Editing Mewtwo (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 18: Line 18:
{{iw|wikipedia|Keiji Fujiwara}}'s portrayal of Mewtwo from ''[[Super Smash Bros. 4]]'' was repurposed for ''Ultimate''. This is also the last game for which Fujiwara voiced Mewtwo prior to his death in April 2020.
{{iw|wikipedia|Keiji Fujiwara}}'s portrayal of Mewtwo from ''[[Super Smash Bros. 4]]'' was repurposed for ''Ultimate''. This is also the last game for which Fujiwara voiced Mewtwo prior to his death in April 2020.


Mewtwo is ranked 66th out of 82 on the current [[tier list]], placing it at the top of the D+ tier. This is a drastic drop from its 10th out of 54 placement in ''SSB4'', the largest drop for a veteran in the transition from ''SSB4'' to ''Ultimate''. Mewtwo's greatest strengths lie in its offensive capabilities, being able to rack up large amounts of damage via its strong normals and special moves. Most notably, [[Shadow Ball]] is a strong and versatile projectile that serves as a centerpiece to Mewtwo's main game plan, allowing it to apply pressure to opponents by being a strong tool for KOing and allowing for combos at its weaker charges courtesy of Mewtwo's high mobility. Additionally, Mewtwo has a multitude of viable KO tools which allows it to secure stocks reliably, such as the aforementioned Shadow Ball, forward aerial, back aerial, its powerful kill throws and smash attacks. Its other specials have their place in Mewtwo's game plan as well - [[Confusion]] and [[Disable]] allow Mewtwo to set up into KOs, with the former also acting as a reflector, giving it an answer to camping opponents with projectiles. In addition to being a strong tool for recovery especially when paired with Confusion and its [[double jump]], [[Teleport]] possesses low lag, allowing it to be used as an escape option should Mewtwo find itself in a bad spot.
Mewtwo is ranked 66th out of 82 on the current [[tier list]], placing it at the top of the D+ tier. This is a drastic drop from its 10th out of 54 placement in ''SSB4'', the largest drop for a veteran in the transition from ''SSB4'' to ''Ultimate'',  and its worst placement in the series. Mewtwo's greatest strengths lie in its offensive capabilities, being able to rack up large amounts of damage via its strong normals and special moves. Most notably, [[Shadow Ball]] is a strong and versatile projectile that serves as a centerpiece to Mewtwo's main game plan, allowing it to apply pressure to opponents by being a strong tool for KOing and allowing for combos at its weaker charges courtesy of Mewtwo's high mobility. Additionally, Mewtwo has a multitude of viable KO tools which allows it to secure stocks reliably, such as the aforementioned Shadow Ball, forward aerial, back aerial, its powerful kill throws and smash attacks. Its other specials have their place in Mewtwo's game plan as well - [[Confusion]] and [[Disable]] allow Mewtwo to set up into KOs, with the former also acting as a reflector, giving it an answer to camping opponents with projectiles. In addition to being a strong tool for recovery especially when paired with Confusion and its [[double jump]], [[Teleport]] possesses low lag, allowing it to be used as an escape option should Mewtwo find itself in a bad spot.


Despite these strengths, Mewtwo packs some severe, glaring weaknesses, most notably in its weight and size. Mewtwo is tied for the seventh lightest character in the game and it is prone to losing stocks at low percents. Unlike the other characters in its weight class, Mewtwo is easier to hit and juggle because of how big and floaty it is, making matchups such as {{SSBU|Fox}} and {{SSBU|Falco}} notoriously difficult. Its slow double jump and lack of combo breaker moves, combined with the aforementioned downsides, leads to Mewtwo having a very poor disadvantage state (outside of recovery), made worse by its infamous tail hurtbox, making Mewtwo easier to be clipped by a lot of attacks while also adding extra risk to the usage of tail moves.
