Editing Mewtwo (SSBU)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
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 8: | Line 8: | ||
|ssbgame2 = SSB4 | |ssbgame2 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''Mewtwo''' ({{ja|ミュウツー|Myūtsū}}, ''Mewtwo'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was confirmed on June 12th, 2018. Like in ''[[Melee]]'', Mewtwo is once again an unlockable character. Mewtwo is classified as [[Fighter number|Fighter #24]]. | |||
'''Mewtwo''' ({{ja|ミュウツー|Myūtsū}}, ''Mewtwo'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was | |||
{{ | {{s|wikipedia|Keiji Fujiwara}}'s portrayal of Mewtwo from ''[[Smash 4]]'' was repurposed for ''Ultimate''. It is the last game Keiji Fujiwara voiced the character before he passed away in April 2020. | ||
==How to unlock== | ==How to unlock== | ||
Line 29: | Line 18: | ||
*Clear {{SSBU|Classic Mode}} with {{SSBU|Fox}} or any character in his unlock tree, being the last character unlocked after {{SSBU|Wolf}}. | *Clear {{SSBU|Classic Mode}} with {{SSBU|Fox}} or any character in his unlock tree, being the last character unlocked after {{SSBU|Wolf}}. | ||
*Have Mewtwo join the player's party in [[World of Light]]. | *Have Mewtwo join the player's party in [[World of Light]]. | ||
Mewtwo must then be defeated on [[Spear Pillar]] | With the exception of the third method, Mewtwo must then be defeated on [[Spear Pillar]]. | ||
==Attributes== | ==Attributes== | ||
Mewtwo is a character that fills many archetypes, and despite being relatively large with a slew of powerful moves, a [[weight|lightweight]] fighter. Its overall mobility is outstanding, as it boasts among the fastest [[walk]]ing, [[dash]]ing, and [[air speed]]s in the game. It also has average [[falling speed]], above average [[traction]], and below average [[gravity]]. | |||
Mewtwo is a large | |||
On the contrary, [[down smash]] is safe on shield | Mewtwo has very high damage output on its grounded moves. Its [[neutral attack]] is a [[rapid jab]] that regularly racks up 20% or more damage if the opponent is caught at close range, but it is unsafe on shield. Its [[forward tilt]] has good range but noticeable startup, and a close hit with it can KO near the ledge at high percents. Its [[down tilt]] boasts relatively low ending [[lag]] and quick startup, while launching opponents at mostly vertical angles. This makes it a great combo tool, comboing into all of Mewtwo's aerials and up tilt. As with jab, however, it is not safe on shield. On the contrary, [[down smash]] is safe on shield. Nonetheless it is still a risky move to throw out in neutral. [[Up smash]] has the quickest startup of all Mewtwo's smash attacks and is a good anti-air, but also has the highest ending lag. [[Forward smash]] has decent range and is powerful when spaced, but is relatively slow and also not safe on shield. So although these moves are good if they hit, they're very punishable if they don't. This means that Mewtwo prefers not to play close to its opponent. It can, however, use its great ground speed to move in and punish mistakes using these moves. | ||
Mewtwo's aerials are | Mewtwo's aerials are very good. [[Forward aerial]] is a safe poke, low percent combo starter and kill option. [[Neutral aerial]] is a multihit move, a combo starter at all percents, and also a safe poke when spaced. Both of these moves are fast and threatening, but they lack range. This makes Mewtwo's approach game with these moves significantly weaker against opponents that outrange it. [[Back aerial]] is slow and still gets beaten out by disjoints. It can't fulfill the role of giving Mewtwo good effective range in the neutral game, though it is useful for walling out offstage opponents who have poor range and/or recoveries. [[Down aerial]] has some startup but is a fairly strong [[meteor smash]] when sweetspotted. | ||
[[ | Mewtwo's [[neutral special]], [[Shadow Ball]], has excellent versatility, as it can combo into virtually any of Mewtwo's quicker moves at any percent depending on the charge of the projectile. However, its function is not limited to combo starting; when fully charged, it becomes a reliable KO move at high percents. It also deals decent [[shield]] damage as well. In midair, it can even be used as a landing mixup, as the recoil from the fully charged variant pushes Mewtwo back a considerable distance. Mewtwo can utilize techs like [[wavebounce|wavebounces]], [[B-reverse|B-reverses]], Shadow Ball cancels and turnaround specials to make its movement even more tricky, improving its baits and punishes. Its [[side special]], [[Confusion]], is a command grab with decent range that doubles as a [[reflection|reflector]] and can be used for combo setups, though alert opponents can react out of it before Mewtwo below a certain percent (see the Moveset section). Its [[down special]], [[Disable]], is a risky option in any situation due to its startup, ending lag, short range, and its requirement that the opponent be facing Mewtwo for it to work. However, if landed at mid to high percents, it more often than not leads to a guaranteed KO as Mewtwo essentially will get a free charged smash attack on the opponent. | ||
Mewtwo | Mewtwo also possesses a strong [[grab]] game. [[Up throw]] and [[back throw]] are both among the strongest in the cast, while [[forward throw]] is excellent at racking up damage. Its [[down throw]] has great combo potential, connecting into forward aerial or up tilt at low to medium percents and even having strong KO setups into forward aerial at about 100% for the majority of the cast. To counteract this, however, Mewtwo's grab range is fairly average overall, which can sometimes hurt the utility of its throws. | ||
Mewtwo | Due to Mewtwo's varied attributes and [[special moves]], its [[recovery]] potential is among the best in the game. Its combination of a quick air speed, a high [[double jump]] (the highest in the game), and average falling speed give it great offstage longevity, despite its low weight. [[Teleport]], its primary recovery move, covers a long distance and provides full intangibility and directional maneuverability, making it very difficult to [[edgeguard]]. Furthermore, two of its other special moves offer a form of assistance with recovery; Shadow Ball's recoil can push Mewtwo back far enough to be a viable horizontal recovery option if facing away from the ledge, and [[Confusion]] temporarily stalls it in the air and can turn it around. With these options, Mewtwo has many ways to mix up its recovery and get safely back onstage, while still being able to punish reckless edgeguarders with its powerful and massive back aerial without losing recovery distance. | ||
Lastly, Mewtwo has surprisingly good range for a lightweight fighter. All of its [[smash attacks]] have [[disjointed]] hitboxes that allow them to beat out attacks safely (especially [[up smash]], as using it at the right time can prevent any [[stall-then-fall]] attack). [[Forward smash]] can be angled up or down to catch an airborne opponent or to edgeguard low recoveries, respectively. Its tail attacks also offer excellent range, despite not being as disjointed. Its back aerial in particular offers very large coverage behind Mewtwo and can be used in decently quick succession, making it a useful walling tool against opponents with low range attacks. Its tilts also use its tail, so they have good range as well. Tying into this is its aforementioned mobility; Mewtwo's extremely fast horizontal movement speed grants it a very potent punishment game with its range, allowing it to bait approaches and easily punish them with its long-reaching moves. | |||
