2% short hop, 10.8% - 15.6% full hop
Damage is weakest near the tip of the tail.
KOs Lightweight [Pikachu] @ edge of stage - 100.0% @ middle of stage - 125.0%
KOs Heavyweight [Bowser] @ edge of stage - 125.0% @ middle of stage - 165.0%
Damage is weakest near the tip of the tail.
KOs Lightweight [Pikachu] @ edge of stage - 100.0% @ middle of stage - 125.0%
KOs Heavyweight [Bowser] @ edge of stage - 125.0% @ middle of stage - 165.0%
N.air
Notes: Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text. Filler text.Filler text. Filler text. Filler text. Filler text.Filler text.
1.6% per hit short hop, 1.9% per hit / 4.8% last hit full hop
Maximum 4-hit combo.
6-hit Combo s.hop 12.2%
6-hit Combo f.hop 14.4%
Not a KO move.
Maximum 4-hit combo.
6-hit Combo s.hop 12.2%
6-hit Combo f.hop 14.4%
Not a KO move.
B
Notes: Mewtwo's iconic move, there is no point in the fight where you won't want to be using this move. A lot of players will often take a jumping approach to attack, or get up as a ledge recovery option. Doing a jump shot can punish opponents who aren't paying attention. Use shadowballs to zone the opponent into your conditions, you can shadow ball in the air and do a dash attack on the ground. Or you can throw a shadowball on the ground and follow with a F.air if they jump it. This is a powerful tool and my other go-to KO move.
Shadowball is a unique projectile. It's got layers to it, when considering it's usability with Mewtwo. There are multiple options. You can roll left or right, spot dodge, jump cancel, shield cancel, air dodge or shoot it. Additionally you can cancel ledge double jumps with it. As you can see it has many options in terms of safely getting a full charge on shots. Shadowball can combo into many things. Really use this move to your advantage, you can zone, pressure shield, ledge guard, and so much more with this tool. One of Mewtwo's most reliable kill moves.
3.0% no charge, 30.0% full charge
Chargeable.
Full Charge KOs Lightweight [Pikachu] @ edge of stage - 70.0% @ middle of stage - 95.0%
Full Charge KOs Heavyweight [Bowser] @ edge of stage - 95.0% @ middle of stage - 125.0%
Chargeable.
Full Charge KOs Lightweight [Pikachu] @ edge of stage - 70.0% @ middle of stage - 95.0%
Full Charge KOs Heavyweight [Bowser] @ edge of stage - 95.0% @ middle of stage - 125.0%
Down-B
Notes: At percents as low as 40% for light weights and 65% for heavy weights, if you land one of these into a charged D.smash you can KO extremely early. It's quite a difficult move to land, but there are some little tricks you can do with it. If you know what the enemy is going to do, you can really take advantage of this move, especially if they whiff a move with heavy lag frames.
Disable can net very early kills, but should be used at your own risk. One of my main ways of using this move is to recover from a ledge hang with it. Jump > double jump > Disable, if done correctly you can catch opponents off guard at the edge of the stage, sometimes a mix up of a run up and disable or short hop fast fall bait into disable can catch them. Another application is after a successful parry or spot dodge. Charged F.smash (preferably sweetspot), D.smash or shadowball to secure the kill.
1.2%
Not a KO move.
Not a KO move.
Up-B
Notes: There are a lot of neat tricks you can do with this move. Teleport can cancel into another teleport, over and over again. You can also teleport in place if you press down while teleporting on the ground. This is a cool mind trick, You can also position yourself on the left, middle or right of the stage. I recommend a lot of time in training mode learning the limits of this move. Not only is it good for mind games, it's quick, it makes you highly mobile, and the stage recovery possibilities are incredible.
Teleport is so fun! The fact that you can teleport cancel into another teleport is so great. I have two things I like to do when I clear an opponents stalk, I rush to the farthest side of the stage away from their respawn, teleport in place and drop to the ledge followed by a getup attack. The opponent often charges and this bys you enough time to wait out the invincibility frames and immediately get back to comboing some free damge. If I don't suspect this will work, I just rush to the same far side and instead of dropping down to the ledge, I'll just teleport throught them to the middle of the stage, then teleport again to the other side of the stage, if they follow you you can teleport back the original side. Anyways, yes teleport is mighty fun. It's got so many use cases like shadowball. It's also godlike for recovery to ledge, let me not forget that. I recommend HOURS! of learning this move in practice mode. When you can mix-up teleports into your neutral game, your probably gonna be a real pain for your opponent.
0.0%
Not a KO move.
Not a KO move.
Forward-B
Notes: I use this to follow up bait shadowballs thrown at an opponent with a reflector move. It can kill oppoents at extremely low percents and feels amazing when you do. I recommend shooting your fully charged shadowball with the intention knowing they'll reflect it, reflect it back and net a free kill. However be weary of stronger players, they will suspect this and hold their reflector longer or reflect again quickly, I would jump immediately after you do confusion (side-stepping doesn't always work I've found).
Confusion can be use to reflect projectiles. Baiting reflector characters with a charged shadowball followed by a well timed reflect nets really low percent kills because of how strong the projectile becomes. Try to have half a stages length in distance before trying this, you need to give your self enough space to use confusion after you throw the shadowball. Confusion is also really good at stalling near the ledge for timing your recovery. It can combo into other moves at higher percents. Much potential in this move.
10.8%
Reflector.
Not a KO move.
Reflector.
Not a KO move.
Pummel
Notes: Always pummel, it's free damage. Except on grabs below 25%, you risk losing your throw opportunity vs good players. Often times when the opponent is at higher percents, you can get four or five pummels in and push the opponent into kill range for the Up-Throw.
1.5%
Not a KO move.
Not a KO move.
Down-Throw
Notes: I use this only at low percents to combo into some moves, F.tilt, F.air, N.air, dash attack, dashing U.smash, U.tilt can all follow up depending on the percents, character weight, and DI. Try not to use this at higher percents, Forward-Throw and Up-Throw both do more damage and have greater knockback.
10.8%
Not a KO move.
Not a KO move.
Up-Throw
Notes: This is my go-to KO move, learning the character weights is important. don't overly go for grabs, try to understand that it is a good kill option but requires the enemy to reach the right kill range.
14.4%
KOs Lightweight [Pikachu] @ stage floor height - 125.0%
KOs Heavyweight [Bowser] @ stage floor height - 175.0%
KOs Lightweight [Pikachu] @ stage floor height - 125.0%
KOs Heavyweight [Bowser] @ stage floor height - 175.0%
Forward-Throw
Notes: I use this throw in the early stages to rack up damage from a successful grab. This throw does more than the others if I just want to do damage to the player and not really looking to KO at the moment.
3.6% first hit, 2.4% other hits
Maximum 6-hit combo - 15.6%
KOs Lightweight [Pikachu] @ edge of stage - 135.0% @ middle of stage - 260.0%
KOs Heavyweight [Bowser] @ edge of stage - 190.0% @ middle of stage - 510.0%
Maximum 6-hit combo - 15.6%
KOs Lightweight [Pikachu] @ edge of stage - 135.0% @ middle of stage - 260.0%
KOs Heavyweight [Bowser] @ edge of stage - 190.0% @ middle of stage - 510.0%
Back-Throw
Notes: It's a nice KO option near the edge of the stage. I use this move at the edge of the stage to fling my opponent off of the stage, or if you want to position them on the other side of you.
12.0%
KOs Lightweight [Pikachu] @ edge of stage - 100.0% @ middle of stage - 145.0%
KOs Heavyweight [Bowser] @ edge of stage - 125.0% @ middle of stage - 185.0%
KOs Lightweight [Pikachu] @ edge of stage - 100.0% @ middle of stage - 145.0%
KOs Heavyweight [Bowser] @ edge of stage - 125.0% @ middle of stage - 185.0%
+Bread and Butter Stuff
(M2BNB)
How to be a better Mewtwo player.
-- Under Development --
- Shadowballs! No-charge, half-charged or full-charged, shoot them!
- Further you knockback enemies, more time to charge a shadowball and shoot it (time with their landing).
- Chase your shadowballs, follow up with a grab if they hold shield or attack if they release the shield.
- Bait shadowballs vs reflectors enemies and immediately follow up with a Forward-B to reflect it right back.
- Hold your jab combo until the enemy reaches the peek, this will ensure an easy 20+% damage.
- Besides tiny/crouching characters, a short hop F.air hits most characters to start off a combo.
- Use F.tilt to catch a breath if the enemy is stuck on you.
- Punish enemies at 70+% that whiff moves with Down-B into a fully charged D.Smash. Block then Down-B too.
- Both shadowball and Down-B make opponents play very defensive. Having a shadowball in the chamber will generally make foe's weary, as well as whiffing a few Down-B's to let them know it's an option and to stay away from you.
Combos
(M2COMBOS)
True combos and juggling combos.
-- Under Development --
Depending on the weight class of your opponent certain combos will work and certain combos will not be viable. I will take time to break down this section further in the future as I continue more research and play the game myself to see.
BALLOON WEIGHTS (from lightest to heaviest)
FEATHER WEIGHTS (from lightest to heaviest)
LIGHT WEIGHTS (from lightest to heaviest)
MIDDLE WEIGHTS (from lightest to heaviest)
HEAVY WEIGHTS (from lightest to heaviest)
SUPER HEAVY WEIGHTS (from lightest to heaviest)
These combo's can be extended by opening up with a falling aerial (F.air, U.air, D.air, N.air). As well as opening up with a charged shadowball at low percents or a non-charged shadow ball at kill percents into the combos below.
0% to 30%
D.tilt > N.air > Dash Grab
D.tilt > N.air > Dash Attack
D.tilt > N.air > F.air
D.tilt > U.tilt > B.air
D.tilt > U.tilt > U.air
D.tilt > U.tilt > U.smash
U.tilt > U.tilt
U.tilt > F.air
U.tilt > U.air > U.tilt > U.air
30% to 80%
D.throw > Dashing U.smash
D.tilt > F.air
D.tilt > U.air
D.tilt > D.air (near ledge for a spike KO)
D.tilt > Double Jump > U.air > F.air
D.tilt > Double Jump > U.air > U.air
80% to 120+%
D.tilt > U.air
U.throw
Down-B > Charged Smash
+Neat Tricks and Misc.
(M2MISC)
Did you know...
-- Under Development --
>>
- Jab turns enemies not facing you around, so you can Down-B them.
>> >> >> REPEAT
- Teleport can chain into Teleport on the ground left or right, use this to position left, middle or right of the stage. By pressing closer to the down position you can shorten how far Mewtwo travels left or right. Teleporting directly down on the ground will teleport in place. This can be used for mind games, spacing smash attacks and much more. If you are standing on the very edge of the stage facing towards the middle of the stage and Teleport in place, it will automatically shift you backwards a bit and you will fall into a ledge grab. Teleporting downwards from platforms allows you to chain multiple teleports.
>> or
- Recovering to the stage with ledge jump > Forward-B from a ledge hang can trick opponents that camp the edge and hold shield as a ledge trap.
>> >> or
- After blocking an attack with shield you can input jump + attack > horizontal movement, to preform a short hop N.air out of shield. This is a strong defensive option against many opponents. F.air/B.air/U.air/D.air can also be used.
>> >> >> or
- Like above (jumping out of shield option) you can short hop aerial out of your shadowball charge. Simply B > jump > N.air/F.air/B.air/U.air/D.air, you can't input jump + attack as this will shoot your shadowball, but you can jump and immediately input an aerial attack.
>> short hop >> at the peak of the jump.
- You can do a sliding shadowball if you do a running short hop into a fully charged shot.
>> >> >> on the way up.
- If you preform Forward-B twice in the air, the second one will not halt your momentum (Back to drop from the ledge > Forward-B > double jump > Forward-B on the way up) as a recovery option to the stage).
>> >> to kick off wall >> >> back to stage.
- Mewtwo can wall jump to mix-up his recovery (drop from ledge, double jump, wall jump, B.air, Up-B back to stage).
+ + or or >> >> or
- A short hopped F.air, B.air or U.air can be followed up by a double jump into any aerial. You can create a swooping motion back and forth between F.air and B.air.
>> >> >> >> >>
- Shadowballs can be B-reversed and jump cancelled. It's fun to jump > B-reverse > double jump > B-reverse. Once you get the flick for the B-reverse well, it's pretty fun to do this in the neutral game. Another fun thing you can do is jump > B > double jump > B-reverse, it just looks funky.
into run animation >> into slide animtion >> cancel into F.tilt.
- Using the slide of your turn around animation you can preform a sliding F.tilt. This does have practical use and has net me a few kills. I recommend learning this. You can also U.tilt/D.tilt but it's hard to preform (need to hit the C-stick in the right angle other wise you do the U.tilt/B.tilt backwards).
>> >>
- When hanging from the ledge you can input ledge jump, double jump, Down-B, and do a really quick disable, this hits at floor level meaning it will even hit short characters like Pichu. I really like this get-up option, the button inputs have to be really quick. This technique works with shadowball as well.
+Resources
(M2RES)
Useful combo/guide videos. All credit goes to the creator of these videos.
Resource #1 - SSBU - Combos
Resource #2 - SSBU - Combos
Resource #3 - SSBU - Combos
Resource #4 - SSBU - Combos
Resource #5 - SSBU - Advanced Techniques
Resource #6 - SSB4 - Good for certain information, some info no longer applies in SSBU.
+Still Testing These Things
(M2TEST)
Looking for glitches.
-- Researching --
- What is the best spacing to get the Full.B to touch them on edge?
- Perfect Shielding
- Zoning
- Can you Down-B reverse?
- Shield > Double jump cancel towards or away > Disable (with or without shield, also try in shadowball charge)
- Footstool combos still viable? (try from N.air, D.air, Jab, if you block a falling aerial)
- Spot dodge > Down-B (from shadowball charge)
- Dash out > Dash in grab,
- Dash away > dash in attack
- Ledge Jump > Directional dodge Down (wave land get up quicker?)
- Slide cancel > B (just looks cool)
- Jumping/Falling into an opponent teleport from air to ground behind them and F.tilt/smash
- Ground shadowball, air shadowball, ground shadowball, air shadowball.
Movement Options:
- Jump, B-Reverse, Jump, B-Reverse
- Teleport spacing
- Wavedashing
- Foxtrotting
- Crouch
- Run in > D.tilt
- Run in > Shield