Despite these strengths, Mewtwo packs some severe, glaring weaknesses, most notably in its weight and size. Mewtwo is tied for the seventh lightest character in the game and it is prone to losing stocks at low percents. Unlike the other characters in its weight class, Mewtwo is easier to hit and combo because of how tall and floaty it is, making matchups such as {{SSBU|Fox}} and {{SSBU|Falco}} notoriously difficult for Mewtwo. Its slow double jump and lack of combo breaker moves, combined with the aforementioned downsides, leads to Mewtwo having a relatively poor disadvantage state (outside of recovery), made worse by its infamous tail hurtbox, making Mewtwo easier to be clipped by a lot of attacks while also adding extra risk to the usage of tail moves.


Overall, while Mewtwo possesses strong tools and high KO power, as well as a powerful projectile and combo game courtesy of Shadow Ball, it is difficult for it to find consistency due to its undesirable combination of being a very large and lightweight character. As a result, Mewtwo rarely sees representation in competitive play, with tournament results mainly coming from {{Sm|WaDi}} prior to his leave from competitive play, however Players such as {{Sm|Remrin}} and {{Sm|SUZUNE}}, have managed to get solid results with the character.
Overall, while Mewtwo possesses strong tools and high KO power, as well as a powerful projectile and combo game courtesy of Shadow Ball, it is difficult for it to find consistency due to its nature of being a tall lightweight character. As a result, Mewtwo rarely sees representation in competitive play, with tournament results mainly coming from {{Sm|WaDi}} prior to his leave from competitive play.


==How to unlock==
==How to unlock==
Line 41: Line 41:
On the contrary, [[down smash]] is safe on shield and is notorious for causing immense shield damage if it connects. Nonetheless, it is still a risky move to use in the neutral game, due to it having the most amount of start-up among all of Mewtwo's smash attacks and being one of the few down smashes in the entire game to only hit on one side. In contrast, [[Up smash]] has the quickest start-up of all Mewtwo's smash attacks and is a great anti-air to catch forced landings, but also has the highest ending lag and is generally the most punishable move in Mewtwo's moveset. [[Forward smash]] has decent range, can be angled and is Mewtwo's most powerful smash attack in terms of knockback when spaced (being able to KO at mid percentages while close to the edge) and can potentially allow it to dodge attacks via shifting its hurtbox, since it leans back just before charging it, but has noticeable ending lag and is also not safe on shield if landed at close range. These traits make Mewtwo one of the strongest characters in the game in terms of outright KO power, though it is optimal for players to not play too close to opponents with quick movement, disjointed range, or attacks that are fast enough to punish any mistakes. However, Mewtwo can also use its great ground and air speed to mix up approaches and punish mistakes using these moves, making it necessary for high-level players to recognize when to approach offensively.
On the contrary, [[down smash]] is safe on shield and is notorious for causing immense shield damage if it connects. Nonetheless, it is still a risky move to use in the neutral game, due to it having the most amount of start-up among all of Mewtwo's smash attacks and being one of the few down smashes in the entire game to only hit on one side. In contrast, [[Up smash]] has the quickest start-up of all Mewtwo's smash attacks and is a great anti-air to catch forced landings, but also has the highest ending lag and is generally the most punishable move in Mewtwo's moveset. [[Forward smash]] has decent range, can be angled and is Mewtwo's most powerful smash attack in terms of knockback when spaced (being able to KO at mid percentages while close to the edge) and can potentially allow it to dodge attacks via shifting its hurtbox, since it leans back just before charging it, but has noticeable ending lag and is also not safe on shield if landed at close range. These traits make Mewtwo one of the strongest characters in the game in terms of outright KO power, though it is optimal for players to not play too close to opponents with quick movement, disjointed range, or attacks that are fast enough to punish any mistakes. However, Mewtwo can also use its great ground and air speed to mix up approaches and punish mistakes using these moves, making it necessary for high-level players to recognize when to approach offensively.