Mewtwo has | Despite Mewtwo's strengths, it has some noticeable weaknesses, the most glaring of which is its infamously poor endurance. Mewtwo's very light weight makes it easy to KO, while its tall, awkward frame, average falling speed and below average gravity make it easier to combo compared to other characters of its weight class. Furthermore, Mewtwo lacks an effective aerial move to disrupt combos, and an attempt to Teleport out of a combo can be punished due to its noticeable ending lag and momentum. While it has a multitude of KO options, it often has trouble landing them. Up and back throw can be risky to attempt because of Mewtwo's aforementioned average grab range. Forward and down smash have slow start-up lag, whereas up smash has minimal horizontal range below its blast of dark energy and high ending lag. Forward aerial and Shadow Ball's KO potentials can be hindered via staleness because of their frequent usage in Mewtwo's combos and neutral game, respectively. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well. As a result, Mewtwo can't pressure very effectively, yet is also vulnerable to pressure. | ||
Overall, Mewtwo is a non-traditional glass cannon who falls under the category of the zoner archetype; it must play cautiously and aware so the opponent does not capitalise on its tall hurtbox and light weight. However, this does not mean Mewtwo is forced to rely on [[turtling]], as its outstanding mobility, excellent air game, and overall powerful moveset make it a force to be reckoned with. Instead, Mewtwo should be played patiently, controlling space (zoning), baiting and poking with Shadow Ball, its aerials and its movement. As such, Mewtwo is a character with a fairly high learning curve, as it has to capitalise on reads more often than not because of its frailty and susceptibility to pressure. While Mewtwo's moveset may not be as versatile as other glass cannons such as {{SSBU|Wolf}}, it makes up for it with comparatively huge power and damage output. In short, Mewtwo has the attack power and range of an archetypal heavyweight character, but still retains the combo game and manoeuvrability of a lightweight character. | |||
Mewtwo's competitive potential is up for debate as of now. Players like {{Sm|ESAM}} and {{Sm|Armada}} believe that Mewtwo should be ranked as a high-mid tier character due to its excellent mobility and damage racking game, while other players consider placing it as a low-tier due to its large hurtbox and light weight, as well as its potent neutral being toned down slightly. Mewtwo itself has a small playerbase, but the players who are dedicated to maining the character, like {{Sm|SDX}}, have managed to get decent placements. However, as SDX has recently dropped the character, its representation in tournaments has undergone a significant decline, with its results still remaining minimal. | |||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
In the late metagame of ''[[SSB4]]'', Mewtwo was ranked as a top-tier character (10th out of 55 characters), thanks to a combination of a powerful neutral game, excellent mobility, a powerful projectile, and a dangerous combo game. Mewtwo has received a large mix of buffs and nerfs in its transition to ''Ultimate'', but was nerfed overall. | |||
In the late metagame of ''SSB4'', Mewtwo was ranked as a top tier character ( | |||
Mewtwo's largest direct nerf was to its hurtbox. Mewtwo has an additional hurtbox on its tail, which | Mewtwo's largest direct nerf was to its hurtbox. Mewtwo has an additional hurtbox on its tail, which widened its hurtbox overall, makes it even easier to hit, and reduces the disjoint of its tail-based attacks. Considering as Mewtwo is already one of the lightest characters in the game and many of its attacks utilize its large tail, this forces Mewtwo to be much more cautious with using its tail attacks, as trading with even a decently strong attack can prove fatal. Additionally, this now causes Mewtwo to be usually clipped by attacks during some situations (such as when turning around). Overall, these changes worsen both its spacing and defensive game. | ||
Mewtwo | On top of this, Mewtwo also received many nerfs to its best moves, hindering both its previously strong [[neutral game]] and combo ability. [[Shadow Ball]] now deals negative shield damage, making it less viable as a zoning and pressuring option from a distance. [[Neutral attack]], as with most others, can no longer effectively [[jab cancel]], removing its wide range of previously true followups. [[Down tilt]] has more endlag, which combined with the changes to knockback, impairs its combo potential and narrows Mewtwo's KO setups. [[Neutral aerial]] has heavily increased ending lag, a shorter duration, and smaller hitboxes, making it less viable for covering options and removing its aerial combo potential, limiting Mewtwo to land with the move and read the opponent's trajectory accordingly. [[Forward aerial]] is slightly slower and launches at a slightly lower angle, worsening its combo ability into itself and almost completely removing its ability to initiate a deadly [[wall of pain]] at low to mid percentages. | ||
The changes to [[air dodge|air dodging]] in ''Ultimate'' have also hindered Mewtwo moreso than any other character. Since air dodges can now only be utilized once before landing or getting hit, combined with them generally having more ending lag, this especially affects Mewtwo as it previously held the distinction of having the air dodge with the lowest ending lag out of the entire roster (allowing it to be spammed rather safely to play mindgames), which renders it even more susceptible to combos and juggling, given its large hurtbox for its weight class. | |||
However, Mewtwo has received a multitude of buffs in the transition as well. Mewtwo's KO potential is considerably better and more consistent overall; moves like its neutral attack, [[ | However, Mewtwo has received a multitude of buffs in the transition as well. Mewtwo's KO potential is considerably better and more consistent overall; moves like its neutral attack, [[forward tilt]] and [[dash attack]] deal more damage and knockback, with all of them now gaining KO potential at high percentages. Other attacks, such as [[Disable]] and its [[smash attacks]], have noticeably increased range, allowing them to secure KOs more easily from deceptive ranges. Shadow Ball has also received a slight increase in knockback when fully charged, making it an even more viable KOing option. Mewtwo has also seen slight improvements to its survivability, thanks to its heavier weight and faster falling speed, although it remains a rather easy character to KO. | ||
Most of the universal changes to gameplay mechanics have also benefited Mewtwo. Although the changes to air dodging mostly hamper it, they also | Most of the universal changes to gameplay mechanics have also benefited Mewtwo. Although the changes to air dodging mostly hamper it, they has also made its edgeguarding game more potent, thanks to its quick air speed, large variety of aerial attacks, useful projectile, long double jump and powerful recovery. The universal increase in mobility and traction across the cast, the reintroduction of [[dash-dancing]], and the ability to [[dash-canceling|use any attack out of a run]], also benefits Mewtwo, as it can now get around much quicker, ocasionally play mindgames on its approach, and punish more easily both in the neutral game and [[out of shield]]. Finally, the reductions to landing lag improve Mewtwo's safety on hit, opening some new combo routes due to its streamlined [[jumpsquat]]. | ||
