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|game = SSB4
|game = SSB4
|ssbgame1 = SSBM
|ssbgame1 = SSBM
|ssbgame2 = SSBU
|availability = [[DLC|Downloadable]]
|availability = [[Downloadable content (SSB4)|Downloadable]]
|tier = F
|tier = A
|ranking = 37
|ranking = 10
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:{{Cquote|''Mewtwo Strikes Back!''|cite=Introduction Tagline}}
:{{Cquote|Mewtwo Strikes Back!|cite=Introduction Tagline}}
'''Mewtwo''' ({{ja|ミュウツー|Myūtsū}}, ''Mewtwo'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series (erroneously calling it a "new fighter") was announced during the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|''Super Smash Bros. for Wii U'' 50-Fact Extravaganza]] on October 23rd, 2014.<ref>[https://www.youtube.com/watch?v=j0BBGzfw0pQ Wii U - Super Smash Bros. for Wii U 50-Fact Extravaganza]</ref> Mewtwo is the first [[Downloadable content (SSB4)|downloadable]] character in ''Super Smash Bros.'' history, and was made available on April 28th, 2015.<ref name="DLCdate">[https://www.youtube.com/watch?v=IMedqo8mLaQ Nintendo Direct 4.1.2015]</ref> However, it was made available at no cost as early as April 15th, 2015 for players who registered both {{for3ds}} and {{forwiiu}} on Club Nintendo by March 31st, 2015.<ref name="DLCdate"/><ref>[http://www.nintendo.co.uk/Campaigns/Super-Smash-Bros-Club-Nintendo-Promotion/Super-Smash-Bros-Club-Nintendo-Promotion-937174.html Super Smash Bros. Club Nintendo Promotion]</ref>
'''Mewtwo''' ({{ja|ミュウツー|Myūtsū}}, ''Mewtwo'') is a playable character in ''[[Super Smash Bros. 4]]''. Mewtwo was confirmed to return to the series as a playable character during the [[Super Smash Bros. for Wii U 50-Fact Extravaganza]] on October 23rd, 2014 and was made available to the public on April 28th, 2015; however, it was available early as a free download beginning on April 15th for players who registered both {{forwiiu}} and {{for3ds}} on Club Nintendo before March 31st, 2015.<ref>[http://www.nintendo.co.uk/Campaigns/Super-Smash-Bros-Club-Nintendo-Promotion/Super-Smash-Bros-Club-Nintendo-Promotion-937174.html]</ref>. Its appearance in ''Super Smash Bros. 4'' makes it the first [[downloadable content|downloadable character]] in ''Super Smash Bros.'' history; it also makes it the second of three ''[[Super Smash Bros. Melee]]'' characters that were cut from ''[[Super Smash Bros. Brawl]]'' to return for ''Super Smash Bros. 4'', succeeding {{SSB4|Dr. Mario}} and preceding {{SSB4|Roy}}.


Rather than retaining {{s|wikipedia|Masachika Ichimura}} as its voice actor from ''Melee'', Mewtwo is now voiced by {{s|wikipedia|Keiji Fujiwara}}, who imitates some of the former's voice clips from ''Melee''.
Mewtwo is now voiced by Keiji Fujiwara, replacing Masachika Ichimura from ''Super Smash Bros. Melee''. As in ''Melee'', Mewtwo has fully voiced victory quotes in Japanese (which are re-recorded versions of its ''Melee'' quotes), though they were removed for international versions. Its phrases, and most of its grunts and other voice clips, are inspired by those from ''Melee''.


Mewtwo is ranked 10th out of 54 on the [[tier list]], placing it in the A tier. This is a drastic improvement from its low-tier placement in ''Melee'', where it was ranked 20th out of 26, and is its best placement in the series. Mewtwo boasts excellent mobility: in addition to retaining its very fast [[air speed]], its [[walk]]ing and [[dash]]ing speeds have become drastically faster, and it can now [[wall jump]].
Mewtwo is currently ranked 37th out 56 on the tier list, placing it in the F tier. This is a notable improvement from its ranking of 21st out of 26 in ''Melee'', though it is still the lowest-ranked DLC character. Mewtwo's mobility has noticeably improved and its entire moveset has been generally reworked to be less awkward and more usable than before. Many of its attacks have been improved, with [[Confusion]] and [[Disable]] in particular becoming much more useful, while its ground, air, and grab games have become very potent. However, it remains held back by its vulnerability to combos and juggling, as well as its abysmal endurance, the latter of which is worsened due to a slight increase in its already tall frame and its weight having been drastically reduced to being the second lightest in the game, surpassed only by {{SSB4|Jigglypuff}}. Mewtwo's other issues include its [[approach]] being weakened by the general changes of ''Brawl'' and ''SSB4'' removing [[wavedash]]ing and [[moonwalk]]ing and weakening [[dash-dancing]], while its attacks have become slower.


Mewtwo also possesses a flexible combo game. Its neutral attack is a very reliable [[jab cancel]], even at high percentages, while its down tilt and [[fast fall]]ing up aerial both possess a variety of follow-ups at low to high percentages. Like in ''Melee'', Mewtwo's grab game is potent: its forward throw is tied for the most damaging throw of its kind in the game, whereas its back and up throws are viable KOing options. Mewtwo also boasts a respectable number of potent KOing options: in addition its up and back throws, its smash attacks, forward aerial, and fully charged [[Shadow Ball]] each possess considerable power.
However, Mewtwo's current position remains a heavy subject of debate; its numerous useful buffs received from update 1.1.5 make it much more rewarding than it was in ''Melee'' and has even lead to it gaining some noteworthy tournament representation and results, the most notable of which being {{Sm|Abadango}} winning [[Pound 2016]] mainly using Mewtwo.
 
Lastly, most of Mewtwo's [[special move]]s also have improved utility. Fully charged Shadow Ball has a larger hitbox and longer range; [[Confusion]] now functions as a traditional [[reflector]] and now grants a small vertical boost when used in midair; and [[Disable]]'s [[stun]] effect has a longer duration.
 
However, Mewtwo's infamous frailty has become even more pronounced, owing to its larger size and much lighter [[weight]]. This, in turn, is compounded by its slightly below-average frame data and slow double jump, which force it to rely on its neutral aerial, forward aerial, or Teleport to escape pressure more often than not.
 
After initially being a poorly perceived character upon its release, game updates significantly improved Mewtwo's viability over time. This has been reflected by players such as {{Sm|Abadango}}, {{Sm|Rich Brown}}, and {{Sm|WaDi}} consistently achieving high placings in competitive play, whose successes have helped Mewtwo achieve top-tier status as of ''SSB4''{{'}}s second tier list.


==Attributes==
==Attributes==
Mewtwo is a character whose majority of attributes are unusually polarizing, with only its [[falling speed]] and [[gravity]] being average. It is tall, yet is the second [[weight|lightest]] character in the game, being surpassed only by {{SSB4|Jigglypuff}}. By extension, Mewtwo's hurtbox has a deceptive size: although it is larger than in ''Melee'', its model's adjusted [[Hitbox#Hitboxes in three dimensions|z-axis]] position has resulted in its hurtbox ending approximately at its digits, ankles, and the base of its tail.<ref name="Hurtbox"/><ref name="Kurogane"/> As a result, the majority of Mewtwo's tail now lacks hurtboxes unlike in ''Melee'', which makes all but the base of its tail immune to opposing hitboxes. However, its hurtbox will still extend slightly when it attacks, whereas its digits, ankles, and the base of its tail will leave their z-axis positions when it is in [[hitstun]] or while [[tumbling]].<ref name="Hurtbox"/>


In regard to grounded mobility, Mewtwo's [[walk]]ing speed is tied with {{SSB4|Charizard}}'s for the fifteenth fastest in the game, whereas its [[dash]]ing speed is the seventh fastest in the game. However, its [[traction]] is also tied with Charizard's for the second lowest in the game. This polarization is also apparent with Mewtwo's aerial mobility: its [[air speed]] is the third fastest in the game, yet it has slow [[air acceleration]], while its [[double jump]] is the highest in the game, yet accelerates slowly at its beginning. As a result of these attributes, landing and [[approach]]ing safely can be difficult. Unlike in ''Melee'', Mewtwo is capable of [[wall jump]]ing.
Mewtwo has polarizing characteristics: it has fast [[dashing]] and [[air speed]]s, making it a very mobile character, which is complemented by its above average damage output. However, it is the second [[Weight|lightest]] character in the game, and despite its high air speed, it has the third lowest [[air acceleration]], average [[gravity]] and falling speeds, and a large overall frame, making landings and approaches safely difficult. Many of Mewtwo's attacks are from its long-reaching tail, but it deals more damage at close range.


Mewtwo's air game is highly potent. Its [[air dodge]] makes it disappear briefly and is the fastest one in the game, thanks to it concluding after 28 frames. Mewtwo's aerial moves boast impressive power thanks to their respectable damage outputs and very high knockback scaling, yet are also useful for partaking in combos. Neutral aerial's hitbox has a long duration, which allows it to punish air dodges or start combos upon landing as the opponent is being hit. Forward aerial is Mewtwo's fastest aerial, thanks to it hitting on frame 6. When coupled with its power and range, it can either combo into itself at low percentages, or KO outright at high percentages.
Mewtwo's throws are among the most potent in ''SSB4'', giving it a very threatening grab game despite it being toned down from ''Melee''. Its forward throw has a very high damage output that makes it very useful to refresh its most [[stale-move negation|stale]] moves. Its back and up throws are among the strongest throws in the game, making them reliable KOing options. Despite its down throw having no true combo potential, it can still lead into a plethora of moves if the opponent does not react properly due to it launching them just out of counterattacking range. Despite this, Mewtwo's grab has low range, especially for a character of its size. This can often result in its grab missing from a range where players would expect it would surely connect from.


Back aerial has very large range, which enables it to [[edge-guard]] reliably, yet also combo into itself at low percentages or KO outright at high percentages. Up aerial, like back aerial, has a very large range, which enables it to partake in combos or juggles. Its base hitbox's high knockback scaling also makes it KO reliably near the upper blast line. Lastly, down aerial is a very powerful [[meteor smash]] when sweetspotted, yet is also strong enough to KO on-stage opponents quite reliably. Due to it hitting on frame 15, however, it is Mewtwo's slowest aerial, and has the highest amount of landing lag out of its aerials.
Mewtwo's ground game is a mixed bag; while it is long-ranged and powerful, all but a few of its ground moves (including down smash and down tilt) suffer from noticeable ending lag. As a result, its ground moves are risky to use if it they do not connect or are shielded. Its jab is very useful, as it is easily capable of leading into a [[jab cancel]] and it can out-prioritize many moves. This enables Mewtwo to better utilize its effective grab game, quickly initiate combos when followed up by its up or down tilts, or act as a setup to [[Disable]]. It's Up tilt can lead into an Up Smash if it lands at the start of the move. Unlike its other tilts, Mewtwo's forward tilt is powerful enough to KO, particularly near the ledge. Mewtwo's dash attack, while punishable, still provides respectable range and knockback while it's late hit being able to hit opponents if they roll away from Mewtwo. Finally, its smash attacks all have above average strength; up smash in particular is the most powerful and fastest of the three, while it can also function as a powerful anti-air option.


Despite having been toned down since ''Melee'', Mewtwo's grab game is among the most potent in ''SSB4''. When all of its Shadow Balls hit, forward throw is tied with {{SSB4|Ganondorf}} and maximum [[Aura]] {{SSB4|Lucario}}'s forward throws as the most damaging throws of their kind in the game; this makes it useful for both damage racking and refreshing its [[stale-move negation|stale]] moves. Up and back throws are among the strongest throws in the game, making them viable KOing options. Down throw lacks true combo potential, but nevertheless has [[mindgame]] potential, thanks to it launching opponents just out of counterattacking range. However, Mewtwo's overall grab range and pummel are both merely average. Regardless, the potency of its grab game supplements its air game, as it can allow Mewtwo to inflict a considerable amount of damage with just a few moves.
In comparison to its ground game, Mewtwo's aerial game is highly potent. Its air dodge makes it completely disappear for a brief time, which can make it difficult to track for the opposing player, while also being the fastest in the game, ending on frame 28. Its aerial moves deal respectable damage, high knockback and the ability to combo into themselves. Neutral aerial has a long lasting active hitbox that can [[Shield stab]], outlast airdodges and start combos if landing as the enemy is being hit, although it loses this hitbox when Mewtwo lands. Mewtwo's forward aerial boasts impressive startup, power, and range alongside the ability to combo into itself at low percentages and the ability to KO at higher percentages. Its back aerial is similar to the forward aerial, but has a slow startup to offset the very large sweeping hitbox behind itself while also possessing the ability to combo into itself before becoming a KO option at high percentages. It's long range can also hit opponents waiting on the ledge even when they are not immediately at the ledge, making it a useful move to return to the stage with if Mewtwo is facing away from the stage. Mewtwo's up aerial is a standard sweeping attack of moderate power. Its down aerial is somewhat fast for a meteor smash and it can KO at high percentages. However, it is the slowest of its aerials, and has the most landing lag. This, combined with the move not having much in terms of combo ability makes it its worst aerial move, though it is still decent overall.


In comparison to its air and grab games, Mewtwo's ground game is a mixed bag. While generally powerful, all but a few of its grounded moves suffer from noticeable ending lag, which makes them risky when they are whiffed, shielded, or dodged. Its neutral attack is very useful: it can easily [[jab cancel]] and even out-prioritize many moves, which in turn enables Mewtwo to better utilize its grab game and quickly initiate combos when followed up with up tilt, down tilt, or [[Disable]]. Down tilt, in particular, is a very effective move: its long range, launching angles, and minimal overall lag make it very useful for starting combos and decent for spacing or [[shield stab]]bing. Up tilt can combo into Mewtwo's aerial moves and potentially itself on many characters even at high percentages, so long as it hits them with its near hitboxes.
Finally, its special moves are powerful, although risky, much like its ground game. [[Shadow Ball]] is one of the strongest and fastest projectiles in the game when fully charged. [[Teleport]]'s ending lag, momentum, and startup have been increased since ''Melee'', and while these traits make it generally more risky to use when warping to the floor due losing its ability to play [[mindgame]]s (due to its animation being different from its airdodge), it is still useful due to its range and because it renders Mewtwo invulnerable for a split second as well as giving it considerable horizontal momentum. [[Confusion]] and [[Disable]], both of which were notorious in ''Melee'' for being virtually useless, have been buffed considerably and now help in Mewtwo's neutral game.