Mewtwo's aerials are some of the best in the game, with generally quick start-up, low landing lag, long range and great power. [[Forward aerial]] is a claw swipe that serves as a safe poke when spaced on landing, a useful combo starter at low percentages, and a reliable KO option; it is considered by many to be among the best forward aerials in the game due to its safety, speed, and power. [[Neutral aerial]] consists of Mewtwo emitting electricity from its hands and feet for multiple hits, before launching opponents away with a large electricity discharge surrounding its full body. The move is a capable combo starter at all percentages, and is a safe poke when it is spaced sufficiently; it is also Mewtwo's best out-of-shield option due to his aerial speed allowing it to safely escape pressure (compared to committing to its laggy up smash). Though its forward and neutral aerials are fast and threatening, they are only slightly disjointed and the former lacks range. This makes Mewtwo's approach game with these moves significantly weaker against opponents that have long weapons or strong projectiles.
Mewtwo's aerials are some of the best in the game, with generally quick start-up, low landing lag, long range and great power. [[Forward aerial]] is a claw swipe that serves as a safe poke when spaced on landing, a useful combo starter at low percentages, and a reliable KO option; it is considered by many to be among the best forward aerials in the game due to its safety, speed, and power. [[Neutral aerial]] consists of Mewtwo emitting electricity from its hands and feet for multiple hits, before launching opponents away with a large electricity discharge surrounding its full body. The move is a capable combo starter at all percentages, and is a safe poke when it is spaced sufficiently; it is also Mewtwo's best out-of-shield option due to his aerial speed allowing it to safely escape pressure (compared to committing to its laggy up smash). Though his forward and neutral aerials are fast and threatening, they are only slightly disjointed and the former lacks range. This makes Mewtwo's approach game with these moves significantly weaker against opponents that have long weapons or strong projectiles.


[[Back aerial]] is Mewtwo's second slowest aerial, primarily being used to wall out offstage opponents who have poor range and/or recoveries. However, it can be beaten out by disjoints easily, cannot reliably hit close to ground at any height, and leaves Mewtwo's tail very vulnerable if it whiffs. Since it swings its tail upwards, it is also less effective when Mewtwo is falling downwards, and is better used while Mewtwo is rising from its midair jump. As a result, it cannot fulfill the role of giving Mewtwo good effective range in the neutral game. [[Up aerial]] is one of Mewtwo’s best moves, as it has decent start up, short end and landing lag, covers a large arc starting directly in front of Mewtwo’s face, and has incredibly strong power. Altogether, these traits make the move relatively safe to use in neutral and excellent for punishing landings or reckless edgeguards. [[Down aerial]] has the most startup of Mewtwo's aerials, but is a very strong [[meteor smash]] when sweetspotted, has a decently disjointed hitbox directly beneath Mewtwo that can [[Edge#2_frame_punish|two frame punish]], and can also serve as a situational combo starter at low to medium percentages.
[[Back aerial]] is Mewtwo's second slowest aerial, primarily being used to wall out offstage opponents who have poor range and/or recoveries. However, it can be beaten out by disjoints easily, cannot reliably hit close to ground at any height, and leaves Mewtwo's tail very vulnerable if it whiffs. Since it swings its tail upwards, it is also less effective when Mewtwo is falling downwards, and is better used while Mewtwo is rising from its midair jump. As a result, it cannot fulfill the role of giving Mewtwo good effective range in the neutral game. [[Up aerial]] is one of Mewtwo’s best moves, as it has decent start up, short end and landing lag, covers a large arc starting directly in front of Mewtwo’s face, and has incredibly strong power. Altogether, these traits make the move relatively safe to use in neutral and excellent for punishing landings or reckless edgeguards. [[Down aerial]] has the most startup of Mewtwo's aerials, but is a very strong [[meteor smash]] when sweetspotted, has a decently disjointed hitbox directly beneath Mewtwo that can [[Edge#2_frame_punish|two frame punish]], and can also serve as a situational combo starter at low to medium percentages.