In the end, Mewtwo is considered to be notably less effective than its ''SSB4'' iteration, as despite the improvements made to its mobility, survivability, kill power, and the benefits it received from ''Ultimate''{{'}}s mechanics, these changes do not completely compensate for the considerable nerfs it has received to its defensive game, combo ability, and hurtbox. As a result, Mewtwo has not made a significant impact in Ultimate's early metagame, as its playerbase is very small; players such as {{Sm|Abadango}}, {{Sm|WaDi}} and {{Sm|Rich Brown}} have dropped Mewtwo in favor of other characters, and although it initially received favorable success from {{Sm|Secret}} in ''Ultimate'''s early metagame, he has since dropped it in favor of {{SSBU|Joker}}, resulting in Mewtwo's results to have a significant decline. Due to this, many top players now consider it a lower-mid or low tier character, and a few others even believe it to be one of the worst characters in the game. However, game updates have offered Mewtwo bountiful buffs that have either helped alleviate some of its issues, improved its strengths, or fixed a few inconsistencies; this has caused some professionals to reassess their opinions on the character, with some believing it to have untapped potential and to be viable. As of now, Mewtwo's true viability in competitive play remains debatable. | |||
{{SSB4 to SSBU changelist|char=Mewtwo}} | {{SSB4 to SSBU changelist|char=Mewtwo}} | ||
==Update history== | ==Update history== | ||
Mewtwo has received a mix of buffs and nerfs via game updates, but has been buffed significantly overall. In update 2.0.0, its recovery became safer as [[Teleport]] grabs edges more reliably, which also reduces the risk of a self-destruct when attempting to directly Teleport to the edge. In update 3.0.0, Mewtwo's endurance was improved due to its increased weight, and some of its moves deal more damage and gained more range. This same update also increased [[Shadow Ball]]'s knockback, but made it significantly less of a threat on shield. In update 4.0.0, Mewtwo's tail hurtbox was shrunken slightly, which made spacing with its tail attacks more effective. Additionally, some of its primary KO moves were improved, while [[Confusion]] was given slightly less start-up. | |||
Mewtwo received a mix of buffs and nerfs via game updates, but | |||
Update | Update 7.0.0 buffed Mewtwo once again, although not to the same extent as 4.0.0. Mewtwo's shield was increased, and its posture was altered while shielding, making it less likely for it to be shield poked. Additionally, Mewtwo's down tilt now reaches further into the plane of gameplay on frame 6 of its hitbox, preventing it from missing some characters entirely in certain situations. | ||
Mewtwo would receive even more buffs in the 8.0.0 patch, improving some inconsistencies; most notably, down throw now has combo potential due to its lower ending lag, granting it a new KO setup into forward aerial at high percentages. Back and up aerials have also gotten stronger, improving their already above average KO potential. Lastly, Teleport has less landing lag, making Mewtwo less vulnerable if it Teleports directly onstage. | |||
As a result, Mewtwo fares much better compared to release. | |||
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | ||
Line 118: | Line 85: | ||
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|8.0.0}}''' | ||
{{UpdateList (SSBU)/8.0.0|char=Mewtwo}} | {{UpdateList (SSBU)/8.0.0|char=Mewtwo}} | ||
==Moveset== | ==Moveset== | ||
*Mewtwo | *Mewtwo can [[double jump cancel|cancel the upward momentum of its double jump]] by inputting a special move. | ||
*Mewtwo can [[wall jump]]. | *Mewtwo can [[wall jump]]. | ||
*The inner hitboxes of Mewtwo's tail attacks deal more damage and knockback | *The inner hitboxes of all of Mewtwo's tail attacks deal more damage and knockback. | ||
''For a gallery of Mewtwo's hitboxes, see [[Mewtwo (SSBU)/Hitboxes|here]].'' | ''For a gallery of Mewtwo's hitboxes, see [[Mewtwo (SSBU)/Hitboxes|here]].'' | ||
Line 132: | Line 96: | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutralinfdmg=0.8% (loop), 2.5% (last) | |neutralinfdmg=0.8% (loop), 2.5% (last) | ||
|neutraldesc=Extends its arm to emit a | |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 [[jab reset]]. It is one of the most damaging jabs in the game, usually able to deal around 20-30% even with good [[SDI]] from the opponent, especially when backed up against a wall or ledge. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg= | |ftiltdmg=11% (near), 10% (mid), 9% (far) | ||
|ftiltdesc= | |ftiltdesc=Mewtwo spins, then swings its tail forward. It is surprisingly strong for a move of its kind, with its near hitbox KOing at around 90% near the ledge and even its far hitbox KOing at around 130%. 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. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=7% (clean near), 6% (clean mid, late near), 5.5% (clean far, close), 5% (late mid), 4% (late far) | |utiltdmg=7% (clean near), 6% (clean mid, late near), 5.5% (clean far, close), 5% (late mid), 4% (late far) | ||
|utiltdesc=Telekinetically backflips to swing its tail in an overhead arcing motion. | |utiltdesc=Telekinetically backflips to swing its tail in an overhead arcing motion. Its hitboxes launch opponents at favorable angles for comboing into itself, an up smash, an aerial, or [[Confusion]] at low percentages. It can also be used for juggling beginning at medium percentages, and can even KO at high percentages (around 145% for middleweights). It covers a very wide range, hitting opponents near Mewtwo's back, making it a reliable move for catching landings. Most of Mewtwo's tail is a hurtbox, however, so it is less useful as an anti-air against other characters with disjointed hitboxes that can beat it out. | ||
|dtiltname=Tail Sweep | |dtiltname=Tail Sweep | ||
|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. It is Mewtwo's fastest tilt | |dtiltdesc=Crouches and spins around to swing its tail in front of itself. It is Mewtwo's fastest tilt and has long range and low endlag, making it good for close quarters combat. It is also among Mewtwo's best combo starters, being able to combo into an up tilt or any of Mewtwo's aerials. However, the sourspot on the tip of the tail does not lead to any combos, making it only useful for poking in the neutral. If landed on an opponent below the ledge, it can confirm into a forward aerial at KO percentages. | ||
|dashname= | |dashname= | ||
|dashdmg=12% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) | |dashdmg=12% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) | ||
|dashdesc=A lunging, energy-infused palm thrust. Its clean sweetspot deals above average knockback, which can KO at around 140% at the ledge. It is relatively fast and covers a decent distance, making it suitable for whiff punishes. However, it has | |dashdesc=A lunging, dark energy-infused palm thrust. Its clean sweetspot deals above average knockback, which can KO at around 140% at the ledge. It is relatively fast and covers a decent distance, making it suitable for whiff punishes. However, it has moderately high ending lag, making it punishable on shield. The late hit can lead into a buffered forward aerial at very low percentages. | ||
|fsmashname=Shadow Blast | |fsmashname= Shadow Blast | ||
|fsmashdmg={{ChargedSmashDmgSSBU|20}} (blast), {{ChargedSmashDmgSSBU|16}} (arms) | |fsmashdmg={{ChargedSmashDmgSSBU|20}} (blast), {{ChargedSmashDmgSSBU|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 energy. It is Mewtwo's strongest attack and an incredibly powerful punish out of a shield break or [[Disable]], with its sweetspot KOing at around 70% near the | |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 strongest attack and an incredibly powerful punish out of a shield break or [[Disable]], with its sweetspot KOing at around 70% near the ledge uncharged and its sourspot having respectable power as well. Due to it hitting on frame 19 and having 31 frames of ending lag, however, it is very punishable when whiffed or shielded at close range. It can be angled. | ||
|usmashname=Galaxy Force | |usmashname= Galaxy Force | ||
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-3), {{ChargedSmashDmgSSBU|10}} (hit 4) | |usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-3), {{ChargedSmashDmgSSBU|10}} (hit 4) | ||
