Editing Mewtwo (SSB4)
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|ssbgame1 = SSBM | |ssbgame1 = SSBM | ||
|ssbgame2 = SSBU | |ssbgame2 = SSBU | ||
|availability = [[Downloadable content | |availability = [[Downloadable content|Downloadable]] | ||
|tier = A | |tier = A | ||
|ranking = 10 | |ranking = 10 | ||
}} | }} | ||
:{{Cquote| | :{{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 | '''Mewtwo''' ({{ja|ミュウツー|Myūtsū}}, ''Mewtwo'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series 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|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> Rather than retaining Masachika Ichimura as its voice actor, Mewtwo is now voiced by Keiji Fujiwara, who imitates some of Ichimura's voice clips from ''Melee''. | ||
Mewtwo is currently ranked 10th out of 55 on the [[tier list]], placing it in the A tier. This is a significant improvement from its low-tier placement in ''Melee'', where it was ranked 21st out of 26. 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 ranked 10th out of | |||
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. | 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. | ||
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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. | 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. | ||
==Changes from '' | ==Changes from ''Melee''== | ||
Despite being considered one of the worst characters in ''Melee'', Mewtwo initially received a mix of buffs and nerfs in ''SSB4''. However, thanks to consistently receiving useful buffs via game updates, it has been significantly buffed overall, and it is now capable on contending on a competitive level. Mewtwo's mobility is much better than in ''Melee'': 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. 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 | |||
Mewtwo's moveset has been adjusted so as to be more 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. | 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. | ||
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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Mewtwo's design has changed. | *{{change|Mewtwo's design has changed. 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. Additionally, Mewtwo's eye color is slightly subdued. 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 green [[alternate costume]] | *{{change|Mewtwo's green [[alternate costume]] has been slightly updated. It is now aquamarine, instead of green. Mewtwo has also received four new alternate costumes.}} | ||
*{{change|Mewtwo is | *{{change|Mewtwo is less vocal. It no longer uses a voice clip when using [[Confusion]], [[Disable]], and [[Items#Types of items|battering items]].}} | ||
*{{change|Mewtwo now has an [[on-screen appearance]], a side [[taunt]], and a down taunt.}} | |||
*{{change|Mewtwo's chest now faces the screen, regardless of whether it is facing left or right.}} | |||
*{{change|Mewtwo's chest now | |||
===Attributes=== | ===Attributes=== | ||
*{{change|Mewtwo is slightly taller. This improves its range, but makes its hurtbox slightly larger.}} | *{{change|Mewtwo is slightly taller. This improves its range, but makes its hurtbox slightly larger.}} | ||
*{{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|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"/>}} | ||
*{{nerf|Mewtwo is | *{{nerf|Mewtwo is [[weight|lighter]] (85 → 74), significantly hindering its endurance.}} | ||
*{{buff|Mewtwo [[walk]]s faster (1.0 → 1.2).}} | *{{buff|Mewtwo [[walk]]s faster (1.0 → 1.2).}} | ||
*{{buff|Mewtwo [[dash]]es | *{{buff|Mewtwo [[dash]]es faster (1.4 → 2.05).}} | ||
*{{buff|Mewtwo's [[air speed]] is faster (1.2 → 1.25).}} | *{{buff|Mewtwo's [[air speed]] is faster (1.2 → 1.25).}} | ||
*{{buff|Mewtwo's [[fast fall]]ing speed is faster (2.3 → 2.4), improving its air game and making it less susceptible to juggling. When coupled with the updated air dodge mechanics, this also improves Mewtwo's landing options.}} | |||
*{{buff|Mewtwo's [[fast fall]]ing speed is | *{{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]].}} | ||
*{{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]] | *{{buff|Soft landing is faster (4 frames → 2).}} | ||
*{{buff| | *{{buff|[[Crouch]] is lower.}} | ||
*{{buff| | *{{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.}} | ||
*{{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.}} | *{{change|Double jump and tail-based attacks' sound clips are lower pitched.}} | ||
*{{change| | *{{buff|[[Tech]]s' animations have been altered to be more traditional, making it less susceptible to [[tech-chasing]].}} | ||