Line 138: Line 138:
|neutralinfdmg=0.8% (loop), 2.5% (last)
|neutralinfdmg=0.8% (loop), 2.5% (last)
|neutraldesc=Extends its arm to emit a small burst of energy. Repeatedly pressing the attack button causes Mewtwo to sway its arm up and down to emit multiple bursts of energy before finishing with an energy-infused upward swipe. The first hit can [[jab reset]]. It is one of the most damaging neutral attacks in the game (especially when backed up against a wall or edge), and is usually able to deal around 20%-30%, even if the opponent uses optimal [[SDI]].
|neutraldesc=Extends its arm to emit a small burst of energy. Repeatedly pressing the attack button causes Mewtwo to sway its arm up and down to emit multiple bursts of energy before finishing with an energy-infused upward swipe. The first hit can [[jab reset]]. It is one of the most damaging neutral attacks in the game (especially when backed up against a wall or edge), and is usually able to deal around 20%-30%, even if the opponent uses optimal [[SDI]].
|ftiltname=Tail Whip ({{ja|テイルウィップ|Teiru Uippu}})
|ftiltname= Tail Whip ({{ja|テイルウィップ|Teiru Uippu}})
|ftiltdmg=12% (near), 11% (mid), 10% (far)
|ftiltdmg=12% (near), 11% (mid), 10% (far)
|ftiltdesc=Swings its tail forward. It is surprisingly strong for a tilt attack, with its near hitbox KOing at around 80% near the edge and even its far hitbox KOing at around 120%. It can be angled up to function as an anti-air, and angled down to hit opponents hanging on the ledge. Its long range and high power allows it to function as an effective whiff punish, especially out of a pivot.
|ftiltdesc=Swings its tail forward. It is surprisingly strong for a tilt attack, with its near hitbox KOing at around 80% near the edge and even its far hitbox KOing at around 120%. It can be angled up to function as an anti-air, and angled down to hit opponents hanging on the ledge. Its long range and high power allows it to function as an effective whiff punish, especially out of a pivot.
Line 175: Line 175:
|dairdesc=A backflipping stomp that emits a burst of energy from Mewtwo's foot. It is Mewtwo's most damaging aerial attack. It is also a very powerful [[meteor smash]] when sweetspotted in the air and has a rather large disjoint that extends below Mewtwo's foot, making it useful for edgeguarding and 2 frame punishes. It comes out on frame 15, however, which is the highest amount of startup lag out of Mewtwo's aerials. Its sourspot boasts respectable power and can combo into tilts at low percentages and aerials at medium percentages, or even KO outright at around 140%.
|dairdesc=A backflipping stomp that emits a burst of energy from Mewtwo's foot. It is Mewtwo's most damaging aerial attack. It is also a very powerful [[meteor smash]] when sweetspotted in the air and has a rather large disjoint that extends below Mewtwo's foot, making it useful for edgeguarding and 2 frame punishes. It comes out on frame 15, however, which is the highest amount of startup lag out of Mewtwo's aerials. Its sourspot boasts respectable power and can combo into tilts at low percentages and aerials at medium percentages, or even KO outright at around 140%.
|grabname=Psychic ({{ja|サイコキネシス|Saikokineshisu}}, ''Psychokinesis'')
|grabname=Psychic ({{ja|サイコキネシス|Saikokineshisu}}, ''Psychokinesis'')
|grabdesc=[[bulbapedia:Psychic (move)|Telekinetically]] holds an opponent. Mewtwo's grab range and speed are average, though the particle effect used makes it deceptively shorter than it looks.
|grabdesc=[[bulbapedia:Psychic (move)|Telekinetically]] holds an opponent. Mewtwo's grab range and speed are average.