|usmashdesc=Thrusts its arm upward to emit a swirling | |usmashdesc=Thrusts its arm upward to emit a swirling blast of dark energy resembling the shape of a galaxy. It can KO middleweights at around 90% if all hits connect and is very fast for its power, with its initial scooping hitbox coming out on frame 9 and its overhead hitbox frame 10. However, due to [[jostling]], the initial hitbox can sometimes miss even at point blank range, making it unreliable as an out of shield punish. The large, disjointed, long-lasting overhead hitbox can work as an anti-air against landing aerials, but opponents can air dodge through it with good timing. It has an enormous 43 frames of ending lag, making it very easy to punish if it misses due to the reasons above and making it a very high-risk, high-reward maneuver. | ||
|dsmashname=Shadow Bomb | |dsmashname= Shadow Bomb | ||
|dsmashdmg={{ChargedSmashDmgSSBU|16}} | |dsmashdmg={{ChargedSmashDmgSSBU|16}} | ||
|dsmashdesc=Extends its arm at a diagonal angle toward the ground to emit a | |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. It is incredibly powerful, KOing at around 90% and sending at an awkward 55° angle that makes optimal DI ambiguous. While it has noticeable startup at frame 21, its ending lag relative to its power and startup is extremely low, as Mewtwo can act out of it after 41 frames. Combined with its extra shield damage, it is safe on shield against most characters, and potentially even on whiff. This makes it a non-committal punish against landings, spotdodges, etc., helped by its lack of a sourspot. It can also act as a powerful 2-frame punish at the ledge due to its generous hitbox and three active frames. While it lacks a traditional sourspot, its outer hitbox only affects grounded opponents and deals less shield damage than its inner hitbox. | ||
|nairname=Body Spark | |nairname= Body Spark | ||
|nairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-5), {{ShortHopDmgSSBU|4}} (hit 6) | |nairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-5), {{ShortHopDmgSSBU|4}} (hit 6) | ||
|nairdesc=Discharges electricity around itself with its limbs spread out. | |nairdesc=Discharges electricity around itself with its limbs spread out. With only 7 frames of startup, it is tied with forward aerial for having the lowest startup lag out of Mewtwo's aerials. Its hitboxes are positioned at Mewtwo's hands and feet and keep the opponent trapped, whereas its last hitbox launches them. Its fast startup and long duration make it great for catching jumps. It is Mewtwo's best out-of-shield option, hitting on both sides, although it is hard to consistently connect because of the extremely small hitboxes. Its linking hits can also drag opponents down if fast-falling, which can lead to follow-ups, gimps and kill confirms, most reliably into up smash. | ||
|fairname=Shadow Scratch | |fairname=Shadow Scratch | ||
|fairdmg={{ShortHopDmgSSBU|13}} | |fairdmg={{ShortHopDmgSSBU|13}} | ||
|fairdesc= | |fairdesc=A dark energy-infused swipe. Coming out on frame 7, it is tied with neutral aerial for having the lowest start-up lag out of Mewtwo's aerial attacks. It is one of Mewtwo's best KO options, KOing middleweights at around 90% near the ledge. It also boasts combo potential at low percentages, as it can also combo into itself, down tilt, Shadow Ball and more. It is a very safe poking option because of its range, safety on shield and low landing lag. However, it is susceptible to anti airs as it is not disjointed. It can also be used as an edgeguarding tool, albeit with some difficulty due to the hitbox. | ||
|bairname= | Its speed, safety, range, and utility at all percentages make it a staple in Mewtwo's neutral game and moveset, and it is not uncommon for it to be considered the best forward aerial in the game. | ||
|bairname= | |||
|bairdmg={{ShortHopDmgSSBU|13}} (near), {{ShortHopDmgSSBU|12}} (mid), {{ShortHopDmgSSBU|11}} (far) | |bairdmg={{ShortHopDmgSSBU|13}} (near), {{ShortHopDmgSSBU|12}} (mid), {{ShortHopDmgSSBU|11}} (far) | ||
|bairdesc=Swings its tail behind itself in an upward arc. It covers a very wide area and deals high knockback, making it great at edgeguarding, particularly against double jumps, and allows it to easily wall out opposing aerial approaches. | |bairdesc=Swings its tail behind itself in an upward arc. It covers a very wide area and deals high knockback, making it great at edgeguarding, particularly against double jumps, and allows it to easily wall out opposing aerial approaches. However, it has the second highest amount of start-up lag out of Mewtwo's aerial attacks at frame 13. Additionally, it possesses a blindspot below Mewtwo, and disjointed attacks like swords will beat out its hitbox, reducing its utility against some characters and making it a liability in disadvantage. It can KO at around 100% near the ledge, and much earlier offstage. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|12}} (near), {{ShortHopDmgSSBU|11}} (mid), {{ShortHopDmgSSBU|10}} (far) | |uairdmg={{ShortHopDmgSSBU|12}} (near), {{ShortHopDmgSSBU|11}} (mid), {{ShortHopDmgSSBU|10}} (far) | ||
|uairdesc=Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. It covers a wide range, making it great for juggling, and | |uairdesc=Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. It covers a wide range, making it great for juggling, and can KO at around 110% near the upper blast line. It can be used to catch high recoveries and jumps onto the stage. If used when landing, it can combo into all of Mewtwo's aerials and Shadow Ball, potentially leading to KOs. Most notably, a rising double jump up aerial can lead into a forward aerial as a situational KO confirm. However, it is difficult to hit short opponents when landing with the move. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|14}} (grounded opponents, aerial sourspot), {{ShortHopDmgSSBU|15}} (aerial sweetspot) | |dairdmg={{ShortHopDmgSSBU|14}} (grounded opponents, aerial sourspot), {{ShortHopDmgSSBU|15}} (aerial sweetspot) | ||
|dairdesc= | |dairdesc=Backflips to perform a dark energy-infused stomp. 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, making it a good edgeguarding and 2-framing option. Due to it hitting on frame 15, however, it has the highest amount of start-up lag out of Mewtwo's aerials. Its sourspot boasts respectable power and can combo into tilts at low percents and aerials at higher percents. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc=Telekinetically holds an opponent. Mewtwo's grab range and speed are average. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc= | |pummeldesc=Releases a pulse of darkness into the opponent. | ||
|fthrowname=Shadow Cannon | |fthrowname=Shadow Cannon | ||
|fthrowdmg=3% (throw), 2 | |fthrowdmg=3% (throw), 2% (Shadow Balls) | ||
|fthrowdesc=Telekinetically lifts the opponent diagonally in the air before firing | |fthrowdesc=Telekinetically lifts the opponent diagonally in the air before firing five [[Shadow Ball]]s at them. It deals 13% if all hits connect, making it among the most damaging throws in the game. However, the Shadow Balls can be reflected by a {{SSBU|Hero}} with [[Command Selection|Bounce]] or any opponent wearing a [[Franklin Badge]], and other nearby opponents with reflectors and/or absorption moves can choose to intercept it, while opponents can also DI to avoid some of the projectiles at higher percentages and mitigate the throw's damage. While it does not possess any true follow-ups, it has relatively low endlag and leaves the opponent in a favorable position to cover their options with a running up tilt, dash attack, back aerial, etc. If the opponent fails to DI all of the Shadow Balls, it can KO at around 140% from the combined knockback of every projectile. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=11% | |bthrowdmg=11% | ||