*{{buff| | *{{change|Item swings' animations have changed. Dash swings also consist of one hit, instead of multiple hits.}} | ||
*{{change| | |||
*{{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.}} | *{{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 weakening of [[dash-dancing]] and the removal of [[wavedash]]ing and [[moonwalk]]ing significantly hinder Mewtwo's approach.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Neutral attack deals 2% less damage (6% → 4%). It also has decreased start-up (frame 8 → 6) and ending lag (frame 30 → 25). Altogether, these changes significantly improve its [[jab cancel]]ing potential. Neutral infinite has received a finisher, an upward swipe, and has decreased ending lag (frame 52 → 36). These changes improve its safety.}} | |||
*{{nerf|Neutral infinite deals 1% less damage (2% → 1%).}} | |||
*{{buff|Sweetspotted dash attack deals 1% more damage (9% → 10%).}} | |||
* | *{{buff|Dash attack has increased knockback (80 (base)/60 (scaling) → 80/70 (clean), 40 (base)/60 (scaling) → 80/70 (late)). It has also received a disjointed hitbox near Mewtwo's hand.}} | ||
**{{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)).}} | *{{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).}} | ||
*{{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)).}} | |||
*{{nerf|Forward tilt has increased start-up (frame 6 → 10), ending lag (frame 29 → 36), and a shorter duration (frames 6-8 → 10-11).}} | |||
*{{buff|Up tilt deals less damage (10%/8%/6%/5% (clean/late) → 6%/5%/4.5%/4.5% (clean)/5%/4%/3% (late)), although its base knockback was somewhat compensated (0/70/70/0/60/60/50/40 → 70/60/50/50/60/50/40). These changes improve its combo potential.}} | |||
*{{nerf|Up tilt has increased start-up (frame 6 → 8) and ending lag (frame 28 → 30).}} | |||
*{{buff|Down tilt deals less damage (9% (near)/8% (mid)/5% (far) → 5%/4.5%/4%), although its knockback was somewhat 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 its combo potential.}} | |||
*{{nerf|Down tilt has increased start-up (frame 5 → 6), ending lag (frame 20 → 21), and a shorter duration (frames 5-7 → 6-7).}} | |||
*{{nerf|Sweetspotted forward smash deals 1% less damage (20% → 19%).}} | |||
*{{buff|Sourspotted forward smash deals 4% more damage (12% → 16%).}} | |||
*{{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.}} | |||
*{{nerf|Forward smash also has increased start-up lag (frame 18 → 19) and slightly decreased range.}} | |||
*{{buff|Up smash's first hit has increased weight-based knockback (40/18/18/8 → 90) and its second through sixth hits have larger hitboxes. These changes make its hits connect together better. It also has decreased ending lag (frame 70 → 69).}} | |||
*{{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.}} | |||
*{{buff|Down smash has increased knockback scaling (103 → 118), significantly improving its KO potential. It also has slightly increased range.}} | |||
*{{nerf|Down smash has increased start-up (frame 20 → 21) and ending lag (frame 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 | *{{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.}} | ||
*{{nerf| | *{{nerf|Neutral aerial's first eight hits now deal consistent damage (1%/2% → 1%); its last hit deals 2% less damage (6% → 4%), although its knockback was somewhat compensated (70 (base)/80 (scaling) → 40/110); and its landing hitbox has been removed.}} | ||
*{{buff|Neutral aerial's first eight hits have increased weight-based 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.}} | |||
*{{nerf|Neutral and back aerials have increased start-up (frame 5 → 7 (neutral), frame 12 → 13 (back)) and ending lag (frame 42 → 46 (neutral), frame 32 → 40 (back)).}} | |||
*{{nerf|Neutral, forward, back, and up aerials auto-cancel later (frame 37> → 46> (neutral), frame 35> → 36> (forward), frame 30> → 38> (back), frame 33> → 36> (up)).}} | |||
*{{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.}} | |||
*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral aerial significantly more difficult to escape from.}} | |||
*{{nerf|Forward aerial deals 1% less damage (14% → 13%), hindering its KO potential. It also has a shorter duration (frames 6-9 → 6-8).}} | |||
*{{nerf|Forward and up aerials have increased ending lag (frame 36 → 38 (forward), frame 35 → 40 (up)).}} | |||
*{{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.}} | |||
*{{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.}} | |||
*{{buff|Back aerial has a larger x-axis offset (5.1u → 5.5u), improving its horizontal range.}} | |||
*{{buff|Near up aerial deals 1% more damage (10% → 11%) and has a longer duration (frames 10-13 → 10-14).}} | |||
*{{nerf|Mid and far up aerials deal less damage (11% (mid)/14% (far) → 10%/9%) and have increased start-up lag (frame 9 → 10).}} | |||
*{{change|Up aerial's sweetspot has been re-positioned from the tip of Mewtwo's tail to its base.}} | |||
*{{nerf|Aerial sweetspotted down aerial deals 1% less damage (16% → 15%).}} | |||
*{{buff|Down aerial has decreased start-up (frame 18 → 15) and ending lag (frame 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 ( | *{{nerf|Standing and dash grabs have increased ending lag (frame 31 → 36 (standing), frame 41 → 43 (dash)). Dash grab also has increased start-up lag (frame 8 → 9).}} | ||
*{{nerf|Pummel deals 1% less damage (3% → 2%).}} | |||
*{{buff|Pummel is faster (24 frames → 18).}} | |||
*{{change|Forward throw's [[Shadow Ball]]s are larger, but have decreased ranges.}} | |||
*{{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 slightly changed. Mewtwo now looks away while throwing the opponent, instead of looking at them.}} | |||
*{{nerf|Up throw has decreased knockback (100 (base)/70 (scaling) → 72/65), significantly hindering its KO potential. It also has increased ending lag, slightly hindering its safety at low percentages.}} | |||
*{{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 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.}} | |||
*{{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.}} | |||
===Special moves=== | ===Special moves=== | ||
*{{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.}} | |||
*{{buff|Fully charged Shadow Ball has a larger hitbox and increased range.}} | |||
*{{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|Shadow Ball's movement pattern is significantly less erratic. This improves its accuracy, but makes it more predictable.}} | |||
*{{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.}} | |||
*{{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|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve fully charged Shadow Ball's shield pressuring potential.}} | |||
*{{nerf|Due to consisting of nine small hitboxes instead of one large hitbox, [[Confusion]] deals ≈0.9505% less damage (10% → ≈9.0495%).}} | |||
*{{buff|Confusion now functions like a traditional [[reflector]], as it changes reflected projectiles to Mewtwo's ownership and has a damage multiplier (1.4×). It also has decreased ending lag (frame 56 → 45). Altogether, these changes significantly improve its utility.}} | |||
*{{buff|Aerial Confusion now grants a slight vertical boost after its first use, granting it recovery potential.}} | |||
*{{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|[[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).}} | |||
*{{nerf|[[Disable]] has increased start-up (frame 15 → 16) and ending lag (frame 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.}} | |||
*{{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 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.}} | |||
*[[Disable]] | |||
==Update history== | ==Update history== | ||
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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. | 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}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{nerf|Up smash's first | *{{nerf|Up smash's first hitbox's size decreased|6.2u|3u.}} | ||
*{{buff|Neutral aerial | *{{buff|Neutral aerial's landing lag decreased|19 frames|16.}} | ||
'''{{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|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|Down smash's knockback scaling increased|112|118, improving its KO potential.}} | |||
*{{buff|Down smash | *{{buff|Forward throw deals 2.5% more damage|10.5%|13%.}} | ||
*{{buff|Forward throw deals 2.5% more damage | |||
'''{{GameIcon|ssb4}} [[1.1.3]]''' | '''{{GameIcon|ssb4}} [[1.1.3]]''' | ||
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==Moveset== | ==Moveset== | ||
*Mewtwo can [[wall jump]]. | *Mewtwo can [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=4% | |neutral1dmg=4% | ||
|neutralinfdmg=1% (loop), 2% (last) | |neutralinfdmg=1% (loop), 2% (last) | ||
|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 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. | ||
|ftiltname= | |ftiltname= | ||
|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%. | |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%. However, its low base knockback makes it unsuitable for KOing in spite of its near hitbox's decent damage output. | ||
|utiltname= | |utiltname= | ||
|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=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. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=5% (near), 4.5% (mid), 4% (far) | |dtiltdmg=5% (near), 4.5% (mid), 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=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. | ||
|dashname= | |dashname= | ||
|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=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. | ||
|fsmashname= | |fsmashname= | ||
|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=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. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (hit 7) | |usmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (hit 7) | ||
|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 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. | ||
|dsmashname= | |dsmashname= | ||
|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 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. | ||
|nairname= | |nairname= | ||
|nairdmg=1% (hits 1-8), 4% (hit 9) | |nairdmg=1% (hits 1-8), 4% (hit 9) | ||
|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. 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. | ||
|fairname= | |fairname= | ||
|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. 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. | ||
|bairname= | |bairname= | ||
|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=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. | ||
|uairname= | |uairname= | ||
|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 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. | ||
|dairname= | |dairname= | ||
|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 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. | ||
|grabname= | |grabname= | ||
|grabdesc=Telekinetically holds an opponent. Mewtwo's overall grab range is average. | |grabdesc=Telekinetically holds an opponent. Mewtwo's overall grab range is average. | ||
|pummelname= | |pummelname= | ||
|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=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. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=3% (hit 1), 2% (Shadow Balls) | |fthrowdmg=3% (hit 1), 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 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. | ||
|bthrowname= | |bthrowname= | ||
|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. 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. | ||
|uthrowname= | |uthrowname= | ||
|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 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. | ||
|dthrowname= | |dthrowname= | ||
|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 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. | ||
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|edgedmg=7% | |edgedmg=7% | ||
|edgedesc=Swings its tail in front of itself while climbing up. | |edgedesc=Swings its tail in front of itself while climbing up. | ||
| | |nsdefname=Shadow Ball | ||
| | |nsdefdmg=2.5% (uncharged), 25% (fully charged) | ||
| | |nsdefdesc=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. | ||
| | |nsc1name=N/A | ||
| | |nsc1dmg= | ||
| | |nsc1desc= | ||
| | |nsc2name=N/A | ||
| | |nsc2dmg= | ||
| | |nsc2desc= | ||
| | |ssdefname=Confusion | ||
| | |ssdefdmg=1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles) | ||
| | |ssdefdesc=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. | ||
|ssc1name=N/A | |||
|ssc1dmg= | |||
|ssc1desc= | |||
|ssc2name=N/A | |||
|ssc2dmg= | |||
|ssc2desc= | |||
|usdefname=Teleport | |||
|usdefdmg=— | |||
|usdefdesc=[[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. | |||
|usc1name=N/A | |||
|usc1dmg= | |||
|usc1desc= | |||
|usc2name=N/A | |||
|usc2dmg= | |||
|usc2desc= | |||
|dsdefname=Disable | |||
|dsdefdmg=1% | |||
|dsdefdesc=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. | |||
|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=[[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. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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{{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 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-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 aura 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=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.}} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|game=SSB4 | |||
|char=Mewtwo | |||
|desc-us=Mewwwww-two! | |||
|desc-jp=Myuuuuu-tsu! | |||
|pitch-us=Group chant | |||
|pitch-jp=Group chant}} | |||
| | |||
| | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
<!-- | <!--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|????|USA}} - Ranked 3rd on the [[Michigan Power Rankings]]. Placed 4th at {{Trn|Rebirth X}}. He is known for frequently using [[Teleport]] cancels during matches. | |||
*{{Sm|Abadango|Japan}} - The best Mewtwo in Japan, and one of the two best Mewtwo players in the world. Placed 1st at [[Pound 2016]], 4th at [[CEO 2016]], 5th at [[EVO 2016]], 1st at [[Clutch City Clash]], 7th at [[Super Smash Con 2016]], 2nd at [[UGC Smash Open]], and 5th at [[GENESIS 4]]. Ranked 15th on the [[Panda Global Rankings|Panda Global Rankings v5]] and 3rd on the [[JAPAN Power Rankings]]. | |||
*{{Sm|Blue|USA}} - Placed 13th at [[KTAR XVII]], 17th at [[Shots Fired 2]] and 9th at [[Collision XIV]]. Ranked 9th on the [[New Jersey Power Rankings]]. | |||
*{{Sm|Compact|Japan}} - Placed 5th at [[Sumabato 18]], 13th at [[The Big House 8]] and 9th at [[Sumabato 16]]. Has wins on {{Sm|Earth}}, {{Sm|ikep}} and {{Sm|Ke-ya}}. | |||
*{{Sm|Dabuz|USA}} - The best {{SSB4|Rosalina & Luma}} player with a strong Mewtwo secondary. Currently one of the best Mewtwo players in the world. Placed 1st at {{Trn|Smash Sounds}} and 9th at [[Shine 2018]]. Has wins over {{Sm|Vinnie}}, {{Sm|6WX}}, {{Sm|Sinji}} and {{Sm|Mr E}}. | |||
*{{Sm|Deathorse|Canada}} - Placed 7th at [[Canada Cup 2016]], 13th at [[Frostbite 2017]] and 17th at [[Glitch 3]]. Ranked 1st on the [https://smash.gg/rankings/smash4/series/ottawa-1 Ottawa Power Rankings]. | |||
*{{Sm|Dinamirer|Italy}} - Ranked 2nd on the [[Italian Power Rankings]]. | |||
*{{Sm|Ginko|Japan}} - Placed 3rd at [[Hyper Sumabato]], 4th at [[KSB 2016]] and 13th at [[KSB 2017]]. | |||
*{{Sm|Hitaku|USA}} - Formerly ranked 15th on the [[NorCal Power Rankings]]. | |||
*{{Sm|KillerJawz|United Kingdom}} - Placed 5th at [[B.E.A.S.T 7]]. | |||
*{{Sm|Matcha|Japan}} - Placed 7th at [[Umebura 30]] and 13th at [[Sumabato 20]]. Has wins over {{Sm|Tsu-}}, {{Sm|Eim}} and {{Sm|Mangalitza♀}}. | |||
*{{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).--> - Ranked 12th on the [https://smash.gg/rankings/smash4/series/dallas-fort-worth/july-september-2016 Dallas Forth Worth Power Rankings]. He has a win over {{Sm|Mew2King}}. | |||
*{{Sm|MagiMagi|United Kingdom}} - Placed 3rd at Albion 2. Ranked 1st on the [https://twitter.com/KuraiKazeCoLaw/status/831868416063631360/photo/1 Ireland Power Rankings]. | |||
*{{Sm|Oasis|Argentina}} - The best Mewtwo player in Argentina. Placed 2nd at [[Anime Legend 2016]] and [[Up Air 4]], and 3rd at [[Tecnobar 6]] and [[Frame Perfect Arg]]. | |||
*{{Sm|Pablo|Mexico}} - Ranked 13th on the [[Mexican Power Rankings]]. Has a win over {{Sm|Serge}}. | |||
*{{Sm|Rich Brown|USA}} - Placed 25th at CEO 2016, 17th at EVO 2016, 2nd at [[Syndicate 2016]], 7th at [[2GGT: Abadango Saga]], and 25th at [[The Big House 6]]. Ranked 14th on the [[SoCal Power Rankings]]. | |||
*{{Sm|Salva|Mexico}} - Ranked 9th on the [[Mexican Power Rankings]]. Placed 17th at [[Smash Factor 6]], and has wins on {{Sm|Pollo}} and {{Sm|Hyuga}}. | |||
*{{Sm|SDX|USA}} - One of the best Mewtwo players in the world. Ranked 1st on the Upstate New York Power Rankings. Defeated {{Sm|Ally}}, {{Sm|WaDi}}, and {{Sm|NAKAT}} to place 9th at [[Get On My Level 2018]]. At {{Trn|2GG: Hyrule Saga}}, he notably beat {{Sm|Mr E}}, {{Sm|Light|p=Connecticut}}, {{Sm|AC}}, {{Sm|DarkShad}}, and {{Sm|Kameme}} to finish in 7th. | |||
*{{Sm|Smiley|USA}} - Highest ranking Mewtwo in NorCal as of 2017. Placed 65th at GENESIS 5, and has beaten the likes of {{Sm|Xzax}}, {{Sm|Legit}}, {{Sm|K9sbruce}}, and {{Sm|Venom}}. | |||
*{{Sm|WaDi|USA}} - The best Mewtwo player in the world. Placed 5th at [[Super Smash Con 2017]], 9th at [[Shine 2017]], 5th at [[2GGC: MkLeo Saga]], and 1st at [[Glitch 3]]. Ranked 1st on the [[MD/VA Power Rankings]] and 22nd on the [[Panda Global Rankings| Panda Global Rankings v5]]. He is the first Mewtwo player to take a set off of ZeRo. | |||
*{{Sm|Zoan|USA}} - Placed 13th at [[KTAR XX]] and [[Royal Flush (tournament)|Royal Flush]]. | |||
====Inactive==== | |||
*{{Sm|9B|Japan}} | |||
*{{Sm|Trela|USA}} | |||
===Tier placement and history=== | |||
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''. | |||
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. | |||
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 he should be ranked slightly higher. | |||
==Trophies== | |||
Mewtwo comes with matching character trophies, which are unlocked as usual. However, its alt. trophy will also be automatically granted upon booting up 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. | |||
:'''Mewtwo''' | |||
Mewtwo | ::{{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!'' | ||
::{{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!'' | |||
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}} | |||
:'''Mewtwo (Alt.)''' | |||
::{{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.'' | |||
::{{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.'' | |||
== | {{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}} | ||
:'''Psystrike''' | |||
::''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.'' | |||
:'''Mewtwo''' (non-fighter) | |||
::''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.'' | |||
{{Trophy | {{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=GBA|game2=Pokémon FireRed and Pokémon LeafGreen (09/2004)}} | ||
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| | |||
<center> | |||
<gallery> | |||
MewtwoTrophy3DS.png|Non-fighter (3DS) | |||
| | MewtwoTrophyWiiU.png|Non-fighter (Wii U) | ||
| | MewtwoDLCTrophy3DS.png|Classic (3DS) | ||
| | MewtwoAltTrophy3DS.png|Alt. (3DS) | ||
MewtwoDLCTrophyWiiU.png|Classic (Wii U) | |||
MewtwoAltTrophyWiiU.png|Alt. (Wii U) | |||
PsystrikeTrophyWiiU.png|Final Smash (Psystrike) | |||
</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|[[ | |colspan=8|[[Image:Mewtwo Palette (SSB4).png]] | ||
|- | |- | ||
|{{Head|Mewtwo|g=SSB4|s=50px}} | |{{Head|Mewtwo|g=SSB4|s=50px}} | ||
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|} | |} | ||
==[[List of Super Smash Bros. 4 character trailers#Mewtwo| | ==[[List of Super Smash Bros. 4 character trailers#Mewtwo|Trailers]]== | ||
<youtube>P-zJOntZRHo</youtube> | |||
==Gallery== | ==Gallery== | ||
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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_SSB4_Screen-1.jpg|Using its down taunt. | Mewtwo_SSB4_Screen-1.jpg|Using its down taunt. | ||
Mewtwo_SSB4_Screen-2.jpg|[[Roll]]ing away from {{SSB4|Fox}}'s forward smash. | Mewtwo_SSB4_Screen-2.jpg|[[Roll]]ing away from {{SSB4|Fox}}'s forward smash. | ||
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==Trivia== | ==Trivia== | ||
*Mewtwo is the second of three ''[[Melee]]'' characters to return to the series after being absent from ''[[Super Smash Bros. Brawl]]'', succeeding {{SSB4|Dr. Mario}} and preceding {{SSB4|Roy}}. | |||
*Mewtwo is the | |||
**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. | **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's pose in its official art for '' | *Mewtwo's pose in its official art for ''[[Super Smash Bros. 4]]'' is nearly identical to its pose in its official art for ''Melee''. | ||
*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. | *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 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 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]]. | ||
*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. | *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 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 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 is the only 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. | |||
*Mewtwo is the | |||
*As of ''SSB4'', Mewtwo is the only character whose [[falling speed]] has remained unchanged. | *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'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. | *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". | *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]] | *In Mewtwo's reveal trailer, [[Ness]] is shown stalking Mewtwo while holding a [[Master Ball]]. 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. | **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.). | **Additionally, ''EarthBound'' and ''Pokémon'' were both developed by Creatures Inc. (then known as Ape Inc.). | ||
==References== | ==References== | ||
{{reflist}} | {{reflist}} | ||
{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Pokémon universe}} | {{Pokémon universe}} | ||
[[Category:Characters (SSB4)]] | |||
[[Category:Pokémon (SSB4)]] | [[Category:Pokémon (SSB4)]] | ||
[[Category:Mewtwo (SSB4) | [[Category:Mewtwo (SSB4)]] | ||
[[Category:Downloadable content]] | [[Category:Downloadable content]] | ||
[[Category:Free downloadable content]] | |||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||
[[Category:Trophies (SSB4-Wii U)]] | [[Category:Trophies (SSB4-Wii U)]] | ||