|pummelname=Dark Shock ({{ja|ダークショック|Dāku Shokku}})
|pummelname=Dark Shock ({{ja|ダークショック|Dāku Shokku}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A point-blank burst of dark energy. Average power and speed.
|pummeldesc=Emits a point-blank burst of dark energy.
|fthrowname=Shadow Cannon ({{ja|シャドーマシンガン|Shadō Mashin Gan}}, ''Shadow Machine Gun'')
|fthrowname=Shadow Cannon ({{ja|シャドーマシンガン|Shadō Mashin Gan}}, ''Shadow Machine Gun'')
|fthrowdmg=3% (throw), 2.4% (Shadow Balls)
|fthrowdmg=3% (throw), 2.4% (Shadow Balls)
Line 215: Line 215:
|dsname=Disable
|dsname=Disable
|dsdmg=1%
|dsdmg=1%
|dsdesc=[[bulbapedia:Disable (move)|Emits a minuscule spark of psychic energy]] from its eyes that travels forward. If it hits an opponent facing Mewtwo, it [[stun]]s them if they are on the ground. Conversely, it will launch them backward with weak knockback if they are airborne. It only works if the opponent is facing Mewtwo and will have no effect otherwise, making it useless for punishing back aerials, [[cross-ups]], etc. It stuns the opponent for longer the more damaged they are, allowing it to confirm KOs from as low as 50%. Since opponents face the same direction during all of their getup options, it is especially effective at tech-chasing, essentially guaranteeing the power of a charged smash attack with the startup of a uncharged one, though its aforementioned properties make it situational to land otherwise. Due to being a projectile, Disable can also be reflected. Disable grants intangibility on frames 10-16, allowing it to beat out attacks when timed properly. When coupled with its deceptively long range, it can also be used as a surprise landing option against unaware opponents.
|dsdesc=[[bulbapedia:Disable (move)|Emits a minuscule spark of psychic energy]] from its eyes that travels forward. It it hits an opponent facing Mewtwo, it [[stun]]s them if they are on the ground. Conversely, it will launch them backward with weak knockback if they are airborne. It only works if the opponent is facing Mewtwo and will have no effect otherwise, making it useless for punishing back aerials, [[cross-ups]], etc. It stuns the opponent for longer the more damaged they are, allowing it to confirm KOs from as low as 50%. Since opponents face the same direction during all of their getup options, it is especially effective at tech-chasing, essentially guaranteeing the power of a charged smash attack with the startup of a uncharged one, though its aforementioned properties make it situational to land otherwise. Due to being a projectile, Disable can also be reflected. Disable grants intangibility on frames 10-16, allowing it to beat out attacks when timed properly. When coupled with its deceptively long range, it can also be used as a surprise landing option against unaware opponents.
|fsname=Psystrike
|fsname=Psystrike
|fsdmg=40%
|fsdmg=40%
Line 334: Line 334:
Initially, the community's perception on Mewtwo was better than in ''[[Super Smash Bros. 4]]'', where it was widely considered a top tier character due to Mewtwo's improved KO power, its endurance (its main weakness) being seemingly toned down thanks to increased weight, and benefits from the universal mobility changes. As such, many players believed Mewtwo would become a high tier character or even reassert itself as a top tier character, with the potential to be one of the best characters in the game. This initial opinion didn't stick, however, as Mewtwo's flaws became more prominent. Most notoriously, Mewtwo's extended tail hurtbox caused it to be clipped by many attacks from a noticeable range. Additionally, its disadvantage state has been significantly nerfed due to its larger hurtbox and the changes to air dodging. Due to these nerfs, Mewtwo had little impact in ''Ultimate''{{'}}s early metagame, with most of Mewtwo's playerbase from ''SSB4'' dropping it in favor of other characters. Although {{Sm|SDX}} saw initial success with the character, he would also eventually drop the character, leaving Mewtwo with no high-level representation.