|bthrowdesc=Telekinetically throws the opponent | |bthrowdesc=Telekinetically throws the opponent backward. Its high damage and knockback makes it one of the strongest back throws in the game and one of Mewtwo's most viable KO options, KOing middleweights at around 100% near the ledge. | ||
|uthrowname=Psychic Whirlwind | |uthrowname=Psychic Whirlwind | ||
|uthrowdmg=12% | |uthrowdmg=12% | ||
|uthrowdesc=Telekinetically whirls the opponent around itself before launching them | |uthrowdesc=Telekinetically whirls the opponent around itself before launching them upward above its head. One of the strongest up throws in the game, KOing middleweights at around 140% from ground level, and even earlier when standing on a platform. | ||
|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. | |dthrowdesc=Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. It can combo into up tilt at low percentages, and forward aerial at mid-high percentages, which can KO reliably at around 90%-140%. The aforementioned follow-ups are susceptible to DI, although its quick startup is difficult to react to, and it can be used as a mixup to forward throw. At mid to high percentages, it can force the opponent onto a platform if used below one, leading to a [[tech-chase]] situation where Mewtwo can potentially follow up with an aerial, up smash, or even [[Disable]] with the right read. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
Line 200: | Line 165: | ||
|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
|edgedesc=Swings its tail in front of itself while climbing up. | |edgedesc=Swings its tail in front of itself while climbing up. It has the second highest range of all ledge attacks in the game, right behind {{SSBU|Bowser}}. | ||
|nsname=Shadow Ball | |nsname=Shadow Ball | ||
|nsdmg=4% (uncharged), 25% (fully charged) | |nsdmg=4% (uncharged), 25% (fully charged) | ||
|nsdesc=Cups its hands to its side and [[bulbapedia:Shadow Ball (move)|creates a blackish violet sphere of energy]] between its hands, then thrusts its hands forward to launch the sphere. Depending on its charge and the opponent's | |nsdesc=Cups its hands to its side and [[bulbapedia:Shadow Ball (move)|creates a large, blackish violet sphere of dark energy]] between its hands, then thrusts its hands forward to launch the sphere. Depending on its charge and the opponent's percent, Shadow Ball can combo into almost any move, including, but not limited to, down tilt, up tilt, grab, dash attack, forward aerial, and up smash, potentially even leading to a KO with the latter two. It can be b-reversed and wavebounced, giving Mewtwo tricky movement mixups to use in the neutral and when landing. Like all of Mewtwo's specials, it can be used to cancel the upward momentum of Mewtwo's double jump. When fully charged, Shadow Ball travels faster, is harder to clank with and can KO at mid-high percents. Because of these attributes, it is one of Mewtwo's best tools in the neutral game. | ||
|ssname=Confusion | |ssname=Confusion | ||
|ssdmg=1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles) | |ssdmg=1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles) | ||
|ssdesc=Swipes forward to [[bulbapedia:Confusion (move)|emit a ripple of psychic energy]] from its hand. It has impressive utility, courtesy of it functioning both as a [[reflector]] and a [[Grab#Special_moves_that_can_grab|command grab]], making it a viable option when landing, recovering or getting up from the | |ssdesc=Swipes forward to [[bulbapedia:Confusion (move)|emit a ripple of psychic energy]] from its hand. It has impressive utility, courtesy of it functioning both as a [[reflector]] and a [[Grab#Special_moves_that_can_grab|command grab]], making it a viable option when landing, recovering or getting up from the ledge. As a grab, the ripple spins opponents around and leaves them [[tumbling]] at a frame disadvantage dependent on their damage. If used in the air at 140%, it can combo into forward aerial, ensurinf a KO unless the opponent has a frame 1 combo breaker. It functions as a [[Fall Break]], making it useful for mixing up landings and recovery timings. | ||
|usname=Teleport | |usname=Teleport | ||
|usdmg=— | |usdmg=— | ||
|usdesc={{iw|bulbapedia|Teleport|move}}s to a different location. It | |usdesc={{iw|bulbapedia|Teleport|move}}s to a different location. It is completely invulnerable after frame 9. It has 20 frames of landing lag, making it a potentially effective, albeit punishable escape option when being juggled. It carries Mewtwo's vertical momentum out of a double jump very well, giving it deceptively long recovery distance, though it carries limited horizontal momentum. Its combination of intangibility, long distance, and quick startup makes it a very effective recovery move, which combined with the stalling capabilities of its double jump and other special moves makes Mewtwo exceedingly difficult to edgeguard. | ||
It can also be used to [[ | It can also be used to [[ledge-cancel]], although its precise ledge-canceling window and tendency to "bounce" off surfaces can often cause Mewtwo to overshoot the ledge entirely, leading to accidental [[self-destruct]]s offstage and making it a very risky endeavor. | ||
|dsname=Disable | |dsname=Disable | ||
|dsdmg=1% | |dsdmg=1% | ||
|dsdesc=[[bulbapedia:Disable (move)|Emits a minuscule spark of psychic energy]] from its eyes | |dsdesc=[[bulbapedia:Disable (move)|Emits a minuscule spark of psychic energy]] from its eyes toward the opponent, [[stun]]ning them if they are on the ground and launching 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 from frames 10 to 16, allowing it to beat out attacks when timed properly. Combined 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% | ||
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Mewtwo Y and performs {{iw|bulbapedia|Psystrike|move}}, its {{ | |fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Mewtwo Y and performs {{iw|bulbapedia|Psystrike|move}}, 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. Incredibly powerful, KOing at around 50% from center stage. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Teleports | *Teleports onscreen, and descends to the ground as dark energy disperses from its body. | ||
<gallery> | <gallery> | ||
MewtwoOnScreenAppearanceSSBU.gif|Mewtwo's on-screen appearance | MewtwoOnScreenAppearanceSSBU.gif|Mewtwo's on-screen appearance | ||
Line 254: | Line 191: | ||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up Taunt''': Folds its arms as it telekinetically spins around on the spot while laughing. Resembles the animation Mewtwo performs while using a physical move in | *'''Up Taunt''': 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. If Mewtwo is holding an item, the item will telekinetically twirl around with it on the final spin. | ||
*'''Side Taunt''': Surrounds itself in a flame-like aura of | *'''Side Taunt''': Surrounds itself in a flame-like aura of dark energy, similarly to Lucario's up taunt. | ||
*'''Down Taunt''': After turning to face the screen, it waves its hand in a circular motion in front of itself. It then proceeds to thrust its opposite arm forward while emitting a small | *'''Down Taunt''': After turning to face the screen, it waves its hand in a circular motion in front of itself. It then proceeds to thrust its opposite arm forward while emitting a small spark of dark energy from its palm. If Mewtwo is holding an item, the item will orbit telekinetically around its body as it does this. | ||
<gallery> | <gallery> | ||
SSBUMewtwoTaunt1.gif|Mewtwo's up taunt. | SSBUMewtwoTaunt1.gif|Mewtwo's up taunt. | ||
Line 267: | Line 204: | ||
*Holds out one hand in front of itself. | *Holds out one hand in front of itself. | ||
<gallery> | <gallery> | ||
SSBUMewtwoIdle1.gif|Mewtwo's first idle pose | SSBUMewtwoIdle1.gif|Mewtwo's first idle pose | ||
SSBUMewtwoIdle2.gif|Mewtwo's second idle pose | SSBUMewtwoIdle2.gif|Mewtwo's second idle pose | ||
</gallery> | </gallery> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' While | *'''Left:''' While radiating a dark aura, Mewtwo raises its left hand in front of itself while pulling back its right hand. Mewtwo then thrusts its right hand forward, emitting dark energy sparks from its palm. Mewtwo emits an ominous growl throughout the pose. In Japanese, it says "{{ja|私は負けるわけにはいかない!|Watashi wa makeru wake ni wa ikanai!}}", which translates to "I cannot afford to lose!" | ||
*'''Up:''' Mewtwo crosses its arms as it turns its back to the screen, and | *'''Up:''' Mewtwo crosses its arms as it turns its back to the screen, and looks back over its shoulder, scoffing. In Japanese, it says "{{ja|私はなぜ ここにいるのか…?|Watashi wa naze koko ni iru no ka...?}}", which translates to "Why am I here...?" | ||
*'''Right:''' | *'''Right:''' Does a single spin while levitating, then poses with a dark aura bursting from its body as it laughs. In Japanese, it says "{{ja|愚かな!|Orokana!}}", which translates to "Foolish!" | ||
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the | [[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]] | ||
<gallery> | <gallery> | ||
MewtwoVictoryPose1SSBU.gif | MewtwoVictoryPose1SSBU.gif | ||
Line 319: | Line 219: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
Initially, Mewtwo has been believed to be even better than its iteration in ''SSB4'' despite its top tier placement. This was because of its improved KO power and its main weakness, its endurance, being seemingly toned down as its weight was increased, while the universal mobility changes significantly benefit Mewtwo. As such, many pre-release tier lists thought of Mewtwo to be a high- or even top-tier character, and potentially one of the best characters in the game overall. | |||
' | However, as time went by, many have noticed Mewtwo's flaws becoming more prominent; most notoriously, Mewtwo's tail hurtbox has been extended, which has caused it to be clipped by many attacks from a noticeable range. Additionally, its disadvantage state has been significantly nerfed due to the changes to air dodging, made even worse due to its increased hurtbox size. | ||
As a result of its nerfs from ''[[Smash 4]]'', Mewtwo has not made an impact in ''Ultimate''{{'}}s metagame. Most of Mewtwo's playerbase from ''Smash 4'' have dropped the character in favor of other characters, leaving it to have a below average representation. Although Mewtwo has initially received favorable success from SDX, he has since dropped the character. | |||
Game updates slightly addressed some of Mewtwo's biggest flaws, allowing it to gain more attention in the eyes of some players. The plentiful amount of buffs, as well as decent regional placements by players such as {{Sm|Zenkai}} and {{Sm|????}}, has led some people to believe that the character could potentially be viable and a threat; ever since it gained more buffs in 8.0.0, Mewtwo is now generally considered an upper-mid tier character, and some believe it to be a high tier character. However, the character's playerbase still remains somewhat small, as well as some of its more meaningful buffs being given during the COVID-19 pandemic, making it hard to tell how these changes will improve Mewtwo's viability in the long run. | |||
===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 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.--> | |||
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | |||
====Active==== | |||
*{{Sm|????|USA}} - Co-mains Mewtwo with {{SSBU|Ice Climbers}} and is considered the best Mewtwo player in the Midwest. Placed 1st at [https://smash.gg/tournament/midwest-arcadian/events/ultimate-singles/brackets Midwest Arcadian], 17th at {{Trn|Holiday Heist 5}}, and 49th at {{Trn|Frostbite 2020}}. Ranked 10th on the [[Michigan Power Rankings]]. | |||
*{{Sm|Cigotoast|Spain}} - The best Mewtwo player in Spain. Placed 33rd at {{Trn|Tech Republic IV}} and is ranked 12th on the [[Spanish Power Rankings]]. Has wins over {{Sm|sisqui}}, {{Sm|AndresFn}}, {{Sm|Rydle}}, {{Sm|El_Bardo}}, and {{Sm|ForTseKe}}. | |||
*{{Sm|Grade|Canada}} - The best Mewtwo player in Canada. Placed 7th at {{Trn|The Pinnacle 2018}} with both Mewtwo and {{SSBU|Wolf}}, and 17th at {{Trn|Play With Heart}} with solo Mewtwo. Ranked 11th on the [[British Columbia Power Rankings]]. | |||
*{{Sm|Kento|Japan}} - The best solo Mewtwo player in Japan. Placed 33rd at {{Trn|Sumabato SP 1}}, has wins over players such as {{Sm|Nishiya}}, {{Sm|Lunamado}}, {{Sm|Jihanki}} and {{Sm|Desumo}}. | |||
*{{Sm|WaDi|USA}} (#20) - Uses Mewtwo as a secondary. Placed 1st at {{Trn|Ultimate at The Cave}}, 2nd at {{Trn|Clash Of The Carolinas III}}, and 3rd at {{Trn|SwitchFest 2019 Kickoff}} as one of his characters. Has wins over {{Sm|Seagull Joe}} and {{Sm|Dexter|p=Maryland}} with Mewtwo. | |||
*{{Sm|Zenkai|USA}} - The best Mewtwo player in the United States after SDX dropped the character. Placed 17th at both {{Trn|Tri-state Showdown: Fall 2019}} and {{Trn|Overclocked Ultimate IV}}, 25th at {{Trn|Return to Yoshi's Island}}, 33rd at {{Trn|Smash at The Paramount}}, and 49th at {{Trn|Frostbite 2020}}. Has wins over {{Sm|Ralphie}}, {{Sm|Mr. E}}, {{Sm|Sandstorm}}, and {{Sm|Magister}}. | |||
====Inactive==== | |||
*{{Sm|Compact|Japan}} - Formerly used Mewtwo as a main, but has since dropped it for {{SSBU|Palutena}}. Placed 25th at {{Trn|KVOxTSB 2019}} and 33rd at {{Trn|Umebura SP}} using Mewtwo. | |||
*{{Sm|Moke|England}} - Placed 5th at {{Trn|North East Smash Arena 3}} and 9th at {{Trn|Manchester Conquest 1}} before switching to {{SSBU|Greninja}}. Had wins over {{Sm|Willz}}, {{Sm|RobbieAK47}}, and {{Sm|demon_B}}. | |||
*{{Sm|SDX|USA}} - The best Mewtwo player in the world prior to his hiatus. Has since dropped the character for {{SSBU|Joker}}. Placed 2nd at {{Trn|No Fun Allowed 3}}, 9th at {{Trn|Glitch 6}}, 17th at {{Trn|GENESIS 6}}, 25th at {{Trn|Let's Make Moves}}, and 33rd at {{Trn|Frostbite 2019}}. He has defeated {{Sm|Awestin}}, {{Sm|Jw}}, {{Sm|NickC}}, {{Sm|Gen}}, {{Sm|Abadango}}, and {{Sm|NAKAT}}. | |||
*{{Sm|Tezii|USA}} - Ranked 9th on the [[Oregon Power Rankings#Super Smash Bros. Ultimate rankings|Oregon Ultimate Power Rankings]] and placed 65th at {{Trn|Glitch 8}}. Has wins over {{Sm|Biggymouth}}, {{Sm|Active}}, and {{Sm|H4DS}}. | |||
=={{SSBU|Classic Mode}}: Psychic Control== | =={{SSBU|Classic Mode}}: Psychic Control== | ||
[[File:SSBU Congratulations Mewtwo.png|thumb|Mewtwo's congratulations screen.]] | [[File:SSBU Congratulations Mewtwo.png|thumb|Mewtwo's congratulations screen.]] | ||
Each round, Mewtwo is allied with previous opponents under the notion that its teammates are under its mental control; these teammates typically represent characters that have been brainwashed in their respective home series. | |||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{CharHead|Ness|SSBU|hsize=20px}} and {{CharHead|Lucas|SSBU|hsize=20px}}||[[Fourside]]||''{{SSBUMusicLink|EarthBound|Fourside (Melee)}}''|| | |1||{{CharHead|Ness|SSBU|hsize=20px}} and {{CharHead|Lucas|SSBU|hsize=20px}}||[[Fourside]]||''{{SSBUMusicLink|EarthBound|Fourside (Melee)}}''|| | ||
|- | |- | ||
|2||{{CharHead|Cloud|SSBU|hsize=20px}}||[[Midgar]]||''{{SSBUMusicLink|EarthBound|Snowman}}''||{{Head|Lucas|g=SSBU|s=20px|cl=Grey}} Lucas is a CPU ally. His costume is based on the {{ | |2||{{CharHead|Cloud|SSBU|hsize=20px}}||[[Midgar]]||''{{SSBUMusicLink|EarthBound|Snowman}}''||{{Head|Lucas|g=SSBU|s=20px|cl=Grey}} Lucas is a CPU ally. His costume is based on the {{s|wikibound|Masked Man}}, a form his twin brother, {{s|wikibound|Claus}}, assumed upon being brainwashed by {{s|wikibound|Porky Minch}} in ''Mother 3''. | ||
|- | |- | ||
|3||{{CharHead|Ryu|SSBU|hsize=20px}} and {{CharHead|Ken|SSBU|hsize=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Final Fantasy|Fight On!}}''||{{Head|Cloud|g=SSBU|s=20px|cl=Advent}} Cloud is a CPU ally. Cloud was | |3||{{CharHead|Ryu|SSBU|hsize=20px}} and {{CharHead|Ken|SSBU|hsize=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Final Fantasy|Fight On!}}''||{{Head|Cloud|g=SSBU|s=20px|cl=Advent}} Cloud is a CPU ally. Cloud's mind was briefly taken over by [[Sephiroth]] in ''Final Fantasy VII''. | ||
|- | |- | ||
|4|| {{CharHead|Richter|SSBU|hsize=20px}}||[[Dracula's Castle]]||''{{SSBUMusicLink|Street Fighter|Vega Stage}}''||{{Head|Ken|g=SSBU|s=20px|cl=Grey}} Ken is a CPU ally. | |4|| {{CharHead|Richter|SSBU|hsize=20px}}||[[Dracula's Castle]]||''{{SSBUMusicLink|Street Fighter|Vega Stage}}''||{{Head|Ken|g=SSBU|s=20px|cl=Grey}} Ken is a CPU ally. His costume is based on Violent Ken, a form he assumed upon being brainwashed by M. Bison in ''SNK vs. Capcom: SVC Chaos'' and ''Ultra Street Fighter II: The Final Challengers''. | ||
|- | |- | ||
|5||{{CharHead|Palutena|SSBU|hsize=20px}} and {{CharHead|Pit|SSBU|hsize=20px}}||[[Skyworld]]||''{{SSBUMusicLink|Castlevania|Lament of Innocence}}''||{{Head|Richter|g=SSBU|s=20px|cl=Black}} Richter is a CPU ally. Richter was brainwashed by Shaft in ''Castlevania: Symphony of the Night''. | |5||{{CharHead|Palutena|SSBU|hsize=20px}} and {{CharHead|Pit|SSBU|hsize=20px}}||[[Skyworld]]||''{{SSBUMusicLink|Castlevania|Lament of Innocence}}''||{{Head|Richter|g=SSBU|s=20px|cl=Black}} Richter is a CPU ally. Richter was brainwashed by Shaft in ''Castlevania: Symphony of the Night''. | ||
|- | |- | ||
|6||{{CharHead|Pikachu|SSBU|hsize=20px}}, {{CharHead|Pichu|SSBU|hsize=20px}}, {{CharHead|Jigglypuff|SSBU|hsize=20px}}, and {{CharHead|Lucario|SSBU|hsize=20px}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''||{{Head|Pit|g=SSBU|s=20px|cl=Black}} Pit is a CPU ally. Pit lost control of [[icaruspedia:Pit's Body|his body]] due to the {{ | |6||{{CharHead|Pikachu|SSBU|hsize=20px}}, {{CharHead|Pichu|SSBU|hsize=20px}}, {{CharHead|Jigglypuff|SSBU|hsize=20px}}, and {{CharHead|Lucario|SSBU|hsize=20px}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''||{{Head|Pit|g=SSBU|s=20px|cl=Black}} Pit is a CPU ally. Pit lost control of [[icaruspedia:Pit's Body|his body]] due to the {{s|icaruspedia|Chaos Kin}} sealing his soul into [[icaruspedia:Ring of Chaos|a ring]] in ''Kid Icarus: Uprising''. | ||
|- | |- | ||
|colspan="5"| | |colspan="5"|Bonus Stage | ||
|- | |- | ||
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Pokémon|Battle! (Lorekeeper Zinnia)}}''||{{Head|Pikachu|g=SSBU|s=20px|cl=Red}} Pikachu is a CPU ally. {{ | |Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Pokémon|Battle! (Lorekeeper Zinnia)}}''||{{Head|Pikachu|g=SSBU|s=20px|cl=Red}} Pikachu is a CPU ally. {{s|bulbapedia|Ash's Pikachu}} was [[bulbapedia:Pikachutwo|cloned]] by [[bulbapedia:Mewtwo (original series)|Mewtwo]] in ''Pokémon: The First Movie''. | ||
|} | |} | ||
Note: Each round uses a track taken from the series fought in the previous | Note: Each round uses a track taken from the series fought in the previous round. | ||
Credits roll after completing Classic Mode. Completing it as Mewtwo has ''{{SSBUMusicLink|Pokémon|Victory Road - Pokémon Ruby / Pokémon Sapphire}}'' accompany the credits. | |||
{{clr}} | {{clr}} | ||
Line 370: | Line 279: | ||
Mewtwo was among the fighters that were summoned to fight the army of [[Master Hand]]s. | Mewtwo was among the fighters that were summoned to fight the army of [[Master Hand]]s. | ||
During the opening cutscene, Mewtwo was present on the cliffside when [[Galeem]] unleashed his beams of light. Mewtwo and {{SSBU|Zelda}} attempted to reflect the beams using [[Confusion]] and [[Nayru's Love]] | During the opening cutscene, Mewtwo was present on the cliffside when [[Galeem]] unleashed his beams of light. Mewtwo and {{SSBU|Zelda}} attempted to reflect the beams using [[Confusion]] and [[Nayru's Love]] respectively; this effort failed, with both being vaporized and placed under Galeem's imprisonment, along with the rest of the fighters (excluding {{SSBU|Kirby}}). | ||
Mewtwo was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. It can be found in the [[Mysterious Dimension]] sub-area, where its location will be accessed during the quiz segment asking which spirit cannot be inhaled by Kirby (the answer for Mewtwo being [[List of spirits (Kirby series) | Mewtwo was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. It can be found in the [[Mysterious Dimension]] sub-area, where its location will be accessed during the quiz segment asking which spirit cannot be inhaled by Kirby (the answer for Mewtwo being [[List of spirits (Kirby series)|Whispy Woods]]). | ||
{{clrl}} | {{clrl}} | ||
Line 394: | Line 303: | ||
|''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}'' | |''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Mewtwo's fighter spirit can be obtained by completing | Mewtwo's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Mewtwo in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
Additionally, one of Mewtwo's Mega | Additionally, one of Mewtwo's Mega Evolved forms appears as a Primary Spirit. | ||
<center> | <center> | ||
Line 408: | Line 317: | ||
</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 431: | Line 341: | ||
|{{SpiritTableName|ReDead|size=64}} | |{{SpiritTableName|ReDead|size=64}} | ||
|''The Legend of Zelda'' Series | |''The Legend of Zelda'' Series | ||
|•{{SSBU|Mewtwo}} Team {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}}×4 | |•{{SSBU|Mewtwo}} Team {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} (×4) | ||
|{{SpiritType|Grab}} | |{{SpiritType|Grab}} | ||
|2,100 | |2,100 | ||
Line 448: | Line 358: | ||
|[[Saffron City]] | |[[Saffron City]] | ||
|N/A | |N/A | ||
|•Timed battle | |•Timed battle<br>•Only certain Pokémon will emerge from Poké Balls ([[Abra]]) | ||
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon}} | |{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon}} | ||
| | | | ||
Line 472: | Line 382: | ||
|{{SSB|Kongo Jungle}} | |{{SSB|Kongo Jungle}} | ||
|•Invisibility<br>•Hazard: Fog | |•Invisibility<br>•Hazard: Fog | ||
|•The stage is covered in fog<br>•Timed battle | |•The stage is covered in fog<br>•Timed battle<br>•The enemy is invisible after a little while | ||
|{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}} | |{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}} | ||
| | | | ||
Line 496: | Line 406: | ||
|[[Kalos Pokémon League]] (Flood Chamber only) | |[[Kalos Pokémon League]] (Flood Chamber only) | ||
|•Defense ↑ | |•Defense ↑ | ||
|•Timed battle | |•Timed battle<br>•The enemy has increased defense<br>•The enemy shields often | ||
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire}} | |{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire}} | ||
| | | | ||
Line 508: | Line 418: | ||
|[[Mario Galaxy]] ([[Battlefield form]]) | |[[Mario Galaxy]] ([[Battlefield form]]) | ||
|•Attack Power ↑ | |•Attack Power ↑ | ||
|•The enemy has increased attack power<br>•Only certain Pokémon will emerge from Poké Balls (Deoxys) | |•The enemy has increased attack power<br>•Only certain Pokémon will emerge from Poké Balls ([[Deoxys]]) | ||
|{{SSBUMusicLink|Pokémon|Battle! (Lorekeeper Zinnia)}} | |{{SSBUMusicLink|Pokémon|Battle! (Lorekeeper Zinnia)}} | ||
| | | | ||
Line 515: | Line 425: | ||
|{{SpiritTableName|Uxie, Mesprit, & Azelf|size=64}} | |{{SpiritTableName|Uxie, Mesprit, & Azelf|size=64}} | ||
|''Pokémon'' Series | |''Pokémon'' Series | ||
|•Tiny {{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Yellow}}{{Head|Mewtwo|g=SSBU|s=20px|cl=Blue}}{{Head|Mewtwo|g=SSBU|s=20px|cl=Pink}} | |•Tiny {{SSBU|Mewtwo}} (×3) ({{Head|Mewtwo|g=SSBU|s=20px|cl=Yellow}}{{Head|Mewtwo|g=SSBU|s=20px|cl=Blue}}{{Head|Mewtwo|g=SSBU|s=20px|cl=Pink}}) | ||
|{{SpiritType|Grab}} | |{{SpiritType|Grab}} | ||
|9,000 | |9,000 | ||
Line 539: | Line 449: | ||
|{{SpiritTableName|Necrozma|size=64}} | |{{SpiritTableName|Necrozma|size=64}} | ||
|''Pokémon'' Series | |''Pokémon'' Series | ||
|•Gold {{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} | |•Gold {{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} | ||
|{{SpiritType|Neutral}} | |{{SpiritType|Neutral}} | ||
|9,400 | |9,400 | ||
Line 563: | Line 473: | ||
|{{SpiritTableName|Inspired|size=64}} | |{{SpiritTableName|Inspired|size=64}} | ||
|''Bayonetta'' Series | |''Bayonetta'' Series | ||
|•{{SSBU|Mewtwo}} Team {{Head|Mewtwo|g=SSBU|s=20px|cl=Pink}}×4 | |•{{SSBU|Mewtwo}} Team {{Head|Mewtwo|g=SSBU|s=20px|cl=Pink}} (×4) | ||
|{{SpiritType|Grab}} | |{{SpiritType|Grab}} | ||
|1,900 | |1,900 | ||
Line 581: | Line 491: | ||
|•Flowery | |•Flowery | ||
|•You constantly take minor damage<br>•The enemy's FS Meter charges quickly | |•You constantly take minor damage<br>•The enemy's FS Meter charges quickly | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Dawn in the Desert}} | ||
| | | | ||
|- | |- | ||
|rowspan="2"|1,400 | |rowspan="2"|1,400 | ||
| | |rowspan="2"|[[File:SSBU spirit The Devil (Cuphead).jpg|center|64x64px]] | ||
|rowspan="2"|{{anchor|The Devil (Cuphead)}}The Devil (Cuphead) | |||
|rowspan="2"|''Cuphead'' | |rowspan="2"|''Cuphead'' | ||
|rowspan="2"|•Giant {{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} | |rowspan="2"|•Giant {{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} | ||
Line 597: | Line 508: | ||
|- | |- | ||
|style="background-color:#EEE;"|{{SSBUMusicLink|Other|Floral Fury}}<ref group="SB" name="DLC"/> | |style="background-color:#EEE;"|{{SSBUMusicLink|Other|Floral Fury}}<ref group="SB" name="DLC"/> | ||
|} | |} | ||
===As a minion=== | ===As a minion=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 645: | Line 533: | ||
|{{SpiritTableName|Medusa Head|size=64}} | |{{SpiritTableName|Medusa Head|size=64}} | ||
|''Castlevania'' Series | |''Castlevania'' Series | ||
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}<br>•Tiny {{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Cyan}}×5 | |•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}<br>•Tiny {{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Cyan}} (×5) | ||
|{{SpiritType|Attack}} | |{{SpiritType|Attack}} | ||
|3,600 | |3,600 | ||
Line 663: | Line 551: | ||
|•Move Speed ↓ | |•Move Speed ↓ | ||
|•Defeat the main fighter to win<br>•The enemy's melee weapons have increased power<br>•Reinforcements will appear during the battle | |•Defeat the main fighter to win<br>•The enemy's melee weapons have increased power<br>•Reinforcements will appear during the battle | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Worthy Rival Battle}} | ||
| | | | ||
|} | |} | ||
<references group="SB"> | <references group="SB"> | ||
Line 687: | Line 575: | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Pokémon Smash Bros.png|Artwork of all | Pokémon Smash Bros.png|Artwork of all playable Pokémon characters and Poké Ball Pokémon, as posted by the official Pokémon Twitter account. | ||
SSBU Mewtwo Number.png|Mewtwo's fighter card. | SSBU Mewtwo Number.png|Mewtwo's fighter card. | ||
Mewtwo unlock notice SSBU.jpg|Mewtwo's unlock notice. | Mewtwo unlock notice SSBU.jpg|Mewtwo's unlock notice. | ||
SSBUWebsiteMewtwo1.jpg|Mewtwo [[idling]] on [[Wily Castle]]. | SSBUWebsiteMewtwo1.jpg|Mewtwo [[idling]] on [[Wily Castle]]. | ||
SSBUWebsiteMewtwo2.jpg|[[Taunting]] on [[Lylat Cruise]]. | SSBUWebsiteMewtwo2.jpg|[[Taunting]] on [[Lylat Cruise]]. | ||
SSBUWebsiteMewtwo3.jpg| | SSBUWebsiteMewtwo3.jpg|Releasing a [[Shadow Ball]] on [[Spirit Train]]. | ||
SSBUWebsiteMewtwo4.jpg|Taunting with {{SSBU|Lucario}} and {{SSBU|Fox}} on [[Coliseum]]. | SSBUWebsiteMewtwo4.jpg|Taunting with {{SSBU|Lucario}} and {{SSBU|Fox}} on [[Coliseum]]. | ||
SSBUWebsiteMewtwo5.jpg|Using [[Disable]] on {{SSBU|Rosalina}} on [[Pokémon Stadium]]. | SSBUWebsiteMewtwo5.jpg|Using [[Disable]] on {{SSBU|Rosalina}} on [[Pokémon Stadium]]. | ||
SSBUWebsiteMewtwo6.jpg| | SSBUWebsiteMewtwo6.jpg|In its black alternate color with [[Olimar (SSBU)|Pikmin]] on [[Onett]]. | ||
SSBUWebsitePichu3.jpg| | SSBUWebsitePichu3.jpg|Battling {{SSBU|Pichu}} on [[Spear Pillar]]. | ||
</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=BcCpZHVIv9Q}} | {{#widget:YouTube|id=BcCpZHVIv9Q}} | ||
==Trivia== | ==Trivia== | ||
* | *Mewtwo's artwork for ''Ultimate'' resembles its [[bulbapedia:File:150Mewtwo.png|artwork]] for [[bulbapedia:Pokémon FireRed and LeafGreen Versions|''Pokémon FireRed/LeafGreen'']], albeit with its hands and legs posed slightly differently. | ||
*Mewtwo was confirmed to be a playable character in ''Ultimate'' before Pikachu, making this the first time Pikachu was not the first Pokémon to be announced as part of the roster. | |||
*Mewtwo | *Mewtwo was the last non-DLC character added to the Super Smash Bros. Blog. | ||
*Mewtwo was the last non-DLC character added to the | **However, due to {{SSBU|Mr. Game & Watch}}'s blog page only being available on the Asian websites until December 7, Mr. Game & Watch was the last character added to the blog on non-Asian websites. | ||
**However, due to {{SSBU|Mr. Game & Watch}}'s blog page only being available on Asian websites until December | *Mewtwo is the only character who has its victory grunts/laughter omitted from the English Sound Test. | ||
*Mewtwo is the only character | *Mewtwo is one of three characters whose Classic Mode route centers around protagonists and heroes for opponents. The other two who share this attribute are {{SSBU|Dark Samus}} and {{SSBU|Ganondorf}}. All three characters of which face heroes/protagonists from their own series. | ||
* | **Similar to [[Dark Samus]], Mewtwo's teammates are based on being possessed to fight other opponents for its Classic Mode route, thus making Mewtwo's route an inverse of {{SSBU|Joker}}'s. | ||
*There's currently a positioning glitch when Mewtwo performs an [[air dodge]] when facing left. It will be facing away from the screen when disappearing and reappearing. | |||
** | *Mewtwo is the only character who can [[stun]] other fighters in ''Ultimate'' without the use of items or breaking shields. | ||
*There | *Mewtwo, {{SSBU|Cloud}}, the {{SSBU|Hero}} and {{SSBU|Sephiroth}} are the only four playable characters to speak in Japanese in at least one version of the game to never speak in English in any version of the game. | ||
*Mewtwo is the only | **Out of those four, Mewtwo is the only one who is not a property of Square Enix and is a first-party character. | ||
*Mewtwo, {{SSBU|Cloud}}, {{SSBU|Hero}} and {{SSBU|Sephiroth}} are the only | *Uniquely, when Mewtwo is under the effect of either [[Poison]], {{SSBU|Joker}}'s [[Eiha / Eigaon]], or any of {{SSBU|Olimar}}'s {{b|Pikmin|species}}, it uses the same expression used for the startup of [[Disable]], and as a result, its eyes flash green until the effect wear off. | ||
**Out of those | *Mewtwo is one of two ''Pokemon'' characters in ''Ultimate'' whose Japanese voice actors in the game are deceased, the other being [[Incineroar]]. Unlike Incineroar however, Mewtwo's voice actor passed away after ''Ultimate'''s release rather than before. | ||
* | *Mewtwo’s Classic Mode route is the only one which features music that is neither from the stage’s universe nor that of the played fighter's universe. Instead the music is from the ally's universe, with the exceptions being the first round (which has no allies) and the final round (where Mewtwo and Pikachu are both from the ''Pokémon'' universe). | ||
*Datamining Mewtwo's sound files reveal its defeat voice clip when KO'd by reaching 0 HP during its final stock in [[Stamina Mode]] has a "Japanese" variant, much like its victory voice clips. However, the clip is otherwise identical to the "international" variant. | |||
* | |||
*Datamining Mewtwo's sound files | |||
{{SSBUCharacters}} | {{SSBUCharacters}} |