Forward tilt has good range, very high knockback scaling, and can be angled, all of which makes it decent for spacing. However, its very low base knockback makes it unable to KO at reasonable percentages. Although it is punishable, dash attack's respectable range has increased even further, thanks to its hitboxes being re-positioned outward, and its newfound disjointed hitbox. Lastly, Mewtwo's smash attacks have above-average strength and distinct perks: forward smash has the longest range; up smash hits multiple times and is a useful anti-air option; and down smash has the lowest amount of ending lag.
Mewtwo's buffed Confusion helps its defense due to it now being a proper [[reflect]] and also helps its offense due to it acting as a long-range command grab, which can enable it to grab even highly disjointed attacks such as {{SSB4|Ike}}'s forward smash. Confusion also helps Mewtwo's recovery somewhat due to granting it a slight vertical boost when used in midair and can completely reverse aerial momentum and direction. Disable now immobilizes the opponent longer depending on how damaged they are and has decreased cooldown. In a setup recently popularized by Abadango, Mewtwo can footstool the opponent, cancel the footstool jump with his second jump, and cancel that second jump with disable. If timed correctly, it is inescapable and allows Mewtwo to deal large damage or even net a KO. Despite their vast improvements, however, Confusion and Disable have noticeable ending lag.


Mewtwo's special moves are powerful, yet risky, much like its ground game. [[Shadow Ball]] has impressive utility regardless of its charge: it is useful for zoning or stopping approaches when uncharged, whereas it is one of the strongest and fastest projectiles in the game when fully charged. [[Teleport]] grants considerable horizontal momentum and renders Mewtwo invulnerable for a split second, which makes it a safe recovery overall. [[Confusion]], which was notorious in ''Melee'' for being virtually useless, has been buffed considerably. In addition to functioning as a long-ranged [[Grab#Special attacks as grabs|command grab]] that can bypass disjointed hitboxes, it now functions as a proper [[reflector]], which improves Mewtwo's neutral game by allowing it to counteract opposing projectiles. Confusion's utility also extends to Mewtwo's recovery, as it now grants a slight vertical and average horizontal boost during its first use in midair, and can completely reverse both its aerial momentum and direction. Lastly, [[Disable]] is a risky set-up option, but it can guarantee openings for combos and KOs if it connects, which is further supplemented by its [[stun]] duration having been increased since ''Melee''.
Despite Mewtwo's strengths, it has notable and exploitable weaknesses. Like {{SSB4|Fox}}, the most notable of them is its frailty; Mewtwo's tall frame combined with its low weight makes it very easy to KO, but its tall frame coupled with its average falling speed and high enough gravity make Mewtwo an easier character to combo than other characters of its size such as {{SSB4|Rosalina}} and {{SSB4|Palutena}}. This leads to Mewtwo being brought to KO percentages more easily than potentially any other character in the game. However, unlike Fox, it is also susceptible to juggling due to its gravity being low enough and lacking a long-lasting down aerial move to cover its landing although it can use Teleport to go under the opponent as a risky choice.  


Despite Mewtwo's strengths, it has a few notable and fairly exploitable weaknesses. The most apparent of these is its frailty; Mewtwo's very light weight makes it very easy to KO, while its tall frame, average falling speed, and average gravity collectively make it easier to combo and juggle compared to other characters of its size and weight. Furthermore, Mewtwo lacks an effective aerial attack that can interrupt combos, whereas an attempt to Teleport out of combos can lead to it being punished because of its ending lag, momentum, and start-up lag having been increased since ''Melee''.
In general, Mewtwo's playstyle is very similar to Palutena's with her default moveset, with a slightly higher risk but a much higher reward. Like Palutena, Mewtwo must use defensive maneuvers to keep opponents from performing rushdowns and gaining the advantage at all costs, being hindered with an even taller frame and lighter weight than her. However, rather than being forced to [[turtling]] as she is, Mewtwo is more mobile in the air and has a more powerful and reliable projectile and reflector, a notably higher overall damage output than her, a better grab game despite its combo throw being worse than her's, and significantly better frame data. This makes Mewtwo an odd combination between a defensive punishment-oriented character and a speedy glass cannon that sacrifices attack speed for damage and power. Ultimately, this classifies Mewtwo as a high risk, high reward character like {{SSB4|Little Mac}} and {{SSB4|Jigglypuff}}; due to possessing a number of KOing options that have capable reach (two of which are throws), yet being burdened with very light weight and a susceptibility to combos and juggling, it will have to capitalize on reads more often than not.  


The majority of Mewtwo's moveset also possesses some restrictions in spite of their advantages. Despite its aforementioned hurtbox properties, Mewtwo's tail-based attacks are still susceptible to being countered, owing to the base of its tail being a part of its hurtbox. Fully charged Shadow Ball has recoil when used in the air, which can cause an inadvertent [[self-destruct]] while off-stage. Disable is punishable if it whiffs and can be reflected because of its status as a projectile, the latter of which can easily lead to a fatal turnabout against Mewtwo at high percentages.
In a similar manner to {{SSB4|Ike}}, Mewtwo was initially regarded poorly, with Mewtwo's case being due to its most serious flaws from ''Melee'' being worsened, which in turn saw it have low representation and poor results. After being buffed heavily in updates 1.1.3 and 1.1.5, Mewtwo has received more representation and better results in the western scene. Notable performances include Blue defeating {{sm|Nairo}} and Mew² defeating {{sm|Mew2King}}. This resulted in Mewtwo being regarded as a much better character within the western scene than initially thought, with most players considering it to be a mid-tier character at minimum. However, most recently, Japanese player Abadango won [[Pound 2016]] using Mewtwo almost exclusively, defeating many notable players such as Marss, VoiD, and Ally. In light of Abadango's performance, many players have no doubt in considering Mewtwo to be a useful high-tier character, in stark contrast to its initial low-tier placements.


Aside from forward aerial and fully charged Shadow Ball, the rest of Mewtwo's KOing options can be difficult to land. Up and back throw can be risky to attempt because of its aforementioned average grab range. Forward and down smash have slow start-up lag, whereas up smash has minimal horizontal range below its blast of dark energy. Despite their speed and accuracy, forward aerial and Shadow Ball's KO potentials can be hindered via staleness because of their frequent usage in Mewtwo's combos and neutral game, respectively. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well. As a result, Mewtwo can pressure effectively, yet is also vulnerable to pressure. It is also at a distinct disadvantage in a [[Character customization|custom moveset]] environment, as it lacks custom moves because of its status as a DLC character.
==Changes from ''Melee''==
Mewtwo has been overall buffed in the transition from ''Melee'' to ''SSB4''. While some of its major weaknesses, most notably its survivability, have been further worsened, it has received some important buffs to its weaker aspects, such as mobility and special moves.


In regard to playstyle, Mewtwo's is an odd combination of styles: it fits the archetype of a glass cannon, yet typically relies on bait and punish tactics and defensive maneuvers to keep opponents from performing rushdowns and capitalizing on its very tall frame and extremely light weight. This does not mean Mewtwo is forced to rely on [[turtling]], however, as its outstanding mobility, excellent air game, and overall powerful moveset make it a force to be reckoned with. As such, Mewtwo is a "high-risk, high-reward" character with a fairly high learning curve, as it has to capitalize on reads more often than not because of its frailty and susceptibility to pressure.
First and foremost, Mewtwo has received many notable improvements; for instance, its aerials are better (its down aerial being the most heavily buffed in the game in terms of power), with highly reduced landing lag and added power. It also no longer has the worst [[tech]] in the game. More specifically, two specials that were previously viewed as useless, Disable and Confusion, were buffed in speed, usage, and the capability to chain into combos. Confusion in particular is now able to transfer projectiles to Mewtwo's ownership, improving its offense, defensive play against projectiles, and assisting in mindgames. Mewtwo's smash attacks were also buffed, with significant increases in knockback being applied to both its forward smash and up smash, improving its previously poor KO ability. Mewtwo can also dash significantly faster, which greatly helps its ground game and Mewtwo's overall mobility. Also, Mewtwo retains a very powerful up throw and a forward throw that can both deal respectable damage and help refresh moves affected by [[stale-move negation]]. The removal of directional air dodging and more landing lag with an air dodge is also a significant buff to its Shadow Ball, which can be used to trap landings much more easily. The new air dodge mechanics also give Mewtwo an option when attempting to land. Finally, its new wall jump improves its recovery options.


In a similar manner to {{SSB4|Marth}}, Mewtwo was initially poorly regarded in ''SSB4''{{'}}s metagame because of its most serious flaws from ''Melee'' being worsened, which resulted in it suffering from low representation and poor results. After being heavily buffed in game updates, Mewtwo has received more representation and better results in the tournament scene, with its notable players including {{Sm|Abadango}}, {{Sm|Rich Brown}} and {{Sm|WaDi}}. Following Abadango winning [[Pound 2016]] while almost exclusively using Mewtwo, it is now regarded as a much better character than initially thought, with the general consensus being that Mewtwo warranted a spot as a high-tier character before it was officially reassessed as a top-tier character within the current tier list.
However, Mewtwo has received significant nerfs, especially to its survivability. One of Mewtwo's biggest nerfs in this transition is a large decrease to its already low [[weight]] (now being a mere six units heavier than {{SSB4|Jigglypuff}}) and a slight increase to its already tall hurtbox, making Mewtwo significantly easier to KO. [[Teleport]], formerly one of its reliable defensive options, has more landing lag, weakening its mix-up utility and its ability to escape pressure. Many of Mewtwo's attacks also have slightly more start-up. The loss of [[wavedashing]] also harms Mewtwo, as it aided its combo game and approach in ''Melee''. The removal of [[double jump canceling]] is a double-edged sword. Although it improves Mewtwo's recovery, it also weakens its combo game, as with the loss of wavedashing. Its throw-oriented combo game has been toned down significantly; the removal of chain grabbing as well as the generally slower fall speeds means Mewtwo can no longer chain grab with its up or down throws, while its down throw now has slightly more ending lag, making it one of the only characters with a down throw that cannot combo properly.  


==Changes from ''[[Super Smash Bros. Melee]]''==
Overall, Mewtwo has been re-balanced so that its moveset is generally more consistent than in ''Melee'', but its survivability, approach and combo options have been nerfed due to its lighter weight and the changes in mechanics from ''Melee'' to ''SSB4''. Additionally, Mewtwo is at a distinct disadvantage in a [[custom moveset]] environment since it lacks custom moves due to its status as a [[DLC|downloadable character]]. As such, Mewtwo still has a rather high learning curve and risky playstyle, though it still functions as a rather effective glass cannon.
Mewtwo has been drastically buffed in its transition from ''Melee'' to ''Smash 4'', especially owing to the handful of buffs it has received within the game updates. One of its most useful buffs were to its mobility; its [[walk]]ing, [[dash]]ing, and [[air speed]]s are much faster, its [[jump]] and [[double jump]] are higher, it can now [[wall jump]], and its [[tech]]s' now-traditional animations make it less susceptible to [[tech-chasing]]. Mewtwo's [[air dodge]] has also improved: in addition to making it disappear, it is now the fastest in the game, while the removal of directional air dodges now enables it to retain Mewtwo's aerial momentum (although it also removes Mewtwo's ability to [[wavedash]]). Mewtwo's model also underwent very subtle, yet beneficial tweaks: its larger size increased the range of its tail-based attacks, while its model's re-positioning within the [[Hitbox#Hitboxes in three dimensions|z-axis]] has resulted in its hurtbox having a deceptive size.
 
Mewtwo's moveset has been adjusted so as to be more consistent and practical. [[Confusion]], in particular, has drastically improved: it now functions as a traditional [[Reflection|reflector]], has considerably less ending lag, and now grants recovery distance on its first aerial use; these changes give it high utility as a landing option against projectiles, recovery extender, combo starter, and counter against shields. While [[Shadow Ball]] has lost its charging hitbox, its travel pattern is less erratic, which makes it more accurate, and thus improves its zoning potential. When coupled with it having a much larger hitbox when fully charged, it is now one of Mewtwo's most reliable KOing options. [[Disable]]'s [[stun]] duration has increased, while its hitbox has been extended and adjusted to reliably connect against even smaller fighters, while also being [[intangible]], all of which improves its set-up potential. Its aerials have also generally improved, as they now have considerably less landing lag, are more consistent, and possess more utility. Its [[smash attack]]s have been similarly strengthened with larger hitboxes, improving their effectiveness. The improvements to Mewtwo's moveset also allow it to make better use of its [[Teleport]]-oriented [[mindgame]]s.
 
However, Mewtwo has also received significant nerfs. Its infamous frailty was further exacerbated, thanks to its larger size and much lighter [[weight]]. Although still useful, Teleport's higher overall lag makes it less safe as an escape and mix-up option, whereas its added momentum can potentially lead to accidental [[self-destruct]]s. The improved practicality of Mewtwo's moveset is also slightly offset by its overall nerfed frame data, which is especially evident in regard to its tail-based attacks. Despite being much more mobile, Mewtwo's approach is hindered by the weakening of [[dash-dancing]] and the removal of both [[wavedash]]ing and [[moonwalk]]ing. Lastly, Mewtwo's grab game has been toned down: its pummel deals less damage, its back and up throws' KO potentials were considerably worsened because of their lowered knockback, and its down throw is now dependent on [[Mindgame#Predicting|reads]] because of its increased ending lag and the removal of [[chain grab]]bing.
 
Overall, Mewtwo has been re-balanced to be a more practical, consistent, and traditional glass cannon that can rack up damage and KO much more easily. However, these traits come at the cost of it being even riskier and requiring even more precision because of its worsened endurance. Thanks to its buffs, Mewtwo has become drastically more successful and viable than in ''Melee''.


===Aesthetics===
===Aesthetics===
*{{change|Mewtwo's design has changed. Unlike its [[Mewtwo (SSBM)|''Melee'' self]], it has a smaller head, which is now mesaticephalic instead of dolichocephalic. It also has a narrower jawline, significantly larger digit pads, slightly more pronounced pinnae, and a slightly thicker tail. Mewtwo's eye color is also slightly subdued now. Lastly, the aesthetic used in ''SSB4'' has resulted in Mewtwo having a sleeker design, and the purple portion of its skin being slightly more vibrant. Altogether, these changes make Mewtwo appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Mewtwo's design has undergone a few changes, much like the other playable Pokémon in ''SSB4''. It now has a slightly smaller head, lighter skin and slightly more bulbous fingers, which makes Mewtwo more closely resemble its most recent appearances in the ''Pokémon'' core series. However, its initial trophy does not use this updated design.}}
*{{change|Mewtwo's green [[alternate costume]] from the previous game has been slightly updated. It is now aquamarine instead of green. Mewtwo has also received four new alternate costumes.}}
*{{change|Mewtwo's front side now faces the screen regardless of which direction it is looking.}}
*{{change|Mewtwo is slightly more expressive, as its irises now shrink when attacked instead of simply turning yellow.}}
*{{change|Mewtwo is less vocal overall, as it no longer uses a sound effect when using [[Confusion]], [[Disable]] and battering items.}}
*{{change|Mewtwo has been updated with universal features introduced in ''Brawl''.}}
**{{change|Mewtwo now has an [[on-screen appearance]] and two new [[taunt]]s. Its taunt from ''Melee'' remains as its up taunt.}}
**{{change|Mewtwo uses various voice clips for any move between its neutral infinite, its forward and up tilt attacks, its [[dash attack]], and any [[aerial attack]], and now uses specific clips for all three of of its [[smash attack]]s; using the same one for both forward and down smashes and a unique one for its up smash.}}
*{{change|Mewtwo is overall less vocal as the rate it speaks when attacking has been significantly lowered. It also no longer vocalizes when using [[Items#Types of items|battering items]].}}
**{{change|Mewtwo vocalizes upon waking up from [[asleep|sleep]] status when not suffering from any knockback, similar to many newcomers such as {{SSB4|Wii Fit Trainer}} and {{SSB4|Palutena}}.}}
*{{change|Mewtwo's chest now always faces the screen, regardless of whether it's facing left or right, mirroring its animations.}}


===Attributes===
===Attributes===
*{{change|Mewtwo is slightly taller. This improves its range, but makes its hurtbox slightly larger.}}
*{{nerf|Mewtwo is [[weight|lighter]] (85 → 74), now being the second lightest character in the game.}}
*{{buff|Due to Mewtwo's model having an adjusted [[Hitbox#Hitboxes in three dimensions|z-axis]] position, its hurtbox ends approximately at its digits, ankles, and the base of its tail.<ref name="Hurtbox">[https://smashboards.com/threads/the-misconceptions-about-mewtwos-hurtbox-end-here.416127/ The misconceptions about Mewtwo's hurtbox end here]</ref><ref name="Kurogane">[https://twitter.com/KuroganeHammer/status/799494095194431488 Kurogane Hammer on Twitter: "Mythbusters: Mewtwo's tail doesn't have a hurtbox at all except at the very base of it. 2D stages don't magically make it have one."]</ref> However, its hurtbox will still extend slightly when it attacks, whereas its digits, ankles, and the base of its tail will leave their z-axis positions when it is in [[hitstun]] or while [[tumbling]].<ref name="Hurtbox"/>}}
*{{buff|Mewtwo [[walking|walks]] faster (1.0 → 1.2).}}
*{{nerf|Mewtwo is significantly [[weight|lighter]] (85 → 74), going from being tied for the 16th heaviest in ''Melee'' to the standalone 2nd lightest in ''SSB4'', significantly hindering its endurance.}}
*{{buff|Mewtwo [[dash]]es faster (1.4 → 2.05), going from being tied for the tenth slowest in ''Melee'' to the seventh fastest in ''SSB4''.}}
*{{buff|Mewtwo [[walk]]s faster (1.0 → 1.2).}}
*{{buff|Mewtwo's [[air speed]] is faster (1.2 → 1.25), giving it the third fastest air speed.}}
*{{buff|Mewtwo [[dash]]es drastically faster (1.4 → 2.05), going from one of the slowest dashing speeds in ''Melee'' to one of the fastest in ''SSB4''.}}
*{{buff|Mewtwo's fast falling speed is faster (2.3 → 2.4). When combined with the new air dodge mechanics, this can help Mewtwo land easier.}}
*{{buff|Mewtwo's [[air speed]] is faster (1.2 → 1.25).}}
*{{nerf|Mewtwo is slightly taller, making it easier to hit and more susceptible to combos in certain situations.}}
*{{change|Unlike most characters returning from ''Melee'', Mewtwo's [[falling speed]] was left unchanged. This means that it falls significantly faster relative to the cast, going from being tied for the 4th slowest in the game to around average.}}
*{{buff|[[Short hop]]s, full [[jump]]s, and double jumps are slightly higher.}}
*{{buff|Mewtwo's [[fast fall]]ing speed is also faster thanks to the universal changes to fast falling (2.3 → 2.4). This further improves its aerial mobility and leaves it less susceptible to juggling. When coupled with the updated air dodge mechanics, this also improves Mewtwo's landing options.}}
*{{buff|Mewtwo can now [[wall jump]].}}
*{{buff|[[Short hop]], [[jump]], and [[double jump]] are slightly higher. This enables its forward, back and up aerials to auto-cancel with a short hop in spite of their later auto-cancel windows, and improves its aerial mobility. Mewtwo can also now [[wall jump]], improving its recovery.}}
*{{buff|[[Crouch]] is lower.}}
*{{buff|Mewtwo's soft landing is twice as fast (4 frames → 2).}}
*{{change|The removal of [[double jump cancel]]ing both helps and hinders Mewtwo. It improves Mewtwo's recovery, as it can now use aerials or air dodges while keeping its momentum. However, it also hinders Mewtwo's combo potential.}}
*{{buff|Mewtwo's [[crouch]] is lower.}}
*{{nerf|The removal of [[wavedash]]ing and [[moonwalk]]ing and the weakening of [[dash-dancing]] all significantly hinder Mewtwo's approach.}}
*{{change|Walk and dash's animation have slightly changed. Mewtwo now hovers while facing the foreground at an angle instead of being parallel to the ground.}}
*{{nerf|The removal of [[chain grab]]bing hinders Mewtwo's damage racking ability, as it can no longer chain grab with its up or down throws.}}
*{{change|The sound effects for Mewtwo's double jump and tail-based attacks are lower pitched.}}
*{{buff|[[Tech]]'s animations has been changed. It is now more traditional, making it harder for Mewtwo to be [[tech-chase]]d.}}
*{{buff|Mewtwo's [[tech]] animations have been altered to be more traditional, making Mewtwo less susceptible to [[tech-chasing]].}}
*{{change|Some of Mewtwo's tail-based attacks do not match their trails.}}
*{{buff|Mewtwo's [[air dodge]] has less startup (frame 4 → 2) and much less ending lag (FAF 40 → 29), now being the fastest air dodge in the game.}}
*{{change|Item swings' animations have been changed.}}
*{{nerf|Mewtwo's air dodge has a shorter intangibility duration (frames 4-29 → 2-24).}}
*{{change|Dash swings no longer hit multiple times.}}
*{{buff|Mewtwo's [[spot dodge]] has much less ending lag (FAF 38 → 25) going from one of the slowest spot dodges to one of the fastest.}}
*{{nerf|Mewtwo's spot dodge has a shorter intangibility duration (frames 2-21 → 2-14).}}
*{{buff|Mewtwo's [[roll]]s have less ending lag (FAF 38 → 30).}}
*{{nerf|Mewtwo's rolls have a shorter intangibility duration (frames 4-21 (forward), 4-19 (back) → 4-14 (both)).}}
*{{change|Mewtwo's item swing animations have changed. Dash swings also consist of one hit instead of multiple hits.}}
*{{change|The removal of [[double jump cancel]]ing both helps and hinders Mewtwo. It improves its recovery, as it can now use aerials or its air dodge while retaining its momentum, but hinders its combo game.}}
*{{nerf|The weakening of [[dash-dancing]] and the removal of [[wavedash]]ing and [[moonwalk]]ing significantly hinder Mewtwo's approach.}}
*{{nerf|The removal of [[glide toss]]ing hinders Mewtwo's approach while holding items.}}
**{{buff|However, Mewtwo can now super glide toss with its super glide toss covering a large distance.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{nerf|Neutral attack deals less damage (6% → 4% (first hit), 2% → 1% (loop)).}}
**{{nerf|Neutral attack deals less damage (6% → 4% (hit 1), 2% → 1% (loop hits)) and the first hit can no longer [[lock]] opponents due to changes to jab resets.}}
*{{buff|Neutral attack has decreased ending lag (30 → 25). Its neutral infinite also comes out 2 frames earlier (frame 8 → 6), has decreased ending lag (30 25) and now has a finisher, an upward swipe.}}
**{{buff|Neutral attack's first hit has decreased start-up (frame 8 → 6) and ending lag (FAF 30 → 25). It also has altered knockback (20 (set)/100 (scaling) (50/20) (base)/(20/60) (scaling)). Altogether, these changes significantly improve its [[jab cancel]]ing potential. Neutral infinite has received a finisher, an upward swipe, and has decreased ending lag (FAF 52 → 36). These changes improve its safety.}}
*{{change|Neutral infinite's animation has been slightly changed. Mewtwo now moves its body and its attacking arm is slightly bent instead of pointing straight forward.}}
*[[Forward tilt]]:
*{{buff|Sweetspotted dash attack has been improved deals 1% more damage (9% → 10%) and increased knockback, improving its KO potential.}}
**{{buff|Mid and far forward tilt deal more damage (8% (mid)/5% (far) 9%/8%) and have increased base knockback (10 (mid)/0 (far) → 20 (both)).}}
*{{buff|Dash also has better range, as its hitboxes are now disjointed from Mewtwo's hands as opposed to only just reaching the end of its hands. Its hitboxes are also larger, with the furthest hitbox now being larger than the hitbox closer to its body.}}
**{{nerf|Forward tilt has increased start-up lag with a shorter duration (frames 6-8 → 10-11), and more ending lag (FAF 29 36).}}
*{{nerf|Dash attack's lingering hitbox's lasts 9 frames shorter.}}
*[[Up tilt]]:
*{{change|Dash attack's animation has been slightly changed. Mewtwo now performs a palm thrust while supporting its dominant hand with its other hand, rather than a double palm thrust.}}
**{{change|Up tilt deals less damage (10%/8%/6%/5% (clean/late) 6%/5%/4.5%/4.5% (clean)/5%/4%/3% (late)), and only the clean sweetspot and clean sourspot had their knockback fully compensated (0 (base)/115 (scaling) → 70/114 (clean), 0/80 50/50 (sour)). These changes improve its combo potential but hinder its KO potential.}}
*{{nerf|Forward tilt has increased ending lag (32 → 36), comes out 2 frames later (frame 6 8) and lasts 1 frame shorter (6-8 6-7).}}
**{{nerf|Up tilt has increased start-up with a shorter duration (frames 6-12 → 8-13) and more ending lag (FAF 28 → 30).}}
*{{nerf|Down tilt deals less damage (9% → 5% (near), 5% 4% (far)), comes out 1 frame later (frame 5 → 6) and lasts 1 frame shorter (5-7 → 6-7).}}
*[[Down tilt]]:
*{{buff|Down tilt has decreased ending lag (30 21).}}
**{{change|Down tilt deals less damage (9% (near)/8% (mid)/5% (far) → 5%/4.5%/4%), and its knockback was not fully compensated (40 (base)/80 (scaling) (all) → 60/82 (near), 65/84 (mid), 60/70 (far)). Its angles have also been altered (80° → 80°/70°/60°). Altogether, these changes improve the near hit's combo potential but hinders the far hit's combo potential.}}
*{{nerf|Up tilt comes out 2 frames later (frame 6 → 8).}}
**{{nerf|Down tilt has increased start-up lag with a shorter duration (frames 5-7 → 6-7), and more ending lag (FAF 20 21).}}
*{{change|Up tilt deals less damage (10%/8%/6%/5% → 6%/5%/4.5%/4%/3%). However, the decreased damage output improves its combo and aerial follow-up potentials.}}
*[[Dash attack]]:
*{{buff|Up tilt has decreased ending lag (32 30).}}
**{{buff|Sweetspotted dash attack deals 1% more damage (9% 10%).}}
*{{buff|All smash attacks have decreased ending lag (60 53 (forward), 80 → 69 (up), 60 → 44 (down)).}}
**{{buff|Dash attack has increased knockback (80 (base)/60 (scaling) (clean), 40/60 (late) 80/70 (both)). It has also received a disjointed hitbox near Mewtwo's hand.}}
*{{buff|Forward smash has increased knockback across all hitboxes, a larger hitbox (2u 3u) and its sweetspot is easier to land than the sourspot. Its hitbox duration is also 1 frame longer. Sourspotted forward smash deals 4% more damage (12% → 16%).}}
**{{change|Dash attack's animation has slightly changed. Mewtwo now performs a dark-energy infused palm thrust with one hand, instead of both. This new animation re-positions its torso hitbox around Mewtwo's arms, but shortens its lingering hitbox's duration (frames 12-29 12-20).}}
*{{nerf|Forward smash has slightly less range and the move also comes out 1 frame later (frame 18 19). Sweetspotted forward smash deals 1% less damage (20% → 19%), but its knockback has been somewhat compensated.}}
*[[Forward smash]]:
*{{change|Forward smash's start-up animation has slightly changed. Mewtwo now rears back both arms to one side, rather than rearing back each arm to each side.}}
**{{nerf|Sweetspotted forward smash deals less damage (20% → 19%).}}
*{{buff|Up smash deals 1% more damage (16% → 17%) and is significantly stronger, now being able to KO under 75% when fully charged and all of its hits land. The first six hits also connect together better.}}
**{{buff|Sourspotted forward smash deals more damage (12% → 16%).}}
*{{change|Up smash's initial hitbox is very slightly smaller, but it connects together better into the first six hits, which are also slightly larger. The last hit has slightly less vertical range, but slightly more horizontal range.}}
**{{buff|Forward smash has increased knockback scaling (75 (sweetspot)/80 (sourspot) 85/90), improving its KO potential. Additionally, it has a larger hitbox (2u → 3u) and a longer duration (frames 19-20 → 19-21). Lastly, its sweetspot is easier to land than its sourspot.}}
*{{buff|Down smash has increased knockback growth (103 → 118) and has slightly more range.}}
**{{nerf|Forward smash has slightly increased start-up lag (frame 18 → 19) and slightly decreased range.}}
*{{nerf|Down smash comes out 1 frame later (frame 20 → 21).}}
*[[Up smash]]:
**{{buff|Up smash's first hit has increased set knockback (40/18/18/8 → 90). Its second through sixth hits also have larger hitboxes. In addition, the weakening of SDI makes this move much harder to escape from. It also has decreased ending lag (FAF 70 → 69) and deals more damage due to changes to [[stale move negation]] (14% → 16%).}}
**{{nerf|Up smash's first hit has a slightly smaller hitbox.}}
**{{change|Up smash's last hit has altered knockback (40 (base)/118 (scaling) → 60/107). It also has slightly increased horizontal range, but slightly decreased vertical range.}}
*[[Down smash]]:
**{{buff|Down smash has increased knockback scaling (103 → 118), significantly improving its KO potential. It also has slightly increased range against aerial opponents, thanks to its aerial foes-only hitbox being slightly larger (8.59 → 8.7).}}
**{{change|Down smash's angle has been altered (361° → 55°). The larger hitbox now makes the same large burn sfx as the smaller one, whereas in ''Melee'', it made a medium burn sound upon hitting someone.}}
**{{nerf|Down smash's hitbox that hits both grounded and aerial opponents has had its hitbox significantly reduced in size (6.25 → 4), reducing its range against grounded opponents.}}
**{{nerf|Down smash has slightly increased start-up (frame 20 → 21) and ending lag (FAF 38 → 44).}}


===Aerial attacks===
===Aerial attacks===
*{{change|All aerials have decreased landing lag (26/13 frames → 13 (neutral), 25/12 frames → 14 (forward), 28/14 frames → 17 (back), 20/10 frames → 13 (up), 28/14 frames → 18 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated with the exception of neutral aerial.}}
*{{nerf|All aerial attacks' landing lag was not fully compensated for the removal of [[L-canceling]], instead resulting in their lag being increased (17/8 (normal/L-canceled) → 13 (neutral), 25/12 → 14 (forward), 28/14 → 17 (back), 20/10 → 13 (up), 28/14 → 18 (down)).}}
*{{nerf|All aerials except down aerial [[auto-cancel]]s later (frame 37 → 46 (neutral), frame 35 → 36 (forward), frame 30 → 38 (back), frame 33 → 36 (up)).}}
*{{buff|Neutral, forward and down aerials have decreased ending lag (55 → 46 (neutral), 40 → 38 (forward), 58 → 46 (down)).}}
*{{buff|However, due to Mewtwo's higher jumps, all aerials except for neutral aerial can autocancel in a short hop.}}
*{{change|Neutral, forward, back and up aerials autocancel later (37> → 46> (neutral), 35> → 36> (forward), 30> → 38> (back), 33> → 36> (up)). While its neutral aerial is unable to autocancel from a short hop, Mewtwo's slightly increased jump height enable its forward, back and up aerials to autocancel from a short hop.}}
*[[Neutral aerial]]:
*{{nerf|Neutral aerial deals 8% less damage (20% 12%) and comes out 2 frames later (frame 5 7). It has also lost its landing hitbox.}}
**{{buff|Neutral aerial's first eight hits have increased set knockback (20/20/40/40 22/22/46/46); their angles have been altered (160°/160°/110°/110° 185°/185°/110°/110°); and they have been re-positioned from Mewtwo's torso to its hands and feet. Its last hit also has a larger hitbox. Altogether, these changes make its hits connect together better.}}
*{{buff|Neutral aerial's first eight hits connect together better and its last has a larger hitbox that deals increased knockback.}}
**{{buff|Neutral aerial's last hit inflicts significantly more knockback overall (60 (base)/70 (scaling) → 40/110), now being able to KO at Sudden Death percentages (instead of at around 450% in ''Melee'').}}
*{{change|Neutral aerial's animation has been slightly changed. The electricity now flashes green, yellow, blue, cyan and purple at varying intervals instead of flashing mauve and cyan at a consistent rate.}}
**{{nerf|Neutral aerial's first eight hits now deal consistent damage (1%/2% → 1%) and its landing hitbox has been removed.}}
*{{nerf|Forward aerial deals 1% less damage (14% → 13%) and lasts 1 frame shorter.}}
**{{nerf|Neutral aerial has increased start-up (frame 5 → 7) and ending lag (FAF 42 → 46).}}
*{{buff|Forward aerial has increased horizontal range, knockback and comes out 1 frame earlier (frame 6 → 5). Its hitboxes are also more disjointed from Mewtwo's arm.}}
**{{change|Neutral aerial's visual effects have changed. The electricity now flashes green, yellow, blue, cyan and violet at varying intervals, instead of flashing mauve and cyan interchangeably.}}
*{{change|Forward aerial's angle is more diagonal, which allows it to string into itself in another way. Its KO potential is also horizontal rather than vertical.}}
**{{change|Neutral aerial's animation is more refined, with Mewtwo facing the screen instead of to the side, and the final hit has Mewtwo flex its body to indicate the hitbox change.}}
*{{change|Forward aerial's animation has been slightly changed. Mewtwo now swipes in a scooping motion instead of turning its body inward towards its swiping direction.}}
**{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral aerial significantly more difficult to escape from.}}
*{{nerf|Back and up aerials have increased ending lag (32 → 40 (back), 38 → 40 (up)).}}
*[[Forward aerial]]:
*{{buff|Back aerial has increased horizontal range (5.1 → 5.5 (x-axis offset)).}}
**{{nerf|Forward aerial deals 1% less damage (14% → 13%), hindering its KO potential.}}
*{{nerf|Back aerial comes out 1 frame later (frame 12 → 13).}}
**{{nerf|Forward aerial has increased starting (frame 5 → 6) ending lag (FAF 36 38).}}
*{{buff|Near up aerial deals 1% more damage (10% → 11%). It also has improved combo potential, can KO much earlier near the upper blast line and lasts 1 frame longer.}}
**{{change|Forward aerial's angle has been altered (84° → 50°). This grants it combo potential into itself and improves its spacing potential, but removes its juggling potential.}}
*{{nerf|Mid and far up aerial deals less damage (11% → 10% (mid), 14% → 9% (far)). It also comes out 1 frame later (frame 9 → 10).}}
**{{buff|Forward aerial's animation has slightly changed. Mewtwo now swipes forward while lunging, instead of shifting its body in unison with the swipe. This new animation widens its hitbox and re-positions its hitbox farther along Mewtwo's arm.}}
*{{change|Up aerial's sweetspot is now placed near Mewtwo's body as opposed to the tip of its tail, no longer having a tipper.}}
*[[Back aerial]]:
*{{nerf|Aerial sweetspotted down aerial deals 1% less damage (16% → 15%).}}
**{{buff|Back aerial has a larger x-axis offset (5.1u → 5.5u), improving its horizontal range. It also deals knockback (0 (base)/100 (scaling) → 20/90).}}
*{{buff|Down aerial is now significantly stronger, comes out 3 frames faster (18 frames → 15), lasts 2 frames longer (2 4) and autocancels earlier (45> → 42>), now autocanceling from a short hop due to Mewtwo's increased jump height. Its hitboxes are also much larger and more disjointed from Mewtwo's leg, increasing its vertical and horizontal range below it.}}
**{{nerf|Back aerial has increased start-up (frame 12 → 13 (back)) and ending lag (FAF 32 → 40).}}
*{{change|Down aerial's animation has been slightly changed. Mewtwo now thrusts its leading foot downward in a more pronounced stomping motion and exudes more darkness visual effects.}}
*[[Up aerial]]:
**{{buff|Near up aerial deals 1% more damage (10% → 11%) and has a longer duration (frames 10-13 → 10-14). Up aerial also deals more knockback (0 (base)/100 (scaling) → 40/97) improving the near hit's KO potential.}}
**{{nerf|Mid and far up aerials deal less damage (11% (mid)/14% (far) → 10%/9%). and have increased start-up lag (frame 9 → 10).}}
**{{nerf|Up aerial has increased ending lag (FAF 35 → 40).}}
**{{change|Up aerial's sweetspot has been re-positioned from the tip of Mewtwo's tail to its base.}}
*[[Down aerial]]:
**{{nerf|Aerial sweetspotted down aerial deals 1% less damage (16% → 15%).}}
**{{change|Down aerial's sourspot is no longer a [[meteor smash]] (270° → 70°) and has increased knockback (10 (base)/100 (scaling) → 20/97) This improves its KO potential but hinders its edgeguarding potential.}}
**{{buff|Down aerial has decreased start-up (frame 18 → 15) and ending lag (FAF 47 46). It also auto-cancels earlier (frame 45 → 42). When coupled with Mewtwo's higher jump, these changes allow it to auto-cancel with a short hop.}}
**{{buff|Down aerial's animation has slightly changed. Mewtwo now stomps in a more pronounced motion while its foot is infused with dark energy. This new animation results in its hitboxes being more disjointed from Mewtwo's foot, improving its range.}}
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] significantly improves aerial sweetspotted down aerial's reliability.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|Standing and dash grabs have increased ending lag (FAF 31 → 36 (standing), FAF 41 → 43 (dash)). Dash grab also has increased start-up lag (frame 8 → 9).}}
*{{nerf|Standing and dash [[grab]]s increased ending lag (32 → 36 (standing), 40 → 43 (dash)). Dash grab also comes out 1 frame later (frame 8 → 9).}}
*[[Pummel]]:
*{{nerf|[[Pummel]] deals 1% less damage (3% → 2%).}}
**{{nerf|Pummel deals 1% less damage (3% → 2%).}}
*{{buff|Pummel is faster.}}
**{{buff|Pummel is faster (24 frames → 18).}}
*{{buff|Forward throw deals 2.5% more damage. (10.5% → 13%). Its [[Shadow Ball]]s are larger and pass through the thrown opponent, improving their reliability.}}
*[[Forward throw]]:
*{{nerf|Forward throw's Shadow Balls do not travel as far as they did in ''Melee''.}}
**{{change|Forward throw's [[Shadow Ball]]s are larger, but have decreased ranges.}}
*{{change|Forward throw's animation has been changed. Mewtwo now levitates and has one of its feet planted down during the throw.}}
*[[Back throw]]:
*{{nerf|Back and down throws deal less damage (11% → 10% (back), 11% → 9% (down)). The lower damage outputs in particular make back throw slightly weaker.}}
**{{nerf|Back throw deals 1% less damage (11% → 10%) and has decreased knockback scaling (80 → 75), hindering its KO potential.}}
*{{change|Back throw's animation has been changed. Mewtwo now levitates and then throws an opponent in a backhanded motion without looking behind itself.}}
**{{change|Back throw's animation has slightly changed. Mewtwo now looks away while throwing the opponent, instead of looking at them.}}
*{{nerf|Up throw has decreased knockback (100 (base)/70 (growth) → 72/65), hindering its KO potential to the point that it KOs 20%-30% later. It also has slightly increased lag, making it more punishable at low percentages. However, it is still the strongest up throw in the game if DI is taken into account and if [[platform]]s are not taken into account.}}
*[[Up throw]]:
*{{buff|Down throw is slightly faster.}}
**{{nerf|Up throw has decreased knockback (100 (base)/70 (scaling) → 72/65), significantly hindering its KO potential. Despite this, it has even less combo potential due to the universally decreased falling speeds combined with its increased ending lag, slightly hindering its safety at low percentages.}}
*{{nerf|Down throw has slightly increased ending lag, hindering its combo and set-up potentials to the point that it now requires hard reads.}}
*[[Down throw]]:
*{{change|Down throw has an altered angle (69° → 74°).}}
**{{nerf|Down throw deals 2% less damage (11% → 9%). When coupled with the removal of [[chain grab]]bing, this significantly hinders its damage racking potential.}}
*{{change|Down throw's animation has been slightly changed. Mewtwo now does a front flip instead of a full body spin.}}
**{{change|Down throw has an altered angle (69° → 74°).}}
**{{change|Down throw's animation has slightly changed. Mewtwo now somersaults to strike with its tail, instead of spinning its entire body to do so. This new animation transitions slightly faster, but increases its ending lag.}}
*[[Floor attack]]:
**{{change|Floor attacks now have a [[normal]] effect, instead of an [[electric]] effect.}}
**{{buff|Edge get-up and edge attack's animations have changed. They are now more standardized, making them significantly faster.}}
**{{change|Due to the introduction of [[tripping]] in ''Brawl'', Mewtwo has received a floor attack after tripping, a darkness-infused swipe on both sides.}}


===Special moves===
===Special moves===
*[[Shadow Ball]]:
*{{buff|Fully charged [[Shadow Ball]] is much stronger, has a larger hitbox and has increased range.}}
**{{nerf|Fully charged Shadow Ball has decreased knockback (50 (base)/70 (scaling) → 30/67), hindering its KO potential. Shadow Ball's charge time has also increased, and it no longer has a hitbox while charging.}}
*{{nerf|Shadow Ball's charging time has increased and it no longer has a hitbox while charging.}}
**{{buff|Fully charged Shadow Ball has a larger hitbox and increased range.}}
*{{change|Shadow Ball's movement pattern is less erratic. While this increases its accuracy, this makes its trajectory more predictable.}}
**{{buff|Grab now [[charge-cancel]]s Shadow Ball, instead of immediately using it. Mewtwo also no longer endures lag when it uses its [[shield]] to charge-cancel.}}
*{{change|Darkness now emanates from both of Mewtwo's hands instead of just one while saving a fully charged Shadow Ball.}}
**{{change|Shadow Ball's movement pattern is significantly less erratic. This improves its accuracy, but makes it more predictable.}}
*{{nerf|[[Confusion]] deals ≈0.9505% less damage (10% → ≈9.0495%).}}
**{{change|Fully charged Shadow Ball causes significantly less recoil. This improves its safety while off-stage, but hinders its utility as a situational recovery option.}}
*{{buff|Confusion now functions like a traditional [[Reflection|reflector]], as it changes reflected projectiles to Mewtwo's ownership and it has a damage multiplier (1.4x).}}
**{{change|Shadow Ball's visual effects have slightly changed. Saving a fully charged Shadow Ball now results in dark energy emanating from both of Mewtwo's hands, instead of one.}}
*{{buff|Aerial Confusion gives Mewtwo a slight vertical boost after its first use, giving it recovery potential.}}
**{{change|No longer produces a fiery explosion on contact with a surface}}
*{{change|Confusion now consists of eight small hits instead of one large hit.}}
**{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve fully charged Shadow Ball's shield pressuring potential.}}
*{{change|Confusion's animation has been changed. It now appears as a ripple of psychic energy rather than as a flash of energy, which makes it very closely resemble the animation it has used since ''Pokémon Black'' and ''White Versions''.}}
**{{change|Mewtwo now only speaks when releasing a Shadow Ball after storing in full charge rather then just releasing it.}}
*{{change|[[Teleport]] provides Mewtwo with a small amount of forward and/or backward momentum. However, it plays out its momentum-granting ending lag even if Mewtwo re-appears on the ground, leaving it open for half a second.}}
*[[Confusion]]:
*{{nerf|Teleport's animation has slightly changed. It now appears different from its air dodge, removing its mindgame potential.}}
**{{nerf|Due to consisting of nine small hitboxes instead of one large hitbox, Confusion deals ≈0.9505% less damage (10% → ≈9.0495%).}}
*{{change|Teleport has increased start-up, making it slightly easier to punish. However, the increased start-up improves Teleport's maneuverability.}}
**{{buff|Confusion now functions like a traditional [[reflection|reflector]], as it changes reflected projectiles to Mewtwo's ownership and has a damage multiplier (1.4×). It also has decreased ending lag (FAF 56 → 45). Altogether, these changes significantly improve its utility.}}
*{{buff|[[Disable]]'s stun duration has increased and its ending lag has decreased, improving its set-up potential.}}
**{{buff|Aerial Confusion now grants a slight vertical boost after its first use, granting it recovery potential.}}
*{{nerf|Disable deals 1% and minor knockback to an aerial opponent instead of launching or [[tumbling]] them.}}
**{{change|Confusion's visual effects have changed. It now appears as a violet translucent ripple, instead of a white sparkle. Compared to the previous animation, it is almost identical to the animation [[bulbapedia:Confusion (move)|Confusion]] used in [[bulbapedia:Generation V|Generations V]] and [[bulbapedia:Generation VI|VI]].}}
*{{change|Disable's animation has been slightly changed. Mewtwo now tilts its head at an angle and its eyes turn green.}}
**{{bugfix|Due to reflectors no longer cause the user to [[stun]] when they break, the [[Soul Breaker]] glitch is no longer possible to perform.}}
*{{change|Mewtwo now has a [[Final Smash]], [[Psystrike]]. Mewtwo undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Mewtwo Y and then immediately uses {{s|bulbapedia|Psystrike}}, a powerful sphere of psychic energy that is fired from its palm. Psystrike is able to pass through walls and if it hits any opponents, they are then launched after a powerful mental shock.}}
**{{bugfix|Mewtwo now stops falling when trapping an opponent, preventing opponents from being pulled trough thin, hard platforms.}}
**{{change|Mewtwo is now silent when using Confusion.}}
*[[Teleport]]:
**{{change|Teleport grants a small amount of forward and/or backward momentum, but it plays out its momentum-based ending lag even if Mewtwo reappears on the ground. This slightly improves its recovery potential, but makes it slightly more punishable.}}
**{{change|Teleport has slightly increased start-up lag. This slightly improves its maneuverability, but makes it slightly more punishable.}}
**{{nerf|Teleport has decreased intangibility frames (frames 8-17 → 9-17).}}
*[[Disable]]:
**{{nerf|Disable has increased start-up (frame 15 → 16) and ending lag (FAF 40 → 48). Additionally, it no longer affects a [[stun]]ned opponent, instead of weakly launching them. Lastly, it now weakly launches an aerial opponent, instead of [[tumbling]] them.}}
**{{buff|Disable's [[stun]] effect has a longer duration.}}
**{{buff|Disable has an altered animation; Mewtwo assumes a lower stance before shooting out the flash from its eyes. This lowers its eye level and allows the move to hit opponents below it.}}
**{{change|Disable's animation and visual effects have slightly changed. Mewtwo now slightly tilts its head, instead of looking straight ahead. Its eyes also now turn green, instead of yellow.}}
**{{change|Mewtwo is now silent when using Disable.}}
*[[Psystrike]]:
**{{change|Mewtwo now has a [[Final Smash]], [[Psystrike]]. Mewtwo undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Mewtwo Y and then immediately uses [[bulbapedia:Psystrike (move)|Psystrike]], its {{s|bulbapedia|signature move}} in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that can pass through walls and will powerfully launch any opponents it hits.}}


==Update history==
==Update history==
Mewtwo has been buffed significantly via game updates. Some of its attacks have had their damage outputs increased, their lag decreased, and their hitboxes' sizes and durations increased, all of which improve its offense. Additionally, update 1.1.3 made Mewtwo considerably faster by increasing its walking and dashing speeds, which grant it a much more consistent offensive presence alongside its typically defensive presence. Mewtwo's dashing speed was increased even further in update 1.1.5, now being slightly faster than {{SSB4|Sheik}}'s. Said update also slightly increased Mewtwo's weight, which slightly improved its endurance.
Mewtwo has been heavily buffed as of update [[1.1.5]]. Some of its attacks have had their damage outputs increased, their lag decreased, and their hitboxes' sizes and durations increased, all of which improve its offense. Additionally, update 1.1.3 made Mewtwo considerably faster by increasing its walking and dashing speeds, which enables it to chase after opponents and thus allows it to mix up its playstyle to sport a more consistent offensive presence alongside its typically defensive presence. Mewtwo's dash speed was increased even further in update 1.1.5, now being slightly faster than Sheik's. Said update also slightly increased Mewtwo's incredibly light weight, which marginally improved its survivability issues. Mewtwo also slightly benefits from the changes to shield mechanics brought about by updates [[1.1.0]] and [[1.1.1]]; the universal increase to [[shieldstun]] allows Shadow Ball, some of its sweetspotted attacks and [[Confusion]]-reflected projectiles (such as a reflected [[Timber|tree]], a reflected fully charged [[Charge Shot]] or a reflected fully charged Shadow Ball) to heavily damage a shield. Due to these aforementioned changes, Mewtwo is considered much more viable than it was upon release, with many players considering it to be a solid high-tier, as opposed to its current low-tier status.
 
Mewtwo also slightly benefits from the changes to shield mechanics brought about by updates [[1.1.0]] and [[1.1.1]]: the universal increase to [[shieldstun]] allows Shadow Ball, some of its sweetspotted attacks and [[Confusion]]-reflected projectiles (such as [[Timber]]'s tree, a fully charged [[Charge Shot]] or a fully charged Shadow Ball) to heavily damage a shield. Due to these aforementioned changes, Mewtwo is considered much more viable than it was upon its return to the series.
 
'''{{GameIcon|ssb4}} 1.0.7'''
*{{bugfix|Fixed a major issue that causes the game to erroneously interpret Global Smash Power as invalid data and prevents it to connect to the internet after being played in the following game modes: Classic, All-Star, Stadium, Trophy Rush, and 3DS exclusive mode Smash Run.}}
*{{bugfix|The glitch that allowed access to Mewtwo's broken custom moves has been fixed.}}


'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{nerf|Up smash's first hit has a smaller hitbox (6.2u → 3u).}}
*{{buff|Neutral aerial's landing lag decreased|19 frames|16.}}
*{{buff|Neutral aerial has less landing lag (19 frames → 16).}}
*{{nerf|Up smash's initial hitbox size decreased.}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Air dodge's animation slightly changed. If Mewtwo air dodges while holding an [[item]], the item will disappear as well, improving its mindgame potential. However, this can be mitigated if Mewtwo's name tag is visible, or {{GameIcon|ssb4-3ds}}while the bottom screen's marker is placed on it.}}
*{{buff|Forward throw deals 2.5% more damage|10.5%|13%.}}
*{{nerf|Up angled forward tilt has a shorter duration (frames 10-12 → 10-11), now matching the other angles.}}
*{{buff|Down smash's knockback growth increased|112|118, KOing 9% earlier.}}
*{{buff|Down smash has more knockback scaling (112 → 118), improving its KO potential.}}
*{{buff|Air dodge's animation slightly changed. If Mewtwo air dodges while holding an item, the item will disappear as well. This enables Mewtwo to avoid giving away its location, although this can be mitigated if its name tag is visible or if {{GameIcon|ssb4-3ds}}the bottom screen marker is placed on it.}}
*{{buff|Forward throw deals 2.5% more damage (1.5% (Shadow balls)/10.5% (total) → 2%/13%).}}


'''{{GameIcon|ssb4}} [[1.1.3]]'''
'''{{GameIcon|ssb4}} [[1.1.3]]'''
Line 243: Line 167:


==Moveset==
==Moveset==
*Mewtwo can [[wall jump]].
''For a gallery of Mewtwo's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|nocustoms=y
|neutralcount=1
|neutralcount=1
|neutralinf=y
|neutralinf=y
|neutralname=Dark Flash ({{ja|ダークフラッシュ|Dāku Furasshu}}) / Dark Flame ({{ja|ダークフレイム|Dāku Fureimu}}) / Dark Finish ({{ja|ダークフィニッシュ|Dāku Finisshu}})
|neutralname=&nbsp;
|neutral1dmg=4%
|neutral1dmg=4%
|neutralinfdmg=1% (loop), 2% (last)
|neutralinfdmg=1% (loop), 2% (finisher)
|neutraldesc=Extends its arm to emit a pulse of dark energy. Repeatedly pressing the attack button causes Mewtwo to sway its arm up and down to emit multiple pulses of dark energy before finishing with a dark energy-infused upward swipe. The first hit can be [[jab cancel]]ed, with notable follow-ups including itself, up tilt, down tilt, a grab, forward smash, and forward aerial.
|neutraldesc=Extends its arm and releases repeated pulses of dark energy, finishing with an energy-infused swipe. The first hit can be [[jab cancel]]ed, which allows Mewtwo to combo it with another neutral attack, a throw or any other attack.
|ftiltname=Tail Whip ({{ja|テイルウィップ|Teiru Uippu}})
|ftiltname=&nbsp;
|ftiltdmg=10% (near), 9% (mid), 8% (far)
|ftiltdmg=10% (near), 9% (mid), 8% (far)
|ftiltdesc=Swings its tail forward. It is Mewtwo's strongest tilt attack, has good range and can be angled, all of which make it useful for spacing beginning at 40%. It can also be a situational, albeit rather unsuitable KO option at around 140% near the edge against middleweights.
|ftiltdesc=Swings its tail forward. Can be angled and has good range, but has low knockback.
|utiltname=Quick Wiper ({{ja|クイックワイパー|Kuikku Waipā}})
|utiltname=&nbsp;
|utiltdmg=6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo)
|utiltdmg=6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo)
|utiltdesc=Telekinetically backflips to swing its tail in an overhead arcing motion. Its near hitboxes' launching angles allows them to combo into themselves, an up smash, a back aerial, or an up aerial from 0% to low percentages. They can also be used for juggling beginning at medium percentages. In comparison, its far hitboxes can be used for spacing. It has overall long range, as it can hit opponents near Mewtwo's back.
|utiltdesc=Backflips and strikes opponents with its tail. Deals more damage the closer the opponent is to Mewtwo, has high range, and can hit opponents near Mewtwo's back. Can juggle point blank opponents with two or more hits.
|dtiltname=Tail Sweep ({{ja|アンダースラップ|Andā Surappu}}, ''Under Slap'')
|dtiltname=&nbsp;
|dtiltdmg=5% (near), 4.5% (mid), 4% (far)
|dtiltdmg=5% (near), 4% (far)
|dtiltdesc=Crouches and spins around to swing its tail in front of itself. Due to it hitting on frame 6 and having very low ending lag, it is Mewtwo's fastest tilt, which allows it to function as a good [[out of shield]] option. It is also Mewtwo's best combo starter and, like up tilt, has hitboxes that launch at different angles. As a result, it can combo into up tilt, a dashing up smash, neutral aerial, forward aerial, and up aerial.
|dtiltdesc=Sweeps its tail 180°. Has respectable utility due to being Mewtwo's fastest tilt, a good [[out of shield]] option and Mewtwo's best combo starter, being able to combo into a neutral, forward or up aerial, an up smash and more.
|dashname=Dark Torch ({{ja|ダークトーチ|Dāku Tōchi}})
|dashname=&nbsp;
|dashdmg=10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot)
|dashdmg=10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot)
|dashdesc=A lunging, dark energy-infused palm thrust. Its clean sweetspot deals above average knockback. Depending on the hitbox it hits with and the opponent's damage, it can combo into neutral, forward, and up aerial. Its disjointed hitbox grants it impressive range for a dash attack, which makes it a decent punishment option at certain distances, and potentially difficult for the opponent to punish from a proper distance.
|dashdesc=Lunges forward and performs a dark energy-infused palm thrust. Its clean sweetspot has above average knockback. Depending on the hitbox it hits with and the opponent's damage, it can combo into neutral, forward and up aerials.
|fsmashname=Shadow Blast ({{ja|シャドーブラスト|Shadō Burasuto}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|19}} (blast), {{ChargedSmashDmgSSB4|16}} (arms)
|fsmashdmg={{ChargedSmashDmgSSB4|19}} (blast), {{ChargedSmashDmgSSB4|16}} (arms)
|fsmashdesc=Quickly cups its hands to its side, and then thrusts them forward to perform a double palm thrust that emits a blast of dark energy. It is Mewtwo's most damaging smash attack, as even its sourspot has respectable power. Due to it hitting on frame 19 and having 31 frames of ending lag, however, its is very punishable. Its sweetspot KOs middleweights at 95% while near the edge of Final Destination in the {{for3ds}}, and at 86% in {{forwiiu}}. In comparison, its sourspot KOs them at 101% while near the edge of Final Destination in the ''3DS'' version, and at 91% in the ''Wii U'' version.
|fsmashdesc=A double palm thrust that releases a blast of dark energy. Moderate start-up, but rather low ending lag and powerful enough to KO quite reliably. KOs around 114% while the sourspot KOs around 122%.
|usmashname=Galaxy Force ({{ja|ギャラクシーフォース|Gyarakushī Fōsu}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (hit 7)
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (last hit)
|usmashdesc=Thrusts its arm upward to emit a swirling blast of dark energy. Due to it hitting on frame 9, it is quite fast for a smash attack, and has the lowest amount of start-up lag out of Mewtwo's smash attacks. It hits multiple times, which makes it a useful anti-air attack. However, its 33 frames of ending lag is the highest amount of out Mewtwo's smashes, which in turn makes it punishable. It can also miss small opponents, or opponents with very low crouches. Its last hit KOs aerial middleweights at 104% from anywhere on Final Destination in the ''3DS'' version, and at 96% in the ''Wii U'' version.
|usmashdesc=Thrusts its arm upward and conjures a galaxy-shaped swirl of dark energy. Can miss small opponents, but the last hit deals the highest knockback out of any of Mewtwo's smash attacks. Good for trapping aerial opponents, particularly those near the edge. KOs around 107% if all of its hits connect.
|dsmashname=Shadow Bomb ({{ja|シャドーボム|Shadō Bomu}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|15}}
|dsmashdmg={{ChargedSmashDmgSSB4|15}}
|dsmashdesc=Extends its arm at a diagonal angle toward the ground to emit a blast of dark energy from its fingertip. It is one of the few down smashes that does not hit on both sides, but it is powerful nonetheless, and has the highest knockback scaling out of Mewtwo's entire moveset. It has 22 frames of ending lag, which is the lowest amount out of its smash attacks, and can be interrupted rather early. As its power grants it safety against shields, it is useful for hard punishes and can be spammed rather safely. Due to it hitting on frame 21, however, it has the highest amount of start-up lag out of Mewtwo's smashes. It KOs middleweights at 103% while near the edge of Final Destination in the ''3DS'' version, and at 93% in the ''Wii U'' version.
|dsmashdesc=Extends its arm downward and launches a burst of dark energy from its fingertip near its feet. Similar to forward smash, but also has the benefit of having slightly less ending lag. One of the few down smashes that does not hit on both sides. KOs around 111%.
|nairname=Body Spark ({{ja|ボディスパーク|Bodi Supāku}})
|nairname=&nbsp;
|nairdmg=1% (hits 1-8), 4% (hit 9)
|nairdmg=1% (hits 1-8), 4% (last hit)
|nairdesc=Discharges electricity around itself. Its hitboxes are positioned at Mewtwo's hands and feet and keep the opponent trapped, whereas its last hitbox launches them. As a result, it is very useful for disrupting opponents, as Mewtwo has full control over its aerial movement even while using the move, allowing it to weave in and out to prevent approaches. However, it no longer has a landing hitbox like in ''Melee'', which means that opponents can end up close to Mewtwo if the move ends early.
|nairdesc=Discharges electricity around itself, with the last hit launching the opponent back. The hitbox stays at Mewtwo's body, but the move has lost its landing hitbox from ''Melee'', meaning opponents could end up close to it if the move ends early. Regardless, it is a good move for disrupting opponents.
|fairname=Shadow Scratch ({{ja|シャドースクラッチ|Shadō Sukuracchi}})
|fairname=&nbsp;
|fairdmg=13%
|fairdmg=13%
|fairdesc=A dark energy-infused swipe. Due to it hitting on frame 6, it has the lowest amount of start-up lag out of Mewtwo's aerial attacks. When coupled with its respectable damage output and high knockback scaling, it is one of Mewtwo's most viable KOing options. It also boasts combo potential at low percentages, as it can also combo into itself, or be used as a follow-up from down tilt or neutral aerial. It KOs middleweights at 117% while near the edge of Final Destination in the ''3DS'' version, and at 107% in the ''Wii U'' version. Despite its aforementioned dark energy visual effects, it has both [[darkness]] and [[slash]] [[effect]]s.
|fairdesc=A dark energy-infused swipe. One of the fastest and most powerful forward aerials in the game, having 5 frames of start-up and KOing around 143%. At lower percentages, it can easily be used as a follow-up after a down tilt or a neutral aerial. It can also combo into itself at lower percents as well.
|bairname=Air Tail ({{ja|エアテイル|Ea Teiru}})
|bairname=&nbsp;
|bairdmg=13% (near), 11% (mid), 9% (far)
|bairdmg=13% (near), 11% (mid), 9% (far)
|bairdesc=Swings its tail in an upward arc. It has a very large range, which makes it a decent gimping option when timed properly. Due to it hitting on frame 13, however, it has the second highest amount of start-up lag out of Mewtwo's aerial attacks. Its 17 frames of of landing lag is also the second highest amount out of its aerials. Its near hitbox KOs middleweights at 138% while near the edge of Final Destination in the ''3DS'' version, and at 126% in the ''Wii U'' version.
|bairdesc=Whips its tail behind it. It has highly disjointed range, but deals more damage when the opponent is closer to Mewtwo's body like its other tail-based attacks.
|uairname=Somersault Attack ({{ja|サマーソルトアタック|Samāsoruto Atakku}})
|uairname=&nbsp;
|uairdmg=11% (near), 10% (mid), 9% (far)
|uairdmg=11% (near), 10% (mid), 9% (far)
|uairdesc=Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. Its 13 frames of landing lag is tied with neutral aerial's for the lowest amount out of Mewtwo's aerial attacks. Despite its appearance, it is unable to hit opponents next to Mewtwo. Its near hitbox KOs middleweights at 103% while near the upper [[blast line]] of Final Destination in the ''3DS'' version, and at 95% in the ''Wii U'' version.
|uairdesc=Backflips and strikes opponents with its tail, similarly to its up tilt. Does more damage when the opponent is closer to Mewtwo's body. As it has mainly a vertical hitbox, it is unable to hit opponents beside Mewtwo.  
|dairname=Meteor Kick ({{ja|メテオキック|Meteo Kikku}})
|dairname=&nbsp;
|dairdmg=14% (grounded opponents, aerial sourspot), 15% (aerial sweetspot)
|dairdmg=14% (grounded opponents, aerial sourspot), 15% (aerial sweetspot)
|dairdesc=Backflips to perform a dark energy-infused stomp. It is Mewtwo's most damaging aerial attack. When coupled with its high knockback scaling, it is strong enough to KO grounded middleweights at 135% from anywhere on Final Destination in the ''3DS'' version, and at 126% in the ''Wii U'' version. It is also a powerful [[meteor smash]] when sweetspotted in the air. Due to it hitting on frame 15, however, it has the highest amount of start-up lag out of Mewtwo's aerials. Despite its aforementioned dark energy visuals appearing right where Mewtwo stomps, it does not have a darkness effect.
|dairdesc=Backflips and performs a downward arcing, dark energy-infused stomp. It has decently fast start-up in proportion to its very high knockback growth, being a powerful [[meteor smash]] when sweetspotted. Grounded opponents are launched diagonally upward with high knockback, which further makes it a very good KOing option.
|grabname=Psychic ({{ja|サイコキネシス|Saikokineshisu}}, ''Psychokinesis'')
|grabname=&nbsp;
|grabdesc=Telekinetically holds an opponent. Mewtwo's overall grab range is average.
|grabdesc=Telekinetically grabs a nearby opponent.
|pummelname=Dark Shock ({{ja|エレキショック|Ereki Shokku}}, ''Electric Shock'')
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Electrocutes the opponent. A fairly fast pummel, however it is a little slower than other pummels of the same strength, making it somewhat weak overall. This is due to the move having the electric effect, but unlike Pikachu's pummel, it does not have a reduced hitlag multiplier to compensate for the bonus to hitlag from electric moves, and as such the pummel is slower than its frame data would suggest.
|pummeldesc=Zaps the opponent. Average speed.
|fthrowname=Shadow Cannon ({{ja|シャドーマシンガン|Shadō Mashin Gan}}, ''Shadow Machine Gun'')
|fthrowname=&nbsp;
|fthrowdmg=3% (hit 1), 2% (Shadow Balls)
|fthrowdmg=3% (throw), 2% (Shadow Balls)
|fthrowdesc=Telekinetically lifts the opponent diagonally in the air before firing five [[Shadow Ball]]s at them. As of update 1.1.0, it is tied with {{SSB4|Ganondorf}} and maximum [[Aura]] {{SSB4|Lucario}}'s forward throws as the most damaging forward throw in the game. However, the Shadow Balls can be reflected if the opponent wears a [[Franklin Badge]], while other nearby opponents with reflectors and/or absorption moves can choose to intercept it.
|fthrowdesc=Telekinetically throws the opponent diagonally in the air before firing five Shadow Balls at them. As of update 1.1.0, it is tied with {{SSB4|Ganondorf}} and max [[aura]] {{SSB4|Lucario}}'s forward throws as the most damaging forward throws in the game. However, the Shadow Balls can be reflected if the opponent wears a [[Franklin Badge]].
|bthrowname=Psycho Throw ({{ja|サイコスロー|Saiko Surō}})
|bthrowname=&nbsp;
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Telekinetically throws the opponent backward. Despite having its damage output and knockback scaling lowered since ''Melee'', it is one of the strongest back throws in the game. It KOs middleweights at 151% while near the edge of Final Destination in the ''3DS'' version, and at 142% in the ''Wii U'' version.
|bthrowdesc=Telekinetically throws the opponent backward. Has good KOing potential at high percents near the edge, starting at 132%. One of the strongest back throws in the game.
|uthrowname=Psychic Whirlwind ({{ja|ワールスロー|Wāru Surō}}, ''Whirl Throw'')
|uthrowname=&nbsp;
|uthrowdmg=12%
|uthrowdmg=12%
|uthrowdesc=Telekinetically spins the opponent around itself before launching them upward. Although its overall knockback has lowered considerably since ''Melee'', it is the second strongest up throw in the game, surpassed only by {{SSB4|Charizard}}'s up throw as of update 1.0.8. Unlike Charizard's up throw, however, Mewtwo's is much less susceptible to [[directional influence]], thanks to it launching at 90°. It KOs middleweights at 142% from anywhere on Final Destination in the ''3DS'' version, and at 131% in the ''Wii U'' version.
|uthrowdesc=Telekinetically swirls the opponent around its body before launching them upward. A reliable KOing option starting at 135% on middleweights without [[rage]]. While its knockback is surpassed only by {{SSB4|Charizard}}'s as of update 1.0.8, the angle it launches opponents makes it KO significantly earlier, as DI has very little effect on it. With proper DI, this throw retains the strongest vertical trajectory even when Charizard is landing on a platform, although Charizard's surpasses it when Charizard's up throw lands on high platforms, such as the ones on [[Battlefield (SSB4)|Battlefield]] and [[Town and City]].
|dthrowname=Tail Beat ({{ja|テイルビート|Teiru Bīto}})
|dthrowname=&nbsp;
|dthrowdmg=4% (hit 1), 5% (throw)
|dthrowdmg=4% (hit 1), 5% (throw)
|dthrowdesc=Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. It has low knockback and somewhat high ending lag. As a result, it cannot properly combo into most of its moves, though it can be used to punish an opponent's reaction.
|dthrowdesc=Telekinetically slams the opponent to the ground and spins to whip them with its tail. It has low knockback and somewhat high ending lag. As a result, it cannot properly combo into most of its moves and its only use is to react to an opponent's options and punish it.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Telekinetically spins around to swing its tail before getting up.
|floorfdesc=Levitates and spins around, striking opponents with its tail.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Telekinetically spins around to swing its tail before getting up.
|floorbdesc=Same as its frontal floor attack.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Performs a dark energy-infused swipe behind itself and then in front of itself while getting up.
|floortdesc=Gets up and swipes on both sides.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7%
|edgedmg=7%
|edgedesc=Swings its tail in front of itself while climbing up.
|edgedesc=Gets up and swipes its tail in front of itself.
|nsname=Shadow Ball
|nsdefname=Shadow Ball
|nsdmg=2.5% (uncharged), 25% (fully charged)
|nsdefdmg=2.5% (uncharged), 25% (fully charged)
|nsdesc=Cups its hands to its side and [[bulbapedia:Shadow Ball (move)|creates a large, blackish violet sphere of dark energy]] between its hands, then thrusts its hands forward to launch the sphere. It can be fired immediately, which, when coupled with its erratic movement pattern, allows it to function as a pressuring option like [[Fireball]]. Conversely, it can be [[charge-cancel]]ed. While its charging time is quite long, a fully charged Shadow Ball is a viable KOing option, as it KOs middleweights at 91% while near the edge of Final Destination in the ''3DS'' version, and at 82% in the ''Wii U'' version. A fully charged Shadow Ball also deals considerable [[shield damage]] and possesses [[transcendent priority]], though it cannot break one with full health and can still cancel out certain projectiles. A fully charged Shadow Ball also deals recoil upon being fired; as a result, using it in midair will moderately propel Mewtwo backward, which can help or hinder its recovery.
|nsdefdesc=Charges a large, dark purple sphere of dark energy. It can then be fired immediately or can be [[charge cancel|cancelled]], then charged up again. While its charge time is quite long, a fully charged Shadow Ball is one of Mewtwo's viable KOing options, as it KOs around 112%. If used in midair, the recoil will moderately propel Mewtwo backward, which can help or hinder its recovery. A fully charged Shadow Ball has [[transcendent priority]], but can still cancel out certain projectiles. Deals a great amount of [[shield damage]] if fully charged, but not quite enough to break one.
|ssname=Confusion
|nsc1name=N/A
|ssdmg=1.15% (hits 1-7), 1% (throw), 1.(reflected projectiles)
|nsc1dmg=
|ssdesc=Swipes forward to [[bulbapedia:Confusion (move)|emit a ripple of psychic energy]] from its hand. It has impressive utility, thanks to it functioning as a [[reflector]], a [[Grab#Special attacks as grabs|command grab]], and even a recovery option. As a grab, the ripple spins opponents around and leaves them [[tumbling]] downward, dropping them in front of Mewtwo and allows it to follow-up with other attacks. As a recovery option, its first use in midair gives Mewtwo a slight vertical boost.
|nsc1desc=
|usname=Teleport
|nsc2name=N/A
|usdmg=
|nsc2dmg=
|usdesc=[[bulbapedia:Teleport (move)|Teleports]] to a different location. It is completely invulnerable during the move. It has less ending lag if Mewtwo Teleports directly back onto the ground, and it grants Mewtwo some horizontal momentum if ended in midair.
|nsc2desc=
|dsname=Disable
|ssdefname=Confusion
|dsdmg=1%
|ssdefdmg=≈9.0495% (throw), 1.4x (reflected projectiles)
|dsdesc=Kneels on one knee and [[bulbapedia:Disable (move)|emits a minuscule spark of psychic energy]] from its eyes toward the opponent, [[stun]]ning them. It only works if the opponent is facing Mewtwo and making eye contact with it. If the opponent is in the air, they are slightly launched backward with set knockback, instead of being stunned. Useful at high percentages to guarantee a KO, but difficult to land. Due to being a projectile, Disable can also be reflected.
|ssdefdesc=Summons a ripple of psychic energy. Has impressive utility due to functioning as a [[grab]], a [[reflection|reflector]] and even a recovery option. As a grab, the ripple spins opponents around and leaves them [[tumbling]] downward, dropping them in front of Mewtwo and allows it to follow-up with other attacks. As a recovery option, its first use in midair gives Mewtwo a slight vertical boost.
|ssc1name=N/A
|ssc1dmg=
|ssc1desc=
|ssc2name=N/A
|ssc2dmg=
|ssc2desc=
|usdefname=Teleport
|usdefdmg=&mdash;
|usdefdesc=Disappears and then reappears soon after in a different place. It is completely invulnerable during the move. It has less ending lag if warping directly back onto the ground, while it gives Mewtwo some horizontal momentum if ended in midair.
|usc1name=N/A
|usc1dmg=
|usc1desc=
|usc2name=N/A
|usc2dmg=
|usc2desc=
|dsdefname=Disable
|dsdefdmg=1%
|dsdefdesc=Crouches slightly and immediately launches a minuscule spark of psychic energy from its eyes toward the opponent, [[stun]]ning them. It only works if the opponent is facing Mewtwo and making eye contact with it. If the opponent is in the air, they are slightly launched backward with set knockback. Useful at high percentages to guarantee a KO, but difficult to land. It should be noted that Disable can be [[Reflection|reflected]] by a particularly vigilant opponent.
|dsc1name=N/A
|dsc1dmg=
|dsc1desc=
|dsc2name=N/A
|dsc2dmg=
|dsc2desc=
|fsname=Psystrike
|fsname=Psystrike
|fsdmg=30%
|fsdmg=30%
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Mewtwo Y and performs [[bulbapedia:Psystrike (move)|Psystrike]], its {{s|bulbapedia|signature move}} in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that plows through both opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. It KOs middleweights at 38% while near the edge of Final Destination in the ''3DS'' version.
|fsdesc=Mega Evolves into Mega Mewtwo Y and performs {{s|bulbapedia|Psystrike}}, its signature move in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that plows through both foes and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow.
}}
 
===Stats===
{{Attributes
|cast = 58
|weight = 74
|rweight = 57
|dash = 1.4
|rdash = 42-46
|run = 2.05
|rrun = 7
|walk = 1.2
|rwalk = 15-16
|trac = 0.04
|rtrac = 56-57
|airfric = 0.016
|rairfric = 5
|air = 1.25
|rair = 3
|baseaccel = 0.02
|rbaseaccel = 8-9
|addaccel = 0.05
|raddaccel = 39-44
|gravity = 0.082
|rgravity = 38
|fall = 1.5
|rfall = 31-35
|ff = 2.4
|rff = 30-34
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 31.110001
|rjumpheight = 42
|shorthop = 17.5
|rshorthop = 14
|djump = 58.542999
|rdjump = 1
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Mewtwo English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{Appearance
{{Appearance
|desc=Emerges from a large mass of dark energy and then descends onto the ground.
|desc=Emerges from a large mass of dark energy and then falls gently to the ground. It is similar to {{SSB4|Lucario}}'s on-screen appearance, albeit with dark energy involved instead of [[aura]].
|char=Mewtwo
|char=Mewtwo
|game=SSB4}}
|game=SSB4}}
Line 388: Line 290:
{{Taunt/SSB4
{{Taunt/SSB4
|char=Mewtwo
|char=Mewtwo
|desc-up=Closes its eyes and folds its arms as it telekinetically spins around on the spot while laughing ominously. Resembles the animation Mewtwo performs while using a physical move in the ''Pokémon Stadium'' games.
|desc-up=Closes its eyes and folds its arms as it levitates on the spot, spinning around as it laughs sinisterly. This taunt returns from ''Melee''.
|desc-side=Surrounds itself in a flame-like aura of dark energy, similarly to {{SSB4|Lucario}}'s up taunt.
|desc-side=Surrounds itself in a flame-like field of dark energy, similarly to {{SSB4|Lucario}}'s up taunt.
|desc-down=Mewtwo's eyes shine briefly before it turns to face the screen. While facing the screen, it thrusts its arm forward to emit a small spark of dark energy.}}
|desc-down=Faces the screen while its eyes glow, thrusts its arm towards the screen, and emits a small spark of dark energy while posing similarly to its official art in ''Super Smash Bros. 4''.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Motions toward itself with its arm further from the screen.
|desc-1=Motions towards itself with its arm further from the screen.
|desc-2=Draws its arms towards itself and strikes a pose.
|desc-2=Draws its arms toward itself and strikes a pose.
|image-1=MewtwoIdlePose2SSB4.jpg
|image-1=MewtwoIdlePose2SSB4.jpg
|image-2=MewtwoIdlePose1SSB4.jpg}}
|image-2=MewtwoIdlePose1SSB4.jpg}}
Line 404: Line 306:
|char=Mewtwo
|char=Mewtwo
|desc-us=Mewwwww-two!
|desc-us=Mewwwww-two!
|desc-jp=Myuuuuu-tsu!
|desc-jp=Mewwwww-two!
|pitch-us=Group chant
|pitch-us=Group chant
|pitch-jp=Group chant}}
|pitch-jp=Group chant}}


===[[Victory pose]]s===
===[[Victory pose]]s===
''Mewtwo speaks during its Japanese victory poses.''
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=PokemonUniverseTheme.ogg
|victory-theme=PokemonUniverseTheme.ogg
|victory-desc=An orchestral excerpt of the title theme from [[bulbapedia:Pokémon Red and Blue Versions|''Pokémon Red'', ''Blue'']] and [[bulbapedia:Pokémon Red and Green Versions|''Green Versions'']], which has since become the main theme of the ''Pokémon'' series.
|victory-desc=A small excerpt of the music that would play on the title screen of [[bulbapedia:Generation I|''Pokémon Red'', ''Blue'' and ''Green Versions'']].
|desc-1=Turns its back to the screen and looks back over its shoulder, saying "Hmm..." In the Japanese version, it says "{{ja|私はなぜここにいるのか...?|Watashi wa naze koko ni iru no ka...?}}" (''"Why am I here?"'')
|desc-1=Turns its back to the screen and looks back over its shoulder, saying "Hmm..." In the Japanese version, it says "{{ja|私はなぜ ここにいるのか|Watashi wa naze koko ni iru no ka}}...", which translates to "Why am I here?"
|desc-2=Thrusts its hand forward, emits dark energy from its body, and growls. In the Japanese version, it says "{{ja|私はまけるわけにはいかない!|Watashi wa makeru wake ni wa ikanai!}}" (''"I can not lose!"'')
|desc-2=Thrusts its hand forward, emits dark energy from its body, and growls. Appears very similar to its down taunt. In the Japanese version, it says "{{ja|私はまけるわけにはいかない|Watashi wa makeru wake ni wa ikanai}}", which translates to "I cannot lose!"
|desc-3=Spins once and then poses while laughing ominously and emitting a flame-like aura of dark energy around itself. In the Japanese version, it says "{{ja|愚かな!|Orokana!}}" (''"Foolish!"'')
|desc-3=Does a single spin and then poses while laughing ominously and emitting a flame-like field of dark energy around itself. In the Japanese version, it says "{{ja|愚かな|Orokana}}", which translates to "Foolish!"
|char=Mewtwo}}
|char=Mewtwo}}


==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of them placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
====Active====
*{{Sm|Abadango|Japan}}
*{{Sm|Blue|USA}}
*{{Sm|Ginko|Japan}}
*{{Sm|Mew²|USA}}<!--Please do not change Mew²'s flag to Brazil unless you have proof that he is not an official U.S. resident. Flags should always represent the country they currently reside in (with a few exceptions, as ZeRo is currently not an official U.S. resident).-->
*{{Sm|Rich Brown|USA}}
*{{Sm|VoiD|USA}}


''See also: [[:Category:Mewtwo players (SSB4)]]''
====Inactive====
*{{Sm|Trela|USA}}


*{{Sm|Abadango|Japan}} - The best Mewtwo player of all time, primarily playing the character in 2016 and 2017 and as a co-main alongside {{SSB4|Bayonetta}} from 2017 onward, as well as one of the best Japanese players of all time, ranking 13th on the [[PGR 100]]. He is the only Mewtwo player to win a major, doing so at {{Trn|Pound 2016}}.
==Trophies==
*{{Sm|MagiMagi|UK}} - The best Mewtwo player in Europe best known for his run to 9th at {{Trn|Super Smash Con 2018}} defeating {{Sm|CaptainZack}}, {{Sm|ANTi}}, and {{Sm|Eon}}. He also has wins over many of Europe's best players, including defeating {{Sm|Glutonny}} to place 2nd at {{Trn|Ys}} and defeating {{Sm|S1}} and {{Sm|IxisNaugus}} twice to place 3rd at {{Trn|Albion 2}}.
Mewtwo comes with matching character trophies, which are unlocked as usual, though its Alt. trophy will also be automatically granted on start-up in the {{GameIcon|ssb4-u}} version. Its existing non-fighter trophy remains in the game, completely unchanged; both it and the Classic trophy are simply labeled as "Mewtwo" in-game.
*{{Sm|Rich Brown|USA}} - First known for defeating {{Sm|Dabuz}} to place 13th at {{Trn|Paragon Los Angeles 2015}} and became the second-best Mewtwo player in North America in 2016 and 2017, with results such as 3rd at {{Trn|Little Big House 2}} defeating {{Sm|Nairo}} and {{Sm|Kameme}}; 5th at {{Trn|2GGT: Abadango Saga}} defeating {{Sm|CaptainZack}}; and 17th at {{Trn|Super Smash Con 2016}} defeating {{Sm|Abadango}}. His activity and results nationally declined in 2018, but he was still ultimately ranked 52nd on the [[PGR 100]].
*{{Sm|SDX|USA}} - The second-best Mewtwo player in North America in 2018, making his mark on the competitive scene in the tail end of competitive ''Smash 4'' with performances such as placing 5th at {{Trn|The Big House 8}} defeating {{Sm|Elegant}} and {{Sm|Mistake}}, 7th at {{Trn|2GG: Hyrule Saga}} defeating {{Sm|Light|p=Connecticut}} and {{Sm|Kameme}}, and 9th at {{Trn|Get On My Level 2018}} defeating {{Sm|Ally}} and {{Sm|WaDi}}. Despite his relatively-late debut on the national scene, he was ranked 45th on the [[PGR 100]].
*{{Sm|WaDi|USA}} - The second-best Mewtwo player of all-time and the highest-ranking solo-Mewtwo player on the [[PGR 100]], ranking 26th. Alongside wins over many of the game's best players, he has placed top 8 at many majors, including placing 2nd at {{Trn|EGLX 2018}}, 5th at both {{Trn|Super Smash Con 2017}} and {{Trn|2GGC: MkLeo Saga}}, and 7th at {{Trn|2GGT: Abadango Saga}}.


===Tier placement and history===
:'''Mewtwo'''
Mewtwo's return to the series was initially met positively, as players had soon noticed its increased mobility, power and range, which in turn led to it being perceived as a mid-tier character. However, players also lamented the nerfs to Mewtwo's already poor endurance. When coupled with other issues that became more prominent over the time, players gradually started to agree that Mewtwo's improved offense was not sufficient enough to compensate, in a case similar to Ike. While these drawbacks saw Mewtwo's perception plummet, some players insisted that Mewtwo was underrated and that critics were too focused on its frailty to see its positive traits. As time went on, Mewtwo received buffs via game updates, most notably to its mobility and aerials. These improvements led it to be ranked 37th on the first tier list, which established it as a low-tier character like in ''Melee''.
::{{flag|ntsc}} ''Mewtwo puts its psychic powers to great use in this game. Not only does it have floaty jumps, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!''


After Mewtwo's dashing speed was further increased in update 1.1.5, players such as {{Sm|Abadango}}, {{Sm|Rich Brown}} and {{Sm|WaDi}} began placing higher with it in tournaments, and showed that its powerful offensive potential now outweighed its defensive shortcomings. This resulted in a drastic improvement in Mewtwo's perception within the community, which was reflected in it being ranked 10th on the second tier list. This new ranking was notable for not only reassessing it as a top-tier character but for also being the largest tier rise between the first and second tier lists. Mewtwo's continued success led to it being ranked 9th on the third tier list, which reaffirmed its status as a top-tier character.
::{{flag|pal}} ''Mewtwo puts its psychic powers to great use in this game. Not only can it float in midair, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!''


Despite {{Sm|WaDi}} achieving some very notable results, such as placing 5th at [[Super Smash Con 2017]] and [[2GGC: MkLeo Saga]], Mewtwo's tournament presence has slightly waned since then, owing to players becoming more capable of exploiting its weaknesses. This was further compounded by its best player, Abadango, picking up {{SSB4|Bayonetta}} as a co-main and using her more often. Due to its slightly worsened perception and results, Mewtwo has dropped to 10th on the fourth and current tier list. Some smashers, however, like {{Sm|ZeRo}} and {{Sm|ANTi}} believe that it should be ranked slightly higher.
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}


==In Solo Modes==
:'''Mewtwo (Alt.)'''
===[[All-Star Mode]]===
::{{flag|ntsc}} ''Mewtwo's Confusion side special not only repels projectiles—it also reflects the damage back on your opponent. Its down special, Disable, stuns an enemy for longer the higher its damage is. Disable only works on foes that are facing Mewtwo.''
In All-Star Mode, Mewtwo is fought in Stage 5 in the 3DS version or Stage 3 in the Wii U version if it has been downloaded alongside {{SSB4|Pikachu}}, {{SSB4|Ness}}, {{SSB4|Jigglypuff}}, {{SSB4|Sheik}}, {{SSB4|Ganondorf}}, {{SSB4|Charizard}}, {{SSB4|Diddy Kong}}, and {{SSB4|Cloud}}.


===[[Congratulations screen]]s===
::{{flag|pal}} ''Mewtwo's Confusion side special not only lets you repel projectiles—it also reflects the damage back on your opponent. Its down special, Disable, stuns an enemy for longer the higher its damage is. As it works by having Mewtwo glare at its foe, this only works if they make eye contact.''
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Mewtwo.png|Classic Mode
SSB4-3DS Congratulations All-Star Mewtwo.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Mewtwo.png|Classic Mode
SSB4-Wii U Congratulations All-Star Mewtwo.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
Mewtwo's fighter trophy is obtained by clearing Classic Mode as Mewtwo. Its alternate trophy is obtained by clearing All-Star Mode as Mewtwo in the 3DS version or booting up the game after downloading Mewtwo in the Wii U version. The Psystrike trophy is obtained only in the Wii U version by clearing All-Star Mode as Mewtwo. Mewtwo also has a non-fighter trophy as part of the base game that can be purchased in the Trophy Shop for 500G (or 10 Play Coins) in the 3DS version or 1500G in the Wii U version.


{{Trophy/Fighter
:'''Psystrike'''
|name=Mewtwo
::''Mewtwo's Final Smash starts as Mewtwo Mega Evolves into Mega Mewtwo Y. It then fires a huge psychic projectile that penetrates enemies and obstacles. This projectile doesn't do any damage, but it freezes every foe it hits in place. They can even be frozen midjump! Afterward, every foe hit with this projectile will take a powerful psychic hit to the head.''
|image-3ds=MewtwoDLCTrophy3DS.png
|image-wiiu=MewtwoDLCTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=Mewtwo puts its psychic powers to great use in this game. Not only does it have floaty jumps, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!
|desc-wiiu-ntsc=Mewtwo puts its psychic powers to great use in this game. Not only does it have floaty jumps, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to risk getting in close, it might just be worth it!
|desc-pal=Mewtwo puts its psychic powers to great use in this game. Not only can it float in midair, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}


{{Trophy/Fighter
:'''Mewtwo''' (non-fighter)
|name=Mewtwo (Alt.)
::''Created from modified Mew DNA, Mewtwo was designed to be the ultimate Pokémon. It didn't take on any of Mew's kinder traits and only uses its intelligence to destroy its enemies. Or...so it seems. Perhaps it just feels frightened or even tormented, and that's why it lashes out. Whatever the reason, Mewtwo is not to be messed with.''
|image-3ds=MewtwoAltTrophy3DS.png
|image-wiiu=MewtwoAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Mewtwo's Confusion side special not only lets you repel projectiles—it also reflects the damage back on your opponent. Its down special, Disable, stuns an enemy for longer the higher its damage is. As it works by having Mewtwo glare at its foe, this only works if they make eye contact.
|desc-wiiu-ntsc=Mewtwo's Confusion side special not only repels projectiles—it also reflects the damage back on your opponent. Its down special, Disable, stuns an enemy for longer the higher its damage is. Disable only works on foes that are facing Mewtwo.
|desc-pal=Mewtwo's Confusion Side Special not only lets you repel projectiles, it also reflects the damage back on your opponent. Its Down Special, Disable, stuns an enemy for longer the higher its damage is. As it works by having Mewtwo glare at its foe, this only works if they make eye contact.
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}


{{Trophy/Fighter
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=GBA|game2=Pokémon FireRed and Pokémon LeafGreen (09/2004)}}
|name=Psystrike
|image=PsystrikeTrophyWiiU.png
|desc-ntsc=Mewtwo's Final Smash starts as Mewtwo Mega Evolves into Mega Mewtwo Y. It then fires a huge psychic projectile that penetrates enemies and obstacles. This projectile doesn't do any damage, but it freezes every foe it hits in place. They can even be frozen midjump! Afterward, every foe hit with the projectile will take a powerful psychic hit to the head.
|desc-pal=Mewtwo's Final Smash starts as it Mega Evolves into Mega Mewtwo Y, then fires a huge psychic projectile that penetrates enemies and obstacles, but doesn't do any damage. It's only afterwards that every foe the projectile hit freezes in place and takes a powerful psychic hit to the head. They can even be frozen mid-jump!
|game=ssb4-wiiu
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Mewtwo
<gallery>
|image-3ds=MewtwoTrophy3DS.png
MewtwoTrophy3DS.png|Non-fighter (3DS)
|image-wiiu=MewtwoTrophyWiiU.png
MewtwoTrophyWiiU.png|Non-fighter (Wii U)
|desc-ntsc=Created from modified Mew DNA, Mewtwo was designed to be the ultimate Pokémon. It didn't take on any of Mew's kinder traits and only uses its intelligence to destroy its enemies. Or...so it seems. Perhaps it just feels frightened or even tormented, and that's why it lashes out. Whatever the reason, Mewtwo is not to be messed with.
MewtwoDLCTrophy3DS.png|Classic (3DS)
|desc-pal=Created from modified Mew DNA, Mewtwo was designed to be the ultimate Pokémon. It didn't take on any of Mew's kinder traits, and only uses its intelligence to destroy its enemies. Or...so it seems. Perhaps it just feels frightened or even tormented, and that's why it lashes out. Whatever the reason, Mewtwo is not to be messed with.
MewtwoAltTrophy3DS.png|Alt. (3DS)
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=GBA|game2=Pokémon FireRed & Pokémon LeafGreen|release2=09/2004}}
MewtwoDLCTrophyWiiU.png|Classic (Wii U)
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=GBA|game2=Pokémon FireRed/LeafGreen|release2=10/2004}}
MewtwoAltTrophyWiiU.png|Alt. (Wii U)
}}
PsystrikeTrophyWiiU.png|Final Smash (Psystrike)
{{clrl}}
</gallery>
</center>


==[[Alternate costume (SSB4)#Mewtwo|Alternate costumes]]==
==[[Alternate costume (SSB4)#Mewtwo|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Mewtwo Palette (SSB4).png]]
|colspan=8|[[Image:Mewtwo Palette (SSB4).png]]
|-
|-
|{{Head|Mewtwo|g=SSB4|s=50px}}
|{{Head|Mewtwo|g=SSB4|s=50px}}
Line 518: Line 386:
|}
|}


==[[List of Super Smash Bros. 4 character trailers#Mewtwo|Trailer]]==
==[[List of Super Smash Bros. 4 character trailers#Mewtwo|Trailers]]==
{{#widget:YouTube|id=P-zJOntZRHo}}
<youtube>P-zJOntZRHo</youtube>


==Gallery==
==Gallery==
<gallery>
<gallery>
MewtwocomparisonSSB4.png|The differences between Mewtwo's models for {{for3ds}} and {{forwiiu}}. The latter version's model was used for Mewtwo's official artwork on Club Nintendo prior to its official trailer.
MewtwocomparisonSSB4.png|The differences in Mewtwo's models between {{for3ds}} and {{forwiiu}}. The latter version's model was used for its official artwork on Club Nintendo prior to its official trailer.
Mewtwoisontheway.png|The teaser confirming Mewtwo's return to the series.
Mewtwoisontheway.png|The teaser confirming Mewtwo's return.
SSB4 Fighter Introduction Mewtwo.png|Mewtwo's splash art.
SSB4 Fighter Introduction Mewtwo.png|Mewtwo's splash art.
Mewtwo amiibo.png|Mewtwo's [[amiibo]].
Mewtwo amiibo.png|Mewtwo's [[amiibo]].
Mewtwo unlock notice SSB4-Wii U.png|Mewtwo's unlock notice in {{forwiiu}} after downloading it from the [[Nintendo eShop]].
Mewtwo_SSB4_Screen-1.jpg|Mewtwo's appearance in {{forwiiu}}.
Mewtwo_SSB4_Screen-1.jpg|Using its down taunt.
Mewtwo_SSB4_Screen-2.jpg|Fighting {{SSB4|Fox}}.
Mewtwo_SSB4_Screen-2.jpg|[[Roll]]ing away from {{SSB4|Fox}}'s forward smash.
Mewtwo_SSB4_Screen-3.jpg|Forward throw.
Mewtwo_SSB4_Screen-3.jpg|Using its forward throw on {{SSB4|Luigi}}.
Mewtwo_SSB4_Screen-4.jpg|Down smash.
Mewtwo_SSB4_Screen-4.jpg|Using its down smash on {{SSB4|Ike}}.
Mewtwo_SSB4_Screen-5.jpg|With [[Mew]].
Mewtwo_SSB4_Screen-5.jpg|Alongside [[Mew]].
Mewtwo_SSB4_Screen-6.jpg|Using [[Disable]].
Mewtwo_SSB4_Screen-6.jpg|Using [[Disable]] on {{SSB4|Little Mac}}.
Mewtwo_SSB4_Screen-7.jpg|Transforming into Mega Mewtwo Y...
Mewtwo_SSB4_Screen-7.jpg|Mewtwo [[bulbapedia:Mega Evolution|Mega Evolving]] into Mega Mewtwo Y as part of its [[Final Smash]].
Mewtwo_Final_Smash.jpg|...and then using its [[Psystrike]], its [[Final Smash]].
Mewtwo_Final_Smash.jpg|Using [[Psystrike]], its Final Smash, on {{SSB4|Dr. Mario}} and {{SSB4|Wario}}.
Mewtwo_SSB4_Screen-9.jpg|Mewtwo attacking {{SSB4|Toon Link}} in {{for3ds}}.
Mewtwo_SSB4_Screen-9.jpg|Using its forward aerial on {{SSB4|Toon Link}}.
Mewtwo_SSB4_Screen-10.jpg|Fighting {{SSB4|Greninja}}.
Mewtwo_SSB4_Screen-10.jpg|Using its forward tilt on {{SSB4|Greninja}}.
</gallery>
</gallery>


==Trivia==
==Trivia==
* During development of the game, an appearance of Mewtwo's {{s|bulbapedia|Mega Evolution}} was reportedly considered by [[Masahiro Sakurai]].<ref>[http://www.nintendoworldreport.com/news/34700 Sakurai Considering Mewtwo for Next Smash Bros. Games]</ref>
*Mewtwo's official artwork is posed nearly identically to its official ''Melee'' artwork.
*Mewtwo's artwork for this game resembles its [[bulbapedia:File:150Mewtwo.png|artwork]] for [[bulbapedia:Pok%C3%A9mon FireRed and LeafGreen Versions|''Pokémon FireRed'' and ''LeafGreen Versions'']], although mirrored.
*As a likely callback to ''Melee'', Mewtwo has only one voice clip for when it is KO'd.
*Mewtwo is the only playable Pokémon in ''Super Smash Bros. 4'' to not readily appear in any capacity in [[bulbapedia:Pokémon Sun and Moon|''Pokémon Sun'' and ''Moon'']]. Instead, it must be transferred over via ''{{s|bulbapedia|Pokémon Bank}}''. [[Charizard]] and [[Greninja]], while unobtainable under normal gameplay conditions, appear as a [[bulbapedia:Poké Ride|Ride Pokémon]] and a member of [[Pokémon Trainer|Red's]] team, and as a {{s|bulbapedia|gift Pokémon}} from [[bulbapedia:Pokémon Sun and Pokémon Moon Special Demo Version|''Pokémon Sun'' and ''Pokémon Moon Special Demo Version'']], respectively.
*Mewtwo folds its arms in several of its animations, including its up taunt, {{b|Hammer|item}} animation, up tilt, [[helpless]], [[asleep]] and [[teeter]], result screen animations, and its [[screen KO]] animation.
**However, Mewtwo appears in [[bulbapedia:Pokémon Ultra Sun and Ultra Moon|''Pokémon Ultra Sun'' and ''Ultra Moon'']], and is obtainable in an Ultra Wormhole along with many other Legendary Pokémon.
*The visual trails left by Mewtwo's tail attacks change color depending on the costume chosen.
*Mewtwo is the second of three ''Super Smash Bros. Melee'' characters to return to the series in ''SSB4'' after being absent from ''Super Smash Bros. Brawl'', succeeding {{SSB4|Dr. Mario}} and preceding {{SSB4|Roy}}.
*Prior to update 1.0.7, it was possible to access buggy versions of Mewtwo's custom special moves via a glitch involving shared {{SSB4|Mii Fighter}}s. Most of these crash the game, with the exception of both variations of [[Confusion]], a non-functional version of [[Disable]] that sends Mewtwo into its helpless state, and a version of Disable which zooms the camera in on Mewtwo and temporarily slows down time, all of which have limited functionality. It is unclear whether the glitch involved accessing custom moves that were incomplete or data not intended for use of custom moves. One of the variations of Mewtwo's glitched custom Confusion is very similar to the [[soul breaker]] glitch. It is speculated that these were unfinished custom specials and that DLC characters were intended to have customs. While the glitch was removed by update 1.0.7, it was still possible to view replays containing these special moves prior to update 1.0.8.
**However, there are scrapped files for all three of these characters in ''Brawl'', suggesting that they were planned to make a reappearance there as well.
*Mewtwo is the only veteran DLC character with a new voice actor, and the only character in ''SSB4'' to speak only in the Japanese version.
*Mewtwo's pose in its official art for ''SSB4'' is nearly identical to its pose in its official art for ''Melee''.
*Mewtwo is the only DLC character to have been free to download through a special offer.
*As possible callbacks to ''Melee'', Mewtwo has only one voice clip for when it is KO'd, and only the Japanese version of ''SSB4'' features its victory quotes consisting of spoken dialogue.
*Mewtwo is the only DLC character who does not share [[equipment]] types with any other DLC character.
*Mewtwo folds its arms in numerous instances. It does so while using its up tilt, up taunt, or a {{b|Hammer|item}}; during its [[Results screen|defeated]]/[[Results screen#No Contest|No Contest]] and [[screen KO]]'s animations; and when it is [[asleep]], [[teeter]]ing, or [[helpless]].
*Mewtwo's non-fighter trophy has different features than the design of it as a playable character, such as having smaller eyes, a shorter tail, and a lighter shade of purple for its midsection and tail. Mewtwo's playable model and trophy are modeled after [[bulbapedia:M01|the first Pokémon movie]], differing slightly from Mewtwo's model in ''Pokémon X'' and ''Y'', which has larger and rounder eyes than either of the two to match Mewtwo's official art by Ken Sugimori.
*Prior to update 1.0.7, it was possible to access glitched versions of Mewtwo's [[Character customization|custom moves]] via a glitch involving shared {{SSB4|Mii Fighter}}s. Most of these crash the game, with the exception of both variations of [[Confusion]], a non-functional version of [[Disable]] that renders Mewtwo [[helpless]], and a version of Disable which zooms the camera in on Mewtwo and temporarily slows down time, all of which have limited functionality. It is unclear whether the glitch involved accessing custom moves that were incomplete, or data not intended for use of custom moves. One of the variations of Mewtwo's glitched custom Confusion is very similar to the [[soul breaker]] glitch. It is speculated that these were unfinished custom moves and that DLC characters were intended to have custom moves. While the glitch was removed by update 1.0.7, it was still possible to view replays containing these special moves prior to update 1.0.8.
*Mewtwo's light weight in ''SSB4'' contradicts its weight specified in the Pokédex, where it is listed as weighing 269 pounds; in ''SSB4'', Mewtwo is only six units heavier than Jigglypuff despite it being more than twenty times heavier than the latter, which weighs only 12.1 pounds according to the Pokédex. This is seemingly due to its telekinetically-induced anti-gravity.
*Mewtwo is the only [[veteran]] DLC character with a new voice actor, and the only character in ''SSB4'' to speak only in the Japanese version.
**It is also one of the four playable characters in ''SSB4'' to speak in Japanese in at least one version of the game but to never speak in English in any version of the game. The other three are {{SSB4|Marth}}, {{SSB4|Roy}} and {{SSB4|Cloud}}.
*Mewtwo is the first DLC character to have been downloadable for free. It is also the only DLC character who does not share [[equipment]] types with any other DLC character.
*As of ''SSB4'', Mewtwo is the only character whose [[falling speed]] has remained unchanged.
*Mewtwo's non-fighter trophy model has very slightly different features from its playable character and fighter trophy's models. It has a slightly smaller head, slightly smaller eyes, a thicker and slightly longer tail, slightly smaller hands, a more vibrant shade of violet for its midsection, tail, and eyes, and its texture has a satin finish instead of a glossy finish. As a result, it resembles [[bulbapedia:Mewtwo (original series)|the Mewtwo from the first ''Pokémon'' movie]], whereas Mewtwo's playable character and fighter trophy's models are virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.
*Mewtwo and {{SSB4|Lucario}} are the only playable Pokémon in ''SSB4'' who do not emerge from a [[Poké Ball]] as part of their [[on-screen appearance]]s.
*Although Mewtwo's [[Final Smash]] involves {{s|bulbapedia|Mega Evolution}}, it differs from {{SSB4|Charizard}} and Lucario's in a few distinct ways. Mewtwo's is used for a single attack and renders it both invincible and stationary for its duration, whereas Charizard and Lucario's function as transformations that grant improved offense, mobility, and [[armor]] for their durations. Mewtwo's Final Smash is also referred to by its primary attack's name of [[Psystrike]], instead of simply as "Mega Evolution".
*In Mewtwo's reveal trailer, [[Ness]] is shown stalking Mewtwo while holding a [[Master Ball]], as well as using a {{s|bulbapedia|Genesect}} from a [Poké Ball] against it. This is a reference to standard ''Pokémon'' games, where the player character is often young and tasked with catching every Pokémon.
**The Master Ball is many players' choice of {{s|bulbapedia|Poké Ball}} against Legendary Pokémon, such as Mewtwo.
**Additionally, ''EarthBound'' and ''Pokémon'' were both developed by Creatures Inc. (then known as Ape Inc.).
*Despite being a veteran, Mewtwo was referred to as a "new fighter" when it was revealed to be DLC.
**Additionally, while {{SSB4|Lucas}} and {{SSB4|Roy}}'s trophy descriptions directly mention their return, Mewtwo's does not.


==References==
==References==  
{{reflist}}
{{reflist}}


{{SSB4Characters}}
{{SSB4Characters}}
{{Pokémon universe}}
{{Pokémon universe}}
[[Category:Pokémon (SSB4)]]
 
[[Category:Characters (SSB4)]]
[[Category:Mewtwo (SSB4)| ]]
[[Category:Mewtwo (SSB4)| ]]
[[Category:Downloadable content]]
[[Category:Downloadable content]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Mewtwo (SSB4)]]

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