Initially, the community's perception on Mewtwo was better than in ''[[Super Smash Bros. 4]]'', where it was widely considered a top tier character due to Mewtwo's improved KO power, its endurance (its main weakness) being seemingly toned down thanks to increased weight, and benefits from the universal mobility changes. As such, many players believed Mewtwo would become a high tier character or even reassert itself as a top tier character, with the potential to be one of the best characters in the game. This initial opinion didn't stick, however, as Mewtwo's flaws became more prominent. Most notoriously, Mewtwo's extended tail hurtbox caused it to be clipped by many attacks from a noticeable range. Additionally, its disadvantage state has been significantly nerfed due to its larger hurtbox and the changes to air dodging. Due to these nerfs, Mewtwo had little impact in ''Ultimate''{{'}}s early metagame, with most of Mewtwo's playerbase from ''SSB4'' dropping it in favor of other characters. Although {{Sm|SDX}} saw initial success with the character, he would also eventually drop the character, leaving Mewtwo with no high-level representation.


Game updates addressed some of Mewtwo's biggest flaws to varying degrees, and dedicated mains such as {{Sm|Zenkai}} and {{Sm|????}} began to gather respectable placements online. In addition, Mewtwo received meaningful buffs during the COVID-19 pandemic, and saw online success from players such as {{Sm|WaDi}} and {{Sm|Chewie}}. Because of these occurrences, Mewtwo's perception started to rise, as many players held hope for the character and considered it to have potential to be a strong upper mid-tier character at the time. However, following the return of offline competitive play, Mewtwo's results would continue to remain sparse, with WaDi being the only player who consistently saw respectable placements with the character, and even then his results with Mewtwo were often complemented with other characters. With Mewtwo having absolutely no notable reputation in tournaments following WaDi's ban as well as its weaknesses becoming further and further pronounced as the meta continued to develop, opinions of the character sank. The current perception on Mewtwo holds that it is a low tier or a lower mid tier at best.
Game updates addressed some of Mewtwo's biggest flaws to varying degrees, and dedicated mains such as {{Sm|Zenkai}} and {{Sm|????}} began to gather respectable placements online. In addition, Mewtwo received meaningful buffs during the COVID-19 pandemic, and saw online success from players such as {{Sm|WaDi}} and {{Sm|Chewie}}. However, following the return of offline competitive play, Mewtwo's results continued to remain sparse, with WaDi being the only player who consistently saw respectable placements with the character, and even then his results with Mewtwo were often complemented with other characters. As it stands, opinions on Mewtwo have improved since the early metagame, but remain worse than its reputation during the ''SSB4'' days, and it ranks 66th on the current tier list, at the top of the D+ Tier.
 
As it stands, collective opinions on Mewtwo are largely negative, resulting in a much worse reputation than it had in its ''SSB4'' days, and it ranks 66th on the current tier list, at the top of the D+ Tier.


=={{SSBU|Classic Mode}}: Psychic Control==
=={{SSBU|Classic Mode}}: Psychic Control==
Line 723: Line 721:
*Datamining Mewtwo's sound files revealed that its defeated voice clip when KO'd by reaching 0 HP during its final stock in [[Stamina Mode]] has a "Japanese" variant, much like its victorious voice clips. However, the clip is otherwise identical to the "international" variant.
*Datamining Mewtwo's sound files revealed that its defeated voice clip when KO'd by reaching 0 HP during its final stock in [[Stamina Mode]] has a "Japanese" variant, much like its victorious voice clips. However, the clip is otherwise identical to the "international" variant.
*Mewtwo is the only playable Pokémon in ''Ultimate'' whose special moveset contains more than 4 moves from the ''Pokémon'' {{iw|bulbapedia|core series}}.
*Mewtwo is the only playable Pokémon in ''Ultimate'' whose special moveset contains more than 4 moves from the ''Pokémon'' {{iw|bulbapedia|core series}}.
*Mewtwo's shielding sound effect plays one frame earlier that everyone else's.


==References==
==References==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: